I understand, learning all the different hitboxes for each character sounds like a pain in the ass to land the BnB, I’ll try what you said with the shotos though, sounds like good advice.
Anyway, does anybody know if rufus has any legit GT strings off a divekick for example?
To my knowledge the only ones you would be able to depend on are not a part of his standard BnB (st.LK, st.LK, st.HP xx HP GT). They all come off of a cr.LK or cr.LP canceled into LP GT or EX GT. But his BnB is not a block string because of the st.LK > st.HP link (not to mention the fact that it’s 1-framer, so mashed DP really makes you earn it).
As to different hit boxes for characters, I wouldn’t even sweat that. Think about it like this: any character with a Reversal of 3 frames or with a Reversal move that has enough invincibility to beat meaty dive kick needs to be cross-up dive kicked in order to be stuffed. Everything else is pretty much free. Also, off of a forward throw you have two safe jumps on EVERY CHARACTER in the game:
Fthrow, whiffed st.HP, jf.HP (Rufus’ hurt box doesn’t extend out to the tip of his hand which will hit via the spacing from a whiffed st.HP)
Fthrow, dash twice, IMMEDIATELY jump and cross-up dive kick
I never thought about using Lp. GT off of a cr.LK or cr.LP I’ll experiment.
I saw that whiffed st.HP off of a Fthrow setup on youtube the other day, apparently it isn’t as easy as just throwing out the Hp immediately after you do the foward throw, or so I was told on another thread, can you confirm?
Also with the second safe jump setup, are you sure it works against moves like chun-li’s spinning bird kick?
Also yeah, I’m forced to due to living in a shitty part of England with no local scene or arcade etc…
Thanks for the feedback btw, it’s nice to know some people are still on the Rufus forums lol.
Yeah haha. Crazy to see how old some of these posts are.
But yeah, you can do the cr.LP or cr.LK off dive kick (into LP GT or EX GT) no problem. As for the whiffed st.HP set-up, the timing isn’t too strict. I think where a lot of people get lost is the fact that you should be holding back on the stick after you jump forward. Many times SRK (or whatever) will still come out but because of the non-hurtbox it’ll just “go through” Rufus’ hand and you’ll block their Reversal. If the SRK (or whatever) is ill-timed then you’ll wind up hitting them with the jf.HP. Make sense? It’s win-win as long as you hold back on the stick. The timing isn’t crazy difficult.
The second safe-jump for sure works on Chun. While you may be jumping immediately you’re not necessarily dive kicking immediately. A dive kick from the top of Rufus’ jump stuffs ANY Chun Bird Kick clean (even EX).
Another thing about dive kicks that you’ve probably already heard a lot about is what height to hit the opponent at. Hypothetically, you want them to always hit super low so that you get as close to +7 frame advantage (on hit) as possible (this is the max). But in the instances where you stuff Chun’s Bird Kick or stuff a Shoto’s SRK with a cross-up dive kick, these are often catching the opponent as they’re airborne or in their midsection which doesn’t set up a block string or combo. Explore your options in these scenarios. One thing I do against scrubby Shotos is…once I stuff their SRK with cross-up dive kick, I immediately dive kick at a super low height right away and see what they do. If I eat an SRK, I remember it. Then I let them fall to me in the exact same exchange next time around (at which point you’d st.HP xx HP GT or whatever you want). If they *don’t *DP–well then now you have wonderful pressure on them (follow up the dive kick with throw, BnB, block string, etc.).
Hope all this helps. Rufus was really tough for me to pick up at first because I had to learn the laws of dive kicking. But once you do, he’s really fun.
can rufus cross up with his dive kicks? or does it mostly always hit in front? Also, where is rufus at (at best) if the opponent blocks the dive kick from the waist up frame-wise?
Yes he can cross them up. On knockdown you can dive kick as the character is waking up to hit them low on the opposite side. Conversely, if you time the dive kick to hit as they reach their feet you’ll hit them high and somewhere near the top of the skull/back of the neck (good to end a round with). Things are a little different in the corner though. YouTube it. It’s out there.
If your dive kick lands anywhere from the waist up, your best options are re-dive kicking, back dashing, or throwing. Because your fastest move is 4f (crouch jab or crouch short), you’re likely to get “out framed” by most other characters’ mashed jabs or shorts. It depends though–what is your opponent doing? Much of dive kick’s value is that it gives you information for the next dive kick exchange. They want to try and tech your throw? Instant dive kick them next time, etc. Players react to the dive kick game in different ways, and a high dive kick can almost “flip the coin” and put yourself in a self-inflicted mix-up of sorts. If your opponent has decent knowledge of where dive kick needs to hit in order for Rufus to maximize his mix-up game, then it will be harder to get value out of a misplaced dive kick. Them’s the breaks.
Best advice: don’t try to do too much with a misplaced or high dive kick. If you’re not sure, jump away and try again later for a safe bet. Don’t land it in their chest and then attempt BNB or something. You’ll wind up eating a lot of moves.
Does stand or crouch blocking change the frame advantage of a divekick? A lot of times when I block a divekick I think for sure he is at frame disadvantage or even but I seem to always be wrong.
Rule of thumb is that his frame advantage is all about the height it hit at. Only difference between standing/crouching is certain characters have wonky standing hit boxes that don’t allow Rufus to hit below the waist. At those times there would be no block stun.
So Rufus dive kick does act the same as yun and yang in the sense that above the waist is frame disadvantage and below the waist is safe? To me it seems like it acts so differently. With yun and yang I can read pretty well when its safe or not but with Rufus I seem to always be wrong lol.
Not exactly. Yun and Yang’s divekick has ground recovery, while Rufus’ does not. Height is far more important to the twins because they need their frame advantage to cover up for their recovery on landing. Rufus is at best +7 on block (lowest possible divekick) and at worst -1 (Gief/Sagat) or -2ish (T.Hawk). So while Cammy (5 frame recovery after landing) and the twins you can sometimes get free punishes on, you can’t with Rufus.
wow only -2… ok that makes a lot more sense. I really should of figured this out a long time ago lol. Thanks for your help. One more question if you don’t mind. Does this change in the corner? It seems like his corner set ups set him up with frame advantage even though the divekick is being blocked really high up on the body.
I wouldn’t call him fundamental based in the strictest sense, since he has a dive kick and just generally because of the way he plays he is anti footsie. That being said he has decent normals (weird to get used to but very usable once you get the hand of things) and id say he isn’t awful to pick up.
Pros for picking him up:
He has a dive kick
Good high invincibility move for wakeup
An quick easy to use anti air
Some easy high damaging combos
Cons
His bnb requires a 1-frame link (id say this is one of the harder things to learn to really “get good” with rufus, this being said its a surmountable obstacle)
When meter less wakeup can prove difficult
Ground control is a bit hard to get the hang of
Some matchup knowledge will require some serious losing (he can potentially get creamed by shotos)
Justin has said on an interview that rufus needs the ex messiah not going over crouching oponents to be competitive again at tournament but, at the same, time he said that with that change rufus would be BROKEN… (really?) what do you think about that? So with the ex messiah going over crouching oponents rufus is mediocre against character with good pressure after a knockdown and with it not going over crouching oponents he is broken?
Ex Messiah whiffing and going over most crouching opponents head is imo a huge nurf. What makes it so bad is that against the characters that you need a decent reversal against their pressure (cammy, seth, sakura just to name a few), it flies over them and rufus can take a hard punish. Plus, low stun does not help him against the “tournament worthy characters” since most of them the messiah kick flies over so therefore you are forced to try and block a mixup.
Fixing that ridiculous fly over won’t make him broken (Justin was probably drunk). You can still bait the ex messiah with jump back or block then punish accordingly. However, what it will do is make those vortex, pressure hungry characters do is make them respect the fat man’s wake up options.
All that must be done with Rufus is that one fix and I’m sure he can even take an evo title.
thats exactly what i was thinking… i mean, its true that the move is amazing (beats focus, lots of invincibility, moves you forward, the oponenet has to guess to punish you if blocked…) but whats the point of having it if you cant use it for what it was designed for? Also, justin… thats not the attitude… you cant say things like that, i hope that capcom doesnt listen to you…
so justin has said again that he may drop rufus… what do you think? would fixing the ex messiah going over crouching oponents on HIT but making it to go over crouching oponents on BLOCK make him too good?
Never listen to Justin Wong. He hasn’t done shit for the Rufus community other then complain. If he drops it good, Means I’m not far from being the best Rufus lol.