j.HK (1 hit) lk messiah, lk followup
Yes
That would be why I said what I did in the 2 proceeding lines after, “It’s a reset and mix up tactic.”
where and how should i use ultra 2? like which characters and which moves can i punish with it. as far as i have seen u can punish all blanka balls with it upon block and before. what about the rest?
u can punish fireballs from like 3/4 of the screen, dont use it againt guile thou, sonic boom has really good recovery, it is really useful against sagat or akuma
I also have a little trouble punishing Chun’s fireballs on reaction. I don’t know, maybe I’m just doing it too late.
On the other hand, against shotos for example, U2 is just MAGIC ;>
Is it still possible in ssf4 to Dive Kick, Standing Hard Punch, Cancel into Galactic Tornado?
Yes, it’s still possible
Noob question here. Whats the best way of dealing with people who jump back any time I get up close and put pressure on them?
If you expect it, tossing out a standing HK helps at times. If they jump back, it stands a good chance of hitting them, and from there you can do a whole lotta damaging stuff.
Just complete your block string, if they try jump back in the middle of dive kick lk,Hp xx Galactic tornado they’re gonna eat a ton of damage and maybe even an ultra if they’re close to the corner
Can anybody tell me why U2 used in cross-up situations makes your opponent just drop to the ground after one hit sometimes? Is there an indicator/certain situation that this always happens?
I was playing my friend that plays Gief, and I using U2. He’d knock me down, then cross me up, and I’d do U2 at pretty much the same height every time, but it would cause Gief to fall to the ground and destroy me after he woke up. Does it have to do with the normal he throws out, moving his hitbox or something? I was under the impression it was supposed to be an anti-crossup ultra…but it would be pretty gay if our opponent can force his character out and punish you for it while still keeping their crossup options available…
When you toss out the Ultra, does Rufus hit him once and move away from him or stay stationary?
U2 moves toward your opponents direction based on where he is when you activate it. If he somehow gets over you, Rufus will move away.
I’ll still be on them. Basically, if you’re asking if they are still able to even get hit by my ultra as opposed to Rufus just moving away, then yes, they are still right above my neck where it’ll hit.
The ultra will hit once, but that first hit grounds them (untechable). Then, they’ll proceed to just get up and do whatever they want
That happened to me to, which is why I never do it if they’re gonna cross me up. Seems like the vacuum effect is from the front only, from the back that will happen all the time. It has nothing to do with matchups or anything, if they can get over you when you do this ultra they’ll drop like a rock.
PS - it is definitely NOT an anti-crossup ultra… It has a million uses, but anti-crossup is not one of them. Just block and don’t do wakeup ultra in the first place
j.rh… ex snake strikes… j.rh into ex snake strikes… U2 since it will just suck them back in if they jump back from melee range. Pretty sure rufus is made to make people WANT to jump back, and he was given the tools to make it so that jump back is the absolute worst option they can choose.
But, everything from here to the Sagat sub-forum says that U2 was supposed to be an anti-crossup ultra. Didn’t Capcom even say in some article where they went over some of the big changes for the vanilla characters that U2 for Rufus was supposed to be an anti-crossup ultra?
Great way that worked out…
maybe delaying it or input it so that rufus turns to the right side when doing the ultra. you´ve seen how sagat can TU to the other side if youre crossing him up? maybe the same can be applied to U2 with Rufus.
PD: btw, cr.mk works great against sagats std.hk
I dunno how well that’d work, considering the slow startup. It’s a great antiair Ultra because it sucks people in and has a freaking huge hitbox, but it’s not much better than U1 if you input it late… They’ll land and just block the thing. You may catch them if they aren’t doing a deep crossup, but I don’t think it’s a risk worth taking.
I don’t even understand why you’d want an anti-crossup ultra when U2 is so good that it can make his bad matchups even or possibly in his favour now due to the vacuum + anti-fireball properties…
And I never heard about it being anti-crossup in the first place, but people who were saying that probably didn’t understand the actual uses of the ultra. Its amazing…
Dive Kick
Firstly, thank you to everyone who has contibuted to this discussion - your advice has really helped me improve my Rufus game.
I’m finding that when I go for dive kick and then dive kick follow up (if the first dive kick is blocked) then if my opponent spams jab I seem to get hit out of the second dive kick. If instead of a second dive kick I go into HP XX GT then their jab inputs are overridden by their block command. Any help?
Secondly, I find the dive kick has some weird effects. Testing against Gief, Balrog and Guile (so far) it seems to just slide down them without connecting. If I hit higher then I can’t combo into HP xx GT. There does seem to be a combo window of opportunity but for these characters it seems really small. It also hampers my effort to mix it up and follow 1st dive kick with a second.
Any thoughts/advice gratefully received.!
**I’m finding that when I go for dive kick and then dive kick follow up (if the first dive kick is blocked) then if my opponent spams jab I seem to get hit out of the second dive kick. If instead of a second dive kick I go into HP XX GT then their jab inputs are overridden by their block command. Any help?
**
you can try and throw them…ok maybe I should elaborate more on this. Rufus divekick’s strenght is that they are so fast and can lead to big damage and knockdown that people always panic, so, I think you need to mix your options after blocked divekick, like, you can go for another one, a light attack like std.lk into more light attacks, then you can do another dive, or you can throw them after the first std.lk or after the blocked divekick, you can even make the divekick whiff and throw them or wait and EX messiah to counter their normals, etc. so you get the idea, try to get used to their patterns and see how they react to the divekicks and then you can start messing with their minds.
Secondly, I find the dive kick has some weird effects. Testing against Gief, Balrog and Guile (so far) it seems to just slide down them without connecting. If I hit higher then I can’t combo into HP xx GT. There does seem to be a combo window of opportunity but for these characters it seems really small. It also hampers my effort to mix it up and follow 1st dive kick with a second.
yeah on those characters the divekick whiffs if done right in front of them, so first of all you should never EVER divekick against gief unless you are pretty confident you can get something after that and not getting SPDd, like kindevu sometimes divekicks giefs and then does something to dodge that, but most of the time you want to keep him away. against boxer, well not much to say, usually in this match I try not to divekick him if he is not knocked down because of his hitbox and cr.hp/jump back HP. and against guile, I dont know man, I dont have that problem, so maybe you need to get a bit closer to him.
If you have any further questions feel free to post them here :tup: