Rufus Strategy/Combo Thread (because you can't poke forever...)

Ok, we really needed this thread so that people can know more about this guy and starts to use him,

Thanks to Golden Gunman for his excelent rufus thread at neoempire.com, ill be using the info he posted plus other stuff/combos that can contribute

All pics ans gifs are from www.neoempire.com, visit Golden Gunman (props man :tup:) Rufus thread too and post there as well since thats the original Rufus thread, im just adding some more info.

http://www.neoempire.com/forum/showthread.php?t=4137

show some love for the fat guy!

Important normal pokes:

Crouching LP: good for pressure along with cr.lk, can be comboed into EX tornado/Super

Crouching LK: hits low, good for pressure and mix.up games, can be comboed into lp tornado, or super if you want. can be linked to std. lk/std.lp also

Far MP:

http://img507.imageshack.us/img507/9674/rufusmidpunchjc7.jpg

Reasonable poke. Fast with good range. Can beat some stuff out clean like Blanka Ball

Far HP: Very good anti-air beats a lot of stuff clean. Notice the angle of this punch is at 45 degrees in comparison to Rufus’ Far MP.

Close HP:

http://img257.imageshack.us/img257/5837/rufusclosehpyv8.jpg

Solid meaty punch that takes up a lot of the vertical space of the screen. Can be 2-in-1’d to Galactic Tornado. Also good as anti-air.

Crouching HP:

http://img507.imageshack.us/img507/8691/crouchfiercejm4.gif

It has many names like “Rufus Fireball” or “reach the nachos”. MASSIVE ranged crouching attack, almost hits from full screen. Very vulnerable to Focus Attack and Dragon punches however! The recovery can put you in a lot of trouble too. Can punish things like tatsumakis with the right distance, also if the opp tries to cross you up with a tatsumaki while youre down, just crouch, wait a bit and then cr.HP

Crouching MK:

http://img161.imageshack.us/img161/1990/rufuscrmkdt4.jpg

Rufus basic footsie for keeping opponent’s away. You can combo it into EX Tornado from any range too.

Standing far HK: A kick with a weird angle, decent anti air, you can combo after it hits an airbone opponent with snake strike, or tornado

Jump HK: Double kick, very important to rufus gameplay, when hitting an airbone opp with this, you can combo Super, Ultra, Dive kick, tornado (excepto EX version) and Snake Strike (and its EX version too…this one does a lot of damage for being so simple)

Jump HP: good range and priority

jump straight HP: Has a similar animation to his fragrance palm ( :r: + :hp:). The important thing is that hits on both sides as well.

Command Normals:
**
Fragrance Palm**
:r: + :hp:

Rufus moves forward and stretches one arm wither side of him. It looks a lot like a similar move Yun has from 3S.

  • If it connects, it knocks the opponent MILES away, like to the edge of the screen.
  • You can sort of use it to snuff people going for low pokes.
  • it doesnt seem to have many range but hits from both sides.

Glory Kick
:df: + :mk:

  • A roll, with a kick tagged onto the end of it.
  • It moves Rufus forwards quite a bit, really useful to close the gap.
  • It can be blocked low or high.
  • Does not pass through projectiles (Very important)
  • Useful anti cross-up
  • On counter hit, you can combo cr.lp and cr.lk

Falcon Kick:

http://img4.imageshack.us/img4/3662/streetfighteriv20080530.jpg

Air :df: + :mk:

  • Very important to Rufus gameplay, allows him to do very effective mix-ups
  • You can control somewhat where you land by moving the lever when in the air.
  • You can perform “Triangle Jumps”(you know, like magneto) with the kick, IE really close to the ground Dive-Kicks.
  • You can combo off the Dive Kick with cr.LK or Standing HP depending on how early or late you hit with the divekick (Basically try to hit them as deep as posible)
  • The Dive Kick can and should be used for cross-ups and ambiguous cross-ups
  • Can be blocked low or high (its not an overhead)

Vulture kick:

:r: + :mk:

  • Again, looks similar to Yun/Yang/Karin :r: + :mk: its quite fast
  • Good for Dive Kick, overhead mixups.
  • Goes over all low attacks

Focus Attack

A quick standing kick. The range is pretty poor, the speed is OK.

http://img4.imageshack.us/img4/2020/streetfighteriv20080530o.jpg

—>

http://img4.imageshack.us/img4/8387/streetfighteriv20080530g.jpg

Target Combo:

:lk:, :hk:

  • Two hit combo, the second hits whiffs on SOME crouching chacters.
  • 2nd Hit launches opponent for Snake Strike (character specific) or Ultra (everyone)

**Target Combo: LK>HK on Crouching Opponents by F1xxy
**
Abel | hits
Akuma | hits
Balrog | hits
Blanka | miss
Cammy | hits
C Viper | miss
Chun Li | miss
Dan | hits
Dhalsim | hits
E Honda | miss
EFuerte | hits
F Long | hits
Gen | hits
Gouken | hits
Guile | hits
Ken | miss
M Bison | hits
Rose | hits
Rufus | hits
Ryu | miss
Sagat | hits
Sakura | hits
Seth | hits
Vega | hits
Zangief | hits

Special Moves:

Messiah Kick

:qcf: + :k:

EX-able: YES
Focus-cancelable: YES
Combo-able: YES
Link-able: NO (?)
Armor-breaking: NO

A two-stage move.

Stage one: Rufus does a Spin Kick that travels in an arc across the screen. Strength of Kick determines arc and distance traveled. Upon landing, you can press kick again for a follow up attack, or you don’t have to press anything and do something else (e.g. throw).

http://img11.imageshack.us/img11/5011/streetfighteriv20080530b.jpg

There are three types of follow-up attack you can do, each corresponding to a different kick button:

:lk::

http://www.watch.impress.co.jp/game/docs/20080603/sfiv037.gif

–>

http://img5.imageshack.us/img5/3662/streetfighteriv20080530.jpg

Rufus performs a flip kick. This combos from the Messiah Kick if it connects.

  • This move can also be Focus Cancelled leading to some big combos.
  • You are not safe after block
  • If you hit with this as an anti air (just the Lk followup, without the messiah kick) you get a free super/ultra/snake strike
  • Trades with DPs

:mk::

http://www.watch.impress.co.jp/game/docs/20080603/sfiv039.gif

Rufus hits low and knocks the opponent down. This move doesn’t combo from the spin kick.

:hk::

http://www.watch.impress.co.jp/game/docs/20080603/sfiv040.gif

-Rufus performs an overhead attack.
-Evades low attacks
-Doesnt combo from the spin kick either

  • If the opp is slow to throw a srk type move, this will evade it and give you a free combo (dont go apeshit with this though)

EX Messiah Kick is one of Rufus’ clutch moves. It can be used as a reversal to do loads of damage, and it can help him travel across the screen quickly and safely. It passes through fireballs at the beginning. Beats almost every other move in the game but if its blocked you better guess right with the follow-up or you will be punished

http://img254.imageshack.us/img254/1879/exmessiahkicklk6.gif

You always want to have one EX stock so you can bust out this move if ever in trouble.

Galactic Tornado:

:qcf: + :p:

http://img176.imageshack.us/img176/4293/galactictornadokj1.gif

EX-able: YES
Focus Cancelable: YES (on first hit only)
Armour-breaking: YES
2 in 1 -able: YES
Link-able: YES

  • Rufus spins around and hits you up to five times in total.
  • Press Towards / Back to control Tornado after start-up.
  • 2 on 1 -able from lots of moves. Best moves are Cr.LK and Close HP.
  • EX Tornado can be “hit-confirmed” from Cr.LK, cr.LP.
  • You can link lp Tornado onto the end of a combo ending with any tornado in the corner. EX: Dive Kick, HP xx HP Tornado, Link LP Tornado for one hit in the corner looks sick, does tons of damage and ensures you lose lots of friends and that you get called a cheap

This move also has a number of unique properties to it, that need some GIF related goodness.

Projectile Negation:

http://img384.imageshack.us/img384/9560/tornadonegateka4.gif

If timed correctly, Rufus’ Tornado can ride the hits of a projectile such as a Hadoken or Sonic Boom.
In the above GIF, Rufus rides Ken’s hadoken and then by holding Towards on the lever, he carries on to hit Ken!

Vacuum Effect:

http://img55.imageshack.us/img55/8200/vaccumeffectbc6.gif

  • Rufus’ tornado also has the ability to vacuum in opponent’s from far away and hit them.
  • EX has the best vacuum properties.
  • A great use of this is to punish pokes from long distance. Is Ryu spamming sweeps to stop you from getting in? Wait until the end of the animation and then Tornado to drag them towards you and punish him!

Thanks to F1xxy for this info related to Rufus EX tornado:

*EX Galactic Tornado Null properties:
Rufus’ EX Galactic Tornado has one hit of ranged projectile nullification followed by one hit of physical impact projectile nullification during the palm hit animation (only useful for certain characters), but the ranged vaccuum effect can cancel out Projectiles even at max range (except Dhalsim’s Yoga fire because his projectile isn’t emitted from his hands). Basically, nullifies all single hit projectiles:
+Ken’s Hadoken
+Ryu’s Hadoken
+Akuma’s Gohadoken, LP Shakunetsu Hadoken and Zanku Hadoken(See below)
+Gouken’s Uncharged LP Gohadoken, Uncharged EX Gohadoken (Horizontal Hadoken only)
+Sakura’s Hadoken, all 3 charge levels
+Dan’s Gadoken
+Chun Li’s Kikoken
+Sagat’s High and Low Tiger Shot
+Dhalsim’s Yoga Fire
+Guile’s Sonic Boom
+Seth’s Sonic Boom
+Rose’s Soul Spark
Basically, any one hit projectile at any range in between Rufus and opponent can be nullified without physical contact. It also nullifies Akuma’s air hadokens, but only once they come parallel to about Rufus’ chest level. It will not null when parallel to the head.

The null hit is the same as the vaccuum effect, so if the Vaccuum affects the opponent character before the projectile, the projectile is not nullified. This is best simulated with Akuma.

Other random notes/uses:
You can EX Tornado null both hits of the following 2 hit projectiles at max range with the vaccuum, then stop the second hit with the palm hit animation of EX Tornado. (Warning: you virtually need to “psychic” these EX fireballs to null with EX Tornado)
+Ken’s EX Hadoken
+Ryu’s EX Hadoken
+Akuma’s EX Gohadoken, MP Shakunetsu Hadoken and EX Zanku Handoken
+Sakura’s EX Hadoken
+Chun Li’s EX Kikoken
+Sagat’s EX Low Tiger Shot
+Dhalsim’s EX Yoga Fire
+Guile’s EX Sonic Boom
Alternatively, you can EX Tornado then Focus absorb if you start the null process very early (on slow projectiles like Sakura/Dhalsim).

-Oddly enough, this doesn’t work with Sagat’s EX High Tiger Shot, Rose’s EX Soul Spark, Seth’s EX Sonic Boom, or Gouken’s Fully Charged Horizontal Gohadoken (doesn’t matter if EX). It’s possible to time it enough to have the palm strike animation connect with the second hit, but it doesn’t null it. There is also not enough time to pull out a Focus Absorb. However, HP Tornado works on Rose’s EX Soul Spark, Seth’s EX Sonic Boom and Gouken’s Fully charged Hadoken just fine. (see below)
-This also doesn’t work for Dan’s EX Gadoken because of distance issues. HP Tornado still works fine.

HP Galactic Tornado can get two hits of physical impact projectile nullification with somewhat odd character specific timing, which works on:
+Ryu’s EX Hadoken
+Ken’s EX Hadoken
+Akuma’s EX Gohadoken, MP Shakunetsu Hadoken and EX Zanku Hadoken
+Gouken’s Fully Charged Horizontal Gohadoken (EX or not)
+Sakura’s EX Hadoken
+Dan’s EX Gadoken
+Chun Li’s EX Kikoken
+Sagat’s EX Low Tiger Shot
+Dhalsim’s EX Yoga Fire
+Seth’s EX Sonic Boom.
+Guile’s EX Sonic Boom
+Rose’s EX Soul Spark

-I cannot seem to null the second hit of Sagat’s EX High Tiger shot. :confused: However, it is very easy to null his EX Low Tiger shot.

MP and LP Tornado only have one hit of null with physical contact.

How you want to include all that’s up to you. :stuck_out_tongue:
Keep up the good work. :slight_smile:

<3F1*

**Jatotsu Nature/Snake Strike: **

:dp: + :p:

http://img229.imageshack.us/img229/566/snakestrikeantiairgw7.gif

EX-able: YES
Focus Cancelable: NO
Armour-breaking: NO
2 in 1 -able: NO
Link-able: YES
Comboable: Yes

  • Rufus jumps up in the air and does a hundred hand slap type attack.
  • Strength of punch used determines how far he jumps up. MP version is really good for jumping over projectiles and building meter at the same time.
  • Normal version kinda sucks as an anti-air against many jump-ins. It trades or even gets beat cleanly to a lot of stuff.
  • EX version is awesome as an anti-air, however.
  • Combos off LK->HK launcher (character specific) and Air-to-air Jump HK (Combo with EX version for militant damage)
  • Can be added to the end of many juggles to increase combo count / damage.

Super: Spectacle Romance

http://img6.imageshack.us/img6/5526/streetfighteriv20080530.gif

–>

http://img6.imageshack.us/img6/293/streetfighteriv20080530g.gif

—>

http://img6.imageshack.us/img6/3373/streetfighteriv20080530w.gif

—>

http://img6.imageshack.us/img6/6587/streetfighteriv20080530o.gif

—>

http://img14.imageshack.us/img14/5526/streetfighteriv20080530.gif

—>

http://img14.imageshack.us/img14/6650/streetfighteriv20080530z.gif

:qcf: x2 + :p:

  • A combo sequence where Rufus hits you, jumps over you head and then sends you flying in the opposite direction.
  • A good Rufus player will never use this move unless it’s to finish the round or match. EX meter is valuable to Rufus and this move does not really do enough damage to warrant it’s four stocks.
  • Can be canceled from first hit of any Tornado.
  • Can be linked in the corner from a Tornado.
  • Can combo from Cr.LP or Cr.LK. You can do Cr.Lp, Cr.LK Cr.LP, Cr.LK xx Super if you really want for example. But it’s not really worth doing that because EX Tornado can be hit-confirmed after cr.LK, cr.LP

Ultra: Space Ophera Symphony

:qcf: x2 + :3p:

  • Rufus smacks you about with a neat combo. A good Rufus player should be able to combo into this move from a ton of stuff.
  • Air to air Jump HK can be linked to a SOS.
  • LK->HK launcher can be used anywhere (even mid-screen) to connect to SOS.
  • In the corner, after a Galactic Tornado, you can link an SOS.
  • You can FA->DC anywhere from LK Messiah Kick into Ultra

Again, thanks to GG for sharing all the info from neoempire.com, dont forget to visit it!:

http://www.neoempire.com/forum/images/fad_left.gif

Combos:

:lk:, :hk: link :dp: + :p:
cr.:lk: xx :qcf: + :lp:
cr.:lk:, cr.:lp:, cr.:lp: link :qcf: + :2p:
close.:hp: xx :qcf: + :hp: (punisher combo)
Dive kick, s.:lk:, s.:mp: xx :qcf: + :hp: (Hard timing but good damage)
Dive kick, s.:lk:, s.:HP: xx :qcf: + :hp: (even harder, but much better damage)
cr.:lk: link :qcf: + :2k:, :lk:
air-to-air jump :hk:, land, :dp: + :p: OR :dp: + :2p:
anti air standing :hk:, link :qcf: + :p: OR :dp: + :p: or :dp: + :2p:
Corner:
cr.:lk: xx :qcf: + :lp: link :qcf: + :lp: OR :dp: + :lp:
close.:hp: xx :qcf: + :hp: link :qcf: + :lp: OR :dp: + :lp:

**Super combos:
**

cr.:lk:, cr.:lp:, cr.:lk: link :qcf: x2 + :p:
close :hp: xx :qcf: + :hp: SC on the first hit :qcf:x2 + :p:
air to air jump :hk: :qcf: + :p: xx :qcf: x2 + :p:
Corner:
After a combo ending with any tornado: link :qcf: x2 + :p:

far :hk:, :r: + :hp:, :dp: + :hp:, link :qcf: x2 + :p:

Ultra Combos:

:lk:, :hk: link, :qcf: x2 + :3p:
:qcf: + :2k:, :lk: FADC, :qcf: x2 + :3p:
Air-to-air jump :hk:, link, :qcf: x2 + :3p:
anti air :lk: followup of messiah kick, link :qcf: x2 + :3p:

:lk:, :hp: xx :qcf: + :hp: link :qcf: x2 + :3p: (this is a midscreen version, it only works on Zangief, Boxer and Claw, the timing is pretty tight but very rewarding damage)

here you have a vid of midscreen ultra after HP tornado:

[media=youtube]r5qaFMDXsoY[/media]

Corner:
After a combo ending with any tornado: link :qcf: x2 + :3p:

LV3 Focus attack, :qcf: + :lk:, :lk: FADC, link :dp: + :p:, link :qcf: x2 + :3p:

Air-to-air jump :hk:, :dp: + :lp: link :qcf: x2 + :3p: (if you are near corner and you catch your opp with jump :hk: you can do EX snake strike for more damage, and after that the ultra, needs testing if it works on everyone)

far :hk:, :r: + :hp:, :dp: + :hp:, link :qcf: x2 + :3p: (does not work well on zangief after a focus attack), here you might want to use different versions of snake strike for different characters, for ex HP snake works on claw, but against ryu use Mp snake

Air to air j.HK (1st hit), fragrance palm ( --> + HP), HP snake strike (3 hits), Ultra. The most damaging follow.up after the first hit of j.hk in the corner

Counter Hit combos:

cr. :lp: / cr. :lk: , :qcf::mp:
cr. :mp: , cr :lp: , cr :lp: , cr :lp: , :qcf::2p:
cr. :mp: , close :hp: , :qcf::hp:
cr. :mp: , target combo = :qcf::qcf: + :p: / :qcf::qcf: + :3p:
:df::mk: , cr :lp: , :qcf::lp:
:df::mk: , close :hp: , :qcf::hp:
:df::mk: , :lk: , :lk: , cr :lk: , :qcf::2p:
:df::mk: , target combo = :qcf::qcf: + :p: / :qcf::qcf: + :3p:
:df::mk: , :lk:, close :hp: xx :qcf: :hp:

Note by Diveman: These are just examples, so let take the CH roll (DF + MK) as an example, if it hits as a CH ou can link close HP xx HP tornado, you can also link close std.LK and this means any followup that can be done after close std.lk can be done here, like linking the close std.lk to close HP into HP tornado, or the target combo or close std.MP into cr.lp into EX tornado. so, be creative and use the follow-ups you feel the most confortable with

Dive Kick Mix-up:

If there is something important to Rufus gameplay, is his ability to mix-up after a dive kick quite well and with some damaging combos is the opp guesses wrong.

*Rufus works best when he is up close and personal. Ideally you want to put your opponent in the position of blocking Dive Kicks or a roll. Then you’ll apply your mind games to try and break their guard and setup combo opportunities.

There are many, many things you can do with Rufus when you get into this situation, but here are some examples* by Golden Gunman

High / Low Mixup
Dive Kick (blocked), cr.:lk: XX jab tornado (:qcf: + :lp:). (Safe on block)
Dive Kick (blocked), close HP XX Fierce Tornado (:qcf: + :hp:). (Safe on block)
Dive Kick (blocked), cr.:lk: (blocked), walk up throw.
Dive Kick (blocked), overhead (:r: + :mk:)
Dive Kick (blocked), Dive Kick again (triangle jump to make Dive Kick really close to the ground), cr.:lk: xx :qcf: + :lp:
Dive Kick (blocked), cr.:lk:, cr.:lk:, cr.:lk:, cr.:lk:, roll (blocked or hits), throw.

Throw Mixup
Dive Kick (blocked / whiffed), walk up and throw.
Dive Kick (blocked / whiffed), walk up EX Messiah Kick. (:qcf: + :2k:)
Dive Kick (blocked / whiffed), Jump Back Fierce.
Dive Kick (blocked / whiffed), walk up :lk:->:hk: launcher, Snake Strike (:dp: + :p:) / Ultra (:qcf: x2 + :3p:)

Cross-Up Mixup
Dive Kick (blocked), Jump Up Dive Kick to other side. Rinse and repeat if desired.
Dive Kick (blocked) Jump straight up, Jump :mk: / :hp: on way down, go into blockstrings on landing.

Baiting Tactics
Whiff Dive Kick, Focus Attack xx Dash Back
Whiff Dive Kick, Jump Up.
Whiff Dive Kick, Jump Backwards, Dive Kick

Rufus miscelanous stuff:

I have put together a list of the people you can Galactic Tornado into Ultra from anywhere on screen. In alphabetical order (by puff)

Abel | No
Akuma | No
Balrog (Boxer) | Yes
Blanka | No
Cammy | No
Crimson Viper | No
Chun-Li | No
Dan | No
Dhalsim | No
E. Honda | No
El Fuerte | No
Fei Long | No
Gen | No
Gouken | No
Guile | No
Ken | No
M. Bison (Dictator) | No
Rose | No
Rufus | No
Ryu | No
Sagat | No
Sakura | No
Seth | No
Vega (Claw) | Yes
Zangief | Yes

People that St.MP XX HP Tornado work on. A Yes means it works anywhere unless noted. This is just for HP Tornado. Downgrading Tornadoes may change the outcome. (By Puff)

Abel | Yes
Akuma | Yes
Balrog (Boxer) | Yes
Blanka | Yes
Cammy | Yes
Crimson Viper | No: st.mk xx mp/hp tornado works though
Chun-Li | Yes
Dan | No: st.mk xx mp/hp tornado works though
Dhalsim | Yes
E. Honda | No: st.mk xx mp/hp tornado works though
El Fuerte | Yes
Fei Long | Yes
Gen | No: st.mk xx mp/hp tornado works though
Gouken | Yes
Guile | Yes
Ken | No: st.mk xx mp/hp tornado works though
M. Bison (Dictator) | Yes
Rose | Yes
Rufus | Yes
Ryu | No: st.mk xx mp/hp tornado works though
Sagat | Yes
Sakura | No: st.mk xx mp/hp tornado works though
Seth | No
Vega (Claw) | Yes
Zangief | No, but st.mp xx mp Tornado does work.

Thanks Cozeny for testing st.mk xx mp/hp tornado.

**
Rufus chip data (by Kururo)**
Ultra - 81
Super - 45
lp, mp, hp messiah - 20
Messiah + lk - 40
Messiah + mk - 45
Messiah + hk - 50
ex messiah - 32
ex messiah + lk - 52
ex messiah + mk - 57
ex messiah + hk - 62
lp tornado - 22
mp tornado - 37
hp tornado - 40
ex tornado - 40
snake strike - 10 per hit

note up close you can get 2 hits of the snake strike on average height characters. 1 hit on smaller characters. 5 hits on sagat.

LP Snake Strike on Standing Opponent: hits and what you can link for each character by F1xxy

Notations:
cst.LP - close standing low punch
fst.LP - far standing low punch
cst.LK - close standing low kick
fst.LK - far standing low kick
cst.MP - close standing medium punch
cst.HP - close standing high punch

*# of hits achieved only through a certain part of their standing animation


	LP SS	hits	dmg	links:	cst.LP	fst.LP	cr.LP	cst.LK	fst.LK	cr.LK	cst.MP	cr.MK	cst.HP
Abel	-	2	80	-	-	100	110	-	120	100	-	150	-
Akuma	-	1	40	-	70	60	70	70	80	60	120	110	140
Balrog	-	2*	80	-	-	100	110	-	-	-	-	150	-
Blanka	-	1	40	-	70	60	70	70	80	60	120	110	140
Cammy	-	2*	80	-	-	-	110	110	120	100	160	150	180
		1*	40	-	-	-	70	70	80	60	120	110	140


	LP SS	hits	dmg	links:	cst.LP	fst.LP	cr.LP	cst.LK	fst.LK	cr.LK	st.MP	cr.MK	st.HP
C Viper	-	2	80	-	-	100	110	110	120	100	-	150	-
Chun Li	-	1	40	-	70	60	70	70	80	60	120	110	140
Dan	-	1	40	-	70	60	70	70	80	60	120	110	140
Dhalsim	-	1	40	-	70	60	70	70	80	60	120	110	140
E Honda	-	1	40	-	70	60	70	70	80	60	120	110	140


	LP SS	hits	dmg	links:	cst.LP	fst.LP	cr.LP	cst.LK	fst.LK	cr.LK	st.MP	cr.MK	st.HP
EFuerte	-	3a*	120	-	-	140	150	-	160	-	-	-	-
		3b*	120	-	-	140	150	-	160	140	-	190	-
		2*	80	-	110	100	110	110	120	100	160	150	180
		1*	40	-	70	60	70	70	80	60	120	110	140
F long	-	1	40	-	70	60	70	70	80	60	120	110	140
Gen	-	2	80	-	-	100	110	110	120	100	-	150	-
Gouken	-	2*	80	-	110	100	110	110	120	100	160	150	180
		1*	40	-	70	60	70	70	80	60	120	110	140
Guile	-	1	40	-	70	60	70	70	80	60	120	110	140


	LP SS	hits	dmg	links:	cst.LP	fst.LP	cr.LP	cst.LK	fst.LK	cr.LK	st.MP	cr.MK	st.HP
Ken	-	2*	80	-	-	100	110	110	120	100	-	150	180
		1*	40	-	70	60	70	70	80	60	120	110	140
M Bison	-	1	40	-	70	60	70	70	80	60	120	110	140
Rose	-	2*	80	-	-	100	110	110	120	100	-	150	-
		1*	40	-	70	60	70	70	80	60	120	110	140
Rufus	-	2	80	-	-	100	110	-	120	100	-	150	-
Ryu	-	2*	80	-	-	100	110	110	120	100	160	150	180
		1*	40	-	70	60	70	70	80	60	120	110	140


	LP SS	hits	dmg	links:	cst.LP	fst.LP	cr.LP	cst.LK	fst.LK	cr.LK	st.MP	cr.MK	st.HP
Sagat	-	5	200	-	-	-	230	-	-	-	-	-	-
Sakura	-	2*	80	-	-	100	110	-	-	100	-	150	-
	-	1*	40	-	-	60	70	70	80	60	120	110	140
Seth	-	3	120	-	-	140	-	-	-	-	-	-	-
Vega	-	3*	120	-	-	-	150	-	160	-	-	-	-
		2*	80	-	110	100	110	-	120	100	-	150	-
no mask		3*	150	-	-	-	188	-	200	-	-	-	-
		2*	100	-	138	125	138	-	150	125	-	188	-	
		1*	40	-	70	60	70	70	80	60	120	110	140
Zangief	-	3*	120	-	-	-	-	-	-	-	-	-	-	
		2*	80	-	-	100	110	-	120	100	-	150	-

Messiah Kick (+) lk follow-up, FADC, Snake Strike: Hits on each character by F1xxy


	LP	MP	HP	-	CLP	CMP	CHP	-	EX
Abel	2	2	2	-	2	3	3	-	7
Akuma	2	2	1	-	2	3	1	-	1
Balrog	2	2	3	-	2	3*	3	-	7
Blanka	2	2	2	-	2	3	3	-	2
Cammy	2	2	3	-	2	3	3	-	1
C Viper	2	2	3	-	2	3*	3	-	1
Chun Li	2	2	2	-	2	3*	2	-	1
Dan	2	2	3	-	2	3*	3	-	1
Dhalsim	2	2	1	-	2	3	3	-	1
E Honda	2	2	2	-	2	3*	3	-	7
EFuerte	2	2	2	-	2	3*	3	-	1
F Long	2	2	2	-	2	3	3	-	1
Gen	2	2	3	-	2	3*	3	-	1
Gouken	2	2	3	-	2	3*	3	-	2
Guile	2	2	2	-	2	3	3	-	1
Ken	2	2	3	-	2	3*	3	-	1
M Bison	2	2	2	-	2	3*	3	-	1
Rose	2	1	1	-	2	3	2	-	0
Rufus	2	2	2	-	2	3	3	-	7
Ryu	2	2	3	-	2	3*	3	-	1
Sagat	2	1	1	-	2	3	2	-	1
Sakura	2	2	2	-	2	3*	3	-	1
Seth	2	2	2	-	2	3*	3	-	1
Vega	2	2	3	-	2	3*	3	-	7
Zangief	2	2	3	-	2	3	3	-	1

Note by Diveman: So to make things clearer, EX snake will hit Boxer, Abel, Rufus, Claw and Honda with all the hits after messian/EX messiah, lk followup FADC

**
Combo: Far Standing HK into EX Snake Strike by F1xxy**
Only tested on these characters so far, will update soon.
Hits only refer to the amount of Snake Strike hits, not the launcher’s hit.



Abel    | 1
Akuma	 | 7
Balrog	 | 7
Blanka	 | 2
Cammy	 | 6 mid, 7 corner
C Viper	 | 4
Chun Li	 | 1
Dan     | 1
Dhalsim	 | 7
E Honda	 | 7
EFuerte	 | 1
F Long	 | 6
Gen     | 2
Gouken	 | 7
Guile	 | 1
Ken     | 1
M Bison	 | 1
Rose	 | 1
Rufus	 | 7
Ryu     | 1
Sagat	 | 4 mid, 7 corner
Sakura	 | 1
Seth	 | 7
Vega	 | 1
Zangief	 | 7

Midscreen Target Combo into HP Galactic Tornado
-Good followup if you throw this out as a punish or combo finish, and have no Ultra
-Corner version works on all characters, I believe
-only tested with Target Combo and HP Tornado. Did not try LK>Target Combo>GT or LP/MP GT
-unprotectedSEX (aka Cody) brought this to my attention
-cancels into HP Spectacle Romance only (LP/MP second hit whiffs), and you must hit with the first possible hit of GT to do the cancel (can’t cancel if you do it off the second spin, etc.)

Abel | no
Akuma | yes
Balrog | yes
Blanka | yes
Cammy | no
C Viper | no
Chun Li | no
Dan | yes
Dhalsim | yes
E Honda | no
El Fuerte | no
F Long | no
Gen | no
Gouken | yes
Guile | no
Ken | yes
M Bison | yes
Rose | no
Rufus | no
Ryu | Yes
Sagat | no
Sakura | yes
Seth | no
Vega | yes
Zangief | yes

EX Messiah Kick final hit whiffs on crouching opponents

  • EX Messiah’s last hit (not the followup) can whiff on the following crouching opponents by going over them (alphabetical order as usual)
  • This test was done at point-blank range

By F1xxy (thank you)

If you want to find more specific stuff about Rufus go to f1xxy thread

http://forums.shoryuken.com/showthread.php?t=187059

its constantly updated and you can find more things about our favourite picky eater kung-fu master

ive found that after a blocked fierce tornado, immediate EX Messiah kick often catches a lot of people trying to punish.

(non-corner)
fierce -> fierce tornado -> ultra (fastest timing) [only works on vega, balrog AFAIK]

messiah -> short ender -> FADC -> EX snake (all hits will land on Honda,Abel,Vega,Balrog)

@changuillo- Can you post the vid that shows the Seth K. combo plz?

I have the gif if you want, its on neoempire.com. anyways here it is:

http://img222.imageshack.us/img222/907/sethcomboau8.gif

does cl.MP XX EX QCF+KK combo?

I was hit out of this by an EX Tiger Uppercut yesterday, assuming that it was supposed to be a guaranteed combo.

I’ve noticed some stupid things that happen when players mash out uppercuts, so I just want to confirm this.

in which part did you get hit? because if it was between the messiah and the follow-up, maybe you pressed the lk too late.

lol, that’s even better! Thanks :tup:

It was between the cl.MP and the Messiah kick. There was definitely a cancel involved, not a link after cl.mp; but Sagat somehow pulled out an uppercut whilst Rufus started flying towards him.

I’m pretty sure that it does combo, but it frightens me that players can possibly just mash these things out and break through what’s meant to be a guaranteed follow-up.

Was sagat in a crouch position???

because some times, EX messiah doesnt hit with all the hits if the opp is crouching

I honestly don’t remember. The first hit of the messiah didn’t get to connect.

Personally, I think it’s more a bug - people are mashing out an uppercut, whilst they’re being hit, but the lag of the game somehow lets it register, and the hit stun is overridden.

I dunno. but it goes along the same reasons why Ken can HP SRK Abel from an HP Rekka on hit. It shouldn’t happen, but it can.

I see, well I dont know much about if its a glitch or something, but I can tell you that, EX messiah tends to whiff if it catches crouching opps, even in the corner (Rufus passes over the opp and can be punished)

Quick question…

messiah kick and ex messiah kick, if you dont do any of the extensions both versions safe on block?


and what does it mean to triangle jump? Im assuming it’s when you get that really short jump… but how do you do it consistently? Is it just jump and do dive kick asap?

sorry for the noob questions… new game/new system to me

For Rufus’s FA–> DC from the ex kyuseishu kick do you just tap the saving attack and tap foward then ultra or do you wait for a sec then ultra??

I get the FA out of the last part of the ex kick but for some reason his complete FA comes out as a kick and I miss the ultra. Any tips??

You have to cancel the lk followup into the FA and then dash forward (press forward twice) to cancel the FA animation. Then you do the Ultra

messiah kick is NOT safe on block the following things own it

throw,
shoryu
god damn anything.

don’t spam it, try to keep it fresh if blocked. I’ve gotten people who try to grab with the hk (overhead) followup and delayed the lk hit just a bit so people think im done with the move and it hits them.

you got that right about triangle jumping, its just doing multiple short hop dive kicks…they are easy when you practice it, just go up and then down forward…practice it a bit and you’ll get the timing to cancel the super jump into the dive kick.

and yeah, tap the FA, don’t hold it.

practice practice practice…you don’t realize how much time you have to do the ultra until you actually get it down

Does this work when your opponent is at the top of his neutral jump in the corner:

antiair snake strike, juggle tornado, juggle tornado/ultra?

Also, is juggling jumping toward roundhouse an auto-2 hit move like Ryu’s jumping strong, or is it a command 2-hit move like Dictator’s jumping strong?

auto 2-hit