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
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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
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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. 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.
Keep up the good work.
<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
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http://img6.imageshack.us/img6/293/streetfighteriv20080530g.gif
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http://img6.imageshack.us/img6/3373/streetfighteriv20080530w.gif
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http://img6.imageshack.us/img6/6587/streetfighteriv20080530o.gif
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http://img14.imageshack.us/img14/5526/streetfighteriv20080530.gif
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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!: