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

After busting my thumb on everyone’s Trial modes, I have to say that Rufus’ st.LK>st.HP is one of the easier links to perform consistently (except online, lolz). :expressionless:

To be honest though, plinking doesn’t really help me as a pad user, seems detrimental.

<3F1

I hope this question wasn’t asked before but I was too lazy to read the other 17 pages.

Why is it that alot of times when I divekick people, when I land I get thrown. at first I thought it might have been lag on xbl, but several people did this to me in a tourny in my area.

Could it be that I usually try to go for a c.lp after the dive kick? (I’m trying to get in a habit of doing s.lk , s.HP, HP Tornado instead).

Or is it the way am having Divekick hit my opponent?

just lowtech after the first divekick to avoid throws; and the peaple can recover realy fast from the divekick if its to high they can imedatly throw you and you can not tech !! the best thing against those ppl are triangle jumps till they did not tech anymore and better angles of the divekick

it’s to do with the height of your dive kick and how much hitstun you get off a dive kick. for st.LK/cr.LP to combo you’re best to hit them below the waist. any higher and it’s harder. I think as rufus you want people to mashing throws off your dive kicks cos then you can do dive kick, opp mashes a throw and tht leaves him open then do a quick triangle dive kick > combo

Yeah, I’ve been having problems where if I FADC -> ultra in the corner, I cross under and whiff (although sometimes the game is kind enough to turn me around).

Using the LP snake as a tweener seems to work universally, but I’ve found you can HP snake strike instead of jab against shotos at least (not Boxer for sure). This grants an extra hit, at least twice as much time to juggle with the ultra, and 32 more damage points.

EX Messiah (+) LK followup, FADC, HP Snake Strike <link> SOS
19 hits/617 damage

Dont FA Chun in the air unless you feel like eating a combo worth 1/4th your health with no bar…

Also, what is the best followup to launcher that is not ultra?

It’s not worth much, but LP Snake Strike looks cool. It can be good for cornering your opponent, but it could also just put them really far away.

I’ve also connected HP Tornado which probably does more damage.

Either option is pretty inconsistent for me, so I’d go with the one that looks cool.

In the corner, all the Tornados will net you one equal damage hit so use LP if you want to do it. Never EX, it will miss completely. These will work out of the corner as well if you didn’t target combo the launcher or against bigger characters.

If you’re using target combo, the only thing that will connect outside of the corner is Snake Strike and partial/full Supers depending on the character you’re hitting.

Character specific:

-EX Snake Strike: launch to EX SS in corner nets 370 on the characters it works on: Boxer and …? need to test others.

Some stuff that works anywhere on the screen as long as you didn’t target combo into launch:

-HK: close version does 20 more damage and resets, launcher version does less damage but knocks down. Time it later for the launcher.

-dfMK, fMK, dive kick, jLP, jMK, jHK (first hit only), sLP, sMP, sMK, etc: all reset on hit, some of these have limitations such as I was unable to get a dive kick to hit on Cammy outside the corner or you have to walk forward for sLP sometimes. Highest damage off of one of these resets is 90 off of dive kick but sMP and jMK are both comparable at 80 damage.

-Tornados: if you don’t have them cornered you need to hold forward to move towards them. 40 or 50 damage (if you hit with just the end of LP version) and knockdown.

-far sHP: 120 damage and reset. The most damage you can get without meter after launch.

-fHP/cHP: these do 20 less damage than far sHP but also get them the fuck off of you if for some reason you wanted that (or force them that last bit of map into the corner). 100 damage each and distanced knockdown.

-LK Messiah: only works near max range of launcher but does combo, cannot connect any of the second parts off it. 80 damage and knockdown. EX will connect but for only 1 hit and 20 measly damage.

The most guaranteed damage you can do off of HK launch without Ultra is (I believe, correct me iffin I missed something) far HK, Super for 420 outside of the corner. You can do this out of the corner as long as you use HP for the Super so that you slide forward enough to make the second hit of Spectacle connect. In the corner, max damage comes from far HK, fHP, Super for 454. The most damage anywhere without meter would be far HK to far sHP for 210.

Launch to LP SS will net you 170/210 if they’re near the corner, Galactic is only good for 130 (or 140 if you LP Tornado and hit with the last part).

The coolest looking move after launch is definitely LK Messiah and it comboing will certainly surprise somebody the first time they see it. I also like resetting with jMK which sets up really nicely for a throw and other shenanigans.

If you’ve got the bars, EX Snake Strike on Abel, Balrog, E Honda, Rufus and Vega for full hits after FADCing Messiah Kick’s Launcher.

Love doing that in Mirror Matches.

<3F1

Ooh, just tried that on Boxer after far HK launch and that’s 370 damage, nice one. Adding to my previous post.

Hm? Anti-Air or not? I thought only Anti-Air Far st.HK combos into Snake Strike (non corner). :open_mouth:

<3F1

Oh, that’s supposed to be in corner, my bad. It’s still stupid sexy damage though. You get 170 if it’s outside the corner (and non-EX as they go too high).

I think doing meaty cr.HP after an anti-air cr.MP is good too

so i was up against an abel yesterday, and realized how easy it was to s.hp him out of the air, tried it on ryu, then remembered he’s too fucking fast w/ too much priority for ruru’s s.hp.

ima “test” what characters are easiest to s.hp… abel/gief are on the list…lol

close st.fierce = godlike against ryu’s frkn cross-up loops

im pretty sure you did not try to punish giefs jumping mk!! best priority i know so faar it beats srks if it hit the fist

Been trying to work Far st.hk into my game. Pisses me off it is only active for 3 frames though. Been using it as an anti-air mostly and to mix things up to catch people off guard.

snakestrike has some of the best disjoined hitboxes in the game ^_^(THE best imo, but who’s to know this early in the game’s life)

I thought st.LK > st.MP xx HP Tornado didn’t combo on Ryu? I just got it to combo online. It was in the corner, I think. Is it a situational thing?

:?

It shouldn’t be comboing. Granted I did all my testing midscreen. Maybe having it in the corner changes properties.

I know some people it doesn’t matter and it doesn’t combo anywhere.