what the fuck do i do against boxer @_@!?!?!
I usually vary the version of the messiah kick, but I dont always go for the follow-ups, sometimes is just to bluff but sometimes not.
^
mk w/out extensions has the worst recovery X_X
I gave the dive kick reset a whirl in training, and I found that because of the varying separation distances upon landing that s. mk is pretty useful.
In some instances you’re close enough to connect the first hit and cancel into hp tornado, although it did not combo for me.
When I tried the same thing with cr. mk, the dummy was able to jump out before the tornado contacted or the cr. mk whiffed altogether.
On another note, the most impractical mixup ever:
From 3/4 screen, EX GT, FADC, overhead :wtf:
Hey, maybe it’ll help somebody peace out Sim one day.
I just realised you can see the range of the EX GT’s vacuum by the dust on the ground. I’m slow like that.
When do you guys bust out far st.hp? I know it’s supposed to beat out Gief’s lariet, but I usually either cr.hp to punish it with the right timing, or cr.mk -> tornado if I find myself in range, ducking under his whirling arms. It’s also supposedly good anti-air, but I find myself cr.mp for most anti-air. I feel like this is the last of Rufus’ pokes that I don’t really throw out there, and it probably has it’s uses that I’m missing out on.
For example, in this vid @ 1:45 you can see it stuff Fuerte who decides to run back and jump off the wall.
[media=youtube]7AtD200aFtg#t=1m45s[/media]
It looks like an accident though. I think they were trying for a cl.st.hp followup after the divekick… But it did get me wondering if maybe there was something to it?
far st.hp is my go-to anti-air against gief. watch out for his short jump tho
Hey guys, quick question, is his phoenix kick cross up any different from doing it head on? Because I can’t seem to combo out of the cross up version.
That’s chiefly the result of having to start it so high to cross over, you hit their head and the hitstun doesnt last long enough for landing into a combo. If you jump in at a really tight angle you can do a true crossup, which means you have to hold down-back to get the dive kick out, in relation to your original jump position. But it’s impractical. Even if you can’t combo out of it though, if it’s ambiguous enough people wont be able to tell which way to block when you land and you won’t need to combo off it. On the other hand there is a serious can of worms when it comes to throws/shoryuken spam/etc on this non-comboable crossup divekick.
Far st. hp is used to pop him out of lariat when you are out of the range where you’d need to block it and then punish (cr. mk[EX GT]), while he’s still doing it. This is useful especially against quick lariats when an attempted cr. hp punish will result in a very undesirable knockdown if you fail. Go to training mode and have a Gief spam regular lariat, and find the range where you can hit his hands as he’s spinning and you’re golden.
Errr, I mean… I know that it knocks Gief out of lariet, though I don’t use it as much as cr.hp, or cr.mkxxGT. I was looking for OTHER situations where far st.hp has it’s uses…
Thanks for the reply though
I guess we just play different Giefs. Realistically I think that’s the most useful application it has though, in that sweet spot past sweep/c.mk and too close for c.hp; it’s a pretty short range poke and other than as like psychic anti-crossup AA poke versus, for example shoto-style mk crossup range, or a way to hit moves/pokes that extend out far (e.g. Sagat stand hk, lariat), yeah other than those limited uses it’s usually the just a slower version of far mp with 30 more damage and more recovery (-1 on block vs even on block for far mp, i’d rather mp). In some instances you can also have moderate success on long-range wheel kicks from Abel/Fei Long’s chicken wing(alternatively you can also c. mp which I prefer, though at a really long range the extra damage is pretty safe no matter your reflexes as long as you aren’t retarded at timing).
I actually use it as an AA against Gief. It beats most of his jump ins clean and keeps you far enough away that he can’t spd you on land and can maintain ground. Not many other uses than the ones you stated.
dude i have no idea how to play rufus anymore PuFF.
i shouldnt have retired. lol
anyone wanna help me get back into sf4?
You mean you did so well at Denjin you retired?
I am still terrible. School and work keep me from hitting up AI and such. Really have to start going again.
I can help ya, but it may not be the best
;p yeah right!!!
school came around and kicked my ass for a good 5 weeks.
i havent touched SF4 [no homo] since i left.
>_<
well i just need opinions on match up stuff, but we’ll talk about it some other time, not in this thread.
Here’s something interesting I found; unfortunately my internet is seriously crapped out right now so I can’t check if it’s been mentioned anywhere else
Anyway, Fragrance Palm’s hitbox isn’t just right in front of Rufus, it’s the entire top portion from his forward-facing hand, up to his shoulders/head, and even all the way back to the hand he extends behind himself, meaning if you start it as soon as someone tries to jump in with an ambiguous crossup, so that you time it as they are landing on you, it either trades (still resulting in cross-screen knockback) or hits cleanly, from the hand he extends behind himself. I’m definitely going to be trying to implement this in my anti-Blanka game, I think it should have good results for when stand HP or crouch MP don’t work.
Yeah, Fragrance Palm has actually saved me a few times against jump-ins… Funnily enough, mainly when I mis-input another attack and it came out instead. One memorable occasion is knocking away a Ryu who tried to crossup me with a midair Reppa.
It’s slow to come out, but it seems to be surprisingly high-priority while the arms are extended. I’ll need to try it out some more, see if it can actually have other, stable uses besides as a surprise poke.
Just wanted to point something out about J.Wong’s Rufus vs. J.Choi’s Ryu:
What did you guys think about his mix-up? From what I saw, Justin was doing two main things:
1.) Divekick, s.lk to grab.
2.) Divekick, s.lk, s.hp xx hp galactic
The s.lk is obviously used for hit confirm after a successfully chained divekick. I also noticed that after a block s.lk, Wong sometimes hit s.HP. I’m assuming that’s because Choi opted to attempt to reverse a grab.
One question: If Rufus lands a s.lk and a Ryu attempts to srk (or grab) to prevent a grab, does this net a successfully landed s.HP?
I know that if you do the combo air tight it is a perfect blockstring where the opponent can’t DP or anything out of it. I believe if the opponent lets go of block it will hit them after the st.lk. Don’t know for sure though. will have to test it.