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

I’ve been using far standing Roundhouse a lot as a launcher for Ultra recently. Seems to work on all characters everywhere on the screen. It comes out ridiculously slow (17 frame startup), but is safe on block (+2), has decent priority and very good range.

If it hits, it is easy to do Ultra on reaction, making it a pretty nice poke.

… if it hits in the corner you can always add in a fragrance palm before the ultra for some more damage

I’ve been having a lot of trouble utilizing the Falcon Kick.

Everytime I pop one in as a cross-up or when my opponent rises, they’re able to counter it afterwards with a throw or some sort of quick attack. I’ve done some quick low Falcon Kicks as well to try and keep the pressure up, but I’m also not as successful with it as I’m aiming for it to be (ie: the pokers will just poke me away).

I’ve seen some vids where Rufus players are able to Falcon Kick from a very high altitude and still follow through with it afterwards and I’m baffled at how they can pull it off without worry of countermeasures.

Any tips or pointers that you’ve found?

If you’re getting poked out from a really low height dive, then you just aren’t linking off the dive kick properly. People who do it from high up will be doing it to crossup on wakeup, as it is a hard thing for some characters to reverse. Just chill and work on your timing of links and correct dive kick usage.

I’ve noticed this move seems to go over a lot of low pokes. Not sure why that is, but I’ve used it with some success for corner shenanigans.

What’s up with j.mk only crossing up on certain characters? Who should I bother using this on?

He’s absolutely right about this string. The things you can do from that string are broken as hell. I use that string a lot of the time mid-screen.

Ehrm, call me stupid but how does this string work?
If I read the frame data correctly, c.jab is +4 on hit, but far s.jab has 5 frames startup?

You can chain into the standing far jab. You don’t have to link it since you’re not cancelling into a special.

My new favorite Ultra set up if I have the bars for it is j.HP>s.HP xx Ex Messiah xx FADC > Ultra

580 damage.

AKA half health to everyone.

I’ve seen it blow through low pokes before, and I suspected that it has some form of lower body invulnerability. Anyone can confirm or deny this?

Sagat.

Great thread! I’m switching from Akuma to Rufus and this helped me immensely. Now that people have settled in on the game and actually unlocked Akuma, it’s getting annoying seeing so many online. I’ve yet to run into a Rufus user online, so I’ll be practicing!

Really brilliant thread, mate.

Something I find useful is a Triangle Jump to two crouched light kicks, followed by a light punch, and coming out of it immediately into a Galatic Tornado. It works well and it’s pretty easy to pull off.

[quote=“ItalyanStalyun, post:52, topic:48812”]

Really brilliant thread, mate.

yes i just started playing Rufus and this thread is a great beginners guild. :rock:

Can some one upload a video of this, I would like to see it in action, used correctly. I’m trying to learn how to use Rufus now, I still seem to be getting my ass kicked.

i’m having trouble with my wake-up game with rufus. whenever i try to jump in they always get their anti-air off. what is the timing? i haven’t really played any of the games from the street fighter series since super street fighter 2 on my genesis. everything seems new to me. any help would be greatly appreciated. and thanks for the awesome thread for noobs like me who want to use rufus as their main.

Meaties are terrible in this game. I say your best be is trying to bait out different moves with Triangle jumps, etc.

If you can get them to Shoryuken it’s a free 4 hit combo for 1/5th hp.

My only other suggestion is try to cross-up Dive Kick.

i’ve seen the cross-up dive kick in matches on youtube but when i try it, i always get anti-aired. how do i time it correctly? and thanx for the response.

another problem i have is when i try to use the dive kick as a starter for my combos, i always get thrown. how high should my jump be?

Anti-airs change direction automatically on crossups in SF4. It is stupid as hell and discussed here: http://forums.shoryuken.com/showthread.php?t=178752

I hadn’t seen [media=youtube]RfaPbxoHt7k"[/media] before: j.HK > EX Snake Strike > Ultra, when the EX Snake Strike bounces the opponent off the corner wall. Look at the damage, like 70%!! o_O

There’s no simple trick to “timing it right.” It’s something you have to get a feel for, since it depends on things like distance, jump height, angle, quick recovery, etc. Just keep using dive kicks (not stupidly, if you can) until you feel you’re in full control.

As far as using dive kicks to start a combo, you want Rufus’s foot to hit below the wait at least. Anything higher gets you thrown. If it’s something as simple as jumping over a fireball and punishing the opponent on your way down, j.HP works better than a dive kick, as it has better range, stun, and damage.

Yeah, Rufus has some ridiculous shit. You can do something like short-roundhouse target combo, jab Snake Strike, Ultra in the corner.

You might want to take this out since it uses 1.75 bars of meter.