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

Okay, I have a few questions and I don’t have a PS3 or 360 to test stuff out. So, can you guys help me a bit here?

  1. I heard that some characters could punish a blocked EX Jesus kick, short follow up FA back dash cancel, which will result in two wasted ex bars for the FADC. So, can someone tell me against which characters I should not do this FADC?

  2. I see a lot of vids where Rufus players will do a forward-jumping fierce as their opponent is waking up. Would this be a meaty and stop reversal shoryukens and such, or are they just taking a risk?

  3. Midscreen, would an Ultra be able to link after a pointblank EX tornado on Zangief, Boxer, and/or Claw? Or strong tornado? Or does it only work with a fierce tornado?

Thanks in advance. :smiley:

  1. Backdashes aren’t completely safe; from a short test I was able to sweep the backdash with Ryu, and super it; if the opponent has good timing and a long enough sweep they can definitely sweep your backdash, but if your LK followup was near max range, your backdash is probably also out of the range of most sweeps. Supers on the other hand will probably be free for most characters.

  2. Check out this thread concerning the safe jumps.

  3. I linked ultra on Boxer from an EX GT, once, but have never been able to do it again (admittedly because I rarely practice the midscreen ultras), so I’d guess it’s possible on the others, but I really found it to be prohibitively difficult, and considering all the other ultra links Rufus has I wouldn’t risk my revenge meter on a whiffed ultra, the timing is just too tight off the EX.

There’s something I’ve been thinking about implementing into my game more that I haven’t seen. I’m curious what you all think about it as far as its usefulness.

I went into training mode and attempted meaty crossups as a few characters. Gen in KKK stance MK, Sagat LK, shoto lk/mk, chun lk/df+hk, etc. I didn’t take a huge effort to make these super tight in terms of their meaty status, just had a recording walk up, sweep, then space a meaty crossup. However, it seemed pretty efficacious so long as that isn’t a hole I can’t foresee.

Anyway, here’s the deal - holding forward (aka back for the purposes of blocking crossup) I found there’s a sweet spot where it seems the small step forward slightly delays the timing of the meaty crossup, creating a window where you can execute a close st. hp facing your opponent’s new direction - as long as I didn’t do it early it was fairly easy to either get a counter hit (125 dmg) st. hp or at worse, trade with a crossup aerial.

Getting used to the timing for this seemed pretty easy, and the worse of the two options (trading) for example has Rufus trading 100 damage with:
40 (Ryu/Shoto LK)
50 (Sagat/Chun LK)
70 (Ryu/Shoto MK)
100 (Chun DF+HK)
The worst of these trades, Chun Li’s DF HK, is even, and it’s pretty simple to understand 100 damage hurts Chun a lot more than Rufus. Putting 2nd most health in the game to work, baby!

I feel like another element of crossup mixups can be stuffed with a similar method. If your opponent starts abandoning the meaty crossup and tries a crossup to throw or shoryuken mixup, holding forward on wakeup will leave you a step back from throw range as your opponent is crossing over, and will result in a block if they try to throw out a shoryuken. It doesn’t beat a low mixup obviously but it still puts a serious damper in a lot of character’s options versus you on your wakeup. As soon as the throw whiffs Rufus is out of range most of the time for a close hp though so it’s Ye Olde Faithful punish, cr. mk xx hp gt or EX Gt if you have the meter and want more damage. Shoryuken/uppercut punish is obvious (whatever you want, baby!)

Test it out and let me know what you think! I’ll be trying to implement this over the next few days as I play casuals and crap.

you like link right? I hope you do cuz Ive been on training mode and tested some stuff:

you all remember marns link combo right? close lk x2 cr.lk, far lp, cr.mk xx EX tornado

well, this one (im sure you all know it) does a bit more damage than marns combo

close lk, std.mp, far lp, cr.mk xx EX tornado

BUT is character specific…so I was wondering…maybe I should do marns combo only for concistency but I got this surprise, marns combo is also char specific and even more it works on less characters than the one I posted, so here is the list (this can be done anywhere in the screen)

“close lk, std.mp, far lp, cr.mk xx EX tornado” works on:

Ryu
Chun-li
Ken
Honda
Sagat (marn combo doesnt work)
Dictator
Akuma
Dan (marn combo doesnt work)
Sakura
Rose
Fei-long
Cammy
Gouken

Doesnt work on:

Blanka
Dhalsim
Guile
Zangief (Why would someone be doing close lk against gief anyways…)
Boxer
Gen
Seth

So you might want to practice this one cuz its more damaging than Marns combo (you still rock marn :tup:)

I’m having trouble connecting s.lk to s.hp. I do it so i can connect it all together with a GT.
I can do it nonstop in training mode, but when i play online I either…

  1. delay it too long and the opponent counters before i hit s.hp
  2. press it too fast and all i hit the opponent with is s.lk

i’ve watched videos of lots of rufus players doing this but i cant seem to get it in a real match

Unless you have a metronome CD set to repeat in your head, your best bet is associating it with an applicable sense, suited to whatever is your best learning method. Break it down into component pieces, e.g. divekick to s. lk, s. lk to s. hp, s. hp XX HP GT. Then as you are doing drills of those (go slow enough that you can use good technique) try to integrate them with your muscle memory, by focusing on the way you’re doing the combo with your hands, or watching the jiggly animation of Rufus’ moves, or listening to the feral hyena cries he brandishes in battle like a sonic weapon.

For me, I used to practice with headphones on, so much so that when I had them off, or the TV wasn’t booming over the sounds of my arcade stick, I would be distracted by the clacking noise’s disjunction to the timing I had established through training, and I couldn’t pull the combo off at all. So take that into account if you’re trying to really integrate that sort of thing.

Also, plink.

this helps alot, thanks.
a noob question but… i dont quite understand plinking.
i read about it in another thread saying pressing 2 buttons as if your pressing them both at the same time but a split second between. I feel like im wrong about this though. a little explanation could help :\

Plinking is pressing two buttons together in a slurred manner that, if you turn on input display in training mode, looks like
:mp: :hp:
:hp:

The way it works is that stronger attacks have priority over lower ones, so the game interprets that as
:hp:
:hp:

meaning you get a double input for the link you attempted if you do it right. who can say no to doubling your chances of execution.

Alright thanks man, helped me a lot

To each their own, but I don’t really think the damage for most of those combos is worth it compared to easier/better alternatives, the st.lk to st. mp to far lp to far. mk is a 2-1-2 link, with the 1-frame being far lp, therefore unplinkable.

I’m definitely a fan of keep-it-simple-stupid strategy. Rufus has pretty awesome options to threaten rushdown with no need for much in terms of frills - there’s no reason for it to be much harder than a 1-frame plinkable link with the awesome “Rufus Divekick Tree of Doom”

this is all assuming your opponent is just blocking, obviously the wonder is that the most dangerous things to commit to are a) the divekick and b) getting reversal uppercut out of the st. hp link. so this can be stopped or completely reset with a backdash

step 1: divekick
[LIST]
[]if it hits, and is deep, st. hp xx hp gt
[
] if its depth is dubious, st. lk, st. hp xx hp gt
[] if they block, throw, st. lk or backdash
[/LIST]
step 2: the first lk in the string
[LIST]
[
]if it hits, st. hp xx hp gt, or use it as a hit-confirm to link cr. lp, EX Messiah FADC to ultra
[] if it’s blocked, utilize the 3-frame frametrap between st. lk and st. hp on block that will hit attempted techs but get beaten by shoryukens to mixup your throw game.
[
] if your opponent is savvy, continue the blockstring with another st. lk. on block, this has a 1-frame hole, which means if the opponent leaves block after the first st. lk (to input a shoryuken for the anticipated st. hp for example) the second lk or any further down the line will connect. however it won’t catch attempted techs or normals entered from down/down-back. this frame-hole also will catch attempted jumps.
[] if at any time you notice your opponent is blocking high you can cr. lk xx a GT to punish. after the first st. lk, you can use lp gt, but afterwards you have to use EX. i don’t know why your opponent would do this, unless you put the fear of Rufus’ crappy overhead in them for some reason, but it’s still an option.
[/LIST]
step 3: the second lk
[LIST]
[
]if it hits, and your dive kick was initially meaty enough, you can link a st. hp after the second st. lk, and then to good ol’ HP GT.
[]if they block, a short step and a throw can be mixed up with a forward-jumping divekick to start it all over again.
[/LIST]
step 4: the third lk and beyond!
[LIST]
[
]if it hits, you can either cr. lp XX EX GT, or cr. mk XX EX GT (this is a 1-frame link, but it’s plinkable and is a 6-frame startup, so the same rhythm as st. lk to st. hp. easy.) whichever is easier.
[]at this point it’s about turning what is a measly st. lk hit into something serious! cr. LP xx EX GT after a st. lk (or the 4th lk if you choose to do it which would be a far lk) converts a 30 (or 40 for far) damage hit into a combo, for ~190 damage depending on the version you do, for just the cost of one bar o’ meter.
[
]also, if you feel like your opponent doesn’t have great reflexes and/or doesnt know the matchup for whatever reason you can try a VERY unsafe followup, if they block all 3 st.lks you can throw out a cr. mk (this has the same move-catching properties due to a 3-frame hole as st. hp) which can be hitconfirmed into EX GT, or on block you can use it to cancel into a HP GT to spin towards your opponent for more chip damage and to get back in close range for more divekick shenanigans.
[/LIST]

As you can see, there’s hella opportunity for mindgames, with hit confirmable stuff all the way out, without needing to subject yourself to mortal constraints such as timing stuff (cause face it, plink 1-frame combos are really pretty easy offline, and that’s as hard as it gets.)

Really nice combo. I don’t think it works on Ryu when he’s crouching though. I tried a lot of times, but the far stand LP keeps on missing, which is really wierd since since the far LP on Marn combo works fine on a crouching Ryu.

Good break down. I like the way you think… it’s pretty much how I think about Rufus’s pressure game too. I’d like to add that if they block the dive kick, crouch teching and Ex Messiah Kicking are another 2 important options… especially against Ryu and Sagat, both are good coverall counters to the DP/Throw mix up. Dive kicking again is another important option, since its pretty much the best one if you think they’re going to try to reversal throw.

Back on topic, I think changuillo’s combo is better than you think it is for a few reasons:

  • You can still just go for a throw after s.LK.
  • s.LK> s.MP has a smaller window for SRK interrupts.
  • After s.LK> s.MP, Rufus gets put at a very favourable distance. You’re put outside the range of most character’s jab/short attacks, and you’re out of throw range. So if they want to try to reverse it (on the off chance that you mess up), they have to do something risky, like mash out a SRK. So the natural mix up to changuillo’s combo is to alternate between doing the full chain, and stopping for a split second after close s.MP to block, then continuing for pressure if they didn’t.
  • The damage difference is significant. Changuillo’s combo actually does roughly as much damage than s.HP> Galactic tornado, which for a poke combo/ bait poke string, is HUGE. Its like having an extra heavy punch tacked on top of Marn’s combo, or my own personal favourite, c.LPX4> Ex GT.
  • As for KISS, I don’t think that applies here, because Changuillo’s combo is like a lot of Rufus’s combos- the more you practice, the easier it becomes, but even if you can’t get it 100%, its not necessarily a bad thing because of the natural option select that occurs when you randomly mess up.

My only problem with it is that it doesn’t seem to work on Ryu when he crouches. I haven’t tested it on the other characters when they crouch (except Sagat, who it works on).

dive kick, cr.lp x3, st.lp, cr.mk xx ex tornado should work for everyone…it’s pretty lame though

Seen the answer as I posted. Silly me :frowning:

I just picked up Rufus a week ago, and I’m really enjoying the fatman so far. I’ve got a lot of his ultra setups down (okay just about all of them, i even worked out the skill combo out of boredom) but there’s one thing that gets me about him.

I can’t do Divekick -> S. Fierce -> Fierce Tornado for the life of me.

I can do divekick -> fierce all day. But when I try to add the tornado to it, I get either snakestrike (if I rush it), or it gets blocked.

is there some secret to it? =/

Are you holding forward with the Fierce GT to make it slide into your opponent?

Yeah. I dunno, it just feels like a weird cancel/combo. The link to the fierce is fine, and I can fierce -> fierce tornado all day, but I need to be able to do it off of the divekick… and that’s where I get the snakestrike.

what about doing divekick, lk, hp xx hp tornado?

I know is not easy, but you have more chances to hit that than divekick hp xx hp tornado

does anyone use the overhead?
the toward + forward one
i cant seem to find a good time to use it.

I have a harder time doing divekick, lk, hp xx hp tornado vs just divekick, hp xx hp tornado. For some reason the combo just falls apart between the lk and the hp for me.

One thing that might help is to use “negative edge” to pull off the hp xx hp tornado. In other words, after you press hp, keep holding it down and do the motion for the GT then let go of the punch immediately after you finish the motion. Saves you a button press and I find it more reliable.

quick question for online play.

Divekick - st.hp = gt, is it broken online? DP spamming ryus (lp dp) seems to beat me out no matter how deep. online i now just block when i dive kick and then punish the blocked lp dp with cr.lp , ex gt.

Or maybe my execution is off but offline i pull this off every time.