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

hmm what do you mean by "broken online"
if you were to get a late divekick there shouldnt be any interruption going into your standing fierce at all.
try doubletapping, if all else fails, blame the internet.
but you seem to already have a strategy if this fails so i doubt you needed help after all.

oh and btw after a whiffed jab DP from any shoto, you should be able to close the distance quick by walking up and doing a fierce for a free fierce tornado combo.

trust me, im a doctor.

Why is it that sometimes I get thrown out of my barrage of dive kicks? If done too high is it not safe to do another one without having to tech a throw?

hmmm youre probably jumping too slow or the divekick is hitting too high, try doing lower divekicks (tri.jumps). they will try to throw you and you will divekick them in their face, follow with lk, hp xx hp tornado or just hp xx hp tornado if possible

Oh I see.

So if I hit them too high it puts me at frame disadvantage or at even?

I’ll start aiming them lower.

Thanks!

After a far Jump-in Fierce Punch (too far away for st.fierce> Galactic combo) what’s the best follow up?

i’ve done far hk, not sure how reliable it is.

Cr. mk xx EX GT works at most ranges greater than close fierce range, but not at the absolute max range of jumping fierce. If you’re at absolute max range you can throw out a cr. hk but it won’t combo.

My own personal favourite is to combo straight into Ultra, which works at all ranges except if you hit at the very tip of the jump fierce.

Jump Fierce> Ultra wins games against Ryu and Sagat.

Otherwise, if you’re outside of crouch MK range, you can go for far MK (Damage is still damage) or if you’re really deep, you can go for crouch roundhouse which sets up good wake up options.

Jw but y add the s.lk to the hp hp.gt if they do the same dmg?

Mind checking that on crouchers? Had the Ultra whiff on a crouching Ken at a tournament recently.

Also, I left my Heart in San Fran… I mean, I left my PS3 in San Diego so I can’t check anything right now. (on vacation in Canada)

<3F1

s.lk hit’s low.

LOL :arazz: then he would be broken ROFL

its becouse its more reliable to combo after higher divekicks

I know. I was kidding.
But man that;d be sweet. :frowning:

oh yeah it totaly would be :slight_smile: but if i could change ONE thing on rufus it would something else

Make his whole Galaxy Tornado Invulnerable to Fireballs while Spinnung(instead of annihalate them he would pass them) and the hard one from startup!! (like Zangiefs Lariat)

this would solve some matchup issues against Ryu and Sagat^^

This strategy is only marginally useful, but it’s pretty interesting and somewhat comedic so I’ll share.

In a scenario where you’ve just landed a far hk with your opponent in the corner, obviously the best solution involves a Fragrance Palm, then an optional lp/mp snake strike to Ultra… but if you don’t have ultra, and feel like gambling, there’s an alternative. Following up that far hk with a close hp canceled into a LK Messiah (the initial hit of which will miss) is a reset of sorts, presenting you with a situation that’s exactly like a Messiah kick on block. An immediate lk will hit an attempted throw or poke, a slightly delayed one will trade with a shoryuken/etc, mk/hk mixups lf-explanatory.

It’s a pretty weird setup and it’s unlikely that you could get it or even want to use it very often but if you notice a pattern in the reaction of your opponent you can probably gamble your followup successfully, even potentially waiting enough to throw if your opponent is super skittish (that would be the most damaging option at 360 total damage versus 286 for far hk, fragrance palm, 3 hits of mp snake strike, the meterless sure thing).

Another possible value for this mixup is that the stun for far hk, close hp xx LK messiah whiff, HK followup hit is 104 more points of stun over the meterless option (396 vs 500) as well as 24 more damage (plus a knockdown, and The Fear of Mixup is instilled in your opponent).

If, for some reason, your opponent has the “interesting” habit of neutral jumping a lot and happens to choose that option against this mixup, the LK acts as an anti-air, which can be followed up with 3 hits of MP snake strike, bringing the total damage/stun of the mixup to 390 damage, 570 stun.

All in all, there’s quite a few things to work with here. However, I probably would not recommend doing this sort of thing against anyone with an ultra, and only with great caution against characters with DPs.

hey im new to rufus wat do u do to people that keep throwing their projectiles at u and wen u jump at thm they antiair u any strats u can giv me plz

Use your messiah kick with the good kick button according to the distance. You can also do a galactic tornado, that will suck in a fireball (no EX) and knock the spammer down if it hits.

yeah but use messiah kick only if you can predict the fireball, if you do it like on reaction youll probably get punished. Just jump straight jump and divekick or mp snake strike over if you want to build a bit of super meter

So I’m gonna throw this out there without reading through all 25 pages.

j.HK (1 hit and late) -> lk Messiah with lk follow-up combos.

Sorry if this was posted already, I thought it was rather interesting when I did it mid match. :lovin:

Lol, sounds fun. A late j.HK should lead to a full j.HK to Snake or Ultra so the lather would just be showing off.

I’m trying to step up my Rufus. What are some counterhit combos we can start using? I know that df+mk, cr.lp, to EX Galatic Tornado works. Anyone know anymore?

And what are some of the more useful chains everyone uses? I usually do cr,lk, cr.jab x2, st.jab, st.mp.

And just to put this out here, Rufus’s f+medium kick allows him to evade low attacks and grabs! So funny. So if you’re opponent is waiting to tech your grab while blocking low after a dive kick, use this. This will make them go into a WTF panic where you can proceed to hopefully land a successful EX Messiah.