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

You can also st. lk, st. hp xx HP GT after a counterhit df+mk roll.

Say what? That’s really nice to know. Most counterhits won’t put you in that deep.

If my opponents is waiting to option select I would preer to do an immediate dive kick. Combo possibilities and better mix-up options.

ill contribute a lil

sooo i dont know if this is in this thread or not… i dont feel like reading 25 pages -____- but anywho, against balrog and zangief, you can lp snake strike in the corner after a hp tornado, i tested against sagat and vega as well but it wouldnt connect. the timing is pretty strict, so maybe i just wasnt on my A-game at the time. but i know that for sure, it connects on zangief and Balrog, in the corner.

lp snake strike does more damage than a lp tornando that would normally follow a hp tornando in the corner, so i recommend using it. it catches people off guard too.

i also learned that against a vega, frangrance palm is your BEST friend. It totally kills his wall jump shenanigans in that it takes away vega’s crossup option since F.palm has hitboxes on both sides of Rufus.

hmm… i probably should of put this in the matchup section… lolz

This is good advice. Doesn’t just work for option selects, but any throw attempt too. Honestly, the one thing I see Kindevu do better than anyone out there is go straight for the triangle jump whenever he thinks the opponent is going to throw. Who needs throw techs when you can get an Ultra combo off an opponent’s throw attempt?

After counter hit roll: c.lp -> ex tornado is really good, too.

Last night I was waking up against a Ryu who did f+mp, I did a reversal jab snake strike which whiffed the first hit and then connected; and I linked a crouching jab. At least I think. Does anyone know if counter hit jab snake strike links into crouching jab? I’ll just go test it, probably. But if so so counter hit snake strike -> target combo -> ultra seems pretty sweet.

i dont think that its a matter of counter but a matter of how close you are. I know that cr. lp connects after a lp snake strike if you are close enough

Hey, I am just trying to learn Rufus now (not including when the game FIRST came out), and was wondering a few things…I know I should just read all the amounts of data available on him, but it’s a shitload to read through looking for one or two things:

with no meter, what should I do on wakeup if the opponent is pressuring me? Does it depend on who I am fighting? I am getting merced by ppl who FA me on wakeup

When dive kicking, I am having HELLA trouble getting the dive kick to work without neutral jumping. Any hints/help? When should I use either one (neutral jump vs angled jump)?

what’s his best BnB combos (with and without a dive kick).

After mashing clp like a beast, can i mix anything up into it? Or should I just let it run its course?

Can I Ultra after a Messiah kick (ex or otherwise) without FADC?

I’ve noticed GT hitting opponents out of the air when they try to jump attack it as a counter or various other reasons. Anybody able to lemme know how to get this to work more often, or what it does/doesn’t counter?

without meter, just block and if they FA on wake up backdash

angled jump is for pressure, of course you can use both, but with angled divekick you get better and more ambigous crossups

bnbs: in all cases you can add a divekick at the beginning
cr.lk xx lp tornado
cr.mk xx HP tornado (character specific)
close lk link close HP xx HP tornado

you can go for some cr.lps, mix some cr.lks, or fast divekicks (you know, tri.jumps) or the overhead kick ( --> + mk) or just cancel into lp tornado (its preferable to use lp tornado since anything into hp tornado can be interrupted on block, you can go for it but dont get predictable

only if the LK follow-up hits them as anti or or if it trades (and doesnt knock Rufus down)

GT has weird properties, sometimes it beats lots of things, sometimes it doesnt. It needs some testing, but I wouldnt go apeshit using GT as anti air if I were you, jsut to gain some space and get your pressure on

Hope this helps you

How about my problem involving the fact that whenever I try to angle jump then divekick, it just comes out as a regular jMK instead. Is there a shortcut that works, or a certain height you need to be, or do I just suck and need more practice? It’s KILLING me.

god bless ya man

That just means you’re pressing down+mk or forward+mk instead of df+mk. Easy to fix, I’m sure. Input display my friend.

Also one thing not mentioned with regards to what to do with cr. lp chains, you can pretty easily link a far lp, far mp after some cr. lps to turn it into meter-free damage (though it doesn’t have a knockdown which mitigates its appeal to ease of execution) or far lp XX EX GT for more damage and a knockdown at cost of meter.

Something interesting I noted - Ryu and probably almost all other characters who make crossup j. mk whiff while standing, get hit if they’re crouching. Interesting wakeup options present themselves:

choose your weapon!

a) crossup j. mk whiff to cr. lk xx lp gt - even if they manage to block it right it’s still safe on block, and going into crouch block too early results in the j. mk hitting
a) crossup j. mk whiff to throw - condition your opponent to attempt a tech and you can crossup divekick instead of letting the full jump go, or ex messiah it up some after landing

this can be vulnerable to shoryukens though, still - the crossup, hit or whiff, doesn’t beat autotracking well (that’s what divekicking is for, though)

Hey, I was wondering if there is a list of which characters you can link a LP Snake Strike (or possibly any other versions of the SS) after a Galactic Tornado (not EX) in the corner.

So, an example is (corner) st. HP xx Fierce Tornado then Jab Snake Strike.

I found out that if the Snake Strike hits one time, it does the same damage as adding the Jab Galactic Tornado. And if the SS does two or more hits, then it’s actually stronger. However, the timing of the SS is stricter than adding just the Jab Tornado.

So, my current findings is that a Jab SS after a tornado in the corner works on Boxer and Zangief but does not work on Ryu, Ken, and Sagat. Should I keep continuing testing on the other characters or is there already a list? If there is, please add it to the first post of this thread. :smiley:

Oh, and why isn’t crouching MP under the list of “Important Normal Pokes”?! This has to be one of the best anti-air normal in the entire game!!

I believe Svenghali brought that up in the Character Specific Thread, but I haven’t been able to list it because A) I’ve only tested a few, and the strict timing just gave me chest pain, and B) I have no SF4 Access at all right now.

<3F1

should I jump (press up+forward), then immediately snap down to down+forward, or am I able to roll from uf to df???
Should I press df+mk after the jump, or can I just hold the df then press mk when I want the dive to come out?

if multiple versions of these are allowed, which is preferable?

You can press down+towards the opponent all the time during a jump, and only hit MK when you want to do the divekick. It doesn’t matter what you press inbetween, as long as down+towards is held when you hit MK.

Falcon Kick is the only move Rufus can use midair that depends on a directional press, so there’s no chance of tossing out anything else. For triangle jumps, just practice, practice, practice. Find the way that works for you.

One thing to consider is that if you jump OVER the opponent, you have to press down-back in order to do a divekick once you’ve passed’em. Most of the time, though, you won’t actually need to know that.

you just need to practice man.

been practicing like crazy with it. Getting better with it, thankfully. Still suck balls with rufus though.

When should I be throwing out GTs or messiah kicks, generally?

amm, GTs are safe on block, but if youre too far away or become too predictable they can punish it before you hit them. So as long as you land GT youre fine.

Messiah kick, well I dont find that throwing them is a good idea. If you can predict a projectile sure, go for it but keep it mind that you cant combo the lk follow-up of mk messiah except on counter hit. I use M.kicks for gimmicks like anti-throw or to dodge low normals, but it REEEEALLY depends on the match-up and if it gets blocked I can get punished very easily by most of the cast, so in conclusion, use it if you know what youre doing and dont go apeshit with it

Galactic Tornadoes are good for absorbing fireballs and building meter, as well as finishing combos. The HP-Hard Galactic Tornado combo is really damaging, easy to pull off, and perfect for punishing whiffed Ultras or strong/medium Shoryus if you haven’t got Ultra or want to save it.

If you end up on opposite sides of the screen, sniffing out each other, you can throw out a few LP GTs to build meter, and then suddenly follow up with a forward-motion hard GT. It can catch people offguard and get a knockdown.

GTs are also good for baiting Ultras and the like. Upon knockdown, whiffing a GT while they’re down (while being careful to time it so it’s actually done when they get up) can make people mash out Ultras thinking you’ll be vulnerable. So you go from ended GT into block, and then punish the whiffed Ultra.

And of course, GT is the best weapon against Focus-happy players. Watch those glass shards fly, baby.

And finally, timing a hard GT so that the belly-spin hits players as they wakeup will beat out a lot of wakeup options. It’s one of the mixups I (as a non-professional player) have found to work on Blankas (WITHOUT ULTRA, mind you).