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

Wow those are nice strats, gotta try them out.

Some crossup dive kick questions:

  • Are you guys able to actually land crossup dive kicks on people who are NOT waking up? I always get DP’d when I try it not on wakeup (and half the time when it IS wakeup I get DP’d anyway). Am I just too predictable? Which leads to the second question -

  • Does crossup dive kick work against wakeup DP if timed properly? I always eat the DP when I try it.

  • What do you guys usually do after a successful divekick crossup? It seems like if I try to combo I get thrown, if I try to throw I get DP’d.

  • Did I mention I hate DPs?

As has been mentioned elsewhere, crossup divekicks are risky. If you hit far enough back along the head/back, though, it will beat out DPs or make them whiff (in the case of Ken’s EX DP). However, unless the crossup divekick hits a crouching character, you won’t be comboing out of it. Against characters without a DP-style move, crossup divekick to throw is definitely worth it, though: If they throw, you tech. If they don’t, you get the throw.

There is, however, another strategy which works really well for me: Follow up a crossup divekick with an EX Messiah. It’ll beat out DPs (as far as I can tell) as well as throw attempts if you time it right, triggering it just as you hit the ground. Plus, it looks totally badass.

Otherwise, though, shotos like to DP divekicks. So, use that to your advantage. I’ve lost count of the number of Kens who’ve whiffed their Ultra as I’ve divekicked down just in front of them, and then blocked.

Also, reallyreallyfast divekicks can be used to counterhit sweeps. Stomp on their knee!

So i did this on accident since i was playing at my friends house with the 360 controller. Idk if anyone knows but you can short divekick right into ultra.

[media=youtube]IbXoNBBZP4s[/media]

Not the best of options though, you can Target Combo>Ultra midscreen, or (lk)>HP>HP GT>Ultra in the corner with better damage results.

How’s the timing, and does it work when they’re crouching? (this might put it to use since Target combo whiffs on some crouchers)

<3F1

yeah i know all those set ups i been playing rufus for a while but idk maybe this dicekick to ultra could help out with hard matchups

You can also j.hp into ultra too
you gota do the ultra right away, like mash it

I don’t THINK I’ve seen a discussion on this, so here goes: I’ve been having moderate success using EX Messiah as an antiair… As in, getting all the hits. It takes hella strict timing, though, so I don’t actually know if it would work consistently, or if it depends on jumpin angles and such. Thoughts?

it depends on their jump-in. their attack will go through you due to your invincibility frames on the startup of exmessiah. they land and don’t recover in time to block the ex messiah.

I was looking for this info I posted a while back, and I thought I put it in here; found it in a derelict thread on the second page, thought I’d share it in a sticky where more can see it.

<3F1

dont forget:

Divekick, st.LK, st.MP, cr.LP xx EX GT (301/505:325)

EDIT:

Rejoice people, we have new Rufus stuff:

Counter hit DF+MK (roll) stuff:

Counter hit roll— > st.lk, st.HP XX HP tornado
Counter hit roll— > st.HP XX HP tornado
Counter hit roll— > st.MP, cr.lp xx EX tornado

better options after a CH df+mk

**
Far HK (on grounded opps), j.HK (2) --> Ultra**

Against Boxer and Rufus only.

Wouldn’t that scale the damage down to less than just s.hk > ultra?

why not just do to s.hk ultra. the damage on that is so beefy.

ah yeah, I just posted it so that you know its there, for some reason.

A very situational combo, but its there:

LV3 Anti-air FA, forward dash cancel, j.HK (2), Ultra/HP spectacle romance

C.Viper only (at the moment)

From 5 minutes of testing before I go to my brother’s football game:
far hk->ultra (lv. 2) does 498 dmg
far hk->j. hk (2 hits)->ultra (lv. 2) does 544

however the j. hk was only getting 1 hit when i was around max range for far hk (on Rufus, the only person I tested it on).

counter hit roll -> target combo -> ultra! Or even s.lk, target combo -> ultra, if the roll counter hits deeper, to hit confirm.

It’s pretty easy timing, too! Starting the round with counter hit roll -> c.lp -> ex tornado feels good.

I have done anti-air focus attack where I release the focus and hit the opp. out of the air, sending them into that barrel-rolling juggle state. Depending on how high you knock them out of the air, you can add EX SS.

Good shit!

divekick -> ultra might be good against blanka??

No, no, no. And a thousand times more, no.

I need some help with Rufus’ Ultra. After playing him so long you’d think it would be easy by now.

Common Ultra-Setups:

  • Target Combo xx Ultra
  • j.HK (2) xx Ultra
    **- Galatic Tornado xx Ultra (corner only)
  • EX Galatic Tornado xx Ultra (corner only except Boxer, Claw, and Gief)**

For some reason it is a lot harder for me to land Ultra on the last two combos compared to the first two. I don’t think I’m messing up with the button input either.

So what exactly is it? Do you have to press PPP on the right frame? Is there a certain frame where you have to start the QCF motion? My guess is that with the last two options the amount of frames you have to press PPP after double QCF motion is smaller. I just need to confirm this if I’m right so I know it’s a timing issue.

Also, does anyone have any tips on accurately landing Ultra after GT’s in the corner? Trying to get to a point where I can GT xx Ultra midscreen on the 3 I mentioned above.

You can do the double QCF surprisingly slow in the corner, which I find usually helps - if you rush it you can get an EX snake strike on accident or whatever. Usually, if I for example do divekick, stlk, sthp, hp GT, i start “winding up” the double QCF after the first two weak hits of HP GT, but before the final palm portion of the move. The timing is slightly different than if you were to do a LP GT followup. One method to see when you’re supposed to do it exactly is to hold the forward of the last qcf, so you can see when Rufus takes his first post-GT step; this is when you should hit PPP.

As far as actually getting an opportunity to land a corner ultra, you may have more luck with divekick, cr. lk, lp gt; it all comes out so fast that if your opponent decided to block your divekick on their wakeup while standing, you get a free ultra, and if you guess they’re gonna block low you can try a crossover divekick to target combo.

All in all though it’s really not super tight connecting this frame-wise, it just might be that when you have to actually input PPP is counterintuitive to you.

The way I do it is:

After GT/EX GT, I input the first qcf at the same time the palm strike (the final hit) hits, then I wait a bit and qcf + PPP

Firstly, I think Ex Galactic Tornado> Ultra is corner against everyone, Boxer, Claw and Gief are not exceptions.

Secondly, this is the best way to juggle into Ultra for those tight 1-2 frame windows. Don’t let anyone tell you otherwise.

You mash it.

And when I say mash it, I mean you do the motion ONCE, with whatever timing seems right to you, then you hit PPP two or three times quickly in succession.

haha i mash PPP too. usually 3 times. at worst, it doesnt come out.