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

Arbie21, BnB’s IMO are things like

LK, MP, HP GT (doesn’t work on everyone refer to the first page for who it workes on)

along with

HP, HP GT

my own personal BnB’s are those and the target combo, you keep pressure WITH Dk, since you can hit confirm The LK, the HP, and the MP.

I usually use things like DK, Hp, Hp GT, for the fact that GT is safe if there blocking, along with you can do the Quick jab into another HP GT

Also to everyone’s notice, theres a way to Low DK into a C.MP (THe AA push) Into a HP GT on people such as Ryu, KEn, ect. I’ve done it plenty of times on Ken and Sometimes on Ryu, THOUGH IF THEY BLOCK THE C.MP WILL NOT BE SAFE, they can mash DP in between the DK into the C.MP, you can also do it with a Standing Mp

ok thanks, im going to asume that the HP - GT is a 2-in-1?

edit:
is the HP to HP a 1 frame link?

this gave me a hearty chuckle. welcome to the rufus boards? If the cr. mp is going to combo from a divekick, and into a HP GT, the divekick will be deep and close enough to combo into st. hp, hp gt, which does more damage. If you’re going to try to do something like this it should be to try to fish for a counterhit cr. mp which you can combo into close hp, hp gt if close, or cr. mk xx EX GT if far. both are plinkable.

HP, HP GT isn’t really a 2-in-1. Generally a 2-in-1 is a poke you throw out with an added command(s) to change what happens if it hits or is blocked or whiffed, e.g. :d:+:mk: :df: :r: :hp: for Ryu, or :mk: :hp: :mp: :lp: :mp: :hp: for Gen.

In a close range situation, cr. lk xx lp gt can serve this purpose, or you can try a meaty cr. mk or cr. mp into HP/EX GT. The problem is that the real value of 2-in-1s is stuff like Ryu’s walk forward cr. mk xx hado, which Rufus doesn’t really have. You’d have to do a walk up cr. mk xx EX GT (uses meter which makes it much more limited) or a cr. mk, HP GT (doesn’t necessarily combo, is definitely unsafe to almost anything) which aren’t good options.

Also, HP to HP GT (which is what I assume you meant) isn’t a 1-frame link, and judging by you asking that I must assume you don’t have a firm grasp either of what is occurring in that combo, causing you to miss, or a firm grasp of what the terms you are using in your question mean. So the short answer is, :hp:, :hp: GT is
cancelling (one move being input so that it cancels the active frames of another into the startup of a second) a :hp:
“linking” the HP GT by holding forward. I don’t know if that’s even the right term to use for this instance; linking is more like what happens when you combo a st. lk into st. hp.

ok thanks for that. for the 2-in-1 thing i know what it is. i used ryus c mk - hado all the time, and i was asking if a HP-GT is, not a HP, HP - GT, thanks though. I’m still a little confused on what you mean when you said “the real value of 2-in-1’s is stuff like ryu’s walk forward cr. mk xx hado, which rufus doesnt really have”. what is the makes the c mk different from a HP if i did a HP to GT

Well its taken a few months, but I finally understand why Kirisuto goes for target combo so often against Sagat… Connecting with the target combo allows you to go for a meaty cross up dive kick

(Explanation of how meaty cross up dive kicks work–> http://forums.shoryuken.com/showpost.php?p=7563280&postcount=299 )

And you can mix this up by going for jump MK (ambigious cross up) or doing a meaty dive kick from the front (limited value, but a mix up is a mix up).

So, if you do it right, once you land a target combo, you basically have a good chance of landing it again… and again… and again. If you watch the video again, you’ll notice that Kirisuto is pressuring here a lot with meaty dive kicks which are all made possible by the target combo he lands before.

I’ve beaten a top Sagat around here a number of times by rushing him down like this, so this appears to be a legit strategy.

I see, and as the meaty divekick we were talking about in the match-up thread is reversal DP safe, as long as you time it right, the opp HAS to block it or else he risks an ultra combo or another target into meaty dive…good stuff :tup:.

Also the c.HK setup works as long as you didnt do it max range, in that case if you try to do the meaty divekick, rufus wont cross-up and can be DPed into the usual BS

this one i really gotta practise down 100% . :tup: 8)

When should I do st.lk x2, cr.lp, EX GT (I think this is the combo) or st.lk, st.hp, HP GT? should i usually aim for one or the other? The st.lk st.hp, hp gt combo seems like the best option but im just curious

The only reason you’ll be doing s.lkX2> c.LP> Ex GT is if you decide to tick with a bunch of s.LKs and realised that you connected then go into an Ex GT for a knockdown combo. Very situational. You almost always want to go for the s.LK> s.HP> HP GT combo.

Honestly, all Rufus players only need to know 2 ground BnB combos- everything else is situational and nice to have, but knowing how to use these 2 ground BnB combos is the key to winning with Rufus

  1. s.LK> s.HP> HP Tornado
  2. c.LK> c.LPX3> Ex Tornado

Everything else is ‘nice’ to have (especially c.LK> c.LPX2> s.LP> s.MP), but really, practice these two combos and all the important variations (like delaying s.HP to punish a counter throw attempt) and different uses of these combos (like using c.LK to punish an opponent who just jumepd over you or doing the c.LK combo off a crouch tech attempt) and your Rufus is good to go.

Is neutral jump :hp: > Ultra characters specific? I have the hardest time landing it on the smaller characters.

eh???

I really hope youre trying to land that against grounded opponents…and no, is just timing

You’d be amazed how often I can land neutral jump fierce. lol

Thanks. I went into training yesterday and got it down.

Hey, so is all of Rufus?s important combos in Trial mode or is there some important combos that are missing from Trial mode?

i dont remember seeing s.lk s.hk ultra in there

I did a little experimenting with Fragrance Palm in the corner.

If you can catch someone napping in the corner with a far standing HK, you can juggle them into Fragrance Palm then ultimately into an Ultra. However with some characters, you can sneak a Snake Strike in right before the Ultra. Yet, SS flat out doesn’t hit some characters after a Fragrance Palm, so it should just be skipped.

Anyway, here’s a list for which Snake Strike to use in this corner combo:
fs.HK > Fragrance Palm > (??) Snake Strike > Ultra

Abel: skip SS (med. works if real close but doesn’t connect to ultra consistantly)
Akuma: skip SS
Balrog: skip SS
Blanka: med. SS
C. Viper: high SS
Cammy: high SS
Chun Li: skip SS
Dan: med. SS
Dhalsim: med. SS
E. Honda: med. & high SS (med. is safer to hit, but high juggles for more damage)
El Fuerte: med. SS
Fei Long: skip SS
Gen: skip SS
Gouken: high SS
Guile: skip SS
Ken: med. SS
M. Bison: med. SS
Rose: skip SS
Rufus: high SS (med. works just as good but hits for less damage)
Ryu: med. SS
Sagat: skip SS (med. works if real close but doesn’t connect to ultra consistantly)
Sakura: skip SS
Seth: high SS
Vega: high SS
Zangief: high SS

You can combo into Ultra directly from Fragrance Palm against any character in corner, but if you can sneak almost 100 HP of extra damage in your combo, then why not?

Oh ok thanks, so I won’t rely solely on Trial mode then.

acidic is definitley right, or you can do it if you think you totally have your opponent outclassed and you want to show off your linking skills.

For the Dive kick, s.lk, s.HP:HP:GT combo, someone said it was easier with plinking. What exactly is plinking?, and how do I do it?

I dont plink nor do i know much about it, but i think i read on here that you cant plink s.lk s.hp hp gt.

If you’re having trouble with the link, i also read that if the timing is similar to linking s.lk s.lk. And if you can’t do that, then delay pressing the hp until your lk starts to recover.