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

for console chars, using the same throw 2 dash and jump.mk

Cammy
Fei Long (kinda tricky but doable)
Seth
Gouken

there are some chars like chun, claw, gen, rose, sakura that are a special case, they are really hard to crossup but it can be done, the thing is that I havent been able to find a good setup, it seems really random when I cross them up and mostly I end up hitting them in the back of the shoulders but I cant hit them lower…so my theory is that after a sweep you could position yourself so find the right distance and go for it, but it really needs testing

hey guys, I see a lot of people are asking on how they can work on they’re short to fierce link after dive kick so I found this video with input displays and a visual on how to properly plink. Hope it helps!

http://www.youtube.com/user/pololoco89#p/f/4/agoZ6fzrDC4

Yo that video was pretty sweet. But the problem is that my projectiles will just eat that shit up all day. Plinking really isn’t an option when my projectiles are all up in your shit.

Huh? That makes no sense…plinking and fireballs aren’t alike in any sense…you are a retard.

http://blog.infinitemonkeysblog.com/files/images/obvious_troll.preview.jpg

I searched and searched…

Can we get a list of counter hit combos on the front page?

I’ll start with this list i always had. (If there’s already a page on all his counter hit combos please direct me a link -_-)

all these are counter hit

cr. :lp: / cr. :lk: , :qcf::mp:
cr. :mp: , cr :lp: , cr :lp: , cr :lp: , :qcf::2p:
cr. :mp: , close :hp: , :qcf::hp:
cr. :mp: , target combo , :qcf::qcf::3p:
(roll kick) :df::mk: , cr :lp: , :qcf::lp:
(roll kick) :df::mk: , close :hp: , :qcf::hp:
(roll kick) :df::mk: , :lk: , :lk: , cr :lk: , :qcf::2p:
(roll kick) :df::mk: , target combo , :qcf::qcf::3p:

c.mp, c.mk, EX GT works on counter hit

you want it, you get it

cr.mk into ex tornado

crmk hp tornado does a little less after scaling but saves meter

Most of the time that doesn’t connect. I would sooner go for a sweep than cr.mk XX hp tornado. And I don’t know if this also works on Ken, but when you block Sagat’s lp TU he’s in perfect range for a far.hk (wink wink, nudge nudge). You can even hit him on his way down to make sure you don’t get TU’d out of your punish.

is there a reason to do:
:lk:, :hp:, galatic tornado
rather than:
:lk:, :lk:, :hp:, galatic tornado?

the 2nd one only does 2 less damage (312 to 310) from what i’ve seen in training mode, and i find the 2nd one much easier to hit confirm.

Well…GT is safe, so when I use it I don’t even try to hit confirm it, that’s the good thing about the move :p.

oh, i guess i should have elaborated a little more.

when they end up blocking i tend to go towards another block string (cr.:lk: / cr :lp:) or some dive kick/throw mixups.

my execution of the :lk:, :hp: link isn’t that great yet so i tend to get hit out of it by shoryuken mashers if i try to do it as a block string.

Standing LK has +3 frame advantage on block. Standing HP is active on the 6th frame. So srk can be entered in 3 frames if I’m calculating right. Either way they have a chance to srk in between.

If they are srking in between s.lk and s.hp, you should try to bait the srk by just hitting the s.lk. Eventually they’ll learn and you can pressure them with s.lk and s.hp to galactic tornado.

so the link is indeed not tight when used on a blocking opponent?

so are you saying i should be using the s.LK -> s.HP link as a block string after i condition them not to shoryuken mash?

Well… How many frames do you have to link the st. LK, into the ST.HP? If its a one frame link you could always learn plinking…

Even two st. lks back to back have, on block, a 1-frame hole that can be SRK’d. It’s just really difficult, unless you are S-tier at mashing, to get the shoryuken to come out in that frame. It is a one-frame link on hit, correct. The 3 frame hole between st. lk and st. hp means the st. hp will hit someone’s OS or standing tech attempt, if you time it right.

Well if it is a 1 frame link and your having problems with mashers just use plinking or double tapping… it makes 1 frame links easier

yeah, i do use plinking, but even then i’m not to the point where i can hit it very consistently.

according to frame data, s.LK has a 4 frame startup and +3 on block. however, doesn’t s.LK cancel into itself? isn’t the frame advantage on block greater than +3 then?

No, st. lk can’t cancel/chain itself.