Is there a compilation of oki set-ups after a knockdown somewhere?
not really, since it’s specific to what knockdown it was and the character you do it on (speed of reversals, hitbox quirks, etc.)
I see a lot of rufus having trouble against guile, believe me and use U2. You can punish sonic booms with good reactions more than half screen away, whis matchup feels even with BBT. I dont know why justin wong and some other top rufus stick to U1, if youve got the reactions get U2 and you will notice how much it timproves.
Remember that Guile’s sonic boom have different recovery for each strength. LP booms and even mp booms you have to react pretty damn fast. HP boom you can U2 even if the projectile goes under 1/2 screen length. EX is really doable. I think Guile’s usually do LP booms. Buffering is really needed to make this work.
Startup time:
LP, MP, HP - 9 frames
EX - 11 frames
Recovery
LP - 29 frames
MP - 31 frames
HP - 33 frames
EX - 39 frames
Let me just put this out there about U1 vs. U2 when fighting Guile:
Any decent Guile is going to be zoning Rufus.
If you’re using U2, Guile will simply keep throwing out LP booms and AA you.
You’re going to have to be at least mid screen and anticipate a boom to punish it.
Instead of working your way in, you’re going to be buffering/looking for a boom to punish.
With U1, once you get in you can put out a lot of damage.
Most of the time you have to work Guile into a corner.
Off of one Bnb you get a guaranteed U1 and the untechable knockdown so you can continue to apply pressure.
It’s simply a matter of whether or not you want the guaranteed damage once you get in…(Which can be a pain the ass)
If you are patient and know your shit = U1
If you want to take big risks (more than the ones you’re already taken by fighting Guile) = U2
even so…U2 doesnt put you in a good position afterwards so you cant really continue the pressure. Still, Im gonna try U2 vs guile and see how it goes
Against guile U2 Only works against Inexperienced Guiles with U2 but in General U1 has worked the best.
Reasons being Once you get in YOU WANT all the damage you can get and a good DK,LK>HK target combo ( or LK,LK,HP,HP Gt In corner ) with a following U1 can be checkmate if you play right.
I added Rufus’ ground normals hitboxes (crouch, far, close) to the wiki page along with notes. I will be adding jumping normals and a few other hitboxes fairly soon. Let me know what you all think, or if you have any suggestions for the soon to be added stuff.
hey thats pretty cool. maybe a small section talking in depth about his most important normals or the divekick itself would be great
Any reason why cLP cLP xx EX GT wouldnt combo, even linked? I can see someone say that it does work, but please try it before saying so. because it def seems logically like it should, but it doesn’t. OR I failed one of the games easiest looking combos 100x in a row. But assuming I’m correct, any idea why that wouldn’t combo? Seems like it should, no?
Any reason why cLK cLP xx EX GT wouldnt combo, even linked? I can see someone say that it does work, but please try it before saying so. because it def seems logically like it should, but it doesn’t. OR I failed one of the games easiest looking combos 100x in a row. But assuming I’m correct, any idea why that wouldn’t combo? Seems like it should, no?
c.LP pause c.LP xx EX GT
Just need to get the timing down
OMG, I totally meant cLK cLP. How embarrassing. Yeah I can get 2 jabs 100% Total typo. Editing now
You can’t link cr. lk, cr. lp. Cr. lk is +3, cr. lp is 4 frame startup. If cr. lk combos into cr. lp, it was canceled and therefore the cr. lp can’t be canceled. This is excluding the unlikely scenario of counterhit cr. lk
If you want to start with a low hit then you should do c.LK, c.LP, c.LP xx EX Galactic Tornado. It’s not too hard to link jabs; you just have to do it a tad slower.
Hey guys. I assume most of you saw this great quote from Justin about his overall Rufus strategy (and if not, I’m glad to share!):
“1.When you play Rufus against someone, your main goal is to abuse the ?human habit.? The human habit is when someone does something over and over. For example, if someone does a jump in and lands near you, everyone will usually try to throw. So you can abuse this by doing a low divekick that whiffs which will bait out a throw attempt so you can get a free combo opportunity. This is one of the ways to expose the human habits. Teching a throw anytime the opponent is near is a very common tactic in SF4 so Rufus can easily take advantage of that with his instant dive kick or EX messiah.”
I just thought it would be good to open a discussion about this, since catching a throw tech can’t be the ONLY “human habit” he’s exploiting. And no doubt many are matchup related, though I still wanted to put this in the strategy thread since it’ll be more about “tendency to FB or throw out a reversal” or whatever. Any other of these human habits you guys look for and try to take advantage of?
Ryu has an affinity for DPing divekicks. I like to abuse the fact that he would love to land a DP on my divekick by getting knockdowns and using meaty crossup divekick, or ambiguous crossup divekick in the corner then mixing up blocking with tick throw, overhead, or BnB.
Also after a blocked GT people like to either push a button, backdash, or jump back. If you can read your opponent well, you can punish all 3.
another good one is after someone (lets say Ryu) does a DP and you block, they like to fadc then throw, do jabs to hitconfirm their next combo, or dp again (which is really unsafe, so they’ll usually do 1 or 2). When you see an FADC that should automatically tell ur muscle memory to do a low divekick into BnB. If you get DP’d dont do it again though because you’re probably playing a masher.
How can you punish low jab after GT? Don’t say U1.
Space Opera Symphony
Disregard what he just said. What you CAN do that isn’t super risky, is control the distance on your tornado. It will take some getting used to, but you can adjust the spacing, rather than letting it continue to move forward all of the way. You can tinker with the timing, go to neutral or back while doing it, and have the last hit connect but push you far enough away that the opponent’s jab will actually whiff you. You can do this after a close fierce as well, as I said, just tinker with the timing and you’ll get it done. I usually follow it up with an immediate st. strong, as it punishes the retracing frames on their jab pretty well.