It’s ridiculous that people can cr.jabjajab and beat GT (damn u noob ryu players) and it doesn’t even trade! so frustrating!
my ideal hit confirm to ex tornado is cr. lk, st lp, st lk, cr lk
Apologies for this noob/scrub questions, but can anyone plz give me some tips on how to beat lame Ryus that spam cr jab. I’ve only recently begun playing Rufus and it’s super frustrating getting beaten up by this tactic.
After a dive kick this jab spam seems to beat alot of my options, they also spam it to hit me after a blocked Messiah and also whenever I get close and don’t have meter all the normals I’ve tried seem to get beaten out.
Admittedly Im still very much at the start of the learning curve but it appears that at my (low!) level Ryu has a massive advantage in this match just with his normals.
I’ve read the Ryu matchup thread but beating this tactic wasn’t mentioned (probably because the answer is so obvious! :sad: )Can someone please help a Rufus scrub who’s really trying to get better?
Well it depends on what situation you are in, if you know he is just spamming you should learn some counter hit setups (may be hard to do manually with lag if you play mostly online.
Another easy tactic is also to just do dive > st.lk or jab, wait some and then ex messiah. If you have practised your execution some it should be np to follow up with ultra 1 if that’s what you’re using otherwise the ex messiah alone should discourage them enough.
You can also do repeated high dive kicks (start the dive so your foot hits them in the face not in the toes/knees which you should normally aim for) until they stop, if you aim it like a crossup and get a counter hit you might be able to go straight into st.hp hp.gt but adding an st.lk between the dive and st.hp is recommended as it’s easier to combo with.
If you do this repeatedly then most Ryus will just spam throw or srk, which in turn can be countered by delayed tech (more on this a few posts down written by JoontheBaboon here: http://shoryuken.com/f259/ssf4-ken-improvement-thread-210528/index161.html ).
Semi advanced tactic is to just do dive and then wait a short short while and then do throw (aka delayed throw), if timed properly it will throw his jab. Sometimes you may even see a jab or short look like it hits you but they still get thrown since their move is still in startup.
More advanced tactic is you do dive > st.lk (wait a tiiiny while just a few frames) and then st.lk st.hp hp.gt. You can also do walk up/dive st.mp st.hp (char specific!!!) which combos if the st.mp counter hits.
If you continously beat their options and they keep mashing jab or whatever then there should be no reason for you to lose.
Hope this helps a little bit at least!
Regards
Couldn’t see this combo on the front page or the last couple I skimmed through so i’ll just put it here.
Shallow DK, s:lk:, cl:mp:, cl:mp:, cr.:lp: xx EX GT (forgot whether last normal was :lp: or :lk:) = a bit over 300dmg.
Worked on Cody and he wasn’t in the corner. I did something else on Balrog, which was jf:hp:, cl:mp:, cl:mp: xx EX GT, Ultra 1. I can’t remember but I managaed to hit Rog with two cl:mp:
I have to do more testing but you need to be close to whip out cl:mp:. Its suprising how far you can be for it to come out though.
Anyway, in the corner jf:hp:, cl:mp:, cl:mp: xx EX GT, Ultra 1 = 535dmg.
Its way easier than the one frame link too and does more damage. Plus you can hit confirm it since if you see them hit but the jf:hp: then jump in the you can cancel the second cl:mp: into EX GT.
I’ll test this stuff again later and edit this post.
It’s a one frame link also, though - the difference in ease is in your mind
Haha, oh well it does more damage.
So no other notes other than that comment?
I had a feeling there was something. Didn’t think there was a new thread though.
Well since what you’ve written is in a more organised an informative manner than mine than it could be added to the 1st post of this thread by a Mod.
Not really new… Just less reliable. 2 1Fl ( unless you CH bait ) then a super meter isnt that great. I prefer Lk,Hp,GT, Easier and you gain meter. Rufus Needs his meter. Now what ive been in the lab with is… Well Lets just say you guys should experiment with jumping normals. * cough * JUMP BACK ones * Cough *
^^^
It was the name of the thread posted in July last year. And yes, valid point.
So while I’m in the corner and they jump then I use jb.hk? I don’t know what I new thing I could follow up especially if I was in the corner but you might not even be talking about the corner…
I picked up Rufus as my new main at Xmas, and this is how i do the EX Messiah Kick -> FADC -> U1
Input the EX Messiah Kick (usually on wake up due to invincibility frames), hold towards, and keep tapping lk. When the flip kick comes out, hit the focus attack (i have it mapped to one button) while the stick is in a neutral position, then tap towards one more time.
This way, you are effectively inputting towards/focus/towards, rather than focus/towards/towards. and it saves you 1 input.
Then Ultra it up!
To illustrate
236kk - f.lk - mk+mp(hold) - 6 - 236236ppp
I always tap forward before the focus if possible. The second input can be forward+focus at the same, which removes the need to hold it down and gives you a faster cancel. I find it easier this way too. Works well with moves that end in forward, even DP motions if you go from down-forward to forward (i.e. forward, QCF).
Damn this board is so dead. Anyway, I found out something kinda funny today. I bet other people knew about it but I didn’t. I had long assumed Rufus had no kara throw, or at least one that moves him forward instead of backward. Turns out that while far hk does indeed move him back, close hk moves him forward. Against some characters, a point blank st. lk into throw doesn’t work, seemingly because of their standing hitbox. However, these same characters can get hit by point blank st. lk, close hk kara throw. Also, since kara throwing adds 1 frame to the throw, it can make it a “truer” tick throw, since normally the +3 on block st. lk requires at least a 1f manual delay before throwing.
Unsure if it’s been devised before, but a possible alternative to (cr.lp, cr.lp, EX Tornado) is (cr.lp, st.lp, close st.mp xx EX Tornado). The former does 124-164 points damage, and the latter does 163-215 points damage. The only problem with the latter is that Rufus needs to be adjacent to the opponent i.e. starting right next to them, with the need for close st.mp and not far st.mp. Closeness could limit it to particular punishes/retaliations, but in those cases, is superior.
Thanks for your recent posts Desaima, those give me some new options that I’m definitely in need of.
Nobody else got thoughts on the combo? The last time I was lurking around here, it wasn’t so…dead. People moved onto other fighters in so many numbers so soon?
People are just taking a break from SF generally since Marvel is out and MK9 around the corner. The Rufus boards have always been relatively dead anyway. That combo sounds cool but seems extremely limited in use, especially since st. lp has such a propensity to whiff.
Have looked into it more, and the combo is character dependant, with difficulty performing it against Balrog (haven’t tested it on all characters). Does 5pts more damage than cr.mk , EX Tornado (if I recall correctly) and both combos seem worth using for punishing slides only. Maybe best to discard the combo unless players like to do 5pts more damage.
i’m having trouble comboing into rufus’ 2 standin shorts into fierce punch then galatic tornado & can u combo ya dive kick into a short then into a fierce???