It’s a 1 frame link so it’s basically about timing. My advice is to go to training mode and do the 2 standing shorts into the fierce punch then GT 5-10 times in a row. If you mess up reset and start from the beginning. This is my training module before I go on Xbox Live or tournaments.
Yes you can can combo off a dive kick into a standing short then a fierce punch. Remember it’s all about practice and timing.
I meant by going to training mode and practice the dive kick then the standing short or shorts to the fierce punch then cancel into the GT (Galatic Tornado) 5-10 times. Is this clear?
I don’t do it often but sometimes I like to snake strike on wake up or random if i guess grab or overhead. I know a lot of people toss it out as well but i like to use it to combo into my ultra especialy in corner. You can land a full combo off of it pretty easy. Is this of any use in my strategy.
I noticed it, too. I’m trying to get out of the habit however because it’s easily punished if blocked/whiffed. Maybe best against grapplers as a predicted grapple stuff due to command grab priorities/terms.
starting to use Rufus just because i don’t see a lot of Rufus out there…i’m starting to get the hang of him now…question about GT…are all of them except for the light version are punishable on block ?
Wanted to toss in my two cents on the Ken matchup. This matchup used to give me trouble because i had a terrible time spacing Ken correctly I would try to space him out like Ryu but his step forward kick would always but him in a good range where I felt uncomfortable. To counter this I have been using standing MK which is a great poking tool at the right range especially in the Ken matchup. This will keep him at a better distance and keep them at the space Rufus needs or atleast the space i prefer to play the match up with.
Be advised that fierce GT is NOT safe against Zangief’s SPD’s and U1 if you hold forward the whole way through.
Keep in mind that you can control how far Rufus goes for fierce GT, so when you pressure with it [against zangief especially] make sure you hold back before the 3rd hit.
Hi guys, I’m trying to make a statistic regarding combos (all characters) and I need a little help. I need 2 combos per character:
Best BnB combo
Best punish combo
You can use max 3 bars, but it must work midscreen, on at least half the cast, at least standing, and it should be practical. No jump in/counterhit/Ultra/Super. Thank you
best is dive lk hp tornado
best punish should be n.jump hk-hp-ex tornado fadc- hp-tornado, but 3 bars doesnt worth so it should be jump hk-hp-tornado, but since no jump/no ultra/no shits i guess hp-tornado.
wellcome rufus.
So after an air to air heavy kick, I’ve been juggling with dive kick and going into a mix up. I haven’t seen many people do that, so I’ll just leave this here if it isn’t known
HaldQQ- The dive-kick follow up is actually fairly helpful when you aren’t sure all the hits of ex snake strike will go through (lower to the ground). If you do a normal snake strike you will push them away from you, and the tornados are O.K, but the frame advantage is very small if they quickrise.