The Rufus Thread

You shouldn’t be wasting a bar just to catch him mashing c.lp (especially EX Messiah which is very risky). Actually, if he’s “always” mashing out a c.lp after a blocked DK just counter with a launcher. Anyway, DK is +5 on block so I’m not sure how he’s getting away with it all the time since if both of you mash c.lp after a divekick you have the much higher chance of catching him with a CH. Space your DKs; the further away you connect and the closer you are to the ground the less frames it takes for you to recover on the way down. Remember to use s.lk/c.lk as you can easily hit confirm off them if he mashes.

Mashing out of DKs is becoming a popular complaint on this forum. I really hate seeing someone get out my pressure for free like that and you just have to never let them get away with it a second time. Most players deal with DKs differently as if every opponent was a different MU. You just have to see how they respond (if they try to jump back, backdash, nj…). Rufus was given tools to deal with all these options so always make good use of them.

If you’re close to the corner you can do F.HP xx HK Messiah ~ MK followup. After this I realized it’s best to do a forward jump straight away. Go for a j.MK and make them guess between which way it’s going to hit them depending on when you press it. If they DP it will go the opposite direction so it’s a free punish. If they don’t quick wakeup then that’s even better. They can’t roll out now and as they wakeup you can quickly go for a forward jump divekick and land on the other side of them (so they’re back in the corner) and will stuff anything they do like a DP.

And I didn’t notice till now but they wake up faster after a Galactic Tornado. Jump straight away after one and you have a safe jump.

Hello fellow Rufus-users. :slight_smile:
I played a Dhalsim match tonight and since 'Gief’s always going to have a bad time with him, I was wondering if anyone had any tips for Rufus against him. I noticed the j. :hk: was pretty nice for catching his mid-air limbs. Otherwise, I was pretty much at a loss.

Gief’s Lariat isn’t as strong against crossups in this game. j.MK is great against him because of that.

A setup for it would be c.HK > forward dash > j.MK (or if you sweeped close to him walk forward a little). You can land c.hk at the end of your target combo BnB, your launcher/switch BnB, EX Galactic BnB, etc…

There’s more ways to land it like doing a forward jump after HK Messiah~MK in the corner or doing a forward dash after a Galactic Tornado. You don’t want him to roll out of these. If he does it too much do a late jump into some ambiguous shit. Lariat can be stuffed easier if you jump later than usual. Just make sure you abuse j.MK crossups and late divekicks as much as possible to stop him from spamming Lariat.

It’s going to be really hard applying pressure in this matchup because of the Lariat. Don’t let him get away with either of them and go for a less risky c.MK > whatever to punish them.

Keep him out with pokes like fs.MK and c.HP. Both of these have to be abused to keep him out. c.MP to stop all of his jump in attacks.

Punish green hands starting with a c.LK. It’s -4 and above for all of them and you can either chain the c.LK into his target combo or chain into his c.MK.

Just play more defensively in this matchup and make good use of Rufus’s long range pokes. Try to keep him out until you can get a knockdown or a chance to punish then abuse j.MK crossups. Don’t be too aggressive, especially when you have the health lead.

Oh wow, my post was rather confusing. I meant to ask for tips for a Rufus player against Dhalsim. Zangief’s the other half of my team. :oops:
I’ll definitely take these points into account though because I really hate the mirror match with 'Gief and I’ve definitely had trouble when Rufus is out against him.

Just in general, I’m much weaker with Rufus so I’m going to start studying this forum more. I’ve already been hitting training mode for some of the combos people have posted. So thanks, again. :tup:

By “him” I thought you were referring to Gief, lol. Well… I’m sure someone would have complained about the Gief MU eventually anyway so it’s there. :rofl:

To be honest, I don’t know too much about the Sim MU myself, but it’s never troubled me enough to go more in depth with it. Here’s a few things that help me with it:

-Throwing out a s.LK when predicting limb pokes is pretty useful. It will stuff them if timed correctly and it recovers fast so it’s not risky.
-Don’t be afraid to just… be random sometimes. HK Messiah might sound stupid but it’s actually not a bad idea to just throw out sometimes. It goes over limbs and fireballs.
-His jump is veeeeeery floaty. EX Snake Strikes. Even risk some j.HK’s sometime. Don’t let him get away with jumping fierce.
-Super Art can catch limbs. It can sometimes trade so be careful.
-Fake Divekicks a lot. Divekicks can stuff limbs. Throw out some neutral jump > divekicks to catch him.
-Don’t let him teleport. Forward jump > Divekick will put you right back in Sim’s face if he does. If you fail to predict or react to one, quickly try to roll back to him with df.MK. Once you’re on him never let him get away.

Hope those help you get better at the MU.

what’s CAFDC?

Charge attack dash cancel.

So I did some more experimenting with Rufus’s f.HP. You can actually safejump after it by doing xx CAFDC > forward jump. This could be useful midscreen after EX GT Bnbs and FS.HK juggles. I can’t help with the timing because the timing will be different everytime using juggle combos. Waiting a tiny amount before jumping forward after the CAFDC should help. It’d be good if someone could experiment a little more with it. It’s also just a great way to move your opponent closer to the corner and continue being right in their face. I think it’s more useful than ending with sweep.

I feel like f.HP can be useful outside of combos too now because of it being cancellable. It can be abused for CADCs. For example, if I wanted to safely tag out or give myself some space (like against grapplers), I could do f.HP xx CABDC. It can also be useful in the corner for pressuring too. F.HP xx CAFDC, F.HP combos in the corner, so you can do f.HP xx CAFDC, f.HP, f.HP xx whatever for good easy damage. It can’t be abused (it’s like -8 iirc on block) so if your being punished for it you can always backdash cancel it instead to bait some stuff.

Question:

Is -4 off Rufus’s Dive Kick on block good or bad?

It’s hard to say as it depends on at what point it’s -4 when it’s blocked. It could mean head height or shin height.

Wasn’t it like, +5 before? This nerf is way too severe if it’s what I think it is.

It could be measured differently, or maybe something was lost in translation. If it was -4 at best his dive kick would be practically useless.

I’m guessing they just meant -4 for the opponent. 2f nerf.

This what I’ve read in the next patch update:

Rufus Falcon Kick (dive kick) properties have been changed:

Hurt box added to his feet and the move no longer crosses up easily.

Frames on block have been modified to -4F

So practically we’re going to have to find new point or anchors sooner than we think -_-! So in essence RIP Rufus.

Just some random safe jump setups I’ve found so far with Rufus:

3F+ [EX GT] FS.HK > FS.HK > F.HP (very close to ground) xx CAFDC > (wait for couple frames) Forward jump HP. (MIDSCREEN ONLY)

This is difficult because if you don’t do the F.HP when the opponent’s just about to land you’ll have to change your timing. It’s veeery useful because if you aren’t close to the corner this should put them at least very close to it. If you’re close to the corner cancel the F.HP into Messiah corner combo. I tested this out on Ken.

3F+ Front Throw > S.LP > Forward jump deep HP. S.LP has to be timed very well. If anyone can find a better setup please post. Tested against Ken.

4F+ MP GT > Forward jump HP. If opponent does a quick wakeup.
5F+ HP GT > Forward jump HP. (Use this instead of MP GT against 5F+ reversals because it’s more damaging) If opponent does a quick wakeup.

If they don’t quick wakeup after a GT and instead go for a roll do this ambiguous setup.

GT > Forward jump HP > backdash: Appear in front of them.
GT > Forward jump HP > quick walk forward > backdash: Appear behind them.

If they just do a delayed wakeup then I’d recommend going for a jump forward divekick for some mixups. There’s no way to tell if they’re going to roll or just delay their wakeup, so make good reads with these setups or else your opponent will get some space.

Sweep > Delayed forward jump still works obviously.

And don’t forget about jump forward after corner Messiah Kick ~ MK followup. Might not be a proper safejump but it will stuff reversals (if not all, haven’t tested).

Ricky Ortiz ‏ [S]@[/S]HelloKittyRicky
Hmm, Rufus divekick not so good. It has way to much recovery now to even pressure with it.”

My condolences Rufus players, yet as a Dhalsim player I am smiling a little while writing this:/

From what I can tell: Dive kick on block is at slight advantage at the lowest point, any higher is at disadvantage and at head height is punishable.

Ricky Ortiz and Justin Wong opinions on the new DK from an EH article:

"[LEFT]Justin: Oh just tried Rufus new and improved dive kick in Street Fighter X Tekken, its pretty bad where the risk of using it is not even worth it.[/LEFT]
[LEFT] [/LEFT]
[LEFT]Ken can Fierce Dragon Punch Rufus almost [on] every blocked dive kick. I would have to hit his toes to make the dive kick 0 on block. So I said hmm… Then I tried a character with a faster normal than Rufus. Even if you do the 0 on block dive kick. I lose my advantage to any 3 frame move character.[/LEFT]
[LEFT] [/LEFT]
[LEFT]Therefore this dive kick freaking sucks and takes away his pressure game. Block a dive kick and mash a 3 frame Dragon Punch or mash on 3 frame jab. Its like nerfing Ryu and taking away his fireball.[/LEFT]
[LEFT] [/LEFT]
[LEFT]The only purpose for dive kick is to make it whiff for screen positioning… But lets leave the [Hurricane Kick], Standing Light Punch traps and etc. in there.[/LEFT]
[LEFT] [/LEFT]
[LEFT] [/LEFT]
[LEFT]Evil Geniuses’ Ricky Ortiz added that:[/LEFT]

[LEFT]Ricky: The Rufus nerf I feel was uncalled for, but it’s definitely not as bad as I thought it’d be. Still + [frame advantage] when it hits below legs.[/LEFT]
[LEFT] [/LEFT]
[LEFT]Kinda sucks that some mixups are risks now. :confused: Let’s hope they do the game justice and nerf all the other cheap shit that actually needs it.[/LEFT]
[LEFT] [/LEFT]
[LEFT]You don’t think mixups should have risk? Every mixup from Makoto in Street Fighter 4 is a risk for her, yet she got nerfed AE v2012. — Eternal0Star[/LEFT]
[LEFT] [/LEFT]
[LEFT]Ricky: Depends on the mixup and risk/reward. A blocked cross up should not be punishable with full combo. That’s going a bit to far.[/LEFT]
[LEFT] [/LEFT]
[LEFT]OK that, I see your point on, but on the same note, landing a crossup dive kick shouldn’t net you EVERY combo option. — Eternal0Star[/LEFT]
[LEFT] [/LEFT]
[LEFT]Ricky: Yes it should… It’s pretty much the only good thing Rufus has for offense."[/LEFT]

If we’re only frame advantage on legs or lower then we should have the instant divekick back. Unlike Yun/Yang Rufus doesn’t have 3 variations of his DK so trying to aim for the legs with the height restriction is going to be very spacing specific.

Sigh I warned you guys but did you listen? Whatever, hopefully Capcom fixes this soon, Justin’s post is really disheartening.