Yo, you think that’s nuts? Rolento can do s.RH > s.RH.
-Tha Hindu
Yo, you think that’s nuts? Rolento can do s.RH > s.RH.
-Tha Hindu
Well, I find it nuts because cr.lk becoming a hit-confirmable mix-up is fucking scary on Rufus.
In SF4, cr.lk combo’d into EX GT and EX Messiah, but if cr.LK can combo into st.FP then empty jump cr.lk’s become scary as fuck. Actually, any character with a fast drop speed with a high-damaging cr.lk hit confirm will be retarded. But for Rufus it gives him more mix-ups:
Sounds like he’ll lose his redivekick baits which will be hard to adjust. It will be MUCH harder to open up players.
You’re thinking too SF4.
Off of my divekicks I’ve noticed the following are all really really good.
cr. short -> chain to cr. fierce xx ex tornado into juggle combo
divekick again s. fp xx fp tornado (100% hitconfirmable in this game, divekick has so much hitstun) into juggle combo in the corner
stand short into forward throw, pretty much sets you up with the perfect spacing to dash and do an ambiguous jump mk
ex messiah
All these can blow up people mashing. I’ve seen my divekick stuff Sagat uppercuts.
What are Rufus’ main ways of opening up a player after a blocked divekick in this game? The entire grab oki seems to be much more tame if Rufus can’t redivekick and punish grab tech. I can see frame traps with st.mp.
Why wouldn’t it?
Cr.lk didn’t combo into st.FP in SF4. But yes, it’s a new combo. Makes Rufus able to empty jump cr.lk into non-EX meter combos.
Edit: Rufus’ strongest cr.lk hit confirm combo with meter was cr.lk, cr.lp, cr.lp, st.lp. st.mp which did like poopoo damage and wasn’t good for keeping pressure. Basically, I’m saying that I really, really like that he can cr.lk to st.FP.
Double Edit: Maybe I am thinking too much, but it’s too hard not to, lol.
You’re still stuck in SF4 mode. You should forget that game exists when approaching this game.
Got my hands on the game. Lez goes.
Doing trial modes. 4 st.lk’s in a row? Lmao. These trials are awesome.
At work.
My thoughts after playing lastnight:
1.) Rufus should be played as an anchor. He maximizes damages with his meter so having a character that can’t build meter or fight well without it would probably be dope.
2.) Divekick does have a height restriction upon going up, but he can still execute his divekick at the very last minute before landing on the way down.
3.) Dunno why but doing divekick, st.lk, st.fp xx fp GT was difficult. I had better success with st.lk, cr.mk xx FP GT.
4.) nj.HP does NOT ground characters anymore! That means no more mini Chun-Li legs.
5.) j.MK seems to cross-up consistently against all characters. Very reliable cross-up compared to Sf4.
6.) Rufus’ longest far ranged whiff punish seems to be far.st.lk. [st.lk, st.mk, st.fp] xx launcher/exgt seems to be good. Not sure if st.jab has more range or not. We need some frame data.
7.) Fragrance Palm is fast as fuck.
Things that need to be known:
-target combo fragrance palm hp snakestrike?
-Yeah, but you can get lit up for doing it if you’re not super careful. I do it with Ken AND Rufus and it’s definitely effective.
-On block that’s not safe, but you can do the overhead and tag cancel and come in and do a hard to blockable.
-I liked to just charge it and dash cancel when in neutral just to stop myself from doing so many obvious cr. hps. Sometimes I’d let it go when it got to EX. Cr. hp into launcher is really cheap if you do it pretty close though.
1.) Midscreen (no meter)
2.) Midscreen (meter)
3.) Midscreen (super art)
4.) Corner-only (no meter)
5.) Corner-only (meter)
6.) Corner-only (super art)
From launchers.
No. You can do Cr. HP then press HP+HK to chain it into launcher if you can hitconfirm it.
Yes, it works midscreen if I remember properly.
I use Rufus/Ken, actually, but yeah pretty much.
Coner only
Divekick S. FP xx FP Tornado target combo palm sweep
With 1 meter
Divekick S. FP xx Fp Tornado target combo palm ex snake strike
With 2 bars
Divekick S. FP xx FP Tornado target combo palm palm super
edit: Oh, from launchers? Probably target combo into juggles… IDK…
Also… Lets not forget the sweep! Huge buff in speed and it combos from pretty much anything. Amazing untechable knock down off a variety of set ups.
Dive kick -> lk,targetcombo -> targetcombo -> sweep
625 damage mid screen combo - j.h -> s.hp xx ex tornado -> j.hp -> land then cr.mk xx super = monster damage
Corner combos
Dive -> st.hp xx hp tornado -> target combo -> hp xx ex snakestrike
Dive -> st.hp xx hp tornado -> target combo -> dive kick -> sweep
J.hp -> st.hp xx ex tornado -> 2 x fragance palm xx ex snakestrike
Rufus is packing some serious sf4 vanilla damage in this game!
That’s 3 meter though, you get more damage by just doing j h chain combo team super
What’s the best combo rufus can do when coming after another char’s generic launcher?
No bar and 1 bar.
Cross art is like a special-> you can’t do it from chains.
But it’s even worse-> you can’t do while the 2nd char is still on screen from the tagging.
Target combo -> juggle whatever into HP or EX snake strike, I’m assuming.
Don’t actually own the game though, just played it a lot yesterday.
Hey Inferno! Good to see you are using Rufus in SFxT!
It’s really too early to say, there are a lot of other chars which can juggle well outside of corner. Rufus does the most damage with opponent in the corner. When I tag him in (and opponent is not in the corner), atm I do T.C into fragrance or c.hp. It doesn’t seem to be as damaging as some Tekken chars, like King.
The increase hit stun on it allows easier combos, but I am not liking it too. No more instant dive mind games. The system builds meters even for whiffed normals, if instant dive was in, it could have been abused like Yang/Yun palms in AE lol. Also, his j.mk hitbox got buffed, it works almost like AE Yang’s j.mk.
Just dive into S.hp, so much time to get it out. s.lk into s.mp or s.hp is weird. Plinking doesn’t work either (you get s.lk , s.hp, s.hp which launches, but so unsafe on block). If anything this game destroys AE fundamentals.
Another interesting bits:
j.hk into ex SS doesn’t combo now, in the corner I normally add s.hp and cancel into ex SS. if you don’t have meter, you can f.hp into normal SS.
As for launcher tag in the corner, you can f.hp x 3, 1) s.hp, ex SS. or 2) dive kick reset or 3) sweep.
When I land a dive kick, and I am not in the corner, I am currently doing TC, TC, f.hp to push the opponent closer to the corner. What are you guys doing?
#1 is demonstrated in the video below:
Not to digress but my BlackMagic Intensity finally arrived! Took me a few hours to figure out how to get it running. Installation was a pain in the ass.
Anyway here’s a first run of it. Still working out that weird juggle properties.
[media=youtube]ZKf_cPxkFeo[/media]
The damage for 3 stocks isn’t practical (especially after so many light attacks from Rolento), I was just aiming for a fancy combo
Just wanted to make a correction.
j. hk, ex snake strike does combo in this game. The problem is that you have to hit them really high up for it to combo. Otherwise it will just whiff. Therefore, it really isn’t practical honestly. I’ll try to make a video of it comboing later.
For every air counter hit, just land s.lp mp hp EX snake