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Tuesday
Jul202010

RUFUS - INTRO - SUPER STREET FIGHTER 4

 

 NORMAL MOVES | SPECIAL MOVES | COMBOS | MATCH UPS 

CHARACTER STATS & INFO
TYPE RUSHDOWN
STRENGTHS Has one of the best speical moves in the game, EX Messiah Kick. Dive Kick allows Rufus to apply extreme pressure.
WEAKNESSES Low stun.
STAMINA 1,050 - ABOVE AVERAGE
STUN 950 - BELOW AVERAGE
CROSS UP  JUMPING MEDIUM KICK
ANTI-AIR CROUCHING MEDIUM PUNCH
ARMOR BREAK GALACTIC TORNADO
GOOD MATCH UP DHALSIM, ABEL
BAD MATCH UP N/A

 

Tuesday
Jul202010

RUFUS - MATCH VIDEOS - SUPER STREET FIGHTER 4



Thursday
Feb252010

RUFUS - NORMAL MOVES - SUPER STREET FIGHTER 4

JAB (LIGHT) PUNCH

     

Standing Light Punch is a fast jab that is useful in setting up tick throws. If you hit opponent when close to max range for the move it does slightly less damage.

Crouching Light Punch is useful within combos and setting up tick throws.  Stun

Neutral Jump Light Punch  

Diagonal Jump Light Punch 

STRONG (MEDIUM) PUNCH

     

Standing Medium Punch At maximum range this move does slightly more damage.

Crouching Medium Punch is a great go-to anti air attack. 

Neutral Jump Medium Punch is exclusively an air-to-air attack. It cannot hit a grounded opponent due to the high angle of the punch.

Diagonal Jump Medium Punch

FIERCE (HARD) PUNCH

     

Standing Heavy Punch has Rufus punching at a 45 degree angle and is useful as an anti-air attack.  Also does good damage from mid to long range (slightly more damage than short range).

Crouching Heavy Punch is a far reaching attack, with a range almost all the way across the screen! It is useful for punishing and pressuring opponents from a distance. It has a lot of start-up and recovery, however, so it is vulnerable to Focus Attack and Shoryukens during start-up and counter-attack during recovery. 

Neutral Jump Heavy Punch hits on both sides. 

Diagonal Jump Heavy Punch is a good jump-in attack. 

SHORT (LIGHT) KICK

     

Standing Light Kick is very fast can combos into other Light Attacks of all kinds easily.  At almost maximum range it does slightly more damage.

Crouching Light Kick is useful within combos and works well after a Dive Kick. Is very fast and combos into other Light Attacks of all kinds easily.

Neutral Jump Light Kick

Diagonal Jump Light Kick

FORWARD (MEDIUM) KICK

     

Standing Medium Kick is a two-hit kick at close to mid range, doing good damage. At long range it does slightly less damage and is one hit.

Crouching Medium Kick is useful within link combos and can be canceled into EX Galactic Tornado. It is also a decent poke.  All Ranges:

Neutral Jump Medium Kick does good damage. As opponent is getting up from a knockdown you can use this at the last second and hit the Medium Kick immediately to kick him in the face.

Diagonal Jump Medium Kick

ROUNDHOUSE (HARD) KICK

     

Standing Heavy Kick has Rufus kicking at a 45 degree angle, making it a decent anti-air attack. If it hits the opponent you can combo into Snake Strike or Galactic Tornado.  At far range this move does slightly less damage and stun.

Crouching Heavy Kick is your standard sweep, getting an untechable knockdown if it connects.

Neutral Jump Heavy Kick

Diagonal Jump Heavy Kick is two hits and is an excellent air-to-air attack. After hitting an opponent in the air with this attack, you can follow up with a Super, Ultra 1, Galactic Tornado (except the EX version) or Snake Strike. When used on an opponent on the ground this attack is very weak, so use other attacks as a jump-in. If used on a jumping opponent it does significantly more damage and stun than if they are on the ground.

COMMAND NORMALS

DIVE KICK

IN AIR, DOWN-FORWARD + MK

Rufus's Falcon Kick -- or as it's referenced in this guide, Dive Kick -- is a key element in his offense and defensive. Offensively Rufus can use the Dive Kick to  pressure the opponent on wake up, punishing throws and even crossing up from certain angles. Defensively you can use it to avoid projectiles and to change the angle of your jumps. 

FRAGRANCE PALM

GLORY KICK

The Glory Kick, which can be used to close the distance between the opponent, is a tricky attack that appears to be an overhead but actually hits low. 

VULTURE KICK

 

Thursday
Feb252010

RUFUS - SPECIAL MOVES - SUPER STREET FIGHTER 4

KYUSIESHU KICK (MESSIAH KICK)

QUARTER CIRCLE FORWARD + KICK

The Messiah Kick is arguably the best move in the game, but only the EX version is really useful. The EX version has an insane amount of invinciblity and allow Rufus to combo into his Ultra 1 after an FADC's Light Kick follow up.

The EX version is extremley useful for getting the opponent off of you when being pressured as well. 

  • LK: Combos after initial hit.
  • MK: Low attack.
  • HK: Overhead.
  • Press Nothing: No Follow Up Attack

GALACTIC TORNADO

QUARTER CIRCLE FORWARD + PUNCH

Galactic Tornado is best used in combos although it will absorb projectiles as well. The EX Version can be comboed from a number of moves such as Crouching Light Punch or Crouching Medium Kick.

You can control the distance of this attack with either forward or back on the joystick, and within most combos you will have to push Rufus towards the opponent to get all the hits.

In the corner it is possible to combo into a Light Galactic Tornado or Ultra 1.

 

JATOTSU NATURE (SNAKE STRIKE)

FORWARD, DOWN, DOWN-FORWARD + PUNCH

EX Snake Strike is typically seen after an air-to-air Jumping Heavy Kick, although the Light version can be used full screen to build meter. 

 

 

 

SUPER - SPECTRAL ROMANCE

QUARTER CIRCLE FORWARD X2 + PUNCH

It's extremely rare to use Rufus's Super in that his EX meter is so valuable, but every now and again it's useful for finishing off the opponent.

 

 

 

ULTRA 1 - SPACE OPERA SYMPHONY

QUARTER CIRCLE FORWARD X2 + THREE PUNCHES

This is Rufus's "combo" Ultra in that it can be connected after a number of different attacks such as an air-to-air jumping Heavy Kick or his chain combo Light Kick, Heavy Kick. This is typically the Ultra to use against characters who do not have a projectile attack. 

 

 

ULTRA 2 - BIG BANG TYPHOON

    
QUARTER CIRCLE BACK X2 + THREE PUNCHES

This is the Ultra to use versus projectile characters considering it has a vacuum affect, pulling in the opponent from almost full screen.

This Ultra can be useful even againstt characters without projectiles due to the fact that it is a great anti-air attack, and can punish many attacks from about 3/4's the screen away.

Thursday
Feb252010

RUFUS - COMBOS - SUPER STREET FIGHTER 4

NORMAL MOVE COMBOS

Crouching Light Kick, Crouching Light Punch, Crouching Light Punch, Standing Light Punch, Standing Medium Punch

SNAKE STRIKE COMBOS

Air-to-Air Jumping Heavy Kick, EX Snake Strike

GALACTIC TORNADO COMBOS

Close Standing Heavy Punch, Heavy Galactic Tornado

Close Standing Light Kick, Close Standing Light Kick, Standing Heavy Punch, Heavy Galactic Tornado

Crouching Light Punch or Medium Kick, EX Galactic Tornado

Thursday
Feb252010

RUFUS - MATCH UPS - SUPER STREET FIGHTER 4