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