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« RUFUS - NORMAL MOVES - SUPER STREET FIGHTER 4 | Main | RUFUS - COMBOS - SUPER STREET FIGHTER 4 »
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.

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