Rufus
| |
First Appeared | Street Fighter IV |
Hit Points | 1000 |
Projectiles? | No |
If you're familiar with Rufus in Street Fighter IV, you'll find him very similar in Street Fighter X Tekken. As in SFIV, Rufus plays a mean rush-down game with his excellent dive kick leading into pressure and combos. He considers Ken Masters as his true rival due to him being called the number one fighter in the world. Rufus also taught himself his own way of kung-fu to show the world how awesome he is and how much better he is than Ken. In Street Fighter X Tekken, Rufus partners with Zangief to get rid of Pandora, in order to regain media attention on him.
Changes in 2013
• Close LK - Block pushback increased
• Close MK - 6 frames added to Boost combo (-7F/-11F)
- Push back on block for boost combos reduced
• Far MP - 6 frames added to Boost combo (-6F/-10F)
- Push back on block for boost combos reduced
• Far MK - 4 frames added to Boost combo (-7F/-11F)
- Push back on block for boost combos reduced
• Far HP - 4 frames added to Boost combo (-9F/-14F)
• cr. LK - Hitbox reduced
• Hand Machinegun - Damage increased from 120 to 130
• Vulture Kick - Frame advantage on hit reduced by 2 frames (on hit +1)
• Falcon Kick - Frame advantage on hit reduced by 7 frames
• Target Combo - Damage decreased from 90 to 60
• Galactic Tornado - "Damage adjusted:
• MP 100->80
• HP 120->90
• EX 160->80"
• Messiah Kick (mid) - Block stun reduced by 2 frames (On block -1)
• Messiah Kick (high) - Block stun reduced by 5 frames (On block -5)
Special move meter gain
• Messiah Kick (high): whiff 5->10
• Messiah Kick (mid): whiff 5->10
• Messiah Kick (low) whiff 5->10
• Snake Strike: whiff 15->5, on hit 16 x Number of attacks->10 x Number of attacks
• Galactic Tornado (L): whiff 15->0, on hit 10+20(30)->30+15(45)
• Galactic Tornado (M and H): whiff 15->0, on hit 10 x 2+20(40)->30+8 x 2(46)
Moves List
Normal Throws
Move Name | Input | Notes |
---|---|---|
Head Bazooka | (near opponent) | Damage: 130 |
Hand Machinegun | (near opponent) | Damage: 120 |
Unique Attacks
Move Name | Input | Notes |
---|---|---|
Vulture Kick | | Damage: 80 |
Glory Kick | (near opponent) | Damage: 70 |
Fragrance Palm | | Damage: 80 |
Falcon Kick | (in air) | Damage: 60 |
Target Combo | (near opponent) | Damage: 110 |
Special Moves
Move Name | Input | Notes |
---|---|---|
Messiah Kick | + | Light Version Damage: 90 Medium Version Damage: 100 Heavy Version Damage: 120 EX Version Damage: 100 The strength of the kick determines the horizontal distance the character moves during the move. |
Messiah Kick > High Attack | + | Damage: +80 |
Messiah Kick > Mid Attack | + | Damage: +100 |
Messiah Kick > Low Attack | + | Damage: +100 |
Snake Strike | + | Light Version Damage: 120 Medium Version Damage: 160 Heavy Version Damage: 200 EX Version Damage: 210 |
Galactic Tornado | + (only M or H, | Light Version Damage: 80 Medium Version Damage: 100 Heavy Version Damage: 120 EX Version Damage: 160 The EX version of the move has a wall bounce. Chargeable |
Super Arts
Move Name | Input | Notes |
---|---|---|
Big Bang Typhoon | + | Damage: 320 |
General Strategy
Rufus is a pure rush-down character with amazing dive kick pressure. That's the main focus of his game plan. Rufus wants to get in safely using dive kicks to go over fireballs without staying in the air too long. Once in position, Rufus can apply great pressure using his dive kick and convert hits into combos. If the opponent is good at blocking, then Rufus will usually be in good position to go for a throw. This is the basic Rufus strategy.
Useful Normals
Standing
s.
: This is a very good mid-range poke.
s.
: This is a good anti-air. It stops a wide variety of jump-ins.
Crouching
c.
: This is another good anti-air. It's great for stopping jump-ins that would land right in front of Rufus. It doesn't work well for jump-ins that would land right on top of Rufus' head.
c.
: This move has very slow start-up, but ridiculous range. It's good for catching opponents off guard from a distance.
Jumping
j.
: This is Rufus' strongest jump-in attack. It's also useful for the classic jump back
strategy.
j.
: This is the only cross-up Rufus has. It probably won't get too much use because of his dive kick option.
j.
: This attack juggles mid-air opponents and combo afterwards.
Unique Attacks
Vulture Kick (
): This is an overhead attack. Rufus doesn't get much off of it. It leaves him -1 on hit and -5 on block, so it's best saved for situations, in which the opponent is at low health and wants to switch out.
Glory Kick (
): This attack is good for getting Rufus closer to the opponent on the ground. Rufus is left +3 on hit and -1 on block. You can combo off of it on counter hit.
Fragrance Palm (
): This attack hits both sides and floats opponents. Its only real use is in combos.
Falcon Kick (
): This is Rufus' dive kick. It is the most important tool he has. It can cross up and be done very low to the ground. It is very difficult for opponents to slow Rufus down once he gets in using dive kicks. Opponents with good match-up knowledge (or played a lot of Street Fighter IV) are likely to have some sort of counter to dive kick pressure, so you still have to be smart with it.
Target Combo (
,
): This target combo floats opponents and is very useful in combos.
Specials
Galactic Tornado
Rufus spins for a multi-hitting special attack. Galactic Tornado can absorb one projectile hit and the distance traveled can be altered by holding
or
. All versions are safe on block, making it a good way to end block strings. The EX version has a vacuum effect and will cause a wall-bounce.
Snake Strike
This is Rufus' anti-air special. It's not that great because it lacks invincibility frames, so you must react to the opponent's jump early. The upside is that all versions do very good damage. Rufus is also airborne during Snake Strike, but he travels a very small distance forward so it isn't useful for going over low attacks. The EX version does more damage and has invincibility upon start-up.
Messiah Kick
Rufus leaps towards the opponent with lower body invincibility. Though his lower body is invincible, it is not invincible to projectiles, but it still goes over most fireballs. All versions have a lot of start-up frames, making it difficult to punish fireballs. The
version travels the shortest distance, while the
version travels the farthest distance. The EX version is fully invincible and has significantly faster start-up than the other versions. It is Rufus' standard reversal. Messiah Kick also has 3 follow-up attacks.
Messiah Kick (High Attack)
This attack is only good in combos. It leaves Rufus at a -17 frame disadvantage on block. Rufus does have full body invincibility, but it isn't worth the risk with his other available options.
Messiah Kick (Low Attack)
This attack must be blocked low or it will cause a knockdown. It leaves Rufus +1 on block, making it a very safe option. Use this when the opponent blocks the initial Messiah Kick.
Messiah Kick (Mid Attack)
This attack must be blocked high or it will cause a knockdown. Rufus is left even on block, making it a safe option. Use this when the opponent blocks the initial Messiah Kick.