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Rufus Q&A Thread: Post ALL your questions here!

DivemanDiveman Loli-zoningJoined: Posts: 2,633Registered
ok people, as you know there are a lot of random threads with simple questions as: "hp tornado is not comming out" or "what are rufus bnbs?"

So any question you have about the fat man goes here, but remember that any question about match-up goes in the match-up thread (which needs an update...this goes for me, I?ll work on that ASAP)

Match-up thread: http://forums.shoryuken.com/showthread.php?t=165260

Basics thread: http://forums.shoryuken.com/showthread.php?t=166221

Frame data Thread: http://forums.shoryuken.com/showthread.php?t=167524

Video Thread: http://shoryuken.com/showthread.php?t=164852


So go ahead and feel free to post your questions here.
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Comments

  • JammyBooJammyBoo I am Shiva. Joined: Posts: 151Registered
    I'll start the thread off. <_<

    Going from pad to stick, is there any noticeable difference in what you can do with Rufus? I main Viper and sticks are almost held as a panacea concerning her, what about the big fellow over here?
  • DivemanDiveman Loli-zoning Joined: Posts: 2,633Registered
    Not much really, Rufus isnt "execution madness" as Viper or Gen, who I think is impossible to play in pad and be as effective as using a stick. Mostly FADC messiah kick is a bit different (not difficult). Divekicks feel "smoother" if you can call it that way

    Rufus is not so different in pad or stick, but I think using the stick (no homo) makes you feel more comfortable with Rufus movement
  • DonkeyKniferDonkeyKnifer Joined: Posts: 95Registered
    When Chun Li do spinning bird kick I noticed that sometimes I will take full damage when diving, some times trade while diving and some times win while diving (100% win in corner but she does the immortal back jump, like when you reset someone). On Gen on the other hand I seem to get hit by Gekiro (I think that's the name on his srk-like move that hits many times) 100%.

    So my question is, what are the different areas on the hitbox that I can hit without taking damage vs ex spinning bird kick and any (l/m/h/ex) Gekiro when using dive kick?

    I hope this is the right thread for this, sorry if it's not :3
  • bja_ehbja_eh counter picking Joined: Posts: 436Registered
    When Chun Li do spinning bird kick I noticed that sometimes I will take full damage when diving, some times trade while diving and some times win while diving (100% win in corner but she does the immortal back jump, like when you reset someone). On Gen on the other hand I seem to get hit by Gekiro (I think that's the name on his srk-like move that hits many times) 100%.

    So my question is, what are the different areas on the hitbox that I can hit without taking damage vs ex spinning bird kick and any (l/m/h/ex) Gekiro when using dive kick?

    I hope this is the right thread for this, sorry if it's not :3

    That's a good question, the best way to deal with EX SBK from chun is to delay your dive kick. After a knockdown, most chun's will try to EX SBK your dive kick on wake up. What you have to do is neutral jump, wait for chun to EX SBK and then dive kick. Basically, once the SBK is active you can hit Chun out of it, you wanna land your kick in her crotch while shes spinning. Practice the timing in training mode, if you start to trade, delay the kick a little longer.

    Against Gen, I don't really understand your question. But what you should do is not just do empty jump-ins because otherwise a gekiro will hit u. You have to cross Gen up in order to not get hit by the gekiro. Also, the regular gekiro does not have that good of startup, so u can probably even get away with just straight dive kick pressure, but I'd cross up to be safe until you know for sure. If you need more clarity I'll try and explain better, or just look for videos of rufus vs chun on youtube, you're bound to see a dive kick beat out an SBK at least a couple times
  • DonkeyKniferDonkeyKnifer Joined: Posts: 95Registered
    That's a good question, the best way to deal with EX SBK from chun is to delay your dive kick. After a knockdown, most chun's will try to EX SBK your dive kick on wake up. What you have to do is neutral jump, wait for chun to EX SBK and then dive kick. Basically, once the SBK is active you can hit Chun out of it, you wanna land your kick in her crotch while shes spinning. Practice the timing in training mode, if you start to trade, delay the kick a little longer.

    Against Gen, I don't really understand your question. But what you should do is not just do empty jump-ins because otherwise a gekiro will hit u. You have to cross Gen up in order to not get hit by the gekiro. Also, the regular gekiro does not have that good of startup, so u can probably even get away with just straight dive kick pressure, but I'd cross up to be safe until you know for sure. If you need more clarity I'll try and explain better, or just look for videos of rufus vs chun on youtube, you're bound to see a dive kick beat out an SBK at least a couple times

    I think I understand how to beat chun out of ex SBK, thanks.

    Against Gen I mean just how do you beat his Gekiro with dive? I played a not so bad Gen earlier and noticed that it's pretty hard to hit his Gekiro even in corners where you almost auto crossup with proper timing (I got this down to 95% success if not more against SRK). I am not doing empty jump ins I do dives like I would against a Ryu/Ken/Sagat on wakeup and Gekiro appears to beat my dive even when I hit roughly the same spot. Maybe I just need more practise though, I don't exactly play decent Gens often. Will a meaty dive beat it or will any crossup dive beat it? I am a bit confused...
  • MechanicaMechanica elias the flyest Joined: Posts: 6,230Registered
    Not much really, Rufus isnt "execution madness" as Viper or Gen, who I think is impossible to play in pad and be as effective as using a stick. Mostly FADC messiah kick is a bit different (not difficult). Divekicks feel "smoother" if you can call it that way

    Rufus is not so different in pad or stick, but I think using the stick (no homo) makes you feel more comfortable with Rufus movement

    The whole s.lk - s.hp one frame link sounds really hard using a trigger button. :lol:
    DAT RAPTURE
  • T20thoughtsT20thoughts Hnnngh way of the samurai Joined: Posts: 391Registered
    I think I understand how to beat chun out of ex SBK, thanks.

    Against Gen I mean just how do you beat his Gekiro with dive? I played a not so bad Gen earlier and noticed that it's pretty hard to hit his Gekiro even in corners where you almost auto crossup with proper timing (I got this down to 95% success if not more against SRK). I am not doing empty jump ins I do dives like I would against a Ryu/Ken/Sagat on wakeup and Gekiro appears to beat my dive even when I hit roughly the same spot. Maybe I just need more practise though, I don't exactly play decent Gens often. Will a meaty dive beat it or will any crossup dive beat it? I am a bit confused...

    Gekiro has a kinda weird hitbox, and I have to get used to it again every time I play against Gen. From what I remember, you want to be careful not to cross up too much, as autocorrect will ensure that you get hit. Move more towards the middle of his body, and I THINK, meatier.
  • T20thoughtsT20thoughts Hnnngh way of the samurai Joined: Posts: 391Registered
    The whole s.lk - s.hp one frame link sounds really hard using a trigger button. :lol:

    It's hard, but not impossible on the Dual Shock. All about the muscle memory. I still haven't got the link down in actual matches, though. It helps that R1 is digital and not a trigger. Couldn't imagine pulling off a 1-frame link on L2 or R2, though.
  • DonkeyKniferDonkeyKnifer Joined: Posts: 95Registered
    Gekiro has a kinda weird hitbox, and I have to get used to it again every time I play against Gen. From what I remember, you want to be careful not to cross up too much, as autocorrect will ensure that you get hit. Move more towards the middle of his body, and I THINK, meatier.

    So should I aim at the back of his head or even more on the front? His face? Well I guess I'll have to try it out, I'll come back after having met a good Gen (might take a while) and tell you how it goes.
  • T20thoughtsT20thoughts Hnnngh way of the samurai Joined: Posts: 391Registered
    So should I aim at the back of his head or even more on the front? His face? Well I guess I'll have to try it out, I'll come back after having met a good Gen (might take a while) and tell you how it goes.

    Sorry, but I don't remember the exact positioning... Just that I tend to aim for the top of his head, roughly, maybe just a little further back than that. Basically, aim to experiment on each knockdown you get... If he auto-corrects, obviously you're doing it too far behind him.

    You could also practice in training mode. Record some Gekido-spamming with a gen, knock him down, and try crossing him up as he gets up. That, or poke around the Gen forum for a practice partner.
  • bja_ehbja_eh counter picking Joined: Posts: 436Registered
    Yea, you really can't go wrong aiming your dive kick at the top of your opponent's head, as long as it is meaty (right on wake-up). Most of the time it will stuff their SRK or whatever, and usually u land behind them which can confuse them.
  • DivemanDiveman Loli-zoning Joined: Posts: 2,633Registered
    Yea, you really can't go wrong aiming your dive kick at the top of your opponent's head, as long as it is meaty (right on wake-up). Most of the time it will stuff their SRK or whatever, and usually u land behind them which can confuse them.

    http://forums.shoryuken.com/showpost.php?p=7563280&postcount=299

    maybe this will help you beating wakeup DPs in general, It works for me at least
  • OmegablackmageOmegablackmage Joined: Posts: 126Registered
    I have no problem canceling the c.lp into the ex tornado, but for some reason when I do say three c.lp's linked together i can't get the tornado to come out after. Is there a reason why the cancel doesn't work when the light punch is used in a combo?

    And if it doesn't work is there a good place to use the ex tornado? and what should i do at the end of a light punch string to maximize damage?

    Also, which move is used to cross people up other than the dive kick? It looks like the mid kick, but whenever ive tried it, it never hits.
  • T20thoughtsT20thoughts Hnnngh way of the samurai Joined: Posts: 391Registered
    I have no problem canceling the c.lp into the ex tornado, but for some reason when I do say three c.lp's linked together i can't get the tornado to come out after. Is there a reason why the cancel doesn't work when the light punch is used in a combo?

    And if it doesn't work is there a good place to use the ex tornado? and what should i do at the end of a light punch string to maximize damage?

    Also, which move is used to cross people up other than the dive kick? It looks like the mid kick, but whenever ive tried it, it never hits.

    First question: I remember this one from another thread... Apparently, since an attack that's already been linked from another attack has different properties, you can't link the same stuff. That, and distance also has an effect on what hits when. Though in this case, from what I remember, the solution is to delay the third LP so that it doesn't link from the second LP. Of course, that also breaks up the combo, so it only really works if you can interrupt the opponent's attack or whatever with the un-comboed LP.

    MK crosses up, but it looks weird doing it and only works on certain characters. Throw forwards, dash twice and then jump.
  • DivemanDiveman Loli-zoning Joined: Posts: 2,633Registered
    Also, which move is used to cross people up other than the dive kick? It looks like the mid kick, but whenever ive tried it, it never hits.

    http://forums.shoryuken.com/showpost.php?p=7846089&postcount=736

    http://forums.shoryuken.com/showpost.php?p=7854842&postcount=741

    And if it doesn't work is there a good place to use the ex tornado? and what should i do at the end of a light punch string to maximize damage?

    I dont use Ex tornado that often, since I save my meter for Ex messiah/EX Snake. Against some characters you can do cr.mk after far.lp but Id recommend you saving your meter. There are some situations in which Ex tornado comes handy, like when you hit a j.hp and you are too far to do close Hp you do cr.mk xx EX tornado for good damage
  • OmegablackmageOmegablackmage Joined: Posts: 126Registered
    thanks for the responses guys. I was looking for a good damaging option after a far reaching jump fierce other than sweep.
  • bja_ehbja_eh counter picking Joined: Posts: 436Registered
    On the c.lp x3 into EX GT combo, u want to do the first 2 c.lps as fast as they can come out, then delay the third c.lp significantly longer and the EX GT should combo. It's a true combo, similar to akumas c.lp x3 into lk tatsu. Also, if u can time the 3 c.lp so that they all link together, u can combo into the EX GT. It's like c.lp pause c.lp pause c.lp EX GT. Practice it in training mode and the links will become natural. EX GT can be added to safe combos against Ryu and Sagat, such as: dive kick hits deep s.lk s.lk s.mp EX GT or just s.lk s.mp EX GT. If u can afford to waste the meter and do some extra damage it's an efficient combo and is easier to do than s.lk s.hp if you aren't comfortable with it.
  • kattermarikattermari THE Philly Host Joined: Posts: 647Registered
    If you find yourself c. jab a lot I'd recommend not going for the ex tornado if you have you don't have at least 2 bars. Instead what I started doing a lot is c. jab x2, s. jab x2, (far) s. strong. Depending on distance you might have to reduce the number of c. jabs but this is assuming your right up against them.
    Oh he did that?
  • GlasgowkissGlasgowkiss Joined: Posts: 119Registered
    I've been in the lab trying to sharpen my anti-blanka game but for the life of my I cant punish blanka balls with walk forward crouch fierce. Is the sweet spot for this extremely tiny? Any tips?

    Cheers!
  • T20thoughtsT20thoughts Hnnngh way of the samurai Joined: Posts: 391Registered
    I've been in the lab trying to sharpen my anti-blanka game but for the life of my I cant punish blanka balls with walk forward crouch fierce. Is the sweet spot for this extremely tiny? Any tips?

    Cheers!

    It's a practice thing, but much like punishing his Ultra, you sorta have to think ahead. Hold forwards before you're out of blockstun, take just half a step and THEN c.hp. The sweet spot is tiny, but far from comparable to, say, pulling off 1-frame links. I've got it down enough to do it semi-reliably online, so it shouldn't be too tough offline. Oh, and while this has been said before, be absolutely sure you're blocking them standing.
  • GlasgowkissGlasgowkiss Joined: Posts: 119Registered
    Oh, and while this has been said before, be absolutely sure you're blocking them standing.
    That was the problem.

    Thanks!
  • Stirfri564Stirfri564 Joined: Posts: 20Registered
    Haveing a hard time against jback.feirce (when I try to my j.roundhouse I get beat out clean. Is it a timeing thing or does it not work at all?) and backdashes (When I try to put pressure with my divekick mixups I cant because of it. Or do I need to do a better job and block/hit strings?) from Barlog. Thank you in advance.
  • ContraContra Moderator - Canada Forums Joined: Posts: 680Registered, Moderators
    Hi guys,

    Just looking for advice on how to make my dive kick attemps safe (common situations / distances that are ideal)

    alot of the time i feel like the height is right for the Divekick stand short feirce link but i get dped or mashs jabbed out of the short, anyone else having this problem?

    Any adivce / mentorship would be great!
    "The ultimate skill is to take up a position, where you are formless"
    www.youtube.com/contra28
  • BOBBA LUIBOBBA LUI Joined: Posts: 17Registered
    thanks for the responses guys. I was looking for a good damaging option after a far reaching jump fierce other than sweep.

    follow with crMK into EX Tornado
    Get a life? I'm a gamer, I've got tons of lives...
  • BOBBA LUIBOBBA LUI Joined: Posts: 17Registered
    I've been in the lab trying to sharpen my anti-blanka game but for the life of my I cant punish blanka balls with walk forward crouch fierce. Is the sweet spot for this extremely tiny? Any tips?

    Cheers!

    crLP, crLK, crMP all work and give you more time to react
    Get a life? I'm a gamer, I've got tons of lives...
  • BOBBA LUIBOBBA LUI Joined: Posts: 17Registered
    Hi guys,

    Just looking for advice on how to make my dive kick attemps safe (common situations / distances that are ideal)

    alot of the time i feel like the height is right for the Divekick stand short feirce link but i get dped or mashs jabbed out of the short, anyone else having this problem?

    Any adivce / mentorship would be great!

    It's safest to dive kick in close quarters.

    If you read a tick throw coming, you can quick dive and punish. If they block a dive kick, you can grab. If they grab after the crossup, you can punish with a second quick dive. If they mash DP, you are safe to block and punish accordingly. If you knock them down you should learn each characters hitbox on crossups to link combos into.

    The short fierce followup I find is better on the crossup. It doesn't hit after a diving crossup, but I still use because it can beat out many normal attacks and connects on a crouching opponent. You should really learn the LK to HP link, since it hits more consistantely than just a short fierce.
    Get a life? I'm a gamer, I've got tons of lives...
  • ContraContra Moderator - Canada Forums Joined: Posts: 680Registered, Moderators
    It's safest to dive kick in close quarters.

    If you read a tick throw coming, you can quick dive and punish. If they block a dive kick, you can grab. If they grab after the crossup, you can punish with a second quick dive. If they mash DP, you are safe to block and punish accordingly. If you knock them down you should learn each characters hitbox on crossups to link combos into.

    The short fierce followup I find is better on the crossup. It doesn't hit after a diving crossup, but I still use because it can beat out many normal attacks and connects on a crouching opponent. You should really learn the LK to HP link, since it hits more consistantely than just a short fierce.

    Short > feirce is the same as LK > HP just different terms but thanks ill keep this in mind.
    "The ultimate skill is to take up a position, where you are formless"
    www.youtube.com/contra28
  • kattermarikattermari THE Philly Host Joined: Posts: 647Registered
    Haveing a hard time against jback.feirce (when I try to my j.roundhouse I get beat out clean. Is it a timeing thing or does it not work at all?) and backdashes (When I try to put pressure with my divekick mixups I cant because of it. Or do I need to do a better job and block/hit strings?) from Barlog. Thank you in advance.

    I was struggling against jump back fierce for a while also until someone taught me that you can punish a jump back fierce with an ex snake strike for full damage. However it will only hit a couple of times on an empty jump back if at all.

    Also Contra, if you're having problems with getting DP mashed you just have to learn to bait it out. It's nothing but practice to train your intuition on that kind of stuff.
    Oh he did that?
  • alpharudyalpharudy Computer Face Joined: Posts: 995Registered
    Question!
    I watch some of the awesome Rufus players like marn, wong, ricky and when they start their rushdown of an opponent, how is it they divekick without being punished?
    when i play i feel the placement is low enough to not cause harm to me but when i do 2-3 i seem to get thrown or srk'd. what am i doing different? is it timing and placement? trying to crack the secret of the dive kick
  • DivemanDiveman Loli-zoning Joined: Posts: 2,633Registered
    Its because after the 2nd or 3rd one, people start to smart up and look for counters, thats what you HAVE to mix them up with something else, once you condition them that you will be doing different things after a divekick you can do 2 or 3 in a row. So in few words = keep them guessing
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