Rufus AE 2012: Defeating Ken Masters and Those Other Guys

rufus

#1

Rufus AE 2012 edition. Probably the last Rufus rendition we’ll see in the SF4 series. Let’s break this bad boy and his match-ups down to the nitty gritty.

Each match-up thread will contain these sections:

[Match-up Ratio]
[Preferred Ultra]
[General Strategy]
[Special Counters]
[Punishes]
[Extra Notes]
[Videos]


#2

vs. ABEL

[details=Spoiler][Match-up Ratio] - (6-4 Rufus)

[Preferred Ultra] - U1 Space Opera Symphony

[General Strategy] - Abel vs. Rufus is a very momentum based match-up. Both characters excel at mix-up games after knockdowns; Abel’s mix-ups are especially dangerous when Rufus does not have meter to use reversal EX Messiah. Even with EX Messiah Abel has special tools to bait Rufus’ EX Messiah into hard punishes using his Roll and U1.

At the beginning of the match, Rufus should strategically find a way to get inside of Abel without getting knocked down. A ALL causes avoid Abel’s step kick. Getting hit by this special normal in the beginning of the game forces you into his vortex which can lead to dizzy/loss versus good Abel’s. Should you be knocked down or caught into this vortex your goal is to escape by guessing right. Here are some of Abel’s most common options after his stepkick:

1.) St.FP - Beats all jump attempts. Loses to blocking and EX Messiah. I believe this trades with Rufus’ back dash.

2.) Tornado Throw - Cleanly overrides any normals from cr.tech, throws, or blocking. Loses to neutral jump and EX Messiah. If neutral jump’d cleanly punish with j.RH/FP combos.

3.) Versailles (?) Roll - Is a reversal bait. If Abel has U1 stored he can punish EX Messiah with it. Loses to grab.

4.) Neutral Jump - Another reversal bait that puts him closer to EX Messiah for a normal punish. If the neutral jump is left unpunished it normally sets up for another vortex if he lands a falling aerial. Watch these and punish with cl.st.FP, cr.MP, or j.RH.

If you score a knockdown on Abel or successfully get in with a divekick then the pressure is on for Abel. Abel has a few tools to escape divekick pressure but it is fairly limited compared to the rest of the cast. Thus, Rufus can abuse his divekick game moreso against Abel. Things to look out for:

1.) EX Versailles Roll - Most common escape technique for Abel. Used often in beginning and mid-level play; not so much at higher levels. Mix-in Rufus’ grab game moreso than often against Abel to catch these.

2.) St.FP - More common in mid-level to high levels of play. This is not a crouch tech. It cleanly stuffs and resets Rufus if he attempts to re-divekick. On block, Rufus can punish with a cr.jab into U1 setup. This option also loses to throws if Rufus is deep enough.

3.) Tornado Throw - Abel is a grappler. So if you leave any frame gaps in your divekick pressure Abel can TT you right out of your normals. EX TT will also beat any throw attempts. Pay attention to his meter and force him to burn it. Re-divekicks obviously eat this clean.

4.) Jumping Back (with normals) - Very common in beginning and mid-level play. Sometimes high level. This can be harder to punish on reaction. Normally, you have to scout this by noticing that the Abel player has a bad habit of trying to jump out of Rufus’ divekick pressure at least once. Once you catch wind of this keep that in the back of your mind so that you can predict and punish with j.RH or EX SS.

When neither player is within each other’s vortexes both Abel and Rufus are usually at midscreen. St.mp, st.mk, and sweep are good footsies to use against Abel. cr.FP is a bit more dangerous as it can be punished with U1 or FADC’d into a normal punish. Footsies in general against Abel are dangerous due to his stepkick so focus on not allowing him to get any free jumps. Abel’s footsies midscreen usually involve his stepkick, rolling to get in, and his sweepkick (which can be cancelled into a roll).

[Special Counters]

  • St.FP beats overextended Wheel Kicks.

[Punishes]

  • cr.jab > U1 - Misspaced Wheel Kicks, st. and cr. FP.

[Extra Notes]

  • j.MK cross-up DOES hit Abel. Great after f-throw.

[Videos]

[media=youtube]nMuiyxKKZrM[/media] - Ricky Ortix vs. Juicebox

[media=youtube]QwYi1JZ9RmM[/media] - Edma vs. [/details]

vs. ADON

[details=Spoiler][Match-up Ratio] (5-5 Even)

[Preferred Ultra] - U1 Space Opera Symphony

[General Strategy]

Adon is a DP character that zones with Jaguar Kicks and Jaguar Tooth rather than projectiles like the shotos. Think of Jaguar Kicks like divekicks. He has excellent footsies and great anti-air tools.

The Problem
Adon can apply pressure on Rufus similar to how Rufus applies pressure to the rest of the cast. His Jaguar Kicks are safe on block and put him at an interesting frame advantage on block which can lead to scary frame traps with his cr.MP. On the ground, Adon zones Rufus away with st.RH which nullifies almost every single one of Rufus’ normals. If Rufus takes to the skies Adon has his Rising Jaguar DP move, quick air-to-airs, and his Jaguar Kicks have great priority in the air.

If Adon scores a knockdown, Rufus’ large hitbox body makes him susceptible to Adon’s mix-ups. Due to the quick speed of his jump and its arc, his j.MK can be very difficult to block. Adon also has an instant overhead that can hit Rufus if he crouches on wake-up.

The Solution

  • Adon, unlike Rufus, has low health. There is room for error and guessing on Rufus’ part, but don’t be over zealous.

  • Don’t play footsies with Adon. st.RH rocks Rufus’ world. Rufus’ best ground gap closer against Adon is df.MK.

  • Don’t focus attack against Adon since nearly all of Adon’s moves hit twice or break armor

  • Use tringle divekicks just as you would against shotos to close small distances and make the Adon have a harder time guessing when you’re actually jumping in.

  • Adon’s Rising Jaguar is not as powerful as most DP’s due to its arc. Rufus has an easier time using his divekick pressure on knockdown if you angle and time properly.

  • Use cr.MP to stop Adon’s from jumping in. His jump is very difficult to anti-air with j.RH and st.FP.

  • Jaguar Kicks can be completely stuffed with st.FP if he does them too close and you anticipate it. If you anticipate a Jaguar Kick you can jump back and divekick in order to catch him landing. Otherwise, the Jaguar Kick could catch you mid-air.

  • EX Jaguar Kick is an overhead. Block dat shit.

  • Don’t jump back in the corner.

[Special Counters]

against Jaguar Kick: IDK. St.FP sometimes.
against Jaguar Tooth: IDK.

[Punishes]

EVERYTHING IS SAFE ON BLOCK. O_O. Punish whiffed DP’s with the obvious st.FP combo.

[Extra Notes]

  • j.MK cross-up hits on Adon. Good after f-throw.
  • After Messiah Kick, late lk follow up eats all of Adon’s specials.

[Videos]

[media=youtube]PxobEFaC-xs[/media] - vs. Chobi (Shenanigans)

[media=youtube]954NDFAdFKE[/media] - vs. Ricky Ortiz

[media=youtube]__0_MUX3J1Y[/media] [/details]

vs. AKUMA

[details=Spoiler][Match-up Ratio] - (4-6) Akuma; Difficult

[Preferred Ultra] - U1 or U2. Very dependent.

[General Strategy]

Fucking Akuma. Fairy shoto with a ‘gtfo’ teleport. Very good mix-ups on knockdown. Very good zoning tools.

The Problem
Akuma’s everything is a major problem for Rufus. Akuma is a flexible character that can play aggressive, passive, or both against Rufus and still be very effective. Rufus’ divekick game is not as powerful here due to Akuma’s teleport and DP reversal.

A defensive Akuma can zone Rufus extremely well with both regular fireballs and air fireballs. Due to Akuma’s fast walk speed, he can only quickly get in ranges where he can anti-air with a normal or just a regular DP.

An offensive Akuma normally comes into play anytime Rufus is knocked down. Akuma has a plethora of mix-ups he can use on Rufus to open him up. Each mix-up normally leads to another knockdown or a normal pressure into grab.

A Rufus with no meter is nearly helpless against an Akuma who gets in, not to mention a knockdown.

The Solution

  • There is no exact solution; there are several approaches that can be made here.

  • If you opt to use U1, Rufus gains a much scarier EX Messiah game as well as corner game. U1 requires Rufus to successfully get in on Akuma and land his BnB or catch a jump-in. Occassionally, wake-up EX Messiah can push through bad chains or bad jump-ins as well.

  • If you opt to use U2, Rufus should be played much more defensively. Your goal should be to FA absorn his fireballs to build U2 as fast as possible. Once Rufus’ U2 is in play things change dramatically. Midscreen regular and air fireballs can be punished. A well-timed U2 should punish Akuma’s who attempt to teleport. And if Akuma goes for Demon Flip shenaningans, U2 should halt all of them except for his safe jump set-ups.

  • Always, always, always punish Akuma’s who whiff st.RH with cr.jab > u1 or EX GT. This match-up would be so bad if Rufus got hit by both kicks like Sagat or Abel.

  • Bait teleports by doing divekicks that end as soon as they rise. Immediately jump backwards and you should be able to get a full st.FP xx HP GT punish.

  • cr.FP or sweep retreating Akuma fireballs if they do it too close. The trade is worth it.

  • df.MK can sometimes go under fireballs if they do the wrong version. This is also a decent gap closer against Akuma.

  • If you see a midscreen or full screen Demon Flip, j.RH it.

  • On your own knockdown, EX Snake Strike will punish any late timed Demon Flips that keep afloat.

[Special Counters]

  • against Demon Flip (Palm): EX SS beats it. Better to just block tho’.
  • against Demon Flip (Kick): EX SS or j.RH. st.FP works in a few angles as well.
  • against Demon Flip (Throw): st.FP wins. If it is done on your wake-up you have jump I believe. Not too sure.

[Punishes]

  • Teleport: cr.FP, U2
  • Demon Flip (Slide): st.FP xx HP GT
  • st.RH: cr.jab > W/E
  • Sweep: I think EX GT and U2 can punish here on reversal.

[Extra Notes]

  • j.MK cross-up is not as reliable here. I believe it does hit. Have to double check.

  • Akuma’s U2 can punish EX Messiah Kick regardless of the follow-up. Somewhat difficult for the Akuma to do, but it’s good to only EX Messiah if you have two bars to cancel it.

[Videos]
[media=youtube]kvj0TCXYZK0[/media] - Chobix vs. Infilitration
[media=youtube]vopSqqsE43U[/media] - Chobix vs. Tokido
[media=youtube]oG_fHAVd5dA[/media] - J.Wong vs. Tokido [/details]

vs. BOXER

[details=Spoiler]
[Match-up Ratio] - (5.5 4-5) Rufus Adv.

[Preferred Ultra] - U1 Space Opera Symphony

[General Strategy]
Boxer has undergone a lot of changes since Vanilla. Most of the changes (nerfs) have been good for Rufus. Let’s see where he stands.

The Problem
Boxer can control both ground space and air space very well. He has several buttons and options for preventing Rufus from getting in which are fairly easy to use. Vice versa, Boxer has the almighty “cr.jab” that puts Rufus in a bad position each time. As for most matches, Rufus’ footsies do not do so well but especially in this match-up due to Boxer’s cr.sweep, st.FP, st.mp, and a mix of his close range dash punches.

Boxer’s ankles are really gay. Quick divekicks (triangle jumps) whiff on Boxer completely forcing Rufus to actually aim near his waistline which is harder to combo from. This only works when Boxer is standing, however leaves him open to low attacks.

When Boxer gets the life lead it tends to become increasing difficult to recapture it due to the danger of actually walking and jumping toward Boxer. He tends to be able to zone Rufus very well midscreen with his cr.HP anti-air and j.FP.

The Solution

  • If Boxer is crouched and charged, avoid divekicking and/or jumping at him. Instead, inch closer by walking, df.MK, or using VERY quick divekicks to bait a headbutt.

  • If you’re up close to a crouching and charged Boxer use divekicks that will cross him up and make him lose his back charge. Spacing and timing these divekicks correctly

  • Boxer’s cr.jab halts a lot of Rufus’ redivekick attempts. If Boxer is spamming cr.tech then go for a a CH st.fierce after st.lk or even divekick.

  • Don’t wrecklessly FA, however, it is still a viable strategy to FA. At mid-high levels most Boxer’s try to dash punch the dash frames from FA. Play with it, but by no means is this reliable due to Boxer’s armor breaking punches.

  • A lot of Boxer’s will attempt to EX upper their way out of Rufus’ divekick pressure. To beat this, place your divekick in a way that it whiffs on their wake-up and go for the grab. This leaves you open to headbutt but it’s up to you to guage the risk reward according to their playstyle.

  • Don’t jump-in/divekick wrecklessly. Boxer’s cr.fierce is great. Just like most anti-airs you do delayed divekicks in order to make cr.fierce whiff. However, RESPECT THE JUMP BACK FIERCE. If Boxer is spamming this a good way to beat it is to use short divekicks to bait the anti-air followed by EX Snakestrikes

  • Grab, dash, dash, j.MK is godsend in this match. If Boxer tries to upper or punch out the j.MK will place you behind Boxer for a free st.FP xx combo.

[Special Counters]

[Punishes]

  • Gut punch and overhead are punishable by cr.jab to EX GT. Turnpunch is as well, but the frame window is a bit difficult to time depending on the space.

[Extra Notes]

  • Always be mindful of his overhead resets.
  • cr.MP is the best anti-air for his high priority jump ins.

[Videos][/details]

vs. BLANKA

[details=Spoiler][Match-up Ratio] - (5.5 4-5) Rufus Adv.

[Preferred Ultra] - U1 Space Opera Symphony (Altho’ U2 does punish most balls.)

[General Strategy]
Crouching Blanka midscreen. Is he gonna’ slide? Should I jump? Oh fuck, a Blanka Ball? Is that slide punishable? Why is electricity so stupid? Probably questions you’ve asked yourself in this match-up. Once you get past the gimmicks (which for Blanka are quite strong) this match simply becomes about zoning, understanding the ranges, and pressure.

The Problem
Rufus is an aerial type character whereas Blanka says no to most aerial movement. You cannot abuse the skies (as much) in this match-up. Also, like most characters, Rufus with no meter = free pressure for Blanka. Rufus is forced to block a lot with electricity frame traps. Along with these traps comes Blanka’s hop which puts him at an airborne state and allows him to change directions. This is bad because Rufus’ EX Messiah only does one hit on this making the damage and EX exchange in Blanka’s favor.

Electricity tends to be a pain in back here. It has a few awkward hurtboxes that allow Rufus to stuff it with divekick, but usually it will eat Rufus’ divekicks.

The Solution

  • You can approach. Walk. And use very quick divekicks in an attempt to bait Up Balls. This is the same general strategy against any strong anti-air character.

  • Know the LP Blanka Ball range. If you’re within range expect a Blanka Ball into grab attempt. If you’re slightly out of range then his Slide is usually safe at that range on block. And if you’re slightly closer you are most likely in range for his normals such as cr.fierce, st.fierce, and cr.mp.

  • Get in. Your goal should be to force Blanka into the divekick vortex. Once you are in same rule as most okezemi’s apply: redivekick/frametrap beats cr.tech, blocking beats reversals, grabbing beats blocking, EX Messiah eats through everything and whiffs on EX Up Ball and I believe Rainbow Ball as well.

  • Blanka’s jump speed and arc are a nightmare for Rufus. You cannot reliably anti-air with st.FP too well so cr.mp is your best bet. If you have a jump happy Blanka trying to hit you with j.MK cross-ups be mentally prepared to j.RH him.

[Special Counters]

  • cr.MP stuffs Rainbow Ball

[Punishes]

  • Blanka Balls are punishable by blocking (while standing) followed by a slight walk forward into cr.FP. Practice this as it is a bit weird at first to get use to the timing. Also, some Blanka Ball’s are punishable with EX GT. The EX GT does not hit, however, the vacumn does allowing Rufus to FADC the EXGT into a TC 1 combo.

  • Sweep or cr.FP whiffed Up Balls. Blanka has retarded recovery on his landing and its best to catch him as he lands then try to hit him with a meaty combo.

  • A blocked Rainbow Ball should be followed up with j.RH to EX Snakestrike.

  • Unsafe slides are punishable by cr.lk xx EX GT.

  • Up-balls are normally punishable with sweep. TC as well.

  • U2 has the same effect as EX GT in this match except it will be a full Ultra punish. However, due to the TC 1 buff, I still think U1 is the better choice for this match-up.

[Extra Notes]

  • IMPORTANT: Do not use st.LK, st.FP in this match-up as the FP will whiff. Replace it with st.MP.

[Videos] [/details]

vs. C.VIPER

Spoiler

Coming Soon

vs. CAMMY

Spoiler

Coming Soon


#3

vs. CHUN-LI

Spoiler

Coming Soon

vs. CODY

Spoiler

Coming Soon

vs. DAN

Spoiler

Coming Soon

vs. DEEJAY

Spoiler

Coming Soon

vs. DHALSIM

Spoiler

Coming Soon

vs. DUDLEY

Spoiler

Coming Soon

vs. E.HONDA

Spoiler

Coming Soon


#4

vs. EL FUERTE

Spoiler

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vs. FEI LONG

Spoiler

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vs. GEN

Spoiler

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vs. GOUKEN

Spoiler

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vs. GUILE

Spoiler

Coming Soon

vs. GUY

Spoiler

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vs. HAKAN

Spoiler

Coming Soon


#5

vs. IBUKI

Spoiler

Coming Soon

vs. JURI

Spoiler

Coming Soon

vs. KEN

Spoiler

Coming Soon

vs. M.BISON

Spoiler

Coming Soon

vs. MAKOTO

Spoiler

Coming Soon

vs. ROSE

Spoiler

Coming Soon

vs. RUFUS

Spoiler

Coming Soon


#6

vs. RYU

Spoiler

Coming Soon

vs. SAGAT

Spoiler

Coming Soon

vs. SAKURA

Spoiler

Coming Soon

vs. SETH

Spoiler

Coming Soon

vs. T.HAWK

Spoiler

Coming Soon

vs. VEGA

Spoiler

Coming Soon

vs. ZANGIEF

Spoiler

Coming Soon


#7

Rufus has the edge against ibuki. Be careful with airthrow, her standing HK beats dive kicks also. Once you get in she is free, U2 is the obvious choice for this matchup imo.

Once you have ultra, half of her options are gone. She cant do the overhead kicks, her decent reversal (ex srk) is punished by U2 for free, if you dont have ultra you can just focus and absorb the kunai and then hp, hp tornado. However, the ibuki player cannot throw the kunai or do the EX version that breaks focus so just do EX snake strike for 100% safe punish and good damage.

She cannot vortex you like she could before, but be careful, dont U2 if she doesnt throw the kunai when she crosses you up or you will hit her twice, she will drop and you can be punished hard.

Back jumps at mid distance to throw kunai are punished by U2 also, neutral jumps too. Be careful with knockdowns specially if you are meterless, you need a lot of experience to know how to block ibuki vortex but you will get it.

In short, Rufus matchup against Ibuki is on rufus favor for sure. Rufus hits hard, has a good reversal, Ibuki lacks both stamina/reliable reversal cant really zone you and U2 just shut downs so many options for her that isnt even fun.


#8

I am trying to learn how to play Rufus and I can’t even beat the computer T-Hawk on Medium difficulty. It’s like everything I do T-Hawk smacks me out of it with one of his 15 different special moves. Meanwhile if I try to do any of Rufus special I get smacked out of it by T-Hawk’s normals. I imagine people might be having a problem with T-Hawk online or it might be my complete cluelessness with Rufus.


#9

So I’m trying to find match-ups where U2 is actually more resourceful than U1. So far I’ve come up with:

  • Akuma
  • Sagat
  • Ryu
  • E.Honda
  • Ibuki

I’m reluctant to let go of U1 because it works so well against characters that don’t do so well against Rufus’ dive kick pressure even if they have projectiles. Chun-Li, Sakura, Rose (kinda) are just a few. U1 does good damage and works well against characters that have low life. What attacks does U2 punish from all the characters besides fireballs?

Anyway, we really need to figure out the best way to exploit U2. Vacumn ef


#10

U2 catches scrubs online… but against any good player I don’t see them recklessly throwing fireballs at Rufus.

Corner is a good time to use it against shotos… it beats fireballs and attempted tatsu cross-ups, also if any character is right on top of you it will catch them

U2 has this weird effect where it has a set duration, but if it isn’t hitting the opponent initially but then connects somehow it will reset the timer and do the whole ultra again. (I don’t know why stuff like this is kept a secret but whatever)

I went into training mode vs. vega and it seems that U2 should beat anything that he tries to do to you from the air to the ground. Even if he lands near you Vega has a hop step recovery that U2 should catch when he lands on the ground.

I always use it vs. Elf,Gief, and Guy because it shuts down a lot of their pressure game.

For Rose it depends on the play style, if the rose is aggressive I prefer U1 but if the Rose is turtling then U2 is the better choice.

If anyone has experience using U2 against Bison I’d like to hear about it (does it catch teleport or ex-flying green hand?)


#11

I was looking at the video for Rufus’ hit boxes during Ultra and it seems that the very beginning of it has start up with no attacking hit boxes. That’s why people can meaty you out of it during wake up situations or deep jump ins. I thought I heard someone say that EX devil reverse (flying hand) from Dictator will beat Rufus’ Ultra 2 but I can’t confirm that. Rufus’ ultra 2 kills backdashes done from anywhere but more than half screen. Once Rufus is anywhere near the opponent (about the same range u can throw an EX messiah and hit the person with any of it at all) they can’t backdash without eating full Ultra 2. That is going to be huge for literally being able to rush people down from half screen. The opponent pretty much has to stick to footsies and neutral jumps to keep you out unless they area near full screen away. Chun Lis and Vipers that like to backdash to space themselves from Rufus are gonna have big problems now.


#12

U2 is good against Deejay as well, because his sonic boom has more recovery than Guile’s and its not easy to rush him down so U1 is pretty pointless against him.


#13

How do you pressure deejay? I’m getting zoned out and his anti-air reversal makes it pretty hard to apply dive kick pressure, as crossups are near useless. Having trouble applying pressure on the ground too, any tips?


#14

U2 smokes EX PC from bison if done from close, just do the motion as a crossup after he passes through. It obviously punishes all blanka balls from all ranges on block. . . And its pretty useful against hp/mp headbutt and especially neutral jump fp vs. Honda (very range specific and needs quick reactions unless you have the read).

I think its a must in matchups with fireballers and anybody who seems to like jump back (Ibuki/Akuma) and anybody with clear punishes. I think it really helps to have a strong answer to EX PC out of corner, since if you SOMEHOW managed to put bison in the corner, U2 gives you another tool to keep him in place. I’ll go through the trouble testing it against some stronger bisons to make sure though, but I can say for sure that EX PC has been one of the main tools for corner escape from previous experience.


#15

People have said they had problems with Deejay on wake-up, but I haven’t had any. His anti-air reversal auto-corrects if your dive kick is deep enough, but if you time the dive kick slightly late over their head Deejay whiffs each time.

His sweep is the only real annoying thing to deal with. I’ll find out later today which of his moves are punishable by what, but I don’t see Deejay being too much of a problem like some people suggested.


#16

U2

  • Akuma (shuts down demon flips, fireballs, cross-up tatsu)
  • Sagat (shuts down fireballs)
  • Ryu (shuts down fireballs)
  • E.Honda (punishes mp/hp headbutt, beats butt slam?, can punish neutral jump fierce on reaction)
  • Ibuki - (eats all jump ins, shuts down kunai cross-ups)
  • Vega (shuts down Vega’s air game unless he lands back in the corner, does this punish Vega’s flip back move?)
  • Zangief (punishes jump ins, whiffed lariats, protects during cross up game)
  • Fuerte (defense against Fuerte’s knockdown game, does U2 punish anything on block?)

I used U2 against Bison a few times and didn’t like it. I was only able to punish a Devil Revese once but that was because Bison landed right in front of me. I do want to test how U2 works against Bison on wake-up when he attempts to teleport and/or ex psycho crusher escape.

I was also looking at how U2 could punish Boxer. The most effective way I’ve used it is baiting a jump back fierce from Boxer. Rufus can punish it with U2 since for some reason it sucks him in upon landing.

Also, what do you guys think about U2 and Dhalsim?

Funny enough you can punish neutral jumps as well since Rufus moves forward under the jumper. I know this will work well against Chun Li’s that like to neutral jump slightly outside of j.roundhouse punish range, but I wonder if Viper can stop it with burking kick.


#17

i think anyone rufus wants to rush down (like sim), u1 would be the better choice, cuz u just wanna kill them quicker.
i get what you’re trying to think of for the sim matchup inferno lol. i think he’d just get hit and stay at full screen. his body’s hitbox is still full screen away
one question, how does rufus’ U2 punish fireballs?? does it move fast enough to go through a fireball and hit the ultra or something?? i haven’t used it that often

and as for the cody matchup. gotta watch out for zonk knuckles and his crouching fierce. cody’s have hit me out of my dive kick pressure with that anti air. i find doing a higher dive kick helps alleviate that. other than that its hard for cody if u try crossing him up more often than u usually would. cuz his b+mp is godly too against rufus. just bait zonk’s on wakeup with a safe divekick. cuz thats all he has on wakeup


#18

What do you guys do vs Cody’s blockstrings ending with Criminal Upper? From what I can see we can’t even punish the HP version, and he’s in perfect position to anti-air if I go for a divekick afterward. One of his normals (c.HP?) seems to beat divekick clean from this position. An intentionally whiffed divekick seems to just put me in position for another of his blockstrings, which pushes me back with the Criminal Upper and we start again. Suggestions are appreciated.


#19

Rufus’ Ultra 2 is basically an Ultra version of the EX Galactic Tornado when it comes to fireballs.


#20

Someone give me something for Dudley… He seems to have an answer to everything I throw out.