Super Size Your Combo w/ Rufus Frame Data!

rufus

#1

Let me know if anything is incorrect or out of order.

How to read and use frame data:
Buktooth’s Frame Data Trainer
Frames for Dummies (Basic)
Understanding Frame Data (Intermediate to Advanced)
Gootecks’s Street Fighter Podcast ft. Ed Ma and Ken I.

LEGEND:

columns:
start-up / active / recovery / block advantage / hit advantage / block stun / hit stun / damage / stun / meter gain / which way to block

H = must be blocked high
L = must be blocked low
U = unblockable
C = crumple
D = knocks down

= number of Super Freeze frames where block is the only accepted input

$ = landing frames, falling recovery frames (from what I can tell)
B = before you land
A = after you land
F = full body recovery
() = intermediate frames (non-hitting frames)

  • = separates stun, damage, or meter values for multi-hit moves
    LP = Jab or Light Punch
    MP = Strong or Medium Punch
    HP = Fierce or Hard Punch
    LK = Short or Light Kick
    MK = Forward or Medium Kick
    HK = Roundhouse or Hard Kick
    EX = denotes the EX version of a special move, done by pressing two Punch or two Kick buttons instead of one
    cr = crouching
    st = standing
    1.0 = denotes the range of a throw: 0.9 = 90%, 1.0 = 100%, 1.5 = 150%, etc.

Rufus

MOVE LIST

Close Standing


LP  4        2   7  +2  +5  10  13        30        50        20      HL
MP  5        2  10  +2  +5  13  16        80       100        40      HL
HP  6        2  23  -7  -2  17  22       100       200        60      HL
LK  4        2   6  +3  +6  10  13        30        50        20      HL
MK  7    2(4)2  11   0  +3  13  16     30*50     50*50     40*20      HL
HK  8        2  21  -5   0  17  22       110       200        60      HL

Far Standing


LP  5        2   5  +4  +7  10  13        20        50        20      HL
MP  7        2  12   0  +3  13  16        90       100        40      HL
HP  9        3  16  -1  +3  17  21       120       200        60      HL
LK  6        2   7  +2  +5  10  13        40        50        20      HL
MK  10       1  17  -4  -1  13  16        70       100        40      HL
HK  17       2  17  +2   -  17   -        90       150        60      HL

Crouching


LP  4        2   8  +1  +4  10  13        30        50        20      HL
MP  7        3  10  +1  +4  13  16        80       100        40      HL
HP  14       2  30 -14 -10  17  21       100       200        60      HL
LK  4        2   9   0  +3  10  13        20        50        20       L
MK  6        1  16  -3   0  13  16        70       100        40       L
HK  12       2  22  -6   D  17   D       110       200        60       L

Straight Jump


LP  5        7   -   -   -   8  11        50        50        20       H
MP  6        5   -   -   -  11  15        80       100        40       H
HP  5        7   -   -   -  15  18       100       200        60       H
LK  5        6   -   -   -   8  11        50        50        20       H
MK  4        6   -   -   -  11  15        90       100        40       H
HK  6        4   -   -   -  15  18       110       200        60       H

Diagonal Jump


LP  6        6   -   -   -   8  11        50        50        20       H
MP  6        9   -   -   -  11  15        80       100        40       H
HP  7        5   -   -   -  15  18       100       200        60       H
LK  6        7   -   -   -   8  11        50        50        20       H
MK  7        5   -   -   -  11  15        80       100        40       H
HK  7    3(4)3   -   -   -  15  18     50*40    50*100     60*20       H

Command Normals

Virtua Kick - f + MK


   21        2  16  -4  -1  13  16       60        50         40       H

Glory Kick - df + MK


   21        2  12   0  +3  13  16       50        50         40       L

Fragrance Palm - f + HP


   19        5  18  -5   -  17   -      100       150         60      HL

Falcon Kick - in air, df + MK


   11        ?   -   -   -  11  15       90       100         40      HL

Standing HK (2nd Hit) in Target Combo


    8        2  21  -5   -  17   -       90       100         30      HL

Saving Attack


Lv1
    21       2  35 -21 -21  15  15       80       100         20      HL
Lv2
    17+12    2  35 -15   C  21   -      100       150         40      HL
Lv3
    58       2  35   -   C   -   -      160       200         60       U

Throws

Head Bazooka - close (f +) LP + LK


    3        2  20   -   -   -   -      150       120         40     0.9

Hand Machine Gun - close b + LP + LK


    3        2  20   -   -   -   -      130       160         40     0.9

Special Moves

Messiah Kick - qcf + K, K


LK  24   2   8+$20  -9  -5  20   24      80       100      20/30      HL
MK  26   2  11+$20 -12  -8  20   24      80       100      20/30      HL
HK  35   2   5+$20  -6  -2  20   24      80       100      20/30      HL
EX  11  3(1) 6+$27 -14 -10  20   24 20x4*50   10x4*50        0/0      HL
       2(1)2
       (1)2
       (8)2

Kick Follow-up


LK  12   4  14+$21 -18   -  20    -      80       100      20/30      HL
MK  19   2      19   0   -  20    -     100       100      20/30       L
HK  26   5    $?17  -1   -  20    -     120       150      20/30       H

Galactic Tornado - qcf + P (b or f, Armor Break)


LP  10   8(6)2  20  -1   -  20 24*-   40*50     50*50   20/10*20      HL
MP  14  21(5)2  20  -1   -  20 24*- 40*40*70     50x3   20/10*10*20   HL
HP  15  21(5)2  20  -1   -  20 24*- 40*40*80     50x3   20/10*10*20   HL
EX  11  19(3)1  22  -2   -  20 24*-   0*160     0*100        0/0      HL

Snake Strike - f, d, df + P


LP  8     ?  1+$17  +2  +5  20   24    40x5        40      20/16      HL
MP  7     ?  2+$17   0  +4  20   24    40x7        40      20/16      HL
HP  6     ?  4+$17   -   -  20   24    40x7        40      20/16      HL
EX  7     ? 15+$17   -   -  20   24    40x7        30        0/0      HL

Super Combo

Spectacle Romance - qcf, qcf + P


LP  1+#6   1(14)1  29  -9   -   20   -   100*80*150  0       0/0      HL
MP  1+#13 21(14)1  29  -9   -   20   -   100*80*150  0       0/0      HL
HP  1+#15  3(14)1  29  -9   -   20   -   100*80*150  0       0/0      HL

Ultra Combo

Space Opera Symphony - qcf, qcf + PPP


    1+#8 3(6)3(10)3(22)3(17)2(6)3(9)3(2)3(14)2  32  -13  -  20  -  25x9*115  0  0/0  HL

Cancelable Normals
These moves can be canceled into Specials or Super.

  • close st.LP
  • close st.MP
  • close st.HP
  • close st.MK (first hit only)
  • far st.LP
  • cr.LP
  • cr.MP
  • cr.LK
  • cr.MK

These moves can be canceled into themselves.

  • close st.LP
  • far st.LP
  • cr.LP
  • cr.LK

These moves can be canceled into Super only.

  • close st.HK
  • Messiah Kick, LK Follow-up
  • Galactic Tornado (first hit only)

Basic format from IparryU
Adapted from scans by AdverseSolutions
Move names and translations taken from Torrence Lang’s Street Fighter IV Mini FAQ


#2

Thanks :smiley:


#3

thanks a lot!


#4

Since you guys have been so patient and you asked nicely in the Master Guide thread, here’s some more info. FYI I can’t read/speak Japanese so parts of this are incomplete.

Stamina - 1150
Stun Points - 950
Dash - 20
Back Dash - 27
Jump (Start up + Time in Air) - 4 + 39

To put that info into context: He has a fairly slow forward dash (tied with Claw and fourth slowest behind Dhalsim, Zangief, and Blanka), a fairly slow back dash (the same as Ryu, Ken, Honda, and C. Viper), and the fourth slowest jump (most hangtime) tied with El Fuerte. Everyone has the same jump start-up of 4 frames except Dhalsim who has a start-up of 3 and Zangief who has a start-up of 6. Taking Ryu/Ken as the “standard” he has slightly below average stun (the same amount as Blanka, Dictator, and C. Viper) and above average stamina (second only to Zangief).

Rufus Move Comments:

close st.HP: Forces opponent to stand.
close st.HK: Forces opponent to stand.
far st.HK: Floats opponent.
cr.HK: Knocks down.
straight j.LP: 1~11 feet/leg projectile invincible.
straight j.MP: 1~10 feet/leg projectile invincible.
straight j.HP: 1~11 feet/leg projectile invincible.
straight j.LK: 1~10 feet/leg projectile invincible.
straight j.MK: 1~3 feet/leg projectile invincible.
straight j.HK: 1~5 feet/leg projectile invincible.
diagonal j.LP: 1~11 feet/leg projectile invincible.
diagonal j.MP: 1~14 feet/leg projectile invincible.
diagonal j.HP: 1~11 feet/leg projectile invincible.
diagonal j.LK: 1~12 feet/leg projectile invincible.
diagonal j.MK: 1~11 feet/leg projectile invincible.
diagonal j.HK: 1~16 feet/leg projectile invincible. 1st hit on air hit floats opponent. 2nd hit on air hit puts opponent in jugglable state, can juggle.

Fragrance Palm (f + HP): Puts opponent in jugglable state.
Falcon Kick (in air, d + MK): Can juggle.
st.HK (2nd hit) in Target Combo: Puts opponent in jugglable state.

Saving Attack Lv1: 1~10F or 1F after button’s are released: Has super armor.
Crumples on ground Counter Hit. Puts opponent in jugglable state on air hit. From frames 5~11 or on hit/block can cancel into dash/back dash. If charged, saving attack hits on frame 12 after releasing the buttons.

Saving Attack Lv2: 1~1F after button’s are released: Has super armor.
Crumples on ground hit. Floats opponent on air hit. From frames 5~ buttons released or on hit/block can cancel into dash/back dash. Charge time: 17-49F. If charged, saving attack hits on frame 12 after releasing the buttons.

Saving Attack Lv3: 1~57F has super armor. Breaks super armor.
Crumples on ground hit. Floats opponent on air hit. From frames 5~50 can cancel into dash/back dash. Charge time: 50F.

Neutral or Forward Throw: Knocks down. Opponent recovers 74F after you recover.
Back Throw: Knocks down. Opponent recovers 36F after you recover.

LK Messiah Kick: 10~ airborne. On air hit puts opponent in jugglable state. ? 3~ ? can be canceled into next attack.
MK Messiah Kick: 10~ airborne. On air hit puts opponent in jugglable state. ? 3~ ? can be canceled into next attack.
HK Messiah Kick: 10~ airborne. On air hit puts opponent in jugglable state. ? 3~ ? can be canceled into next attack.
EX Messiah Kick: 1~16 fully invincible. 11~ airborne. On air hit puts opponent in jugglable state. ? 2~17 can be canceled into next attack.

LK Follow-up to Messiah Kick: 1~11 fully invincible. 14~ airborne. Puts opponent in jugglable state. Can juggle.
MK Follow-up to Messiah Kick: Knocks down.
HK Follow-up to Messiah Kick: 9~ airborne. Knocks down.

LP Galactic Tornado: 1st hit on air hit or 2nd hit on hit puts opponent in jugglable state. Armor breaks. 1st hit can juggle. Counts as a projectile.
MP Galactic Tornado: 1st hit, 2nd hit on air hit or 3nd hit on hit puts opponent in jugglable state. Armor breaks. 1st hit can juggle. Counts as a projectile. ?.
HP Galactic Tornado: 1st hit, 2nd hit on air hit or 3nd hit on hit puts opponent in jugglable state. Armor breaks. 1st hit can juggle. Counts as a projectile. ?.
EX Galactic Tornado: 1st hit ?. 2nd hit puts opponent in jugglable state, can juggle. Armor breaks. Counts as a projectile. 12~30 character specific cancel. 1st hit ?.

LP Snake Strike: 1~ airborne. On air hit puts opponent in jugglable state. Can juggle. Active frames are 1(3)1(3)1(4)1(3)1.
MP Snake Strike: 1~ airborne. On air hit puts opponent in jugglable state. Can juggle. Active frames are 1(3)1(3)2(3)1(3)1(3)1(3)2
HP Snake Strike: 1~ airborne. On air hit puts opponent in jugglable state. Can juggle. Active frames are 1(3)1(3)1(3)2(2)1(3)1(3)1
EX Snake Strike: 1~10 fully invincible. 1~ airborne. On air hit puts opponent in jugglable state. Can juggle. Active frames are 1(1)2(1)1(2)2(1)1(2)1(2)1

LP Spectacle Romance: 1~5 frames after super flash fully invincible. 1st hit, 2nd hit on hit ?. 3rd hit puts opponent in jugglable state (cannot safe fall). 2nd hit armor breaks, ? 104F. 2nd hit on hit ? 3rd hit ?. Opponent recovers 79 frames after you recover.
MP Spectacle Romance: 1~7 frames after super flash fully invincible. 1st hit, 2nd hit on hit ?. 3rd hit puts opponent in jugglable state (cannot safe fall). 2nd hit armor breaks, ? 104F. 2nd hit on hit ? 3rd hit ?. Opponent recovers 79 frames after you recover.
HP Spectacle Romance: 1~ ? fully invincible. 1st hit, 2nd hit on hit ?. 3rd hit puts opponent in jugglable state (cannot safe fall). 2nd hit armor breaks, ? 104F. 2nd hit on hit ? 3rd hit ?. Opponent recovers 79 frames after you recover.

Space Opera Symphony: 1~8 frames after super flash fully invincible. Puts opponent in jugglable state (cannot safe fall). 9th hit (?) armor breaks. Can juggle. 9th hit ? 10th hit. On ground hit ? opponent recovers 88F after you fully recover.

Jumping attacks: 1~x feet invincible to projectiles (compared to not doing anything, most jumping moves get your feet up and out of the way)

Low profile: Catch all for when a character gets low, like when an attack can pass under fireballs.

Character Specific Cancels: Fireball moves can be super canceled even before they hit, which breaks the normal cancel rules of cancel on hit/block.

Any attack that “Puts opponent in jugglable state on air hit” or “Puts opponent in jugglable state” can be followed up by any attack that “Can juggle” assuming the follow up attack can reach them. An attack that “floats” the opponent puts them in a “free juggle state” where any attack will continue the juggle assuming the follow up attack can reach them.

Put together by using comment translations by these fine folks:
POscrub - Bison Move Comments
WraithCo - Ryu Move Comments
noodleman - Sagat Move Comments


#5

thanks man, thats some nice info. Good to know he has high stamina…gotta be careful with stun though


#6

When you mean jugglable state… do you mean an ex messiah kick hk follow up is ultra followable?


#7

I think it means that if you hit an airbone opp with messiah kick, you can juggle them after (dunno how maybe with the lk followup)

but im interested on Fragrance palm (—> + HP) , it says that puts the opp into a jugglable state, so I was thinking of this:

corner: Messiah kick, lk followup, FADC, --> + HP, link lp snake strike, link ultra.

as Fragrance palm puts the opp into the jugglable state, and so does lp snake strike, could be a viable combo.


#8

I was thinking of something like that myself…

damn we need the console game to come out


#9

Any move that “Puts opponent in jugglable state on air hit” or “Puts opponent in jugglable state” means that it’s a “Juggle Set Up” move. Once you hit the Juggle Set Up you can continue the combo with a “Can juggle” move.

Looking at the move comments EX Messiah Kick puts the opponent in a jugglable state if you hit them out of the air. So, if you EX Messiah Kick and hit them out of the air (opponent is in a jugglable state) you can technically Ultra afterwards, but I think you would have to EX SADC/FADC (“focus cancel” the hit then dash forward) to be able to hit it. HK messiah kick follow up (regardless of if it’s EXed or not) knocks down and does not have a “Can juggle” property nor is it a “Juggle Set Up” so you wouldn’t be able to follow up with Ultra (as far as I know).

AFAIK, that wouldn’t work. If you hit with Messiah Kick, LK follow-up, FADC, the opponent is in a Jugglable State (LK follow-up is a Juggle Set Up) but Fragrance Palm isn’t a “Can juggle” move. What you could do is Fragrance Palm (Juggle Set Up/puts opponent in jugglable state) then Ultra afterwards, but again I’m not sure whether you recover fast enough to Ultra or if Ultra can reach the opponent in time.

I was thinking that maybe if you could FADC the Fragrance Palm, dash in then Ultra, that might allow you to combo, but as I understand it only moves that are Super Cancelable can be FADCed so that wouldn’t work.

I’m not sure if that cleared anything up so if there’s something that is confusing I’ll try to explain it better.


#10

ok so, only moves that can juggle, can connect after a “puts the opp into a juggleable state” right? (like Snake strike)

I was wondering, if EX snake strike does have the same properties as the normal version, wouldnt you be able to do in the corner:

Messiah, lk followp FADC (or lk HK target combo), EX snake, link ultra?

or does EX snake breaks the juggle limit?

also if we put together moves that can juggle and put the opp into the juggle state, in theory you could also do:

corner: Messiah, lk followp FADC, jump diagonal HK, lp snake, link ultra.

But again, I dont know the juggle limit of any of those moves, so it might not be posible.


#11

lk followup FADC doesnt launch them high enough for jump hk or even forward fierce. So does theories doesn’t work. I tried both yesterday… Also with the EX snake strike after FADC… They aren’t high enough for that. You’ll get one hit and they’ll land on the ground before you even touch the ground.


#12

Im sure I have seen messiah lk follow up, FADC, EX strike for all hits.

If thats what your talking about?


#13

maybe is kind of character specific


#14

Wow; great information for an aspiring Rufus player. Thanks for taking the time to get this together.


#15

Not sure what you mean by “floats opponent” but you can juggle after just first hit on jumping HK, and using the lingo in this thread would be a “puts opponent in juggleable state”. A few weeks ago I did this combo a couple times against Dhalsim in a tournament…

Jump toward HK (1st hit only), Jump toward HK (both hits), EX snake strikes

He was running away, jumping back and air teleporting so I was just spamming jump HK whenever he did. I kinda just did it by reaction thinking that it could work since both hits of the HK didn’t hit, and lo and behold it did. I think I hit him with it 3 times total over 2 matches for some pretty beefy damage. I figured it only works on Dhalsim since he falls so slow, but haven’t really tried it on anyone else to see if it does. I also figure that if it does then you would have to catch the opponent really high so that only the first hit hits AND you have time to jump again between to catch the regular juggle height required for this combo. I don’t really see this situation come up too much in liveplay so I never checked into it. It might be worth checking out.

And if what you meant by “floats opponent” was the same as “putting in a juggleable state” then I’m sorry for wasting your time.:confused:


#16

Here’s a repost from the Master Guide thread:

So to break down the combo you talked about: Jump toward HK (1st hit only), Jump toward HK (both hits), EX Snake Strike.

Diagonal J.HK (first hit only) puts the opponent in the “float state”, which means anything will combo afterwards as long as you can reach them.

Opponent is in the “float state” so you follow up with a second diagonal j.HK. The first hit of this j.HK puts them in the float state again, so anything that can hit will hit. The second hit of this j.HK puts them in a “juggleable state” which can be followed up by a “can juggle” move.

You do EX Snake Strike which is a can juggle move and it combos. Opponent then cries :crybaby: and screams WTF :wtf: because you just did a shitload of damage (I think it’s 364 damage scaled, not taking into account guts), over 1/3 of their lifebar, off of one air-to-air attack and for one bar of EX meter. :wow:

Hopefully that clears it up.


#17

If someone has the time, inclination and hardware could they post up a video of that combo so we can see the spacing, etc? I can’t imagine how it’d work.


#18

aah, so thats why you can do thing like far standing RH, fragrance palm, mp/hp snake into ultra in the corner, thanks a lot…though Im trying to figure how to get just 1 hit of his jump RH, even though I have done if before, but it was kinda random. Against characters with high jumps like blanka, dictator, viper or claw should be easy, but im not so sure about it, unless theres another way…well Ill have to check in in training mode, thanks a lot


#19

awesome!


#20

Yeah, that definitely clears it up, thanks. I didn’t know that master guide existed so I gotta check that out now. I wanna look deeper into this so I’ll try to get a vid of that on here and/or the other rufus combo thread soon (unless said video already exists somewhere) so check back cozeny.