Street Fighter IV/Rufus

From SuperCombo Wiki

Introduction

Move Analysis

Normal Moves

Normal Throws

Command Normals

Focus / Saving Attack

Special Moves

Super Move

Ultra Move

The Basics

Combos

Strategy

Matchups

Frame Data



frame frame frames of frames of super meter cancel
move Name startup active recovery adv.blk adv.hit blockstun hitstun damage stun gain block ability comments
close LP 4 2 7 +2 +5 10 13 30 50 20 HL CSpS -
close MP 5 2 10 +2 +5 13 16 80 100 40 HL SpS -
close HP 6 2 23 -7 -2 17 22 100 200 60 HL SpS -
close LK 4 2 6 +3 +6 10 13 30 50 20 HL - -
close MK 7 2(4)3 11 0 +3 13 16 30*50 50*50 40*20 HL SpS*- -
close HK 8 2 21 -5 0 17 22 110 200 60 HL S -
far LP 5 2 5 +4 +7 10 13 20 50 20 HL CSpS -
far MP 7 2 12 0 +3 13 16 90 100 40 HL - -
far HP 9 3 16 -1 +3 17 21 120 200 60 HL - -
far LK 6 2 7 +2 +5 10 13 40 50 20 HL - -
far MK 10 1 17 -4 -1 13 16 70 100 40 HL - -
far HK 17 2 17 +2 - 17 - 90 150 60 HL - -
crouch LP 4 2 8 +1 +4 10 13 30 50 20 HL CSpS -
crouch MP 7 3 10 +1 +4 13 16 80 100 40 HL SpS -
crouch HP 14 2 30 -14 -10 17 21 100 200 60 HL - -
crouch LK 4 2 9 0 +3 10 13 20 50 20 L CSpS -
crouch MK 6 1 16 -3 0 13 16 70 100 40 L SpS -
crouch HK 12 2 22 -6 - 17 - 110 200 60 L - -
jump up LP 5 7 - - - 8 11 50 50 20 H - -
jump up MP 6 5 - - - 11 15 80 100 40 H - -
jump up HP 5 7 - - - 15 18 100 200 60 H - -
jump up LK 5 6 - - - 8 11 50 50 20 H - -
jump up MK 4 6 - - - 11 15 90 100 40 H - -
jump up HK 6 4 - - - 15 18 110 200 60 H - -
jump forward LP 6 6 - - - 8 11 50 50 20 H - -
jump forward MP 6 9 - - - 11 15 80 100 40 H - -
jump forward HP 7 5 - - - 15 18 100 200 60 H - -
jump forward LK 6 7 - - - 8 11 50 50 20 H - -
jump forward MK 7 5 - - - 11 15 80 100 40 H - -
jump forward HK 7 3(4)3 - - - 15 18 50*40 50*100 60*20 H - -
F+MK 21 2 16 -4 -1 13 16 60 50 40 H - -
DF+MK 21 2 12 0 +3 13 16 50 50 40 L - -
F+HP 19 5 18 -5 - 17 - 100 150 60 HL - -
DF+MK (air) 11 ??? - - - 11 15 90 100 40 HL - -
target combo 1 8 2 21 -5 - 17 - 90 100 30 HL - -
level1 FA 21 2 35 -21 -21 15 15 80 100 20 HL - -
level2 FA 17+12 2 35 -15 - 21 - 100 150 40 HL - -
level3 FA 58 2 35 - - - - 160 200 60 - - -
F+LP+LK 3 2 20 - - - - 150 120 40 0.9 - -
B+LP+LK 3 2 20 - - - - 130 160 40 0.9 - -
Mesiah Kick LK 24 2 8+20 -9 -5 20 24 80 100 20/30 HL - -
Mesiah Kick MK 26 2 11+20 -12 -8 20 24 80 100 20/30 HL - -
Mesiah Kick HK 35 2 5+20 -6 -2 20 24 80 100 20/30 HL - -
Mesiah Kick EX 11 3(1)2(1)2(1)2(8)2 6+27 -14 -10 20 24 20x4*50 10x4*50 0/0 HL - -
Mesiah Kick LK followup 12 4 14+21 -18 - 20 - 80 100 20/30 HL S -
Mesiah Kick MK followup 19 2 19 0 - 20 - 100 100 20/30 L - -
Mesiah Kick FK followup 26 5 17 -1 - 20 - 120 150 20/30 H - -
Tornado Galaxy LP 10 8(6)2 20 -1 - 20 24*- 40*50 50*50 20/10*20 HL S*- -
Tornado Galaxy MP 14 21(5)2 20 -1 - 20 24*- 40*40*70 50x3 20/10*10*20 HL S*-*- -
Tornado Galaxy HP 15 21(5)2 20 -1 - 20 24*- 40*40*80 50x3 20/10*10*20 HL S*-*- -
Tornado Galaxy EX 11 19(3)1 22 -2 - 20 24*- 0*160 0*100 0/0 HL S*- -
Jatotsu Nature LP 8 ??? 1+17 +2 +5 20 24 40x5 40 20/16 HL - -
Jatotsu Nature MP 7 ??? 2+17 0 +4 20 24 40x7 40 20/16 HL - -
Jatotsu Nature HP 6 ??? 4+17 - - 20 24 40x7 40 20/16 HL - -
Jatotsu Nature EX 7 ??? 15+17 - - 20 24 40x7 30 0/0 HL - -
Super Combo LP 1+6 1(14)1 29 -9 - 20 - 100*80*150 0 0/0 HL - -
Super Combo MP 1+13 2(14)1 29 -9 - 20 - 100*80*150 0 0/0 HL - -
Super Combo HP 1+15 3(14)1 29 -9 - 20 - 100*80*150 0 0/0 HL - -
Ultra Combo 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 - -
move name startup active recovery frame frame frames of frames of damage stun super meter block cancel comments
adv.blk adv.hit blockstun hitstun gain ability
Arcade characters AbelAkumaBalrogBlankaC. ViperChun-LiDhalsimE. HondaEl Fuerte
GuileKenM. BisonRufusRyuSagatVegaZangief
Console characters CammyDanFei LongGenGoukenRoseSakuraSeth