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

Matchup Videos

Find a great collection of matchup specific videos from top players at streetfighterdojo.com
Contributor: zaspacer

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 Until ground - - - 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 - -
Messiah Kick LK 24 2 8+20 -9 -5 20 24 80 100 20/30 HL - -
Messiah Kick MK 26 2 11+20 -12 -8 20 24 80 100 20/30 HL - -
Messiah Kick HK 35 2 5+20 -6 -2 20 24 80 100 20/30 HL - -
Messiah 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 - -
Messiah Kick LK followup 12 4 14+21 -18 - 20 - 80 100 20/30 HL S -
Messiah Kick MK followup 19 2 19 0 - 20 - 100 100 20/30 L - -
Messiah Kick HK 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 40x5 20/16 HL - -
Jatotsu Nature MP 7 ??? 2+17 0 +4 20 24 40x7 40x7 20/16 HL - -
Jatotsu Nature HP 6 ??? 4+17 - - 20 24 40x7 40x7 20/16 HL - -
Jatotsu Nature EX 7 ??? 15+17 - - 20 24 40x7 30x7 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