Rufus (SSFIV)

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

Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Close LP HL 30 50 20 ch/sp/su 4 2 7 +2 +5
Close MP HL 80 100 40 sp/su 5 2 10 +2 +5
Close HP HL 100 200 60 sp/su 6 2 23 -7 -2 Forces stand
Close LK HL 30 50 20 - 4 2 6 +3 +6
Close MK HL 30*50 50*50 40*20 sp/su 7 2(4)3 11 0 +3 1st hit cancellable
Close HK HL 110 200 60 su 8 2 21 -5 0 Forces stand
Far LP HL 20 50 20 ch/sp/su 5 2 5 +4 +7
Far MP HL 90 100 40 - 7 2 12 0 +3
Far HP HL 120 200 60 - 9 3 16 -1 +3
Far LK HL 40 50 20 - 6 2 7 +2 +5
Far MK HL 70 100 40 - 10 1 17 -4 -1
Far HK HL 90 150 60 - 17 2 14 +2 D (translate)
crouch LP HL 30 50 20 ch/sp/su 4 2 8 +1 +4
crouch MP HL 80 100 40 sp/su 7 3 10 +1 +4
crouch HP HL 100 200 60 - 14 2 30 -14 -10
crouch LK L 20 50 20 ch/sp/su 4 2 9 0 +3 Low attack
crouch MK L 70 100 40 sp/su 6 1 16 -3 0 Low attack
crouch HK L 110 200 60 - 12 2 22 -6 D Low attack, cannot fast recover
Jump up LP H 50 50 20 - 5 7 - - -
Jump up MP H 80 100 40 - 6 5 - - -
Jump up HP H 100 200 60 - 5 7 - - -
Jump up LK H 50 50 20 - 5 6 - - -
Jump up MK H 90 100 40 - 4 6 - - -
Jump up HK H 110 200 60 - 6 4 - - -
Jump forward LP H 50 50 20 - 6 6 - - -
Jump forward MP H 80 100 40 - 6 9 - - -
Jump forward HP H 100 200 60 - 7 5 - - -
Jump forward LK H 50 50 20 - 6 7 - - -
Jump forward MK H 80 100 40 - 7 5 - - -
Jump forward HK H 50*40 50*100 60*20 - 7 3(4)3 - - - (translate)
F+MK L 60 50 40 - 21 2 16 -4 -1
DF+MK HL 50 50 40 - 21 2 12 0 +3
F+HP HL 100 150 60 - 19 5 18 -5 D
DF+MK(air) HL 70 100 40 - 11 Until ground - +7 - Pursuit property
Target Combo 1 HL 70 100 30 - 8 2 21 -5 D Mid attack
Focus Attack LVL 1 HL 80 100 20 - 21 2 35 -21 -21 Low attack (must be a typo)
Focus attack LVL 2 HL 100 150 40 - 17+12 2 35 -15 D
Focus attack LVL 3 - 160 200 60 - 58 2 35 D D
Forward Throw 0.9 150 120 40 - 3 2 20 - D Throw range 0.9
Back throw 0.9 130 160 40 - 3 2 20 - D Throw range 0.9
Messiah Kick LK HL 80 100 20/30 - 24 2 8+20 -9 -5
Messiah Kick MK HL 80 100 20/30 - 26 2 11+20 -12 -8
Messiah Kick HK HL 80 100 20/30 - 35 2 5+20 -6 -2
Messiah Kick EX HL 20x5 10x4*50 -250/0 - 11 3(1)2(1)2(1)2(8)2 6+27 -14 -10 1~16f invincible
Messiah Kick LK followup HL 60 100 20/30 su 12 4 14+21 -18 D 1~11f invincible, Pursuit property
Messiah Kick MK followup L 80 100 20/30 - 19 2 19 0 D Low attack, cannot fast recover
Messiah Kick HK followup H 90 150 20/30 - 26 5 17 -1 D Mid attack, cannot fast recover
Tornado Galaxy LP HL 40*50 50*50 20/10*20 su 10 8(6)2 20 -1 D 1st hit pursuit property, Armor break, 1st hit cancellable
Tornado Galaxy MP HL 50*20*40 50x3 20/10*10*20 su 14 10*11(5)2 20 -1 D 1st hit pursuit property, Armor break, 1st hit cancellable
Tornado Galaxy HP HL 50*20*50 50x3 20/10*10*20 su 15 10*11(5)2 20 -1 D 1st hit pursuit property, Armor break, 1st hit cancellable
Tornado Galaxy EX HL 0*130 0*100 -250/0 su 11 19(3)1 22 -2 D (translate), 2nd hit pursuit property, armor break
Jatotsu Nature LP HL 40x5 40 20/16 - 8 1x5 1+17 +2 +6 Pursuit property
Jatotsu Nature MP HL 40x7 40 20/16 - 7 1*1*2*1x3*2 2+17 0 +2 Pursuit property
Jatotsu Nature HP HL 40x7 40 20/16 - 6 1x3*2*1x3 4+17 -1 +1 Pursuit property
Jatotsu Nature EX HL 30*7 30 -250/0 - 7 1*2*1*2*1x3 15+17 - - 1~10f invincible, Pursuit property
Super Combo LP HL 100*80*150 0 -1000/0 - 1+6 1(14)1 29 -9 - 1~6f invincible, Pursuit property, 2nd hit armor break
Super Combo MP HL 100*80*150 0 -1000/0 - 1+13 2(14)1 29 -9 D
Super Combo HP HL 100*80*150 0 -1000/0 - 1+15 3(14)1 29 -9 D 1~2f invincible, Pursuit property, 2nd hit armor break
Ultra Combo 1 HL 30*30*38x7*134 0 0/0 - 1+8 3(6)3(10)3(22)3(17)2(6)3(9)3(2)3(14)2 32 -13 D 1~9f invincible, Pursuit property, 9th hit armor breaks
Ultra Combo 2 HL 47*403 0 0/0 - 1+10 88 87 -74 - 1~13f invincible