Street Fighter X Tekken/Rufus

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Rufus

Sfxt rufus face.jpg

Ideal Team Position: Point


Many of Rufus’ strengths from the Street Fighter IV series remain intact in Street Fighter x Tekken with names like Brenttiscool, JB, Ricki Ortiz, and Homeless Dragon enjoying great success with him in tournament play. His divekick, though not as overpowering as it once was, is still his preferred way of starting offense, possessing enough hitstun and blockstun to allow Rufus to apply pressure to the opponent. What makes Rufus’ toolkit particularly intimidating in his ability to tag in an opponent safely from a variety of situations. Ending combos with a tag cancelled Snake Strike can lead to big damage and a full juggle for an incoming partner. A blockstring ended with Galactic Tornado can allow his partner to enter the field of battle safely. His best reversal, the EX Messiah Kick, can be easily tagged into on block or on hit so that his partner can ensure his safe retreat off the field of battle. This can be particularly strong if the opponent had to fight to put Rufus on the defensive, only to watch that momentum disappear with the time continuing to run out. Rufus also possesses the ability to close gaps of distance quickly thanks to a long jump and his df+mk, along with a respectable forward dash, walkspeed, and his divekick. Since his primary strength is his ability to set up his partner (and Rufus’ toolset allow him to have synergy with almost every character in the game), it is recommended that you place Rufus in the point position when putting him on your team.


Strengths Weaknesses

+Divekick is still a very useful tool to maintain offense despite the nerf

+Plenty of fast links for combos and confirms

+EX Messiah Kick is an excellent reversal to safe tag partner to begin a tag-in combo off of reversal

+Strong whiff punishment

+Can punish blocked boost combos that some characters have difficulty or cannot punish

+Excellent tag synergy with large number of the cast thanks to several options to safe-tag such as Galactic Tornado, EX Messiah Kick, and LP Snake Strike on rare occasions (+4 on block, +7 on hit)

-weak against crossups

-Floaty jump can make him easy to anti-air

-Overly reliant on meter for best options for damage

-Divekick is vulnerable to air-to-airs if used too overzealously, especially thanks to the combo system

-Divekick can be blocked low


Moves

Normal Attacks

Name
Command
Notes
Standing Light Punch
Lp.png
Rpdfire.png
Speccancel.png
Standing Medium Punch
Mp.png
Standing Hard Punch
Hp.png
Standing Light Kick
Lk.png
Standing Medium Kick
Mk.png
Standing Hard Kick
Hk.png
Knockdown.png
Close Light Punch
(near opponent) Lp.png
Speccancel.png
rpdfire
Close Medium Punch
(near opponent) Mp.png
Speccancel.png
Close Hard Punch
(near opponent) Hp.png
Speccancel.png
Close Light Kick
(near opponent) Lk.png
Close Medium Kick
(near opponent) Mk.png
Speccancel.png 1st hit
Close Hard Kick
(near opponent) Hk.png
Crouching Light Punch
D.png + Lp.png
Rpdfire.png
Speccancel.png
Crouching Medium Punch
D.png + Mp.png
Speccancel.png
Crouching Hard Punch
D.png + Hp.png
Crouching Light Kick
D.png + Lk.png
Rpdfire.png
Low.png
Speccancel.png
Crouching Medium Kick
D.png + Mk.png
Low.png
Speccancel.png
Crouching Hard Kick
D.png + Hk.png
Low.png
Hardknockdown.png
Neutral Jump Light Punch
U.png + Lp.png
High.png
Neutral Jump Medium Punch
U.png + Mp.png
High.png
Neutral Jump Hard Punch
U.png + Hp.png
High.png
Neutral Jump Light Kick
U.png + Lk.png
High.png
Neutral Jump Medium Kick
U.png + Mk.png
High.png
Neutral Jump Hard Kick
U.png + Hk.png
High.png
Angled Jump Light Punch
Ub.png / Uf.png + Lp.png
High.png
Angled Jump Medium Punch
Ub.png / Uf.png + Mp.png
High.png
Angled Jump Hard Punch
Ub.png / Uf.png + Hp.png
High.png
Angled Jump Light Kick
Ub.png / Uf.png + Lk.png
High.png
Angled Jump Medium Kick
Ub.png / Uf.png + Mk.png
High.png
crossup
Angled Jump Hard Kick
Ub.png / Uf.png + Hk.png
High.png
Knockdown.png


Unique Attacks

Name
Command
Notes
Vulture Kick
F.png + Mk.png
High.png
Knockdown.png vs airborne
Glory Kick
Df.png + Mk.png
Low.png
Fragrance Palm
F.png + Hp.png
Knockdown.png
Falcon Kick
air Df.png + Mk.png
Knockdown.png vs airborne
crossup
Target Combo
(close) Lk.png ---.png
F.png + Hk.png
Knockdown.png on 2nd hit

Throws

Name
Command
Notes
Head Bazooka
F.png or N.png + Lp.png + Lk.png
Throw.png
Hand Machinegun
B.png + Lp.png + Lk.png
Throw.png

Special Moves

Name
Command
Notes
Messiah Kick
Qcf.png + K.png
Ex.png
Knockdown.png vs airborne
   High Attack
Messiah Kick ---.png Lk.png
Knockdown.png
   Low Attack
Messiah Kick ---.png Mk.png
Low.png
Hardknockdown.png
   Mid Attack
Messiah Kick ---.png Hk.png
High.png
Hardknockdown.png
Snake Strike
Dp.png + P.png
Ex.png
Knockdown.png vs airborne
Galactic Tornado
Qcf.png + P.png
Mp.png and Hp.png version can be
steered with B.png or F.png
Ex.png Chrg.png
Projnull.png
Knockdown.png on final hit
Wallbounce.png on Ex.png

Super Combo

Name
Command
Notes
Big Bang Typhoon
Qcf.png + 3p.png

Frame Data (updated for v2013)

Move Command Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel JP JC JS "Notes
"
Far LP H 30 6 2 9 +6 +2 SM,EX,SA,CA 1 1 1 Rapid fire cancelable into light normal moves
Far MP H 60 7 2 15 +4 0 - 2 1 1 -
Far HP H 90 9 4 17 +4 -1 - 3 1 1 -
Far LK H 30 6 2 12 +3 -1 - 1 1 1 -
Far MK H 60 10 2 18 +1 -3 - 2 1 1 -
Far HK H 90 17 2 17 float +1 - 1 1 1 -
Close LP H 30 4 3 9 +5 +1 SM,EX,SA,CA 1 1 1 Rapid fire cancelable into light normal moves
Close MP H 60 5 2 14 +5 +1 SM,EX,SA,CA 2 1 1 -
Close HP H 90 6 4 21 +1 -5 SM,EX,SA,CA 3 1 1 Forces standing
Close LK H 30 4 2 8 +7 +3 - 1 1 1 -
Close MK H 60 7 2(4)3 14 +4 0 1st hit:SM,EX,SA,CA 2,2 1,1 1 -
Close HK H 90 8 2 25 -1 -7 - 3 1 1 Forces standing
Crouch LP H 30 4 2 11 +4 0 SM,EX,SA,CA 1 1 1 Rapid fire cancelable into light normal moves
Crouch MP H 60 7 3 15 +3 -1 SM,EX,SA,CA 2 1 1 -
Crouch HP H 90 14 2 34 -11 -16 - 3 1 1 Crumples on standing counter hit
Crouch LK L 30 4 2 12 +3 -1 SM,EX,SA,CA 1 1 1 Rapid fire cancelable into light normal moves
Crouch MK L 60 6 1 19 +1 -3 SM,EX,SA,CA 2 1 1 -
Crouch HK L 90 12 2 25 hard knockdown -7 - 3 1 - -
Jump Up LP M 40 6 7 until ground+4 +12 +4 - 1 1 1 -
Jump Up MP M 70 6 5 until ground+4 +16 +5 - 2 1 1 -
Jump Up HP M 100 5 4 until ground+4 +20 +8 - 3 1 1 -
Jump Up LK M 40 5 6 until ground+4 +12 +4 - 1 1 1 -
Jump Up MK M 70 4 6 until ground+4 +16 +5 - 2 1 1 -
Jump Up HK M 100 6 4 until ground+4 +20 +8 - 3 1 1 -
Jump Diagonal LP M 40 6 6 until ground+4 +12 +4 - 1 1 1 -
Jump Diagonal MP M 70 6 7 until ground+4 +16 +5 - 2 1 1 -
Jump Diagonal HP M 100 8 5 until ground+4 +20 +8 - 3 1 1 -
Jump Diagonal LK M 40 6 7 until ground+4 +12 +4 - 1 1 1 -
Jump Diagonal MK M 70 7 5 until ground+4 +16 +5 - 2 1 1 -
Jump Diagonal HK M 50,50 7 3(4)3 until ground+4 +20 +8 - 3,3 1,1 1 Knockdown on airborne opponent
Launcher **LC H 100 13 2 54 switch -34 - 3 - - Crushes crouching attacks frames 1-12, Launches opponent while switching characters
Cross Cancel H 30,60 10 8(6)2 19 hard knockdown 0 - - - - Invulnerability frames 1-10, Resembles LP Galatic Tornado
Head Bazooka LP+LK throw 130 5 2 20 hard knockdown - - - - - -
Hand Machinegun b+LP+LK throw 130 5 2 20 hard knockdown - - - - - -
Vulture Kick f+MK M 80 21 2 14 +1 -5 - 2 1 1 Knockdown on airborne opponent, Airborne frames 10-24, Lower body invulnerability frames 10-20
Glory Kick df+MK L 70 21 2 12 +3 -1 - 2 1 1 -
Fragrance Palm **LC f+HP H 80 13 5 20 float -8 SM,EX,SA,CA 2 1 1 -
Falcon Kick df+MK (air) H 60 13 until ground 4 +10 +2 - 2 1 1 -
Target Combo LK > f+HK H 30,60 12 2 21 float -6 - 3 1 0 -
Galactic Tornado LP **LC qcf+LP H 30,50 11 8(6)2 21 knockdown -2 - 3,3 3,3 0 Chargeable: 51F for EX Version and 100F for Super Art, Hits count as projectiles, Absorbs one projectile hit
Galactic Tornado MP qcf+MP H 20x2,40 15 21(5)2 22 knockdown -1 - 3,3,3 3,3,3 0 Chargeable: 51F for EX Version and 100F for Super Art, Hits count as projectiles, Absorbs one projectile hit
Galactic Tornado HP qcf+HP H 20x2,50 16 21(5)2 22 knockdown -2 - 3,3,3 3,3,3 0 Chargeable: 51F for EX Version and 100F for Super Art, Hits count as projectiles, Absorbs one projectile hit
Galactic Tornado EX qcf+PP H 0,80 13 19(4)1 17 wall bounce -1 - 3,3 3,3 0 Chargeable: 51F for Super Art, Absorbs one projectile hit, 1st hit pulls opponent toward Rufus
Snake Strike LP f,d,df+LP H 40x4 9 1(3)1(3)1(4)1(3)1 18 +7 +4 - 3,3,3,3,4,4,4 1,1,1,1,1,1,1 0 Airborne frames 1-27
Snake Strike MP f,d,df+MP H 40x5 8 1(3)1(2)2(3)1(3)1(3)1(3)2 20 +5 +2 - 3,3,3,3,4,4,4 1,1,1,1,1,1,1 0 Airborne frames 1-35
Snake Strike HP f,d,df+HP H 40x5 7 1(3)1(2)1(3)2(2)1(3)1(3)1 37 +4 +1 - 3,3,3,3,4,4,4 1,1,1,1,1,1,1 0 Airborne frames 1-34
Snake Strike EX f,d,df+EX H 30x7 8 1(1)2(1)1(2)2(1)1(2)1(2)1 28 - - - 4,5,6,7,8,9,10 1,1,1,1,1,1,1 0 Invulnerability frames 1-11, Airborne frames 1-40, Whiffs on grounded opponent
Messiah Kick LK qcf+LK H 90 25 2 31 -3 -6 - 3 3 0 Lower body invulnerability frames 1-34, Airborne frames 11-34
Messiah Kick MK qcf+MK H 100 27 2 25 -5 -9 - 3 3 0 Lower body invulnerability frames 1-39, Airborne frames 11-39
Messiah Kick HK qcf+HK H 120 36 2 44 0 -3 - 3 3 0 Lower body invulnerability frames 1-42, Airborne frames 11-42
Messiah Kick EX **LC qcf+KK H 20x5 12 3(1)2(1)2(1)2(8)2 34 -10 -13 - 3,1,1,1,1 3,0,0,0,0 0 Invulnerability frames 1-17, Airborne frames 11-39
Messiah Kick High Attack **LC LK after Messiah Kick H 80 13 4 19 knockdown -17 - 6 4 0 Invulnerability frames 1-12
Messiah Kick Low Attack MK after Messiah Kick L 100 20 2 16 hard knockdown -1 - 6 4 0 Stumble on crouching countehit
Messiah Kick Mid Attack HK after Messiah Kick M 100 24 6 16 hard knockdown -5 - 6 4 0 Airborne frames 10-29
Big Bang Typhoon qcf+PPP H 320 9 - 87 hard knockdown -73 - 3 1 - 72 frames cinematic freeze before attack begins, Invulnerability frames 1-19
Cross Art **LC qcf+MP+MK H 150+ 9 2 51 switch -30 - 3 - - 62 frames cinematic freeze before attack begins, Invulnerability frames 1-9 & frames 46-51

Boost Chain Frame Data

Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel "Notes
"
Far LP H 30 6 2 9 +6 +2 - Rapid fire cancelable into light normal moves
Far MP H 42 7 2 25 -6 -10 - -
Far HP H 63 9 4 30 -9 -14 - -
Far LK H 30 6 2 12 +3 -1 - -
Far MK H 42 10 2 26 -7 -11 - -
Far HK H 63 17 2 33 float -15 - -
Close LP H 30 4 3 9 +5 +1 - Rapid fire cancelable into light normal moves
Close MP H 42 5 2 19 0 -4 EX,SA,CA -
Close HP H 63 6 4 31 -9 -15 EX,SA,CA Forces standing
Close LK H 30 4 2 8 +7 +3 - -
Close MK H 42 7 2(4)3 25 -7 -11 1st hit:EX,SA,CA -
Close HK H 63 8 2 32 -8 -14 - -
Crouch LP H 30 4 2 11 +4 0 - Rapid fire cancelable into light normal moves
Crouch MP H 42 7 3 20 -2 -6 EX,SA,CA -
Crouch HP H 63 14 2 43 -20 -25 - Crumples on standing counter hit
Crouch LK L 30 4 2 12 +3 -1 - Rapid fire cancelable into light normal moves
Crouch MK L 42 6 1 24 -4 -8 EX,SA,CA -
Crouch HK L 63 12 2 34 hard knockdown -16 - -

Move Analysis

Normal Moves

N/A


Unique Attacks

N/A


Normal Throws

N/A


Special Moves

N/A


Super Combos

N/A


The Basics

N/A


Advanced Strategy

N/A


Combos

Bread and Butters

  • cl.HP xx qcf+LK>LK (244)

(0bar, easy)

  • cl.HP xx qcf+PP, st.HK, st.HK, cl.HP xx qcf+MK (409)

(1bar, midscreen, hard)

  • cl.HP xx qcf+HP>f, cl.LK/st.LK>f+HK, f+HP xx qcf+HK>MK (394)

(0bar, corner, easy)

  • cl.HP xx qcf+PP, f+HP, f+HP, f+HP xx qcf+MK>MK (428)

(1bar, corner, medium)


Hit Confirm Combos

  • cl.LK>f+HK, st.LK>f+HK, df+MK, cl.HP xx CADC (243)

(0bar, close, hard)


Post-launch Combos

  • cl.HP xx dp+HP

(0bar, easy)

  • cl.LK>f+HK, f+HP xx qcf+HK>MK/LK

(0bar, corner, easy)


Advanced Combos

  • cl.HP xx qcf+PP, st.HK, st.HK, cl.HP xx qcf+MK (409)

(1bar, hard)

  • cl.HP xx qcf+PP, f+HP, f+HP, f+HP xx qcf+MK>MK (428)

(1bar, medium)


Combos Into Supers

  • N/A

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