Ultra Street Fighter IV/Rufus/Omega

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Ultra Street Fighter IV/OmegaOmegaSF4 Header.png

Rufus

SSFIV-Rufus Face.jpg


In a nutshell


(Intro paragraph to describe overall gameplay)


Click for USF4 version


Notable Changes from USF4 to Omega

Bafcord Omega Doc - Rufus
Detailed Frame Data with USF4 Comparisons - Rufus

  • General/Movement Changes:
    • Forward Dash: 4f faster (20f > 16f), slightly shorter distance
    • Throw: slightly shorter range


  • Normal Move Changes:
    • -

    • Vulture Kick - 6MK - 1f faster (20f)
    • Target Combo 1 - cl.5LK~HK - 3f safer on block (-5)
    • Fragrance Palm - 6HP - 9f faster (10f), 3f worse block advantage (-8); has a new Target Combo followup
      • + TC2 (partial) - 4~6HP - new followup, -12 on block, KD on hit
      • + TC2 (full) - 236HP - new followup ender, -12 on block, KD on hit


  • Special Move Changes:


  • Super/Ultra Changes:


  • Moves with ending Input Buffer:
    • Close 5LP, 5MP, 5LK, 5LK~HK (TC1); Far 5LP; 2LP, 2MP
    • Snake Strike (623P), Air Snake Strike (j.623P), Focus Attack + Forward Dash

Character Specific Data

Rufus

VITALS
Health: 1050 Stun: 950
WALKING
Forward Walk Speed: 0.045 Back Walk Speed: 0.030
JUMPING
Jump Total Frames: 4+39+4 Jump Distance: 2.28 Forward/Back
DASHING
Forward Dash Frames: 16 Forward Dash Distance: 1.09
Back Dash Frames: 27 Back Dash Distance: 0.94
FA + Forward Dash Frames: 18 FA + Back Dash Frames: 21
Back Dash Invincibility: 1-8 FA + Back Dash Invincibility: 0
Back Dash Airborne: 9-25 FA + Back Dash Airborne: 6-19
FOCUS ATTACK DATA
Lv1 FA + Forward Dash (Block): -3 Lv1 FA + Back Dash (Block): -6
Lv2 FA + Forward Dash (Block): +3 Lv2 FA + Back Dash (Block): 0

Frame Data

Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Close) cl. Lp.png 4 2 7 2 5 30 50 M Ch Sp Su -
5MP (Close) cl. Mp.png 5 2 10 2 5 75 100 M Sp Su -
5HP (Close) cl. Hp.png 5 3 22 -8 -3 90 200 M Sp Su Forces stand
5LK (Close) cl. Lk.png 4 2 6 3 6 30 50 M - -
5MK (Close) cl. Mk.png 7 2(4)3 11 0 3 30*50 50x2 M Sp Su / - 2 hits, only 1st is cancellable
5HK (Close) cl. Hk.png 8 2 21 -5 0 110 200 M Su -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Far) far. Lp.png 5 2 5 4 7 20 50 M Ch Sp Su -
5MP (Far) far. Mp.png 7 2 12 0 3 90 100 M Sp Su -
5HP (Far) far. Hp.png 9 3 16 0 4 120 200 M - -
5LK (Far) far. Lk.png 6 2 7 2 5 40 50 M Sp Su -
5MK (Far) far. Mk.png 10 1 17 -4 -1 70 100 M - -
5HK (Far) far. Hk.png 14 1(1)3 14 1 KD 40*60 50*100 M - 1-11f lower body invuln (goes over lows); 2 hits, launches; KD Adv: +58
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
2LP Down.gifLp.png 4 2 8 1 4 30 50 M Ch Sp Su -
2MP Down.gifMp.png 7 3 10 1 4 80 100 M Sp Su Anti-Air
2HP Down.gifHp.png 14 2 30 -14 -10 100 200 M - -
2LK Down.gifLk.png 4 2 9 0 3 20 50 L Ch Sp Su -
2MK Down.gifMk.png 6 1 16 -3 0 70 100 L Sp Su -
2HK Down.gifHk.png 12 2 22 -6 KD 120 200 L - KD Adv: +18
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Vulture Kick
(Overhead)
Right.gifMk.png 20 2 16 -4 -1 60 50 H - -
Glory Kick
(Roll)
Downright.gifMk.png 21 2 12 0 3 50 50 L - -
Target Combo 1 cl.Lk.png > Hk.png - - - -5 KD 30*70 50*100 M - Puts opponent into limited juggle state; KD Adv: +51
Fragrance Palm Right.gifHp.png 10 5 19 -8 KD 80 100 M TC KD Adv: +32
+ TC2 Partial + Left.gifRight.gifHp.png
+ 46HP
- - - -12 KD *60 *50 M TC KD Adv: +28
+ TC2 Full + Qcf.pngHp.png
+ 236HP
- - - -12 KD *100 *100 M Su Dmg/Stun does not factor in scaling; KD Adv: +16
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
j.LP (angled) Upright.gifLp.png 6 6 - - - 50 50 H - -
j.MP (angled) Upright.gifMp.png 6 9 - - - 80 100 H - -
j.HP (angled) Upright.gifHp.png 7 5 - - - 100 200 H - -
j.LK (angled) Upright.gifLk.png 6 7 - - - 50 50 H - -
j.MK (angled) Upright.gifMk.png 7 5 - - - 80 100 H - -
j.HK (angled) Upright.gifHk.png 7 3(4)3 - - - 50*40 50*100 H - Puts airborne opponent into limited juggle state
j.LP (neutral) Up.gifLp.png 5 7 - - - 50 50 H - -
j.MP (neutral) Up.gifMp.png 6 5 - - - 80 100 H - -
j.HP (neutral) Up.gifHp.png 5 7 - - - 100 200 H - -
j.LK (neutral) Up.gifLk.png 5 6 - - - 50 50 H - -
j.MK (neutral) Up.gifMk.png 4 6 - - - 90 100 H - -
j.HK (neutral) Up.gifHk.png 6 4 - - - 110 200 H - -
Falcon Kick
(Divekick)
Air Downright.gifMk.png 11 until land 4 land -7(4) 0(11) 70 100 M - Advantage varies based on height when it connects; 3f less blockstun than USF4, around -4 at worst vs. shorter standing characters
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Focus Attack Lv. 1 Mp.pngMk.png 10+11 2 35 -21 KD 100 150 M Dash KD Adv: +8; +26 after Forward Dash, +23 after Back Dash
Focus Attack Lv. 2 Mp.pngMk.png 18+11 2 35 -15 crumple 100 150 M Dash -
Focus Attack Lv. 3 Mp.pngMk.png 58 2 35 crumple crumple 160 200 - Dash Unblockable
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Head Bazooka
(Forward Throw)
Lp.pngLk.png 3 2 24 - KD 180 200 T - KD Adv: +6
Hand Machinegun
(Back Throw)
Left.gif+Lp.pngLk.png 3 2 24 - KD 180 200 T - KD Adv: +7
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LP Galactic Tornado Qcf.pngLp.png
236+LP
9 8(6)2 20 -3 KD 40*50 50x2 M Su Projectile hitbox; can juggle afterward in the corner; KD Adv: +44
MP Galactic Tornado Qcf.pngMp.png
236+MP
12 10*10(5)2 20 -4 KD 50*20*40 50x3 M Su Projectile hitbox; can juggle afterward in the corner; KD Adv: +44
HP Galactic Tornado Qcf.pngHp.png
236+HP
15 10*11(5)2 20 -4 KD 50*20*50 50x3 M Su Projectile hitbox; can juggle afterward in the corner; KD Adv: +44
Ex.png Galactic Tornado Qcf.png2p.png
236+PP
11 17(5)1 22 -2 KD 0*130 0*100 M FA Long range suction effect (no dmg/stun); projectile hitbox; can FA cancel the suction or the hit; can juggle afterward in the corner; KD Adv: +43
LP Snake Strike
(Ground)
Dp.pngLp.png
623+LP
15 2(3)2(5)
2(4)2
13 -1 6 20x3*40 20x3*40 M Su 8 total active frames (20 including gaps); DP shortcut works
MP Snake Strike
(Ground)
Dp.pngMp.png
623+MP
17 2(3)2(5)
2(4)2
16 -4 4 20x3*60 20x3*40 M Su 8 total active frames (19 including gaps); DP shortcut works
HP Snake Strike
(Ground)
Dp.pngHp.png
623+HP
21 2(3)2(5)
2(4)2
18 -6 1 20x5*40 20x5*40 M Su 12 total active frames (29 including gaps); DP shortcut works
Ex.png Snake Strike
(Ground)
Dp.png2p.png
623+PP
11 2(3)2(5)
2(4)2
14 -1 KD 10x5*30*100 10x5*50*100 M FA 7 total active frames (22 including gaps); can FA cancel any of the 6 hits (6th hit allows combo into Lv. 2 Focus); DP shortcut works; KD Adv: +11
LP Air Snake Strike Air Dp.pngLp.png
Air 623+LP
4 2(2)2(2)2 17 land -16(-3) -7(4) 20x2*60 20x2*50 M - 6 total active frames (10 including gaps); DP shortcut works
MP Air Snake Strike Air Dp.pngMp.png
Air 623+MP
6 2(2)2(2)
2(3)2
17 land -23(-3) -20(4) 20x3*60 20x3*50 M - 8 total active frames (15 including gaps); DP shortcut works; later hits often whiff, making it more unsafe
HP Air Snake Strike Air Dp.pngHp.png
Air 623+HP
9 2(1)2(3)
2(3)2(2)2
17 land -10(0) -21(7) 20x4*60 20x4*50 M - 10 total active frames (19 including gaps); DP shortcut works; whiffs on short crouching characters
Ex.png Air Snake Strike Air Dp.png2p.png
Air 623+PP
7 1(1)2(1)1(2)
2(1)1(2)1(2)1
17 land -13(-4) -2(7) 20x5*40*60 20x6*50 M - 9 total active frames (18 including gaps); DP shortcut works; whiffs on crouching characters of approximately Shoto height or less
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LK Messiah Kick Qcb.pngLk.png
214+LK
21 5 2+35 land B H 80 100 M - 9-27f airborne; KD Adv: +23
MK Messiah Kick Qcb.pngMk.png
214+MK
24 1*5 2+35 land B H 30*60 50x2 M - 9-31f airborne; KD Adv: +22
HK Messiah Kick Qcb.pngHk.png
214+HK
17 2(10)2*3 1+33 land B H 20x2*60 25x2*50 M - 9-34f airborne; KD Adv: +27
+ LK Followup + Lk.png 12 4 14+21 land B KD 60 100 M Su 1-11f full invuln; Armor break; KD Adv: +39
+ MK Followup + Mk.png 19 2 19 B KD 80 100 L - KD Adv: +21
+ HK Followup + Hk.png 26 5 17 B KD 90 150 H - 9-30f airborne; KD Adv: +9
Ex.png Messiah Kick Qcb.png2k.png
214+KK
7 2(2)4(4)
2(17)1
27 B KD 50x2*60 70*50*100 M FA 1-14f full invuln, 15-23f airborne; Only final 2 hits are FA cancellable; KD Adv: +28
LK Dynasty Dash
(Command Dash)
Qcf.pngLk.png
236+LK
- - 29 - - - - - - 6-18f low profile; earliest followup timing starts at 11f
MK Dynasty Dash
(Command Dash)
Qcf.pngMk.png
236+MK
- - 30 - - - - - - 7-19f low profile; earliest followup timing starts at 12f
HK Dynasty Dash
(Command Dash)
Qcf.pngHk.png
236+HK
- - 32 - - - - - - 9-21f low profile; earliest followup timing starts at 14f
+ LP Followup + Lp.png 4 4 14 1 KD 70 100 M Su Whiffs on crouching opponents, launches for juggle; KD Adv: +48
+ MP Followup + Mp.png 7 6 15 -4 KD 130 200 M Su Has juggle potential; KD Adv: +24
+ HP Followup + Hp.png 16 2 18 -2 KD 130 200 M Su KD Adv: +19
Ex.png Dynasty Dash
(Command Dash)
Qcf.png2k.png
236+KK
- - 29 - - - - - - 1-18f projectile invuln; earliest followup timing starts at 9f
+ LP Followup + Lp.png 4 4 14 1 KD 80 150 M FA Whiffs on crouching opponents, launches for juggle; KD Adv: +48
+ MP Followup + Mp.png 7 6 15 -4 KD 170 200 M FA Has juggle potential; KD Adv: +24
+ HP Followup + Hp.png 16 2 18 -2 KD 200 250 M FA KD Adv: +19
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Spectacle Romance
(Super)
Qcf.pngQcf.pngP.png
236236+P
1+4 3(14)1 29 -9 KD 100x2*240 - M - 1-8f full invuln; side switches, no difference between P strengths; KD Adv: +78
Space Opera Symphony
(Ultra 1)
Qcf.pngQcf.png3p.png
236236+PPP
0+9 3(6)3(10)3(21)
3(18)2(6)3(9)
3(2)3(14)2
32 -13
(-23)
KD 440 - M - 1-9f full invuln; final hit whiffs on crouch block (10f worse adv.); KD Adv: +85; Full Dmg Distribution: 30*45x2*60*30x5*110
Big Bang Typhoon
(Ultra 2)
Qcb.pngQcb.png3p.png
214214+PPP
0+11 88 87 -74 KD 420 - M - 1-12f full invuln, 13-98f projectile invuln; KD Adv: +52; Vacuum effect is active entire time; strike hitbox is active 3(2)3(2), alternating forward/back and repeating; Full Dmg Distribution: 47*21x11*23x5*27
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes

Combos

Confirms:

  • Dmg/St --

Punishes:

  • Dmg/St --

Counterhit Confirms:

Ultra Setups:

Useful Info

Reversals:

Anti-Airs:

Anti-Focus:

Anti-Projectile:

Juggles:

Miscellaneous:


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