Rufus(SF4)

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Version vom 10. Februar 2009, 03:13 Uhr von Ulpian (Diskussion | Beiträge) (link aktualisiert)
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Street Fighter 4 Rufus.jpg

Matchups

6:4: Chun Li, Viper, Dhalsim, Guile, E. Honda, El Fuerte, Claw

5:5: Boxer, Akuma, Blanka, Ken, Abel

4:6: Ryu, Zangief, Dictator

3:7: Sagat

Quelle: eventhubs.com - Tier listing for 2009


Matcharchiv


Normals & Command Normals

(Dies ist keine vollständige Liste.)

  • Falcon Kick: in air SFIV DF.png +MK (in air DF+MK)
    Float- und Juggle-Eigenschaft. Kontrollmöglichkeit mit SFIV B.png bzw. SFIV F.png
  • Virtua Kick: SFIV F.png +MK (F+MK)
    Overhead -kann nur stehend geblockt werden.
  • Glory Kick: SFIV DF.png +MK (DF+MK)
    Low-Attack -kann nur tief geblockt werden.
  • Fragrance Palm: SFIV F.png +HP (F+HP)
  • Target Combo: Close LK-HK
    Float-Eigenschaft.


Special Moves & EX Special Moves

  • Messiah Kick: SFIV D.pngSFIV DF.pngSFIV F.png +K (QCF+K)
    Float-Eigenschaft.
    • unmittelbar nach Messiah Kick: LK
      Float-Eigenschaft. EX Focus Attack & Super Cancel.
    • unmittelbar nach Messiah Kick: MK
      Low-Attack.
    • unmittelbar nach Messiah Kick: HK
      Overhead.
  • Galaxy Tornado: SFIV D.pngSFIV DF.pngSFIV F.png +P (QCF+P)
    Float- und Juggle-Eigenschaft. Armor Breaking. Kontrollmöglichkeit bei der MP- und HP-Version mit SFIV B.png bzw. SFIV F.png. Geht durch Projektile.
  • Snake Strike: SFIV F.pngSFIV D.pngSFIV DF.png +P (DP+P)
    Juggle-Eigenschaft. LP-Version hat kurze Unverwundbarkeit.



  • EX Messiah Kick: SFIV D.pngSFIV DF.pngSFIV F.png +KK (QCF+KK)
    Float-Eigenschaft. Unverwundbarkeit.
  • EX Galaxy Tornado: SFIV D.pngSFIV DF.pngSFIV F.png +PP (QCF+PP)
    Armor Breaking.
  • EX Snake Strike: SFIV F.pngSFIV D.pngSFIV DF.png +PP (DP+PP)
    Juggle-Eigenschaft. Unverwundbarkeit.


Super & Ultra Moves

  • Spectacle Romance (Super): SFIV D.pngSFIV DF.pngSFIV F.pngSFIV D.pngSFIV DF.pngSFIV F.png +P (QCF,QCF+P)
    Juggle-Eigenschaft. Armor-Breaking.
  • Space Opera Symphony (Ultra): SFIV D.pngSFIV DF.pngSFIV F.pngSFIV D.pngSFIV DF.pngSFIV F.png +PPP (QCF,QCF+PPP)
    Juggle-Eigenschaft. Armor-Breaking. Unverwundbarkeit.


Focus Attacks & EX Focus Attacks

siehe allgemein dazu: Focus Attacks (Saving Attacks) und EX Focus Attacks


Combos

(Dies ist keine vollständige Liste.)
• in air DF+MK, c.LK, LP Galaxy Tornado, (near corner) LP Galaxy Tornado oder Ultra

• in air DF+MK, LK, HK, Ultra

• Messiah Kick, LK follow-up, FADC, Ultra

• j.HP, c.MK, EX Galaxy Tornado


Wichtige Counter-Attack-Optionen

gegen Zangiefʼs Double Lariat (PPP): Far HP, EX Messiah Kick (Close), LP Snake Strike (Close), Ultra (Close)

gegen E.Hondaʼs Headbutt (charge B; F+P): c.HP, EX Galaxy Tornado

gegen Blankaʼs Rolling Attack (charge B;F+P): Step then c.HP

gegen Guileʼs Sonic Boom (charge B;F+P): HP Galaxy Tornado, EX Messiah Kick


Framedata

Move Startup Active Recover Frame Adv. Block Frame Adv. Hit Block stun Hit stun Damage Stun Meter Gain Block Cancel Ability
Close Light Punch 4 2 7 +2 +5 10 13 30 50 20 HL CSpS
Close Medium Punch 5 2 10 +2 +5 13 16 80 100 40 HL SpS
Close Hard Punch 6 2 23 -7 -2 17 22 100 200 60 HL SpS
Close Light Kick 4 2 6 +3 +6 10 13


30 50 20 HL -
Close Medium Kick 7 2(4)3 11 0 +3 13 16 30*50 50*50 40*20 HL SpS*-
Close Hard Kick 8 2 21 -5 0 17 22 110 200 60 HL S
Far Light Punch 5 2 5 +4 +7 10 13 20 50 20 HL CSpS
Far Medium Punch 7 2 12 0 +3 13 16 90 100 40 HL -
Far Hard Punch 9 3 16 -1 +3 17 21 120 200 60 HL -
Far Light Kick 6 2 7 +2 +5 10 13 40 50 20 HL -
Far Medium Kick 10 1 17 -4 -1 13 16 70 100 40 HL -
Far Hard Kick 17 2 17 +2 - 17 - 90 150 60 HL -
Crouch Light Punch 4 2 8 +1 +4 10 13


30 50 20 HL CSpS
Crouch Medium Punch 7 3 10 +1 +4 13 16 80 100 40 HL SpS
Crouch Hard Punch 14 2 30 -14 -10 17 21 100 200 60 HL -
Crouch Light Kick 4 2 9 0 +3 10 13 20 50 20 L CSpS
Crouch Medium Kick 6 1 16 -3 0 13 16 70 100 40 L SpS
Crouch Hard Kick 12 2 22 -6 - 17 - 110 200 60 L -
Jump Up Light Punch 5 7 - - - 8 11 50 50 20 H -
Jump Up Medium Punch 6 5 - - - 11 15 80 100 40 H -
Jump Up Hard Punch 5 7 - - - 15 18 100 200 60 H -
Jump Up Light Kick 5 6 - - - 8 11


50 50 20 H -
Jump Up Medium Kick 4 6 - - - 11 15 90 100 40 H -
Jump Up Hard Kick 6 4 - - - 15 18 110 200 60 H -
Jump Forward Light Punch 6 6 - - - 8 11 50 50 20 H -
Jump Forward Medium Punch 6 9 - - - 11 15 80 100 40 H -
Jump Forward Hard Punch 7 5 - - - 15 18 100 200 60 H -
Jump Forward Light Kick 6 7 - - - 8 11 50 50 20 H -
Jump Forward Medium Kick 7 5 - - - 11 15 80 100 40 H -
Jump Forward Hard Kick 7 3(4)3 - - - 15 18 50*40 50*100 60*20 H -
Forward + Medium Kick 21 2 16 -4 -1 13 16


60 50 40 H -
Down Forward + Medium Kick 21 2 12 0 +3 13 16 50 50 40 L -
Forward + Hard Punch 19 5 18 -5 - 17 - 100 150 60 HL -
Down Forward + Medium Kick (Air) 11 - - - - 11 15 90 100 40 HL -
Target combo 1 8 2 21 -5 - 17 - 90 100 30 HL -
Level 1 Focus Attack 21 2 35 -21 -21 15 15 80 100 20 HL -
Level 2 Focus Attack 17+12 2 35 -15 - 21 - 100 150 40 HL -
Level 3 Focus Attack 58 2 35 - - - - 160 200 60 - -
Forward + Throw 3 2 20 - - - - 150 120 40 0.9 -
Back + Throw 3 2 20 - - - - 130 160 40 0.9 -
Flying Kick Light Kick 24


2 8+20 -9 -5 20 24 80 100 20/30


HL -
Flying Kick Medium Kick 26 2 11+20 -12 -8 20 24 80 100 20/30 HL -
Flying Kick Hard Kick 35 2 5+20 -6 -2 20 24 80 100 20/30 HL -
Flying 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 -
Flying Kick Light Kick followup 12 4 14+21 -18 - 20 - 80 100 20/30 HL S
Flying Kick Medium Kick followup 19 2 19 0 - 20 - 100 100 20/30 L -
Flying Kick Hard Kick followup 26 5 17 -1 - 20 - 120 150 20/30 H -
Ginga Tornado Light Punch 10 8(6)2 20 -1 - 20 24*- 40*50 50*50 20/10*20 HL S*-
Ginga Tornado Medium Punch 14 21(5)2 20 -1 - 20 24*- 40*40*70 50x3 20/10*10*20 HL S*-*-
Ginga Tornado Hard Punch 15


21(5)2 20 -1 - 20 24*- 40*40*80 50x3 20/10*10*20


HL S*-*-
Ginga Tornado EX 11 19(3)1 22 -2 - 20 24*- 0*160 0*100 0/0 HL S*-
Jatotsu Nature Light Punch 8  ??? 1+17 +2 +5 20 24 40x5 40 20/16 HL -
Jatotsu Nature Medium Punch 7  ??? 2+17 0 +4 20 24 40x7 40 20/16 HL -
Jatotsu Nature Hard Punch 6  ??? 4+17 - - 20 24 40x7 40 20/16 HL -
Jatotsu Nature EX 7  ??? 15+17 - - 20 24 40x7 30 0/0 HL -
Super Move Light Punch 1+6 1(14)1 29 -9 - 20 - 100*80*150 0 0/0 HL -
Super Move Medium Punch 1+13 2(14)1 29 -9


- 20 - 100*80*150 0 0/0 HL -
Super Move Hard Punch 1+15 3(14)1 29 -9 - 20 - 100*80*150 0 0/0 HL -
Ultra 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 Startup Active Recover Frame Adv. Block Frame Adv. Hit Block stun Hit stun Damage Stun Meter Gain Block Cancel

Quelle: eventhubs.com


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Arcade Ken | Ryu | Guile | ChunLi | Dhalsim | Zangief | E.Honda | Blanka | M.Bison | Balrog | Sagat | Vega | C.Viper | Abel | ElFuerte | Rufus | Gouki
Konsole Dan | Cammy | FeiLong | Sakura | Seth | Gen | Rose | Gouken