Rufus Super Street Fighter 4 Arcade Edition 2012 Moves, Combos, Strategy Guide
Guide last updated on
January 31, 2012 at 1:19 p.m. PST

Character Overview
Rufus is a mobile rushdown character with extremely strong offensive tactics. The strength of Rufus is the ability to get into the opponent's face quickly and place them in a four-way mixup which can lead to some incredible damage. He also has a ton of useful tools outside of simply rushing down the opponent making him a strong overall character.
Rufus has some real problems with defense though. Once knocked down with no meter, he is absolutely helpless against rushdown. He also has no way to bypass fireballs without real risk or prediction. Lastly, you must master a one-frame link to perform Rufus's normal combo, meaning that your execution must always be on point.
• Strengths •
+ Very damaging and deceptive offense.
+ Dive kick.
+ Has some worthwhile pokes to control mid range.
+ Walks quickly.
+ Very damaging forward throw.
+ Can sneeze and land an Ultra.
• Weaknesses •
- Horrible backdash.
- Terrible reversal game.
- Can't do any real damage without the one-frame link combo.
- Has trouble against characters with projectiles that come out quickly.
- All moves have a ton of whiff recovery.
- Normal move startup is slower than average.
Notable Normal Moves
Far Standing Hard Kick
Rufus's launcher. It's completely lower-body invincible during the attack and it offers frame advantage on block. It also leads into Ultra 1 or a sweep knockdown depending on your preference. Long story short; this move is incredibly good with its only real weakness being that its startup is slow.
Far Standing Medium Kick
While this move doesn't have much priority, it has good range and gives Rufus a solid poke option.
Rufus's anti-air attacks. Crouching Medium Punch is faster and will anti-air people on top of you whereas Far Standing Hard Punch works for those who jump in front of you. Both of these moves have good priority, too.
Rufus's only long range option. While it has a lot of recovery, Rufus usually is safe when this move is blocked. It's best not to try and test this move against characters with fast horizontal reversals though (such as Makoto or Fei Long).
The slow startup is also something to watch out for as good players will leap over this move and attack you. Sometimes the only real good use of this move is to punish things that you wouldn't normally be able to punish such as Blanka's Beast Roll.
While Rufus's sweep has slow startup, it has a surprising amount of range and it's much safer on block compared to other sweeps in the game. Use this in whiff punishes.
Rufus's jumping Hard Kick has incredibly good air-to-air priority and it will juggle into some really damaging combo enders. Use this move if you predict that an opponent will jump to meet you in the air as the rewards are massive.
An overhead attack. Rufus is airborne for a brief period after the startup of this move, making him unthrowable and low-invincible. While this move isn't necessarily bad, Rufus's mixups with the dive kick are so strong that this move is largely ignored.
This move works in juggles and it leads to Ultra 1 in the corner, but anywhere else it's not a good move to use because it knocks opponents out of Rufus's offensive range. Largely unused.
An underused move for Rufus. An extremely good move that is always completely safe on block and can be used to fish for counterhits into combos. If you're having trouble getting into dive kick range, start abusing this move to get in.
The core of Rufus's offensive power and his most feared attack. Rufus can activate this move in any jump direction and at any height. The closer you use this dive kick to the ground the more deadly it becomes.
Should this move land, it allows enough time to go into combos easily. It also gets you into throw range. Repeatedly doing dive kicks doesn't give the opponent a chance much room to do a reversal and it starts an incredibly difficult-to-predict mixup game.
Once you've had a dive kick blocked, you can...
- Tick with Standing Light Kick into a throw.
- Throw.
- Do another dive kick to catch a throw tech.
- Do a tight blockstring combo into Galactic Tornado, which is safe.
- Do a standard combo into Galactic Tornado to build meter and chip the opponent.
All of these options tend to beat counter-options to your dive kick should you keep the roulette wheel spinning.
Special Moves
Damage
Light
90
Medium
110
Hard
120
EX
130
Properties
The Galactic Tornado is a powerful move for Rufus. All versions are always safe on block and you can control how quickly Rufus moves forward with the joystick.
Galactic Tornado also knocks the opponent down, and it can nullify projectiles once Rufus starts spinning.
You'll be applying this move in combos most of the time. Usually, Galactic Tornado is too slow to counter projectiles on reaction.
EX Version: EX Galactic Tornado has Rufus spin in place, drawing the opponent in for an attack that knocks down. The main purpose of this move is to give Rufus a stronger combo from his Light Attacks.
The projectile nullification power of the move is greatly increased when EX is used as well, destroying projectiles from many ranges.
Damage
Light
80
Medium
80
Hard
80
EX
80
Flip Kick
60
Sweep
80
Overhead
90
Properties

(Flip Kick)
Rufus throws his body up high for a spinning kick. Once Rufus is airborne, he flies high enough to avoid some projectiles. This move is largely unused because of how slow it is and because Galactic Tornado is a better combo ender.
The Light version starts up the fastest, Hard the slowest. Pressing a button after Rufus hits the opponent will cause him to do one of three things.
- Light Kick: A flip kick that knocks the opponent into the air and has a big chunk of invincibility. You can FADC this move to combo into a variety of things or to make it safe. Very unsafe on block.
- Medium Kick: A sweep attack. It comes out slower than the flip kick, but it's completely safe on block.
- Hard Kick: A jumping slam kick. Can only be punished by zero-frame grabs.
You can delay the final attack of the Messiah Kick to play mindgames with the opponent, especially with the invincible flip kick.
EX Version: EX Messiah is widely considered to be one of the best EX moves in the game. It has a massive amount of startup invulnerability, can catch players trying to jump over it, and retains the followup mindgame of the regular version.
Even if you hit Rufus out of the move, he gets reset in the air instead of being comboed. Also with the flip kick's invincible followup (that is invincible the moment Rufus is grounded/grab-able), it can be truly hard to tell when to punish this attack.
You can be punished heavily if the opponent waits to block until the end, but at that point you can go for the completely safe-on-block sweep or slam followup.
Damage
Light
120
Medium
120
Hard
120
EX
210
Properties
A non-invulnerable slow anti-air that comes out at an odd angle. Rarely used outside of combos. One benefit is that the Light Snake Strike is airborne from the first frame onwards, allowing you to avoid some grab attempts. This move is unsafe on block though.
EX Version: The EX Snake Strike is a powerful combo ender, almost always used after a jumping Hard Kick juggle.
Target Combos
Target Combo 1
Rufus's Target Combo is very easy to link into after a dive kick and leads to Ultra 1. This is a very simple and reliable method of comboing into Space Opera Symphony and you can do other followups in the corner as well. It's also reasonably safe on block.
Super and Ultra Moves
Properties
A Super that's mostly used for flash. Rufus gets far more use out of his EX moves.
Properties
One of the most powerful Ultras in the game due to its ability to be landed from a plethora of moves that are naturally landed through Rufus gameplay. Easy juggles into Ultra 1 include...
- Galactic Tornado (In corner)
- EX Galactic Tornado (In corner)
- Target Combo
- Far Standing Hard Kick
- Messiah Kick FADC
- EX Messiah Kick FADC
- Snake Strike (In corner)
- Fragrance Palm (In corner)
Because many of these combos are simple, Ultra 1 is always a threat with Rufus. It's generally always the picked Ultra against characters without good projectiles (or any projectiles at all).
Properties
An Ultra that is fully projectile invincible throughout the startup and the spinning.
The only problem is that it takes a bit longer to start up than most anti-projectile Ultras. Also, juggles into it net weak damage. Another annoyance is that if you use it as an anti-projectile move, it's tough to get full damage.
Most Rufus players pick this Ultra against strong projectile characters.
Combos
Important note: Not every possible combo is listed here. Instead, you'll find the most common and helpful combos that you should know. There are many variations to these as well.
cr.LP, st.LP, st.LP, st.LP
Link st.MP
5 Hits
152 Damage
Rufus's simple link combo when he doesn't have meter to use.
cr.LP, cr.LP,
Link cr.LP xx EX Galactic Tornado
4 Hits
175 Damage
A fast hit confirm into a knockdown.
st.HP xx HP Galactic Tornado
4 Hits
220 Damage
Rufus's simplest punish combo.
Dive Kick, st.LK,
Link st.HP xx HP Galactic Tornado
6 Hits
264 Damage
Rufus's bread and butter combo, and also a tricky one-frame link. It's his only way to hit confirm into a meterless special starting with Light Attacks. Feel free to add an extra crouching Light Kick in the combo to give yourself more hit confirm time.
Dive Kick, Target Combo 1, juggle Ultra 1
13 Hits
434 Damage
A simple hit confirm if you are sure your dive kick is going to land.
j.MK, st.LK,
Link st.HP xx HP Galactic Tornado
6 Hits
274 Damage
Rufus's crossup combo.
j.HK, EX Snake Strike or Ultra 1
9/12 Hits
300/463 Damage
Rufus's juggles off jumping Hard Kick.
Rufus General Strategy
Rufus is one of the best tech trappers in the game with an extremely ambiguous and damaging throw guessing game. If you aren't getting counter hits with Rufus or getting good forward throw setups you're probably doing something incorrectly.
Should you have trouble getting in on the opponent, don't forget the Roll Kick against non-projectile characters and your Galactic Tornado against regular projectile users. Good neutral jumping and spacing with the dive kick is key to get in on defensive players.
Other Resources and Credit
Contributions to this guide by Nyoro.