Rufus' Frame Data Super Street Fighter 4 Arcade Edition

Guide last updated on
August 12, 2011 at 1:08 p.m. PDT


Rufus Frame Data Super Street Fighter 4 Arcade Edition


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Normal Moves
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes
Close Light Punch HL 30 50 20 C*Sp*Su 4 2 7 2 5
Close Medium Punch HL 80 100 40 Sp*Su 5 2 10 2 5
Close Hard Punch HL 100 200 60 Sp*Su 6 2 23 -7 -2 Forces stand
Close Light Kick HL 30 50 20 - 4 2 6 3 6
Close Medium Kick HL 30*50 50*50 40*20 Sp*Su 7 2(4)3 11 0 3 1st hit cancellable
Close Hard Kick HL 110 200 60 Su 8 2 21 -5 0 Forces stand
Far Light Punch HL 20 50 20 C*Sp*Su 5 2 5 4 7
Far Medium Punch HL 90 100 40 - 7 2 12 0 3
Far Hard Punch HL 120 200 60 - 9 3 16 0 4
Far Light Kick HL 40 50 20 - 6 2 7 2 5
Far Medium Kick HL 70 100 40 - 10 1 17 -4 -1
Far Hard Kick HL 90 150 60 - 17 2 14 2 D
Crouch Light Punch HL 30 50 20 C*Sp*Su 4 2 8 1 4
Crouch Medium Punch HL 80 100 40 Sp*Su 7 3 10 1 4
Crouch Hard Punch HL 100 200 60 - 14 2 30 -14 -10
Crouch Light Kick L 20 50 20 C*Sp*Su 4 2 9 0 3 Low attack
Crouch Medium Kick L 70 100 40 Sp*Su 6 1 16 -3 0 Low attack
Crouch Hard Kick L 110 200 60 - 12 2 22 -6 D Low attack, cannot fast recover
Jump Up Light Punch H 50 50 20 - 5 7 - - -
Jump Up Medium Punch H 80 100 40 - 6 5 - - -
Jump Up Hard Punch H 100 200 60 - 5 7 - - -
Jump Up Light Kick H 50 50 20 - 5 6 - - -
Jump Up Medium Kick H 90 100 40 - 4 6 - - -
Jump Up Hard Kick H 110 200 60 - 6 4 - - -
Jump Toward Light Punch H 50 50 20 - 6 6 - - -
Jump Toward Medium Punch H 80 100 40 - 6 9 - - -
Jump Toward Hard Punch H 100 200 60 - 7 5 - - -
Jump Toward Light Kick H 50 50 20 - 6 7 - - -
Jump Toward Medium Kick H 80 100 40 - 7 5 - - -
Jump Toward Hard Kick H 50*40 50*100 60*20 - 7 3(4)3 - - -
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes
Other, Special Moves, Supers & Ultras
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes
F+Medium Kick L 60 50 40 - 21 2 16 -4 -1
DF+Medium Kick HL 50 50 40 - 21 2 12 0 3
F+Hard Punch HL 100 150 60 - 19 5 18 -5 D
DF+Medium Kick(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 Level 1 HL 80 100 20 - 21 2 35 -21 -21 -
Focus Attack Level 2 HL 100 150 40 - 17+12 2 35 -15 D
Focus Attack Level 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 Light Kick HL 80 100 20/30 - 24 2 8+20 -9 -5
Messiah Kick Medium Kick HL 80 100 20/30 - 26 2 11+20 -12 -8
Messiah Kick Hard Kick HL 80 100 20/30 - 35 2 5+20 -6 -2
Messiah Kick EX HL 20x5 10x4*50 #DIV/0! - 11 3(1) 2(1) 2(1) 2(8) 2 6+27 -14 -10 1~16f invincible
Messiah Kick Light Kick Follow Up HL 60 100 20/30 Su 12 4 14+21 -18 D 1~11f invincible, Pursuit Property
Messiah Kick Medium Kick Follow Up L 80 100 20/30 - 19 2 19 0 D Low attack, cannot fast recover
Messiah Kick Hard Kick Follow Up H 90 150 20/30 - 26 5 17 -1 D Mid attack, cannot fast recover
Galactic Tornado Light Punch 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
Galactic Tornado Medium Punch 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
Galactic Tornado Hard Punch 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
Galactic Tornado EX HL 0*130 0*100 #DIV/0! Su 11 19(3)1 22 -2 D , 2nd hit pursuit property, armor break
Snake Strike Light Punch HL 40x5 40 20/16 - 8 1x5 1+17 2 6 Pursuit Property
Snake Strike Medium Punch HL 40x7 40 20/16 - 7 1*1*2*1x3*2 2+17 0 4 Pursuit Property
Snake Strike Hard Punch HL 40x7 40 20/16 - 6 1x3*2*1x3 4+17 -1 3 Pursuit Property
Snake Strike EX HL 30*7 30 #DIV/0! - 7 1*2*1*2*1x3 15+17 - - 1~10f invincible, Pursuit Property
Super Light Punch HL 100*80*150 0 #DIV/0! - 1+6 1(14)1 29 -9 - 1~6f invincible, Pursuit Property, 2nd hit armor break
Super Medium Punch HL 100*80*150 0 #DIV/0! - 1+13 2(14)1 29 -9 D
Super Hard Punch HL 100*80*150 0 #DIV/0! - 1+15 3(14)1 29 -9 D 1~2f invincible, Pursuit Property, 2nd hit armor break
Ultra 1 HL 30 * 30 * 38x7 * 134 0 0/0 - 0+9 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 2 HL 47*403 0 0/0 - 0+11 88 87 -74 - 1~13f invincible
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes

Frame data translated and compiled by Who Is Alpha. Previous contributions by Gilley.


Comments

liluoke said on June 14, 2010 at 10:52 a.m.

man, the rufus blockstring is like frame trap after frame trap, wow

dive kick +7 on block,
then they usually do (4 startup) close lk, which is +3
then they either do another lk which is 1 frame frame trap
or close mp which is 5 frame startup, 2 frame frametrap
either leads into another galactic tornado, which is -1 on block, so he is safe from punishes

what's scary is that the dive kick always puts him in range to throw you. alot of other characters also have block strings with alot of frame traps but they can't keep all up in your face like rufus and keep repeating the frame traps so easily...

#1
liluoke said on June 14, 2010 at 10:53 a.m.

or close hp after close lk, which is a 3 frame frame trap

#2


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