One cool thing I learned about charging is that if you need to charge back, holding downback and upback still counts for the charge. So you can block low or jump backwards while charging your move!
I started playing this a couple days ago (a friend of mine got a PS3 and SF4) and decided to main Rufus. I learned how to all of Rufus' moves but am now trying to figure out when I want to use which ones, as well as which ones I want to use in certain situations. Hopefully someone can help here :)
1) Galactic Tornado. Should this only be used in a corner or something? I've never been able to use this and hit with all of the hits, so I'm wondering if it's just a bad move. I know the EX version has more "range" because it can vacuum the opponent into the last hit, but I've always found it more useful to Messiah Kick EX instead at midrange
Galactic tornado can be used anywhere in the screen and is completly safe even if blocked by the oponent, just hold forward on the stick/pad and it will move towards the oponnent hitting him.
2) Crouching HP. Is this useful? I've been trying to use it as a poke sometimes when my opponent is pretty far away only because it has awesome range.
Thats correct, only use it as a poke when your oppent is far on the screen
3) Rolling kick thing (downforward + MK on the ground). I find myself getting hit whenever I attempt this. The only time I use this anymore is if I somehow mess up trying to do a dive kick. Should I be using this at all?
Just use it to get closer with some space, other wise they will git you, no priority =(
4) Messiah kick's finishes. When my opponent blocks the initial part of Messiah Kick, I should use the MK/HK options depending on whether he's blocking high or low, right? If the first part of Messiah Kick hits, is the LK option always the best followup? Also, sometimes the LK finisher cancels itself out, so that it still hits the opponent but has no lag and looks like it can be combo'd into other stuff. What is this called/how do I do this? Also, is it just me or is Messiah Kick EX amazing?
The LK finisher will combo if the first part hits completly, if blocked just come to a 50/50 option, watch your opponent reaction and act acording to it, late LK finisher is good too because they will try to Focus your MK, HK mixup, but LK is a Focus Breaker =)
5) As Rufus, what can I do for anti-air? So far the only thing I've been able to do that has worked is block or go up in the air myself with a Snake Strike (is that what it's called?).
Snake Strike is good, and so is down MP, great anti air normal
6) How do I approach characters like Ryu who have fireballs as well as a dragon punch? I've always relied on jumping over fireballs -> diving kick, but I'm hoping there's something else I can do, both because I don't want to get too predictable with my diving kicks and because I don't want to get dragon punched every time my opponent shoots a fireball.
Be patient, dodge fireballs and focus some, you will eventually get in, but is a pain just to get closer
7) Is it just me or is constantly crouching as Rufus' the best taunt in the game?
Best taunt in the game, goes thru sagat's upper tiger shot xD
8) What all combos into Rufus' ultra combo? I know of LK->HK->Ultra (possibly started with a diving kick?), aerial HK->Ultra and possibly Messiah Kick's cancelled LK finisher->Ultra (but again, I don't know how to do this one). Are those real combos or do my friends just suck?
Do Messiah, LK finisher, Hold MP and MK, dash (this will cancel the LK finisher), Ultra as soon as the dash finishes.
I need to watch more videos of Rufus on youtube so I can see what works and what doesn't. Any help here would be much appreciated :D