
If used on a jumping opponent it does significantly more damage and stun than if they are on the ground. When used on an opponent on the ground this attack is very weak, so use other attacks as a jump-in. After hitting an opponent in the air with this attack, you can follow up with a Super, Ultra 1, Galactic Tornado (except the EX version) or Snake Strike. At far range this move does slightly less damage and stun.Ĭrouching Heavy Kick is your standard sweep, getting an untechable knockdown if it connects.ĭiagonal Jump Heavy Kick is two hits and is an excellent air-to-air attack. If it hits the opponent you can combo into Snake Strike or Galactic Tornado. Standing Heavy Kick has Rufus kicking at a 45 degree angle, making it a decent anti-air attack. As opponent is getting up from a knockdown you can use this at the last second and hit the Medium Kick immediately to kick him in the face. Neutral Jump Medium Kick does good damage. At long range it does slightly less damage and is one hit.Ĭrouching Medium Kick is useful within link combos and can be canceled into EX Galactic Tornado. Standing Medium Kick is a two-hit kick at close to mid range, doing good damage. Is very fast and combos into other Light Attacks of all kinds easily.

At almost maximum range it does slightly more damage.Ĭrouching Light Kick is useful within combos and works well after a Dive Kick. Standing Light Kick is very fast can combos into other Light Attacks of all kinds easily. Neutral Jump Heavy Punch hits on both sides.ĭiagonal Jump Heavy Punch is a good jump-in attack. It has a lot of start-up and recovery, however, so it is vulnerable to Focus Attack and Shoryukens during start-up and counter-attack during recovery. Also does good damage from mid to long range (slightly more damage than short range).Ĭrouching Heavy Punch is a far reaching attack, with a range almost all the way across the screen! It is useful for punishing and pressuring opponents from a distance. Standing Heavy Punch has Rufus punching at a 45 degree angle and is useful as an anti-air attack. It cannot hit a grounded opponent due to the high angle of the punch.ĭiagonal Jump Medium Punch FIERCE (HARD) PUNCH Neutral Jump Medium Punch is exclusively an air-to-air attack. Standing Medium Punch At maximum range this move does slightly more damage.Ĭrouching Medium Punch is a great go-to anti air attack. Stunĭiagonal Jump Light Punch STRONG (MEDIUM) PUNCH If you hit opponent when close to max range for the move it does slightly less damage.Ĭrouching Light Punch is useful within combos and setting up tick throws. Standing Light Punch is a fast jab that is useful in setting up tick throws.
