gg's Arth.
Sorry, mirror matches bore me, and I don't learn anything in that situation.
Do you have any general tips/combo's when using Rufus? I only know the one combo and am still struggling with FADC and qcf motions from the right.
I was orignally going to change after Rufus, but then i recalled something about you wanting a chance to learn the fight after you lose to a char (ie you dont like when someone changes char after you lose to that char). Tbh, mirror matches are very useful if you're starting to learn a char.
The combo that you know is really good midscreen with Ultra 1 charged - you can hit confirm the lk's, and if they're blocked, you can follow with cr.lp/lk -> GT for meter + chip. GTs are safe on block.
I think you know all about the dive kick mixup stuff - follow with...
another dive kick to beat throw tech attempts
block, if you're expecting reversal
throw
another whiffed dive kick
EX Messiah - catches out a load of ppl immediately after dive kick, esp if you've thrown them before.
normals
combos -
cr.lp -> lp.GT
cr.lk -> cr.lp -> cr.lp -> s.lp -> s.mp
lk -> (lk ->) s.hp -> hp.GT
cr.lk -> cr.lp -> s.lp -> cr.mk -> EX GT
Just do a crazy mix of the above
Combos into Ultra 1 -
jumping RH (can follow with EX SS, SS, GT, dive kick 'reset', Ultra 1)
lk hk ultra1
EX messiah - lk followup - FADC - Ultra1
far hk - ultra1
corner only-
fragrance palm (f + hp, loved this move in SF4 as a 'round has ended but i'm gonna smack you across the screen anyway' move) (you did the palm in corner against me earlier, not sure if you've seen it as an ultra setup before)
any GT - Ultra1 (doesnt need to be in corner against vega, balrog, and someone else)
You can mix mix some of these up - eg far hk - f+hp - (SS) - Ultra1
Can't really think of anything else.. he's pretty easy to pick up and learn, and fun to play. Glad to see someone else here finding that out.
Oh, Ultra 2 - combo into that after far.hk (didnt work for me once when used as an antiair for some reason)
Goes through fireballs, sucks them in, and you spin towards them. Catches them from 3/4 screen. Don't use against fireballs from quick recovery chars in my experience - Guile, DeeJay etc. Good against Akuma's air fireballs too. Excellent chip damage, superb for ending rounds (so far for me anyway)