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Frame Data Rufus

FRaccie edited this page Oct 20, 2026 · 4 revisions

Rufus frame data

Frames at 60 per second, against a standing opponent at point blank. ° also measured in the game · KD knocks down · Total, Hitstun and Blockstun (counted from the first active frame) are at the right end.

Key: every mark and note
Mark Meaning
° also measured in the game
KD on hit: knocks down
2(6)2 active: 2 frames, a 6-frame gap, 2 frames
2(6)×4 2 active: 2 frames and a 6-frame gap, four times, then 2 frames
N hits ⁽ᵗ⁾ active: too long for the table; the full timing is under the table
Proj projectile; recovery counts from the throw
Air air move; on hit and on block depend on the height, so mostly none given; Recovery is the landing recovery
Whiffs cr. misses a crouching opponent; on block is against standing guard
No hit did not hit a standing opponent up close, so no hit numbers
No block never blocked in our runs, so no block numbers
Cinematic cinematic not simulated yet; only startup and invincibility
Inv invincible on these frames
Land landing recovery frames

Normals

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Close LP
cl.LP
4 2 7 +5° +2 Whiffs cr. 12 14 11
Far LP
far.LP
5 2 5 +7° +4 11 14 11
Close LK
cl.LK
4 2 6 +6° +3° 11 14 11
Far LK
far.LK
6 2 7 +5° +2 14 14 11
Close MP
cl.MP
5 2 10 +5° +2° 16 17 14
Far MP
far.MP
7 2 12 +3° 0 20 17 14
Close MK
cl.MK
7 2(4)3 11 +3° 0° 26 17 14
Far MK
far.MK
10 2 16 -1° -4 27 17 14
Close HP
cl.HP
6 2 23 -2° -7° 30 23 18
Far HP
far.HP
9 3 16 +4° 0 Whiffs cr. 27 22 18
Close HK
cl.HK
8 2 21 0° -5° 30 23 18
Far HK
far.HK
17 2 14 KD +2 32 - 18
Crouch LP
cr.LP
4 2 8 +4° +1° 13 14 11
Crouch LK
cr.LK
4 2 9 +3° 0° 14 14 11
Crouch MP
cr.MP
7 3 10 +4° +1° 19 17 14
Crouch MK
cr.MK
6 1 16 0° -3° 22 17 14
Crouch HP
cr.HP
14 2 30 -10° -14° 45 22 18
Crouch HK
cr.HK
12 2 22 KD -6° 35 - 18
Neutral Jump LP
nj.LP
5 7 5 -26 -29 Air · Whiffs cr. - 12 9
Neutral Jump LK
nj.LK
5 6 5 - - Air · No hit - - -
Neutral Jump MP
nj.MP
6 5 5 - - Air · No hit - - -
Neutral Jump MK
nj.MK
4 6 5 -23 -27 Air · Whiffs cr. - 16 12
Neutral Jump HP
nj.HP
5 7 5 - - Air · No hit - - -
Neutral Jump HK
nj.HK
6 4 5 - - Air · No hit - - -
Angled Jump LP
j.LP
6 6 5 - - Air · No hit - - -
Angled Jump LK
j.LK
6 7 5 - - Air · No hit - - -
Angled Jump MP
j.MP
6 9 5 - - Air · No hit - - -
Angled Jump MK
j.MK
7 5 5 - - Air · No hit - - -
Angled Jump HP
j.HP
7 5 5 - - Air · No hit - - -
Angled Jump HK
j.HK
7 3(4)3 5 - - Air · No hit - - -

Command normals

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Vulture Kick
6+MK
21 2 16 -1° -4 Whiffs cr. 38 17 14
Glory Kick
3+MK
21 2 12 +3° 0° 34 17 14
Fragrance Palm
6+HP
19 5 18 KD -5° 41 - 18
Falcon Kick
j.3MK
11 1 - +11 +7 Air - 16 12

Throws

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Head Bazooka
5+LP+LK
3 2 20 - - 24 - -
Hand Machinegun
4+LP+LK
3 2 20 - - 24 - -

Specials

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Messiah Kick LP
236+LP
- - - - - No hit 45 - -
Messiah Kick MP
236+MP
- - - - - No hit 61 - -
Messiah Kick HP
236+HP
- - - - - No hit 62 - -
EX Galactic Tornado
236+PP
- - - - - No hit 55 - -
Messiah Kick LK
236+LK
24 2(26)1 24 0 -4 Whiffs cr. · Land 48 76 25 21
Messiah Kick MK
236+MK
26 2(27)1 26 - - No hit · Land 49 81 - -
Messiah Kick HK
236+HK
35 2(22)1 24 - - No hit · Land 48 83 - -
EX Messiah Kick
236+KK
11 9 hits ⁽ᵗ⁾ 33 -10° -14 Whiffs cr. · Inv 1-13 full, 30-46 full 95 25 21
Snake Strike LP
623+LP
8 5 hits ⁽ᵗ⁾ 18 +6 +2 Whiffs cr. 43 25 21
Snake Strike MP
623+MP
7 7 hits ⁽ᵗ⁾ 19 +4 0 Whiffs cr. · Land 18 51 25 21
Snake Strike HP
623+HP
6 7 hits ⁽ᵗ⁾ 21 - - No hit · Land 17 50 - -
EX Snake Strike
623+PP
7 7 hits ⁽ᵗ⁾ 32 - - No hit · Inv 1-10 full · Land 18 56 - -

Full active timing ⁽ᵗ⁾:

  • EX Messiah Kick 236+KK: 3(1)2(1)2(1)2(18)3(1)2(1)2(1)2(8)2
  • Snake Strike LP 623+LP: 1(3)1(3)1(4)1(3)1
  • Snake Strike MP 623+MP: 1(3)1(2)2(3)1(3)1(3)1(3)2
  • Snake Strike HP 623+HP: 1(3)1(2)1(3)2(2)1(3)1(3)1
  • EX Snake Strike 623+PP: 1(1)2(1)1(2)2(1)1(2)1(2)1

Super

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Spectacle Romance
236236+LP
1+6 1(14)1 29 -27 -9 Inv 1-6 full 51 105 21
Spectacle Romance
236236+MP
1+13 2(14)1 29 -27 -9 Inv 1-7 full 59 105 21
Spectacle Romance
236236+HP
1+15 3(14)1 29 -27 -9 Inv 1-2 full 62 105 21

Ultra 1

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Space Opera Symphony
236236+PPP
0+9 9 hits ⁽ᵗ⁾ 31 - -23 Cinematic · Inv 1-9 full 150 - 28

Full active timing ⁽ᵗ⁾:

  • Space Opera Symphony 236236+PPP: 3(6)3(10)3(22)3(17)2(6)3(9)3(2)3(14)2

Ultra 2

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Big Bang Typhoon
214214+PPP
0+11 88 - - - No hit · Cinematic · Inv 1-12 full, 13-98 projectile - - -

Other

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Focus Attack (held)
5+MP+MK
21 2 35 -21 -21 57 16 16
Focus Attack (released early)
5]MP+MK[
11 2 35 -21 -21 47 16 16
Taunt
5+HP+HK
- - - - - 45 - -

Where SuperCombo differs

Ember vs SuperCombo wiki: 4 different

Our number comes from the game files and was checked in the game where marked above.

Move Field Ember SuperCombo
Spectacle Romance On block -9 18
Spectacle Romance On block -9 15
Spectacle Romance On block -9 14
Space Opera Symphony On block -23 14

Generated 2026-10-21 from the game's own files by Ember's battle simulator (build afd904246f24). Do not edit this page: it is rebuilt from the data.

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