Editing Rufio

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[[File:Meta Knight Up Aerial Hitbox Brawl.png|thumb|top|The hitbox of Meta Knight's up aerial in ''Brawl'', the central component of the Rufio.]]
[[File:Meta Knight Up Aerial Hitbox Brawl.png|thumb|top|The hitbox of Meta Knight's up aerial in ''Brawl'', the central component of the Rufio.]]


The '''Rufio''' is a famous [[Meta Knight]] combo, and is a staple of his metagame in ''[[Super Smash Bros. Brawl]]'', ''[[Super Smash Bros. 4]]'', and ''[[Super Smash Bros. Ultimate]]'', particularly in ''Brawl''. The combo consists of Meta Knight chaining his [[Meta Knight (SSBB)/Up aerial|Up]] [[Meta Knight (SSB4)/Up aerial|aerial]] into itself multiple times and finally KOing the opponent with either a [[Mach Tornado]] or [[Shuttle Loop]]. The number of up aerials varies, but is usually either five or six, depending on the opponent's [[weight]], [[fall speed]], and size.
The '''Rufio''' is a famous [[Meta Knight]] combo, and is a staple of his metagame in both ''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. 4]]'', particularly in ''Brawl''. The combo consists of Meta Knight chaining his [[Meta Knight (SSBB)/Up aerial|Up]] [[Meta Knight (SSB4)/Up aerial|aerial]] into itself multiple times and finally KOing the opponent with either a [[Mach Tornado]] or [[Shuttle Loop]]. The number of up aerials varies, but is usually either five or six, depending on the opponent's [[weight]], [[fall speed]], and size.


The origin of the term "Rufio" is unknown.
The origin of the term "Rufio" is unknown.
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===In ''Brawl''===
===In ''Brawl''===
[[File:RUFIO!.gif|thumb|350px|The Rufio performed by {{Sm|Mew2King|c1=Meta Knight|g=SSBB|size=15}} against {{Sm|Seagull Joe|c1=Wolf|g=SSBB|size=15}}.]]
[[File:RUFIO!.gif|thumb|right|350px|The Rufio performed by {{Sm|Mew2King|c1=Meta Knight|g=SSBB|size=15}} against {{Sm|Seagull Joe|c1=Wolf|g=SSBB|size=15}}.]]


The Rufio made its debut in ''Brawl.'' Meta Knight's up aerial is among the fastest moves in the game, with its hitbox coming out on frame 2, and it also features [[interruptibility]] on frame 13, allowing Meta Knight to potentially perform three up aerials in a single [[short hop]]. It also has a [[disjoint]]ed hitbox, low damage (6%), and weak knockback (40 base/125 growth). All of these traits make it a superb [[combo]] tool; Meta Knight's five midair jumps can also allow him to easily and quickly pursue opponents in the air when he uses the attack.
The Rufio made its debut in ''Brawl.'' Meta Knight's up aerial is among the fastest moves in the game, with its hitbox coming out on frame 2, and it also features [[interruptibility]] on frame 13, allowing Meta Knight to potentially perform three up aerials in a single [[short hop]]. It also has a [[disjoint]]ed hitbox, low damage (6%), and weak knockback (40 base/125 growth). All of these traits make it a superb [[combo]] tool; Meta Knight's five midair jumps can also allow him to easily and quickly pursue opponents in the air when he uses the attack.
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===In ''Smash 4''===
===In ''Smash 4''===
The Rufio returned in ''Smash 4''. However, due to a number of changes and [[nerf]]s to {{SSB4|Meta Knight}} between games, it is performed differently from its appearance in ''Brawl''.  
The Rufio returned in ''Smash 4''. However, due to a number of changes and [[nerf]]s to {{SSB4|Meta Knight}} between games, it is performed differently from its appearance in ''Brawl''.  


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Alternatively, Meta Knight can dash attack into an up aerial and then [[footstool]] the opponent, preventing them teching the resultant knockback and  creating an inescapable zero-death. Interestingly, this zero-death works on all characters except for heavyweights, such as {{SSB4|Donkey Kong}}. After the back aerial, they only flinch rather than fall over, and when footstooled, Meta Knight cannot reach the ground fast enough to start the jab lock.
Alternatively, Meta Knight can dash attack into an up aerial and then [[footstool]] the opponent, preventing them teching the resultant knockback and  creating an inescapable zero-death. Interestingly, this zero-death works on all characters except for heavyweights, such as {{SSB4|Donkey Kong}}. After the back aerial, they only flinch rather than fall over, and when footstooled, Meta Knight cannot reach the ground fast enough to start the jab lock.
===In ''Ultimate''===
[[File:SSBU MK ladder.webm|thumb|350px|The combo performed by {{Sm|BONK!|c1=Meta Knight|g=SSBU|size=15}} against {{Sm|colinies|c1=Young Link|g=SSBU|size=15}}.]]
The combo returns in Smash Ultimate.  By this time, the term "Rufio" has fallen out of use; instead, the phrase "ladder combo" or simply "ladder" is used to refer to the combo. 
[[Meta_Knight_(SSBU)#Changes_from_Super_Smash_Bros._4|Numerous changes]] were applied to Meta Knight's moveset once more, with key moves being altered.  Up aerial was adjusted once again, sending at a slightly more horizontal angle than the previous game (69°/69°/52° → 67°/67°/50°).  Shuttle Loop was also changed, with the first hit now possessing set knockback meaning that it no longer benfits from rage or knockback scaling to secure early KOs by hitting the opponent to a higher position for the second hit.  Mach Tornado has been drastically changed, now being a single hit attack with horizontal knockback.  These changes have altered the combo's effectiveness, becoming less consistent at KO'ing via the upper blast line, but gaining the ability to KO off the side. 
Meta Knight retains the setups from previous games for starting the combo such as down throw and dash attack, and can now also combo into these setups with a landing aerial such as neutral aerial thanks to Ultimate's reduction in landing lag.  Down tilt and [[Meta_Knight_(SSBU)/Up_tilt|up tilt]] can also lead into a ladder, though the former can only true combo via a trip, and the latter is heavily DI dependant.
At low percents (below 50% roughly) up aerial is not affected by DI due to not sending the opponent into [[Tumbling|tumble]].  This allows Meta Knight to perform deadly combos and even zero to deaths on many characters with the only escape being SDI.  Even after these low percents, Meta Knight can still potentially follow an opponent's DI to chain enough up aerials to secure a stock or rack up damage.  Exact combo routes vary with circumstance, but generally floaty lightweight characters are KO'd vertically with a Shuttle Loop finisher, while heavier and higher gravity characters are carried to the side and KO'd with Mach Tornado, back aerial, or neutral aerial.


==See also==
==See also==
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[[Category:Meta Knight (SSBB)]]
[[Category:Meta Knight (SSBB)]]
[[Category:Meta Knight (SSB4)]]
[[Category:Meta Knight (SSB4)]]
[[Category:Meta Knight (SSBU)]]
[[Category:Character-specific terminology]]
[[Category:Character-specific terminology]]
[[Category:Techniques (SSBB)]]
[[Category:Techniques (SSBB)]]
[[Category:Techniques (SSB4)]]
[[Category:Techniques (SSB4)]]
[[Category:Techniques (SSBU)]]

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