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{{Incomplete|Needs from both games at least one GIF, the percent the combo starts, limitations, and video guide for both games. Name origin and discovery as well if there is a source.}} {{Cleanup|Needs better wording and format, a bit more like [[Knee Smash|This]].}} {{Competitive expertise}}
{{Move|Ladder combo|"Rufio" is a barely used term nowadays, also this page is probably better used to cover ladder combos in general, since other characters have infamous ladder combos too.}}
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]]'', and is among the many reasons why he is considered a dominant character in both of his appearances (most infamously in ''Brawl'' where he is considered the best character by a considerable margin). The combo consists of Meta Knight chaining his [[Meta Knight (SSBB)/Up aerial|Up]] [[Meta Knight (SSB4)/Up aerial|aerial]] into itself multiple times (usually five or six depending on the opponent's [[weight]], [[fall speed]], and size, and the amount of jumps Meta Knight has left) dealing roughly 50% damage, and finally KOing the opponent if they fail to escape the finisher, which is commonly [[Mach Tornado]] or [[Shuttle Loop]].
{{Cleanup|Article hypes up its prominence in Brawl while downplaying it in Smash 4, even though MK ladders were much more prominent in the latter game.}}
{{Incomplete|Needs the percent the combo starts, video guide for both games, and Name origin and discovery as well if there is a source.}}
 
[[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 origin of the term "Rufio" is unknown.


==Overview==
==Overview==


===In ''Brawl''===
===In ''Brawl''===
In ''Brawl,'' Meta Knight's up aerial is among the fastest moves in the game, with a the hitbox coming out on frame 2, and [[interruptibility]] on frame 13, meaning it can be performed three times within a short-hop. It also has a hugely disjointed range, low damage (6%), and weak knockback (40 base/125 growth). Along with his multiple jumps, all these traits make it a superb [[combo]] tool.
[[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:Meta Knight Up Aerial Hitbox Brawl.png|thumb|The hitbox of Meta Knight's up aerial in ''Brawl'']]
 
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.


There are several ways to start this combo. Meta Knight's down tilt has deceptive range, and has a chance to trip opponents, in which case they are wide open to a dash attack, which deals weak vertical knockback and easily follows into his up aerial. [[Down throw]] can be used, but opponents can easily DI and [[air dodge]] against this. Neutral and forward aerials, with their favorable [[auto-cancel]] frames, can also lead into a dash attack at lower percentages.  
The Rufio is generally started with a [[dash attack]], as it sends opponents in the air and into the upcoming up aerial's path. A number of options also exist to allow Meta Knight to combo directly into his dash attack, including his [[down tilt]], due to its deceptive range and [[trip]]ping potential, as well as [[auto-cancel]]ed forward or neutral aerials at low percentages. Alternatively, Meta Knight can use his [[down throw]], but this can be [[DI]]ed and [[air dodge]]d out of.  


Though this combo is devastating, players commonly opt to replace Mach Tornado with [[Shuttle Loop]]. This is because Shuttle Loop has quicker start-up and, when used in the air, [[semi-spike]]s opponents with powerful knockback. Also, Shuttle Loop transitions into a [[glide]], making it much safer if whiffed than Mach Tornado. This variation is very similar to {{SSB|Captain Falcon}}'s most well-known combo in ''[[Super Smash Bros.]],''  which involved chaining numerous up aerials into a high-altitude [[Falcon Dive]], and has been dubbed the "[[Stairway to Heaven]]." In fact, some players refer to Meta Knight's up aerial combos with the same name.  
Upon sending opponents into the air, Meta Knight needs to immediately jump and begin using his up aerial to combo his opponent into itself, jumping when necessary in order to get the opponent closer to the upper [[blast line]]. When Meta Knight has used all of his jumps, he can then finish the combo either by using [[Shuttle Loop]] or [[Mach Tornado]]. The Mach Tornado finish is generally considered easier to perform, as it does not require as precise of positioning and it sends opponents upwards when the move is completed. The Shuttle Loop finish, however, is considerably more powerful when it lands, and as the move transitions into a [[glide]], it is much safer if it whiffs compared to Mach Tornado, which makes Meta Knight [[helpless]] instead; however, Shuttle Loop sends opponents at a [[semi-spike]] angle, generally making it more useful if the opponent is close to the left or right blast lines.


===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''.
Meta Knight's up aerial was nerfed from ''Brawl'' to ''Smash 4'', with its start-up increasing to 5 frames, and its interruptibility now occurring on frame 27, about twice as much as in ''Brawl.'' Furthermore, it deals 1% less damage (6% → 5%) and weaker base knockback (40 → 30), alongside having greater knockback growth (125 → 128). The later [[1.1.5]] update further nerfed the attack by giving it a more horizontal launch angle, and increased its [[SDI]] multiplier, making it more difficult to combo into itself. Despite these nerfs, it still commands a rather high range, especially given the other nerfs to Meta Knight's disjointed hitboxes, and Meta Knight's increased [[air speed]] also makes it more difficult to DI out of his up aerial, alongside  the removal of [[hitstun]] cancelling. Overall, the Rufio is less effective in ''Smash 4'', owing to a smaller pool of characters it can be reliably performed on; the Rufio is now only guaranteed on floaty lightweights, such as {{SSB4|Rosalina & Luma}} and {{SSB4|Kirby}}, and against other characters, it is generally only effective for racking up damage.
Meta Knight still has reliable set-ups into the Rufio. His dash attack deals more knockback (40 base/88 growth → 70 base/90 growth, and is now [[disjoint|disjointed]]), and while his down tilt has shorter reach, it is still quick and safe, and it can still trip opponents. With the aforementioned removal of hitstun cancelling, both his down and forward throws can also lead into the Rufio, although the latter is escapable via [[DI]], and the former is completely guaranteed only against heavyweights and fast-fallers. 


In ''Smash 4,'' the Rufio is still possible to perform, though it has received a few changes on how it is executed. However, due to the severe nerfs Meta Knight has received in the transition to ''Smash 4,'' the combo is much more pivotal to his metagame, to the point that his entire play style effectively revolves around it.
[[File:Metacombo.gif|250px|thumb|The Rufio performed by {{Sm|Abadango|c1=Meta Knight|g=SSB4|size=15}} against {{Sm|San|c1=Ike|g=SSB4|size=15}}, consisting of a back aerial autolink and down tilt lock, followed by a Rufio combo. Performed on version [[1.1.1]] of ''Smash 4''.]]


Meta Knight's up aerial is much slower, with a start-up of 5 frames, and interruptibility on frame 27, about twice as much as in ''Brawl.'' However, it deals 1% less damage (6% → 5%) and weaker base knockback (40 → 30), but more knockback growth (125 → 128), and even with his decreased range, the move still has deceptively large reach (though it is very difficult to land on grounded opponents). Meta Knight's increased [[air speed]] also makes it more difficult to DI horizontally out of his up aerial, combined with the removal of [[hitstun]] cancelling.  
In ''Smash 4'', the Rufio is generally finished with Shuttle Loop only. Despite buffs to Mach Tornado's knockback, its shorter duration makes it risky to use, and the attack's momentum was also nerfed between games. While Shuttle Loop no longer cancels into a glide, it deals more damage, has high knockback growth, and inflicts vertical knockback, making it especially deadly when used near the upper blast line.
====Zero-to-death variations====
The Rufio can be used to [[Zero-to-death combo|zero-death]] opponents susceptible  to the Rufio by exploiting the changes to Meta Knight's back aerial. His back aerial now uses the [[autolink angle]] and as a result,  Meta Knight can dash attack and follow-up with a back aerial, and then fast-fall and land before the final hit. If the opponent does not [[tech]], he can [[jab lock]] them with his down tilt. As they are forced into their neutral get-up animations, he can land a dash attack, grab, or up tilt, and then start the up aerial chain, and finish with a Shuttle Loop, KOing if executed properly.  


Like his previous iteration, Meta Knight has some reliable set-ups into this combo. Dash attack deals more knockback (and is now [[disjoint|disjointed]]). Down tilt has shorter reach, but is still quick and safe, and can trip opponents. With the aforementioned removal of hitstun cancelling, both down and forward throws can lead into the combo, although the latter is escapable via [[DI]], and the former is completely guaranteed only against heavyweights and fast-fallers.
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.


[[File:Metacombo.gif|250px|thumb|Full Meta Knight combo performed by {{sm|Abadango}}, consisting of a back aerial spike and down tilt lock, followed by a Rufio combo.]]
===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.


Mach Tornado deals noticeably more knockback than in ''Brawl,'' but is now mostly forgone in favour of Shuttle Loop. While Shuttle Loop is much riskier to use since it no longer initiates a glide, it deals more damage and has much higher knockback growth, and the aerial version deals vertical knockback instead of horizontal, making it much deadlier when used near the upper [[blast line]].
[[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.


It is worth mentioning that this combo can be used to [[Zero-to-death combo|zero-death]] many opponents by exploiting the changes to Meta Knight's back aerial. His back aerial now uses the auto-link angle. As such, Meta Knight can dash attack and follow-up with a back aerial, and then fast-fall and land before the final hit. If the opponent does not [[tech]], he can jab lock them with his down tilt. As they are forced into their neutral get-up, he can land a dash attack, grab, or up tilt, and then start the up aerial chain, and finish with a Shuttle Loop, KOing if executed properly.  
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.


Alternatively, Meta Knight can dash attack into an up aerial and then footstool the opponent, and in this case, they have no opportunity to tech, making it a completely inescapable zero-death.
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.
Interestingly, this zero-death works on all characters except for the 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.


==See also==
*[[Stairway to Heaven]], a very similar combo for {{SSB|Captain Falcon}} in ''Smash 64''.


[[Category:Meta Knight]]
[[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)]]
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[[Category:Techniques (SSBU)]]

Latest revision as of 08:47, April 12, 2023

Move.png It has been suggested that this article should be moved to Ladder combo.
The reason given for the move is: "Rufio" is a barely used term nowadays, also this page is probably better used to cover ladder combos in general, since other characters have infamous ladder combos too. (Discuss)
An icon for use on pages that need cleanup. This article or section may require a cleanup.
The editor who added this tag believes this page should be cleaned up for the following reason: Article hypes up its prominence in Brawl while downplaying it in Smash 4, even though MK ladders were much more prominent in the latter game.
You can discuss this issue on the talk page or edit this page to improve it.
An icon for denoting incomplete things.
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 Up 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.

Overview[edit]

In Brawl[edit]

The Rufio performed by Mew2King Meta Knight (SSBB) against Seagull Joe Wolf (SSBB).

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 disjointed 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 is generally started with a dash attack, as it sends opponents in the air and into the upcoming up aerial's path. A number of options also exist to allow Meta Knight to combo directly into his dash attack, including his down tilt, due to its deceptive range and tripping potential, as well as auto-canceled forward or neutral aerials at low percentages. Alternatively, Meta Knight can use his down throw, but this can be DIed and air dodged out of.

Upon sending opponents into the air, Meta Knight needs to immediately jump and begin using his up aerial to combo his opponent into itself, jumping when necessary in order to get the opponent closer to the upper blast line. When Meta Knight has used all of his jumps, he can then finish the combo either by using Shuttle Loop or Mach Tornado. The Mach Tornado finish is generally considered easier to perform, as it does not require as precise of positioning and it sends opponents upwards when the move is completed. The Shuttle Loop finish, however, is considerably more powerful when it lands, and as the move transitions into a glide, it is much safer if it whiffs compared to Mach Tornado, which makes Meta Knight helpless instead; however, Shuttle Loop sends opponents at a semi-spike angle, generally making it more useful if the opponent is close to the left or right blast lines.

In Smash 4[edit]

The Rufio returned in Smash 4. However, due to a number of changes and nerfs to Meta Knight between games, it is performed differently from its appearance in Brawl.

Meta Knight's up aerial was nerfed from Brawl to Smash 4, with its start-up increasing to 5 frames, and its interruptibility now occurring on frame 27, about twice as much as in Brawl. Furthermore, it deals 1% less damage (6% → 5%) and weaker base knockback (40 → 30), alongside having greater knockback growth (125 → 128). The later 1.1.5 update further nerfed the attack by giving it a more horizontal launch angle, and increased its SDI multiplier, making it more difficult to combo into itself. Despite these nerfs, it still commands a rather high range, especially given the other nerfs to Meta Knight's disjointed hitboxes, and Meta Knight's increased air speed also makes it more difficult to DI out of his up aerial, alongside the removal of hitstun cancelling. Overall, the Rufio is less effective in Smash 4, owing to a smaller pool of characters it can be reliably performed on; the Rufio is now only guaranteed on floaty lightweights, such as Rosalina & Luma and Kirby, and against other characters, it is generally only effective for racking up damage.

Meta Knight still has reliable set-ups into the Rufio. His dash attack deals more knockback (40 base/88 growth → 70 base/90 growth, and is now disjointed), and while his down tilt has shorter reach, it is still quick and safe, and it can still trip opponents. With the aforementioned removal of hitstun cancelling, both his down and forward throws can also lead into the Rufio, although the latter is escapable via DI, and the former is completely guaranteed only against heavyweights and fast-fallers.

The Rufio performed by Abadango Meta Knight (SSB4) against San Ike (SSB4), consisting of a back aerial autolink and down tilt lock, followed by a Rufio combo. Performed on version 1.1.1 of Smash 4.

In Smash 4, the Rufio is generally finished with Shuttle Loop only. Despite buffs to Mach Tornado's knockback, its shorter duration makes it risky to use, and the attack's momentum was also nerfed between games. While Shuttle Loop no longer cancels into a glide, it deals more damage, has high knockback growth, and inflicts vertical knockback, making it especially deadly when used near the upper blast line.

Zero-to-death variations[edit]

The Rufio can be used to zero-death opponents susceptible to the Rufio by exploiting the changes to Meta Knight's back aerial. His back aerial now uses the autolink angle and as a result, Meta Knight can dash attack and follow-up with a back aerial, and then fast-fall and land before the final hit. If the opponent does not tech, he can jab lock them with his down tilt. As they are forced into their neutral get-up animations, he can land a dash attack, grab, or up tilt, and then start the up aerial chain, and finish with a Shuttle Loop, KOing if executed properly.

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 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[edit]

The combo performed by BONK! Meta Knight (SSBU) against colinies Young Link (SSBU).

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.

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 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 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[edit]