Rufio: Difference between revisions
(There is gonna have to be a lot of work done on this page...) |
|||
Line 14: | Line 14: | ||
===In ''Smash 4''=== | ===In ''Smash 4''=== | ||
In Smash 4, the Rufio is still possible to | In Smash 4, the Rufio is still possible to perform, though it has received a few changes on how it performs. 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. | ||
Meta Knight's up aerial is much slower, with a start-up of 6 frames, and interruptibility on frame 27, about twice as much as in ''Brawl.'' However, it deals 1% less damage (6% → 5%) and has less base knockback (40 → 30), but more knockback growth (125 → 128) and even with his decreased range, the move still has deceptively large vertical reach (though it is very difficult 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. | Meta Knight's up aerial is much slower, with a start-up of 6 frames, and interruptibility on frame 27, about twice as much as in ''Brawl.'' However, it deals 1% less damage (6% → 5%) and has less base knockback (40 → 30), but more knockback growth (125 → 128) and even with his decreased range, the move still has deceptively large vertical reach (though it is very difficult 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. | ||
Like his previous iteration, Meta Knight has some reliable set-ups into this combo. Dash attack deals | 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]]. | ||
Mach Tornado deals | 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 the aerial version deals vertical knockback instead of horizontal, making it much deadlier when used near the upper [[blast line]]. | ||
Revision as of 21:55, January 5, 2016
The Rufio Combo 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 (notably in Brawl where he is considered the best character by a considerable margin). The combo consists of Meta Knight using his Up aerial by chaining into itself multiple times (usually five or six depending on the opponents 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 into a finisher, commonly Mach Tornado or Shuttle Loop.
Overview
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 low knockback (40 base/125 growth). Along with his multiple jumps, all these traits make it a superb combo tool.
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.
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-spikes 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 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.
In Smash 4
In Smash 4, the Rufio is still possible to perform, though it has received a few changes on how it performs. 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.
Meta Knight's up aerial is much slower, with a start-up of 6 frames, and interruptibility on frame 27, about twice as much as in Brawl. However, it deals 1% less damage (6% → 5%) and has less base knockback (40 → 30), but more knockback growth (125 → 128) and even with his decreased range, the move still has deceptively large vertical reach (though it is very difficult 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.
Like his previous iteration, Meta Knight has some reliable set-ups into this combo. Dash attack deals more knockback (and is now 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.
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 the aerial version deals vertical knockback instead of horizontal, making it much deadlier when used near the upper blast line.