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Rufio: Difference between revisions

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(updated with patch 1.1.5 changes, need someone to finish list on characters it still guarantees a KO on. Also would be nice if the rest of the page could be cleaned up.)
(I don't really follow Smash 4, but the way this section sounds, it seems the Rufio was good at first and now it's bad? Must investigate further...)
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{{Incomplete|Needs the percent the combo starts, video guide for both games, and Name origin and discovery as well if there is a source.}} {{Cleanup|Needs better wording and format, a bit more like [[Knee Smash|This]].}}
{{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 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 '''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]].
The origin of the term "Rufio" is unknown.


==Overview==
==Overview==


===In ''Brawl''===
===In ''Brawl''===
[[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}} (Mach Tornado variation).]]
[[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}}.]]
[[File:Meta Knight Up Aerial Hitbox Brawl.png|thumb|top|The hitbox of Meta Knight's up aerial 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.


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 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.


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.  
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.  
 
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''===


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.
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 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.
 
Like his previous iteration, Meta Knight has some reliable set-ups into this combo. Dash attack deals more knockback (40 base/88 growth → 70 base/90 growth, 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. 
 
[[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 (shuttle loop variation).]]
 
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]].
 
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 [[autolink 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.  


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.  
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.
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.


However, patch [[1.1.5]] reduced the damage of Meta Knight's up aerial, gave it a more horizontal launch angle, and increased its SDI multiplier, significantly reducing the effectiveness of up aerial combos. The Rufio combo is now a guaranteed KO only on certain characters, mainly floaty lightweights, due to them sustaining more vertical knockback than heavyweights and fast-fallers. It is so far confirmed to still be guaranteed on the following characters at specific percentages:
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.


{{Incomplete|Needs confirmation on these characters as well as every other character it's still a guaranteed KO on.}}
[[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''.]]


*{{SSB4|Jigglypuff}}
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.
*{{SSB4|Kirby}}
===Zero-to-death variations===
*{{SSB4|Mr. Game and Watch}}
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 reslut,  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.
*{{SSB4|Olimar}}
*{{SSB4|Peach}}
*{{SSB4|Rosalina and Luma}}
*{{SSB4|Zelda}}


While Meta Knight can still chain up airs together quite reliably on fast-fallers and heavyweights, they can effectively DI and SDI out of such combos to avoid a KO, meaning the combo is mostly restricted to damage racking against them.
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.


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


[[Category:Meta Knight (SSBB)]]
[[Category:Meta Knight (SSBB)]]

Revision as of 18:34, July 2, 2017

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 both Super Smash Bros. Brawl and Super Smash Bros. 4, 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

In Brawl

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

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

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 reslut, 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.

See also