Yes, that is correct.
I think there’s a lot of misconceptions I will also try to lay down after “main-ing” him since SF4.
1 - his dive kick should be considered as a footsie tool, rather than an abusable “move”. The dive kick has in fact very limited use. You dive in on your opponent’s head height ? There’s a strong possibility you will eat a reversal because you’re at best at +1F until you land, or even, worse 0. And the wrong news is : you can do nothing about it because most of your move are at 4F best, except a messiah, which makes you invincible. You dive in while your opponent has 3 bar, 1 ultra and has been waiting for you for like 1 min and doing nothing ? You’ve probably just given him the perfect opportunity to put his combo. You dive in because you think your opponent will just block and wait till you finish your pressure ? Unless he has 0 experience with the game, most people can just jump back and counter it (or option select throw / anti-air). In short, dive kick is fast, can be used to trick people rather than being a 3F jab which can be spammed.
Every time I see someone dive kick for example Infiltration, the guy’s super smart : he just spam 3F jabs. Congratulations, you just got yourself under your opponent mix up game while thinking you were owning him with your game !
Just watch for example this match and try to see how to “lose” when you think you were winning.
This one with Momochi, is particularly revealing too :
2 - most of players don’t play the character’s forte enough I feel. His throw is the most damaging one in the game, and there’s a sense to this (until it’s nerfed in USF4). People just dive kick him, put a few blocked moves, push the opponent out with 0 real pressure and try to redo again. That’s not the point. The point is to make your opponent feel he needs to tech throw you, DP you, block you and escape in order to counter you. In short, you’re making the guy confused about his options. Which one is the correct one ? Be careful cause you have only 1 correct answer based on the situation, and oh, Rufus has 1 ultra, and 3 bars, damn… I eat one normal combo, and there’s like 20 % of my life gone ! That’s one of the best thing you can do : create expectations, based habits, bad reading, and exploit them since Rufus is a fast and explosive character with a great come-back factor (ultra 1).
3 - The hardest thing perhaps, for new Rufus’s user to understand, is the key to “opening”. Opening isn’t only meant to go in and ram jam in order to prove you can win in a “fair way”, or jump in and dive kick in obvious way but rather, to know “when” or “how” to make one opponent lower his defense. Sometimes, being a the right distance, like at a Rufus’ sweep distance, is enough to make a guy impatient. “Why is he not attacking ? Why is he not coming at me ?” You created some safe and fake whiffed move, to force him to react or punish. And you punish his footsies in return, either via sweep or dive kick, which are made for it. SF4 is just not Guilty Gear or KOF… You just cannot “jump” to make your wishes come true. Most of the time, you bluff and call your opponent and allow him to create one for you.
4 - Messiah kick is also probably the move which make beginners players misunderstand Rufus. This move alone makes people play lazy. Just because you can “almost” escape every situation with it doesn’t take you the right to remain solid at defense. And by defense, I mean “how should I react when I’m pressured”, because let’s face the facts : you have nothing, except blocking / tech throw / jump. No natural DP or 3F moves. Which is also why a lot of players lose. Rufus is stunned easily, has a weird hurtbox, and cross up are real nightmares to block. Dhalsim players will understand what I’m talking about. Owning like 80 % of a match with your zoning and reading skills, then on 1 knockdown, one “misread” situation, and there you go, you’re stunned… And oh, “dead” because your character has barely enough life to give you another opportunity to finish what you started. That’s what make most of this character’s user improve greatly their tech or pressure because that’s what they have to deal 90 % of the time. I think that before you play Rufus, it’s better to be really good already on your natural reading and defense reflex and options, even if that means to play a secondary character for it, to make the character truly viable, or your matches are just random win / loss.