SSBU/Ridley

From Dragdown


Overview

Ridley
Weight:107
Spotdodge:The duration and intangibility of this character's on-spot dodges.28 TF (3-18F intangible)
Air Dodge:The intangibility of this character's air dodges, both neutral and directional.3-31F intangible (Neutral)
3-22F intangible (Directional)
Unique Recovery Options:Recovery options that this character may have other than their Up Special.Two Double Jumps
Space Pirate Rush (Once)
Fastest OOS:Neutral Aerial (f11)
Overview
Ridley (リドリー)Ridorī is a newcomer added to Super Smash Bros. Ultimate. With the characterization of monstrous and sadistic attacks, he brings terror and a unique goofiness to Ultimate. Much like his personality, he uses patience and opportunity to play around his opponents. Simply acting must have sadistic intent, as it cannot be taken for granted. As a genius in his craft, he uses intricate fundamentals to crucially time and position an attack to punish an opponent's strategy. Picking each attack carefully depending on the damage inflicted on the prey he chooses. A level of prowess befitting only to thee Cunning God of Death.

A fighter with an great advantage state synergized by his amazingly strong-disjointed tools. Ridley can use hurtbox shifting on many of his attacks to create surprise reversals from incoming threats. Ledgetrapping is a vital asset, as attacks such as Forward Tilt, Up Smash, and Neutral Aerial can cover most or even all options at ledge, extending his advantage further still. Also having plenty moves that two-frame, making coming back to stage a nightmare for the opponent. With his multiple double jumps and far-reaching recovery options, Wing Blitz and Space Pirate Rush, he has the ability to go deep off-stage for extensive edgeguards.

A true video game boss, Ridley has laggy attacks that all hit in linear directions — additionally having a huge hurtbox — as his attacks can be easily scuffed out. With the combination of predictability in his approaches, mainly using his tail attacks (Neutral Aerial, Forward Tilt, and Down Tilt) to approach. Playing defensive can be very volatile as he folds to shield pressure for having below average, compared to typical fighter, out of shield options. This also applies to his recovery options, which have subpar startup, making him a sitting target for easy edgeguards. And if a successful recovery occurs, that's still half the battle.

Having the correct understanding of the fighter is crucial. Able to hone in Ridley’s high damage yield and disjointed attack range can lead into an exceptional advantage other fighters can hardly rival. A simple fighter that takes much to master is great for those who are willing to invest time into learning an unconventional character that has a kit centered around tedious poking tools and brutal punishes.

Summary
Ridley has the mixed stats of a heavyweight and a superheavyweight. A distance demon with scary damage output and amazing evasion, but suffers being a big body with the weight of a heavy.
Pros Cons
  • Wall of Tails: Use disjointed tail attacks that cover long distances to wall out an opponent's approach.
  • Explosive Evasion: Devious hurtbox shifting on many attacks, multiple double jumps, and long reaching attacks creates an uncanny topnotch punish game.
  • Consistent Slaughter: Almost every attack having disastrous damage output and intense launch power creates a fighter who can kill in any situation they may be in.
  • Ledgetrapper Pioneer: Force an uncomfortable disadvantage with attacks that cover every option near ledge diminishing resets in matches.
  • Edgeguarding Expert: Master two-framing with many attacks that can catch almost any opponent's recovery as well as exploiting many recoveries with a great offstage game taking stocks early and consistently.
  • Sadistic Strategist: Deceptively hard to master for having unorthodoxly lack luster options necessitating creative layers to gameplans where most players don't have to think about.
  • High Precision: Having committal attacks that mainly reach in only cardinal directions requires impeccable positioning and timing.
  • Pressured on Shield: Lacking out of shield options with the fastest being frame 11. Attacks safe on shield allow opponents to abuse hit and runs or aggressive mix-ups.
  • Glass Canon: Likely to take a lot of damage for being easy to combo as a large body and a higher chance on dying because of his weight compared to his superheavyweight counterparts.
  • Exploitable Recovery: Susceptible to easy edgeguards offstage because of telegraphed and long startup recovery options that'll most likely lead to a lost of a stock.
Note: ★Ridley's size is a pro and a con. Hurtbox shifting may allow him to evade attacks or sometimes fall out of combos... Or be more reliably comboed or attacked.
A Superheavy?!
With Ridley's big size similar to superheavyweights like Bowser and King K. Rool, it is safe to guest that Ridley weighs like a superheavy? No, he's actually a heavyweight! Weighing at 107 Ridley compared to the heaviest superheavy in the game with 135 Bowser and the lightest superheavy at 112 Piranha Plant. Fun fact, 107 Ridley weighs lighter than 108 Samus / Dark Samus! Ridley has a mixture of stats that a similar to the likes of a heavy but as well as a superheavy:
  • Superheavy Traits
    • Spotdodge & Rolls
    • Ledge Options
    • High Endlag
    • Unsafe on Shield
    • Grab Attributes
    • Size
  • Heavy Traits
    • Weight
    • Gravity
    • Hard Landing
    • Airdodge



Inputs are assuming the player is facing right

Normal Attacks

Jab Sequence

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Close/Middle 2.0% 4-5 23 361 -16 to -15-2 to -3 Transitioning into Jab 2 -
Far 1 2.0% 4-5 23 180 -16 to -15-2 to -3 Transitioning into Jab 2 -
Far 2 2.0% 4-5 23 361 -16 to -15-2 to -3 Transitioning into Jab 2 -
  • Far 1 / Far 2 are separate hitboxes that overlap each other that serve two different purposes. Far 1 hitbox is meant to send the opponent back towards Ridley so he can more easily follow up into Jab 2 as the hitbox has more priority and can only hit fighter hurtboxes compared to their overlapping hitbox Far 2, which is to interact with anything besides a fighter, like items or stage elements.
  • Transitions to Jab 2 on frames 6 to 30 (can buffer with the attack button). If attack button is held, transitions to Jab 2 on frame 16 if hitbox didn't interact with a hurtbox.
  • For some reason, when transitioning into Jab 2 when you are still on a frame that is considered a total frame, there is a 1 frame delay (meaning if Jab 1 transitions on frames 6 to 23 it'll take 1 frame before going into Jab 2).
  • Hitbox priority goes close, midway, far 1, and then far 2.

Ridley's quickest move in his toolkit. An amazing get-off-me tool that can get him out of many hard pressured situations. If the opponent is close by, whether from a successful parry or a low hitting attack like Neutral Aerial, it's a great option to use if the player doesn't know what to do! Use the jab sequence from Jab 1 into gentleman or Rapid Jab to lead into a specific purpose depending on what is wanted. This attack is notably great for jablocking into almost every move Ridley has, most notably Forward Smash starting at mid percent.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Close/Middle 30 0 20 - - 3 7 0 Direct Rebound 0 ×1.6 ×1.0
Far 1 25 0 15 - - 3 7 0 Direct Rebound 0 ×1.6 ×1.0
Far 2 25 0 15 - - 3 7 0 Direct Rebound 0 ×1.6 ×1.0

Close/Middle:

  • Each hitbox launches the opponent facing the direction of Ridley.


Far 1:

  • Hitbox launches the opponent facing the direction of Ridley.


Far 2:

  • Hitbox launches the opponent facing the direction of Ridley.
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Close/Middle 1.5% 5-6 26 361 -18 to -17-4 to -5 Transitioning into Jab 3/Rapid Jab -
Far 1.5% 5-6 26 361 -18 to -17-4 to -5 Transitioning into Jab 3/Rapid Jab -
  • Transitions to Jab 3 (can buffer with the attack button) on frames 9 to 30 and Rapid Jab on frames 9 to 11. If attack button is held, transitions to Jab 3 on frame 18 if hitbox didn't interact with a hurtbox.
  • Input the attack button four or more total times to get rapid jab (buffer before frame 9 or input attack on frames 9 to 11).
  • For some reason, has a 1 frame delay when transitioning to Jab 3 on a frame still considered total frames of Jab 2 (frames 6 to 26).
  • Hitbox priority goes close, midway, and then far.

A mediocre Jab 2 that's only justifiably used to transition into Jab 3 or Rapid Jab. Stopping the jab sequence after Jab 2 can be used as a mix up into a defensive or offensive option, though it has a lot of shield disadvantage, so use it sparingly. Not recommended to use Jab 2 on jablocks as it won’t true combo into any hard punishes that Ridley has, like Forward Smash.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Close/Middle 30 0 20 - - 3 5 0 Direct Rebound 0 ×1.2 ×1.0
Far 25 0 20 - - 3 5 0 Direct Rebound 0 ×1.2 ×1.0

Close/Middle:

  • Each hitbox launches the opponent facing the direction of Ridley.


Far:

  • Hitbox launches the opponent facing the direction of Ridley.
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Hitboxes 5.0% 4-5 35 42 -25 to -24 -
  • Hitbox priority goes close then far.

A strong attack that has respectable knockback. At low percentages, it can lead into a force tech scenarios on stages with platforms. Use this as a way to extend combos. It'll most likely kill near ledge a little after the opponent gains max rage. Use this as a mix up in corner pressure scenarios to confirm a stock that may otherwise be hard to get.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Hitboxes 50 0 128 - - 6 12 0 Direct Rebound 0 ×2.0 ×1.0

Hitboxes:

  • Each hitbox launches the opponent facing the direction of Ridley.


Rapid Jab

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Close 0.7% 4 + per 3 - 361 +1 -
Middle 0.7% 4 + per 3 - 361 +1 -
Far 0.7% 4 + per 3 - 361 +1 -
  • Research what rapid jab does to Bowser Tough Guy and Kazuya Tough Body.
  • Is active frame 4 and then every 3 frames there is 1 active frame. (example: 4 + 3 + 3 + 3 + 3 + 3 = active frame 19 for consecutive hit six).
    • Hits minimum of six times before being able to transition to Rapid Jab Finisher and transitions 2 frames after a hitbox is active; Frame 21 being the earliest transition frame.
  • Hitbox priority goes close, midway, and then far.

A great way to rack up damage at low percentages if committed to the jab sequence. Fighters who have short roll distances may not be able to roll through it when pressured on shield making reversals from a roll a little bit harder. Though not as practical — but is less committal for having the transcendent property — Rapid Jab can be used to catch attacks that do not snap to ledge right away like Chrom's Soaring Slash.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Close 14 0 10 - - 4 4 0 Direct Transcendent 0 ×0.5 ×0.7
Middle 12 0 10 - - 4 4 0 Direct Transcendent 0 ×0.5 ×0.7
Far 8 0 10 - - 4 4 0 Direct Transcendent 0 ×0.5 ×0.7

Close:

  • Hitbox has +2 frames of additional hitstun. Hitbox has a custom ×5.0 shieldstun multiplier. Hitbox launches the opponent facing the direction of Ridley.


Middle:

  • Hitbox has +2 frames of additional hitstun. Hitbox has a custom ×5.0 shieldstun multiplier. Hitbox launches the opponent facing the direction of Ridley.


Far:

  • Hitbox has +2 frames of additional hitstun. Hitbox has a custom ×5.0 shieldstun multiplier. Hitbox launches the opponent facing the direction of Ridley.
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Close/Middle 2.0% 4-5 45 50 -38 to -37 -
Far 2.0% 4-5 45 50 -38 to -37 -
  • Hitbox priority goes close, middle, and then far.

This attack sends at an uncomfortable angle. Use this to create a greater advantage that otherwise would not be found from Jab 3. Also, has the transcendent property that Rapid Jab has, so it may be used to beat moves out.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Close/Middle 110 0 60 - - 3 9 0 Direct Transcendent 0 ×2.0 ×1.0
Far 100 0 60 - - 3 9 0 Direct Transcendent 0 ×2.0 ×1.0

Close/Middle:

  • Each hitbox launches the opponent facing the direction of Ridley.


Far:

  • Hitbox launches the opponent facing the direction of Ridley.


Dash Attack

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Hitbox 13.5% 12-13 39 42 -15 to -14 -
  • This move can grab items immediately upon using the move, allowing Ridley to dash far and attack while also grabbing an item directly in front of him before leaping forward.

An attack with high knockback growth and decent damage that can lead to early stocks near ledge. Also, an unreactable strong burst option that could hit opponents from far away that otherwise wouldn't be possible by Forward Tilt or Down Tilt. It also helps that during the Dash attack animation, Ridley gets a momentum shift putting his hurtbox heavily forward, allowing for skewed interactions to happen in Ridley's favor. The momentum shift gives a long reach that can be used to put a hitbox past ledge to catch opponents trying to grab ledge from above the stage. Dash attack also catch high ledge hangs or two-frame. The attack also sends the opponent into tumble starting at 0%. Combined with the fact that Dash Attack is unreactable, it can create bad DI that can catch opponents lacking, putting them in forced tech chase scenarios from it.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Hitbox 70 0 67 - - 12 11 0 Direct Rebound 0 ×1.2 ×1.0

Hitbox:

  • Hitbox launches the opponent facing the direction of Ridley.


Tilt Attacks

Forward Tilt Attack

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Sourspot 10.0% 10-11 32 361 -12 to -11 -
Sweetspot 13.0% 10-11 32 361 -10 to -9 -
  • Hitbox priority goes sourspot hitboxes (middle then close) then sweetspot hitbox (far).

One of Ridley’s most important moves in general with the move’s sweetspot being one of Ridley’s greatest poke tools due it’s high range, power, and relative safety on shield. Each angle of the move also serves a critical purpose in Ridley’s gameplan outside of its role as a kill move. Angled straight is a great grounded poke tool in neutral. Ridley notably leans back before thrusting his tail forward, allowing him to shift his own hurtbox and dodge attacks. While this move’s sweetspot has respectable kill power, the sourspot has very poor knockback scaling that can send the opponent far but only kills at really high percents. The sweetspot on the tip of Ridley’s tail has a small overlap with sourspot, causing hits with the base of Ridley’s tail tip to often register as a sourspot hit. It is recommended that Ridley players visualize the sweetspot being the upper half of Ridley’s tail tip to land the sweetspot better.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Sourspot 50 0 71 - - 10 8 0 Direct Rebound 0 ×1.0 ×1.0
Sweetspot 55 0 71 - - 12 12 0 Direct Rebound 0 ×1.3 ×1.0

Sourspot:

  • Each hitbox launches the opponent facing the direction of Ridley.


Sweetspot:

  • Hitbox launches the opponent facing the direction of Ridley.
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Sourspot 10.0% 10-11 32 361 -12 to -11 -
Sweetspot 13.0% 10-11 32 361 -10 to -9 -
  • Hitbox priority goes sourspot hitboxes (middle then close) then sweetspot hitbox (far).

Allows Ridley to stuff out short hop air approaches from very far away. Can be punished by sliding moves, such as Cloud's Down Tilt very easily.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Sourspot 50 0 71 - - 10 8 0 Direct Rebound 0 ×1.0 ×1.0
Sweetspot 55 0 71 - - 12 12 0 Direct Rebound 0 ×1.3 ×1.0

Sourspot:

  • Each hitbox launches the opponent facing the direction of Ridley.


Sweetspot:

  • Hitbox launches the opponent facing the direction of Ridley.
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Sourspot 10.0% 10-11 32 361 -12 to -11 -
Sweetspot 13.0% 10-11 32 361 -10 to -9 -
  • Hitbox priority goes sourspot hitboxes (middle then close) then sweetspot hitbox (far).

Amazing two framing tool that gimp any recovery and make those who have a hard time getting back to stage suffering. The move is also deceptively large inside Ridley with a big sourspot allowing it to catch mis-spaced rolls. This is particularly useful for ledgetrapping when the opponent tries to roll from ledge through Ridley only to be sent back out.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Sourspot 50 0 71 - - 10 8 0 Direct Rebound 0 ×1.0 ×1.0
Sweetspot 55 0 71 - - 12 12 0 Direct Rebound 0 ×1.3 ×1.0

Sourspot:

  • Each hitbox launches the opponent facing the direction of Ridley.


Sweetspot:

  • Hitbox launches the opponent facing the direction of Ridley.

Up Tilt Attack

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Sourspot 7.0% 8-12 29 88 -14 to -10 8-12 Intangibility (Right Wing)
Sweetspot 9.0% 8-12 29 88 -12 to -8 -
Coverage Sourspot 7.0% 8-9 29 88 -14 to -13 8-9 Intangibility (Head & Mouth)
  • Hitbox priority goes sourspot 1 (close-top), then sweetspot (middle), then sourspot 2 and 3 (far-middle and far-topleft), and then coverage sourspot (close-bottom). Easy way visualize hitbox priority is to imagine a flipped "Γ" shape going from the bottom to top across the right wing.

Up tilt is a good anti-air when the opponent is directly above Ridley and is hard to deal with as it hits high and a large portion of the wing is disjointed. This is especially apparent when the opponent is on a platform above Ridley, allowing him to pressure the opponent to jump which can then be read by a full hop aerial depending on positioning.

Despite Up Tilt’s strength in covering directly above Ridley, this move can be somewhat poor in covering diagonally in front of him. The move is frame 8, but starts behind him and takes a couple frames to reach diagonally in front of him at frame 11. This limits its use as an anti-air on reaction to characters attempting to jump in on Ridley diagonally to start a combo, something that which is unfortunately a common scenario. It can be more useful against opponents jumping in if Ridley turns around before doing it, but risks being slower to input and exposes Ridley’s back towards the opponent where his already poor out of shield game is at its weakest.

At very early percentages, it doesn’t immediately true combo into Ridley’s aerials, and requires a bit of percent before follow-ups become guaranteed. Landing an Up Tilt on a grounded opponent at mid-percents allows Ridley to combo into other moves including Up Air which can serve as a kill confirm (insert chart here for Utilt Uair kill confirm chart). Has intangibility on Ridley’s head and arm on frames 8 and 9 to help it anti-air better but comes up very rarely and does not help the anti-air weaknesses explained above.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Sourspot 30 0 130 - - 7 7 0 Direct Rebound 0 ×0.8 ×1.0
Sweetspot 30 0 110 - - 9 7 0 Direct Rebound 0 ×0.8 ×1.0
Coverage Sourspot 30 0 130 - - 7 7 0 Direct Rebound 0 ×0.8 ×1.0

Sourspot:

  • Each hitbox launches the opponent facing the direction they were before getting hit.


Sweetspot:

  • Hitbox launches the opponent facing the direction they were before getting hit.


Coverage Sourspot:

  • Hitbox launches the opponent facing the direction they were before getting hit.

Down Tilt Attack

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Sourspot 6.0% 9-11 30 78 -15 to -13 -
Sweetspot 9.0% 9-11 30 80 -12 to -10 -
  • Hitbox priority goes sourspot hitbox (close) then sweetspot hitbox (far).

Down Tilt has extremely long reach and can be used to poke and stuff out grounded approaches from very far away, making this one of Ridley’s best neutral tools on the ground, especially after a dash back pivot.

Unfortunately, the move’s sweetspot at the end of Ridley’s tail does not have great knockback and props the opponent straight up, making any true follow-ups at all percents impossible. Despite its lack of true follow ups, sweetspot Down Tilt at low percentages is a good way to check how your opponent reacts to being hit as it gives the opponent limited frames to act before Ridley can close the gap. If Ridley discovers the opponent tends to airdodge in this scenario, it can be used to read or bait an airdodge before following up with another attack, grab, or even Skewer if reading a neutral airdodge at the right distance. Keep in mind however that the opponent jumping away prevents any kind of follow up but can then be used to chase down their landing or reposition.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Sourspot 65 0 80 - - 6 6 0 Direct Rebound 0 ×1.0 ×1.0
Sweetspot 65 0 80 - - 9 7 0 Direct Rebound 0 ×1.0 ×1.0

Sourspot:

  • Hitbox launches the opponent facing the direction they were before getting hit.


Sweetspot:

  • Hitbox launches the opponent facing the direction they were before getting hit.


Smash Attacks

Forward Smash Attack

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Hitbox 20.0%28.0% Max Charge 18-21 53 361 -22 to -19-17 to -14 Max Charge -
  • Charge hold on frame 6. Max charge is reached frame 60 of hold and can be held up to 180 frames. Max charge has a 1.4x damage multiplier.

You're a crackhead. One of Ridley’s scariest moves as it has no sourspots and has a lot of power while also being slightly faster than most heavy smash attacks in the same power range. Due to it's animation, it is very good at whiff punishing after a dash back or simply timing it to dodge the opponent jumping in. Positioning this move properly at ledge so that the bottom of this move’s hitbox touches ledge allows it to be a nasty 2-framing option that can end the opponent’s stock at mid percents. The top this move’s hitbox has the opposite effect in the sense that it actually hits relatively high making this move difficult to short hop over.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Hitbox 58 0 80 - - 1318 Max Charge 1216 Max Charge 0 Direct Transcendent 0 ×1.0 ×1.0

Hitbox:

  • Hitbox launches the opponent facing the direction of Ridley.

Up Smash Attack

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Hitboxes 17.0%23.8% Max Charge 12-17 47 82 -24 to -19-20 to -15 Max Charge 12-17 Intangibility (Full Right Leg)
  • Charge hold on frame 7. Max charge is reached frame 60 of hold and can be held up to 180 frames. Max charge has a 1.4x damage multiplier.
  • Hitbox priority goes close, middle, and then far.

Due to its hitbox, its recommended that players reverse up smash to catch opponents in front of them as the start of the hitbox is slightly lower. This isn’t perfect however and some characters in landing animations, especially small characters can still bypass this move if they land in time. Ridley’s entire leg is a disjoint during this move making it one of his best, albeit slow anti-airs that can challenge anything directly above him. This move has extremely long range above Ridley, essentially creating a semi-circle of hitbox that, when positioned properly, allow Ridley to cover entire platforms with proper timing to add more percent or kill off of a mistech.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Hitboxes 58 0 78 - - 1115 Max Charge 1114 Max Charge 0 Direct Rebound 0 ×1.0 ×1.0

Hitboxes:

  • Each hitbox launches the opponent facing the direction they were before getting hit.

Down Smash Attack

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Hitbox 16.0%22.4% Max Charge 24-27 57 85 -22 to -19-19 to -16 Max Charge -
  • Charge hold on frame 3. Max charge is reached frame 60 of hold and can be held up to 180 frames. Max charge has a 1.4x damage multiplier.

This move has an absolutely massive hitbox hitting nearly 1 Ridley away on both sides alongside hitting deep below Ridley and somewhat above the ground to not make it entirely useless against opponents on the ground. This of course makes it a strong 2framing option with its 4 frames of hit detection, although the move’s slow speed can hinder it as the charge of the move happens frame 2, requiring the user to let go 22 frames ahead of time. A whiffed down smash at ledge is also much more easily punished. It’s recommended that this move be reserved for covering opponents attempting to recover high to ledge or as a “checkmate” move after a ledge regrab. Unsurprisingly, this move’s large hop can jump over and high profile low hitting moves making it a premier option for dodging get up attacks after mistechs or a skewer. In the corner with proper timing this move can even cover every option.

On most competitive stages, Down Smash can cover the entire platform which can allow near guaranteed followups after a mistech/skewer. This can also be a niche bait option for players underneath Ridley who try to hit from below with an aerial only for Ridley to hop over their move during down smash’s start up and slam down for hard hit capable of occasionally stealing stocks around 90-100%.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Hitbox 69 0 76 - - 1114 Max Charge 1013 Max Charge 0 Direct Rebound 0 ×1.0 ×1.0

Hitbox:

  • Hitbox launches the opponent facing the direction they were before getting hit.


Air Attacks

Neutral Air Attack

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Early Sweetspot 12.0%10.2% Short Hop 8-14 39 44 -26 to -20-7 Landing -
Early Sourspot 9.0%7.65% Short Hop 8-14 39 44 -27 to -21-8 Landing -
Late Sweetspot 8.0%6.8% Short Hop 15-20 39 44 -20 to -15-8 Landing -
Late Sourspot 5.0%4.25% Short Hop 15-20 39 44 -21 to -16-9 Landing -
  • Grabs ledge on frame 64+.
  • Hitbox priority goes sourspot (close), sweetspot (far), and then sourspot (middle).
  • Earliest you can autocancel short hop fast fall nair is frame 23. Short hop, full hop, and full hop fast fall nair will always autocancel nair.

The move Ridley is most known for, it’s disjointed going nearly all around Ridley who is already pretty massive himself. Autocancels towards the end of the move and serves a plethora of uses in all parts of Ridley’s gameplay as a space-control option from neutral, a common combo move, and a hard to avoid edgeguard move. The back hit of Nair is important for setting up combos at low percents while also putting the opponent in a really scary position at mid percents offstage as it can link into BAir for an early KO

Despite this move’s strengths, it has its fair share of weaknesses. Firstly, while this move is -8 on shield at best, this is at the beginning of the move making it more punishable as Ridley won’t have time to autocancel. Never use NAir rising against an opponent on shield. Like with Up Tilt, NAir also takes time to reach diagonally in front of Ridley at frame 12 making it not perfect for instantly stuffing aerial approaches from a short hop.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Early Sweetspot 55 0 62 12 1-2 / 28+ 5 11 0 Direct Rebound 0 ×1.2 ×1.0
Early Sourspot 55 0 62 12 1-2 / 28+ 4 7 0 Direct Rebound 0 ×1.0 ×1.0
Late Sweetspot 55 0 62 12 1-2 / 28+ 4 7 0 Direct Rebound 0 ×1.0 ×1.0
Late Sourspot 55 0 62 12 1-2 / 28+ 3 6 0 Direct Rebound 0 ×1.0 ×1.0

Early Sweetspot:

  • Hitbox launches the opponent facing the direction they were before getting hit.


Early Sourspot:

  • Each hitbox launches the opponent facing the direction they were before getting hit.


Late Sweetspot:

  • Hitbox launches the opponent facing the direction they were before getting hit.


Late Sourspot:

  • Each hitbox launches the opponent facing the direction they were before getting hit.


Forward Air Attack

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Hit 1, (A) Sweetspot 5.0%4.25% Short Hop 10-11 41 367 Aerial Opp. Only -
Hit 1, (G) Sweetspot 5.0%4.25% Short Hop 10-11 41 367 -28 to -27-13 Landing -
Hit 1, (A) Sourspot 3.0%2.55% Short Hop 10-11 41 367 Aerial Opp. Only -
Hit 1, (G) Sourspot 3.0%2.55% Short Hop 10-11 41 367/66Middle 2 / Close 2
"2" meaning that these hitboxes overlap with their aerial counterparts
-29 to -28-14 Landing -
Hit 2, Sweetspot 5.0%4.25% Short Hop 13-14 41 367 -25 to -24-13 Landing -
Hit 2, Sourspot 3.0%2.55% Short Hop 13-14 41 367 -26 to -25-14 Landing -
Final Hit, Sweetspot 7.0%5.95% Short Hop 16-17 41 361 -22 to -21-13 Landing -
Final Hit, Sourspot 5.0%4.25% Short Hop 16-17 41 361 -22 to -21-13 Landing -
  • Hitbox priority goes sweetspot hitbox (far) and then sourspot hitboxes (middle then close) for all three multi-hits.
    • The first multi-hit has six hitboxes. Three hitboxes hit aerial opponents only, then three more hitboxes that overlap them hitting ground opponents only. However, the ground only middle sourspot is different then the ground only sourspot closest to Ridley. The differences are listed with a slash symbol. Note that if both ground sourspot hitboxes hit, the middle one takes the most priority. The aerial sourspot hitboxes have no differences to them.
  • Grabs ledge on frame 66+.

An interesting multi-tail stab attacks that does very high damage for one move alongside having high base knockback. However, it does not have good knockback scaling making this move not very good for actually killing. The first hit of fair when landing can always combo into Jab, making it good for racking up some damage at low percents. It is also the starter of one of Ridley’s kill confirms at high percent by linking FAir 1 into Jab 1 > Jab 2 > Jab 3.

Has an extreme disjoint in front of Ridley that’s nigh-impossible to challenge from directly in front of him, but has a weakness in only hitting directly in front of him, meaning moves coming from diagonal angles can hit Ridley out of this move. This is especially apparent when trying to land with Fair as the opponent can hit Ridley’s foot that sticks out downward during this move before Ridley can hit the opponent.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Hit 1, (A) Sweetspot 0 35 100 16 1-2 / 43+ (A) (A) 0 Direct Rebound 0 ×0.8 ×1.0
Hit 1, (G) Sweetspot 0 40 100 16 1-2 / 43+ 3 6 0 Direct Rebound 0 ×0.8 ×1.0
Hit 1, (A) Sourspot 0 40 100 16 1-2 / 43+ (A) (A) 0 Direct Rebound 0 ×0.8 ×1.0
Hit 1, (G) Sourspot 0 45/55Middle 2 / Close 2
"2" meaning that these hitboxes overlap with their aerial counterparts
100 16 1-2 / 43+ 2 5 0 Direct Rebound 0 ×0.8 ×1.0
Hit 2, Sweetspot 0 35 100 16 1-2 / 43+ 3 6 0 Direct Rebound 0 ×0.8 ×1.0
Hit 2, Sourspot 0 40 100 16 1-2 / 43+ 2 5 0 Direct Rebound 0 ×0.8 ×1.0
Final Hit, Sweetspot 45 0 87 16 1-2 / 43+ 3 8 0 Direct Rebound 0 ×1.2 ×1.0
Final Hit, Sourspot 45 0 90 16 1-2 / 43+ 3 6 0 Direct Rebound 0 ×1.0 ×1.0

Hit 1, (A) Sweetspot:

  • Hitbox has the set weight property. Hitbox launches the opponent facing the direction of Ridley.


Hit 1, (G) Sweetspot:

  • Hitbox has the set weight property. Hitbox launches the opponent facing the direction of Ridley.


Hit 1, (A) Sourspot:

  • Each hitbox has the set weight property. Each hitbox launches the opponent facing the direction of Ridley.


Hit 1, (G) Sourspot:

  • Each hitbox has the set weight property. Each hitbox launches the opponent facing the direction of Ridley.


Hit 2, Sweetspot:

  • Hitbox has the set weight property. Hitbox launches the opponent facing the direction of Ridley.


Hit 2, Sourspot:

  • Each hitbox has the set weight property. Each hitbox launches the opponent facing the direction of Ridley.


Final Hit, Sweetspot:

  • Hitbox launches the opponent facing the direction of Ridley.


Final Hit, Sourspot:

  • Each hitbox launches the opponent facing the direction of Ridley.


Backward Air Attack

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Hitboxes 16.0%13.6% Short Hop 10-12 43 361 -27 to -25-11 Landing -
  • Grabs ledge on frame 53+.
  • Hitbox priority goes close, middle, and then far.

This is one of Ridley’s most preferred methods of KOing the opponent as back air not only has extremely high range and power, but also has no sourspots at all. When it hits, it will always hit hard. The hitbox for this move is so large on Ridley’s thigh that it actually goes into his body and even a tiny bit in the front,allowing Ridley to directly land on top of the opponent and connect the hit rather than them being behind him. An example of this in use is short hopping, then at the apex of the short hop, input a fast fall and then land on top of the opponent. Fast falling can be tricky however since you risk canceling the move.

Despite its power, this move is not well suited to be used at low percents and can even be unsafe on hit at extremely low percents.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Hitboxes 35 0 83 17 38+ 6 10 0 Direct Rebound 0 ×1.0 ×1.0

Hitboxes:

  • Each hitbox launches the opponent facing away from Ridley.

Up Air Attack

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Sourspot 12.0%10.2% Short Hop 11-13 39 86 -23 to -21-11 Landing -
Sweetspot 14.0%11.9% Short Hop 11-12 39 90 -23 to -22-11 Landing -
  • Grabs ledge on frame 51+.
  • Hitbox priority goes sourspot (close) then sweetspot (far).

Up Air has great kill power at its sweetspot making being directly above Ridley that much scarier in conjunction with up tilt and up smash. It is, however, somewhat narrow making it more suited to sniping the opponent out of the air with its long reach. It's high range can be deceptive due to Ridley shifting his body upwards a bit for the duration of the move somewhat similar to Wario’s Back Air.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Sourspot 70 0 62 14 1-3 / 53+ 5 9 0 Direct Rebound 0 ×1.0 ×1.0
Sweetspot 70 0 64 14 1-3 / 53+ 5 14 0 Direct Rebound 0 ×1.4 ×1.0

Sourspot:

  • Hitbox launches the opponent facing the direction they were before getting hit.


Sweetspot:

  • Hitbox launches the opponent facing the direction they were before getting hit.

Down Air Attack

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Meteor 14.0%11.9% Short Hop 11-18 55 275 -39 to -32-27 Landing -
Sourspot 12.0%10.2% Short Hop 11-39 55 50 -39 to -11-27 Landing -
  • Grabs ledge on frame 80+.
  • Hitbox priority goes meteor (far) then sourspot (close).

Although Down Air is actually an extremely strong spike knockback-wise that lasts 8 frames, the strangely small sweetspot inside the move’s sourspot causes the spike to be unreliable. Furthermore, at all percent Ridley has 0 true follow-ups from hitting a Down Air spike on stage as the end lag on the move is too high. If the opponent is directly below Ridley and/or is rising with a move or jump is when the sweetspot can actually hit from decently far up, but this is so exceedingly rare that purposefully going for it is a huge risk.This move’s high end lag on whiff and on shield as well as its poor shield damage makes it highly inadvisable to use this move on stage where the opponent can easily block and retaliate.

For all of Down Air’s flaws, it has 2 saving graces. The first is that the sourspot is actually decently strong and has respectable kill power at later percents especially when used offstage while the second is that this move is actually the fastest “stall and fall” type down air coming out at frame 12. It’s recommended that this move be used mainly offstage as an edgeguard option where the opponent cannot shield Down Air. Ridley can use this move after a full hop and still recover (except on Smashville and Yoshi’s Story, though Town & City is possible but with very tight timing). Ridley can also gain height and then use this move after jumping from a platform or alternatively jumping after jump releasing his Side Special. Ridley can use this move as a movement option after being sent very high in the air offstage to reposition and recover faster rather than float down slowly. Although fast, this option shouldn’t be overused as the opponent can simply wait around where Ridley ends up at the end of the move and punish


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Meteor 55 0 75 32 1-3 / 50+ 5 12 0 Direct Rebound 0 ×1.2 ×1.0
Sourspot 45 0 95 32 1-3 / 50+ 5 9 0 Direct Rebound 0 ×1.0 ×1.0

Meteor:

  • Hitbox launches the opponent facing the direction they were before getting hit.


Sourspot:

  • Hitbox launches the opponent facing the direction they were before getting hit.


Special Attacks

Plasma Breath

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Early (Uncharged) 4.5%After 30 frames of activity, damage becomes 3.5% base damage. Damage is multiplied by each frame charged (max multiplier of roughly 1.26x). f14 + per 8FUpon releasing, the first active frame is frame 14 (e.g. no charge: active on frame 29; charge frame 16 [1 frame of charge]: active on frame 30. While a plasma ball comes out every 8 frames (max total of 4 additional). CHECK EXACT DATA 361 -18 to +12 16-42 / 1-9 Recoil HurtboxWhile charging (frames 16 through 42) a hurtbox appears that does a variable amount of damage to Ridley if stricken. Hurtbox scales in size by each frame held. Upon releasing button, the scale of the recoil hurtbox remains (appears if uncharged) for the first 9 frames. Recoil hurtbox has priority. If hit, does a 56 frame stun animation.
Late (Uncharged) 3.5%Damage becomes 3.5% base damage after 30 frames of activity. Damage is multiplied by each frame charged (max multiplier of roughly 1.26x). f31+After 30 frames, each ball's damage becomes weaker (doing 3.5% damage instead) and hitbox scales smaller. CHECK EXACT DATA 361 +7... 16-42 / 1-9 Recoil HurtboxWhile charging (frames 16 through 42) a hurtbox appears that does a variable amount of damage to Ridley if stricken. Hurtbox scales in size by each frame held. Upon releasing button, the scale of the recoil hurtbox remains (appears if uncharged) for the first 9 frames. Recoil hurtbox has priority. If hit, does a 56 frame stun animation.
  • Reversible frame 4 and Ridley turns around frame 5.
  • Max charge has roughly ~1.26x damage modifier (has an unknown formula so there is no proper way to calculate damage).

A fully charged plasma breath fires at a slightly further arc than other charge times. With proper positioning at ledge this lets ridley contest horizontal recoveries with non-full charge plasma breath while also being able to use full charge to go over ledge cover low without needing to reposition.


Recommend reading highlighted data for more information and checking the exact frame data for Plasma Breath below.


Ridley Plasma Breath Data
Charge Frame Plasma Breath Launch FramesThe frame each ball comes out after releasing charge on a certain frame. Endlag FAFFirst Actionable Frame Shield Advantage Plasma Breath Ball 1v1 DamageHow much damage each plasma ball does after charging Plasma Breath for a certain amount of frames. Includes 1v1 damage. Does not include staling. Total Damage
Ball 1 Ball 2 Ball 3 Ball 4 Ball 5 Ball 1 Ball 2 Ball 3 Ball 4 Ball 5
Frame 15Uncharged 29 - - - - 27 56 -18 to +12 5.4% - - - - 5.4%
Frame 16 30 - - - - 27 57 -18 to +12 5.4% - - - - 5.4%
Frame 17 31 - - - - 27 58 -18 to +12 5.5% - - - - 5.5%
Frame 18 32 - - - - 27 59 -18 to +12 5.5% - - - - 5.5%
Frame 19 33 - - - - 27 60 -18 to +12 5.6% - - - - 5.6%
Frame 20 34 - - - - 27 61 -18 to +12 5.6% - - - - 5.6%
Frame 21 35 - - - - 27 62 -18 to +12 5.7% - - - - 5.7%
Frame 22 36 44 - - - 19 63 -10 to +20 5.7% 5.8% - - - 11.5%
Frame 23 37 45 - - - 19 64 -10 to +20 5.8% 5.8% - - - 11.6%
Frame 24 38 46 - - - 19 65 -10 to +20 5.8% 5.9% - - - 11.7%
Frame 25 39 47 - - - 19 66 -10 to +20 5.9% 5.9% - - - 11.8%
Frame 26 40 48 - - - 19 67 -10 to +20 5.9% 6.0% - - - 11.9%
Frame 27 41 49 - - - 19 68 -10 to +20 6.0% 6.0% - - - 12.0%
Frame 28 42 50 58 - - 17 75 -8 to +22 6.0% 6.1% 6.1% - - 18.2%
Frame 29 43 51 59 - - 17 76 -8 to +22 6.1% 6.1% 6.1% - - 18.3%
Frame 30 44 52 60 - - 17 77 -8 to +22 6.1% 6.2% 6.2% - - 18.5%
Frame 31 45 53 61 - - 17 78 -8 to +22 6.2% 6.2% 6.2% - - 18.6%
Frame 32 46 54 62 - - 17 79 -8 to +22 6.2% 6.3% 6.3% - - 18.8%
Frame 33 47 55 63 - - 17 80 -8 to +22 6.3% 6.3% 6.4% - - 19.0%
Frame 34 48 56 64 - - 17 81 -8 to +22 6.3% 6.4% 6.4% - - 19.1%
Frame 35 49 57 65 73 - 17 90 -8 to +22 6.4% 6.4% 6.5% 6.4% - 25.7%
Frame 36 50 58 66 74 - 17 91 -8 to +22 6.4% 6.5% 6.5% 6.5% - 25.9%
Frame 37 51 59 67 75 - 17 92 -8 to +22 6.5% 6.5% 6.6% 6.5% - 26.1%
Frame 38 52 60 68 76 - 17 93 -8 to +22 6.5% 6.6% 6.6% 6.6% - 26.3%
Frame 39 53 61 69 77 - 17 94 -8 to +22 6.6% 6.6% 6.7% 6.6% - 26.5%
Frame 40 54 62 70 78 - 17 95 -8 to +22 6.6% 6.7% 6.7% 6.7% - 26.7%
Frame 41 55 63 71 79 87 17 104 -8 to +22 6.7% 6.8% 6.7% 6.8% 6.7% 33.7%
Frame 42Full Charge 56 64 72 80 88 17 105 -8 to +22 6.8% 6.8% 6.8% 6.8% 6.8% 34.0%




Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Early (Uncharged) 25 0 48 - - 3 5 -3 Indirect Rebound 0 ×0.6 ×1.0
Late (Uncharged) 25 0 48 - - 2 5 -3 Indirect Rebound 0 ×0.6 ×1.0

Early (Uncharged):

  • Hitbox launches the opponent based on the direction the projectile is moving.


Late (Uncharged):

  • Hitbox launches the opponent based on the direction the projectile is moving.


Space Pirate Rush

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Ground/Aerial Grabbox - 22-34 60 - - -
Ground Grabbox Coverage - 22 60 - - -
  • Reversible frame 4 and Ridley turns around frame 5.
  • Ridley jumps and becomes airborne on frame 20 (if attack is done on the ground). Enables gravity on Ridley starting frames 40+.
  • Grab rebounds from frames 21-34.
  • Grabs ledge starting frames 29+ (if front facing).
  • Has 6 freeze frames when catching an opponent.

Funny grab


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Ground/Aerial Grabbox - - - +18Adds an additional 18 frames of lag upon landing on the ground. - - - - - - - - -
Ground Grabbox Coverage - - - +18Adds an additional 18 frames of lag upon landing on the ground. - - - - - - - - -
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Landing Hitbox 4.0% 3 Variable 75 -12 21+ Guard ArmorSpecial damage-based armor with a threshold of 9.0% on frames 21 onward. If Ridley gets hit by a hitbox lower than 9.0% base damage, then takes x0.75 amount of damage, or else he is knocked out of Space Pirate Rush.
Initial Drag Hitbox 2.0% 17 Variable 100 -2 21+ Guard ArmorSpecial damage-based armor with a threshold of 9.0% on frames 21 onward. If Ridley gets hit by a hitbox lower than 9.0% base damage, then takes x0.75 amount of damage, or else he is knocked out of Space Pirate Rush.
Drag Rehit 2.0% 21+ Variable 100 Variable 21+ Guard ArmorSpecial damage-based armor with a threshold of 9.0% on frames 21 onward. If Ridley gets hit by a hitbox lower than 9.0% base damage, then takes x0.75 amount of damage, or else he is knocked out of Space Pirate Rush.
  • Starts dragging the opponent frame 16 onwards until interrupted.
  • Ridley and the opponent are in a 29 total frame grab release animation after the opponent mashes out. Earliest the opponent can mash out of drag is frame 11.

Max Damage Dragging can do (this includes 1v1 damage and staling, excludes any throw damage):

  • Battlefield - 27.7%
  • Small Battlefield - 27.7%
  • Final Destination - 27.7%
  • Pokémon Stadium 2 - 30.2%
  • Smashville - 25.2%
  • Kalos Pokémon League - 27.7%
  • Town & City - 27.7%
  • Hollow Bastion - 27.7%


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Landing Hitbox 90 0 100 - - 5 5 0 Direct Trample 0 ×0.5 ×1.0
Initial Drag Hitbox 50 100 100 - - 2 4 0 Indirect Transcendent 0 ×0.0 ×0.0
Drag Rehit 50 100 100 - - 2 4 0 Indirect Transcendent 4 ×0.0 ×0.0

Landing Hitbox:

  • Opponent does not experience any hitlag upon attacked by hitbox. Hitbox launches the opponent facing the direction they were before getting hit.


Initial Drag Hitbox:

  • Opponent does not experience any hitlag upon attacked by hitbox. Hitbox launches the opponent facing the direction of Ridley.


Drag Rehit:

  • Hitbox launches the opponent facing the direction of Ridley.
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Throw Release 7.0% 2 38 75 - -
Catch Release 3.0% 1-2 38 75 - -
  • Aerial jump throw gives 27 frames of base hitstun to the opponent (scales with percent).
  • "Throw Release" is the frame that launches an opponent. "Forced Release" is when a throw is interrupted.

Funny aerial throw


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Throw Release 55 0 75 - - - - - - - - ×0.0 -
Catch Release 55 0 75 - - - - - - - - ×0.0 -

Throw Release:

  • Throw launches the opponent facing the direction of Ridley.


Catch Release:

  • Throw launches the opponent facing the direction of Ridley.
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Throw Release 7.0% 2 38 45 - -
Catch Release 3.0% 1-2 38 45 - -
  • Drag jump throw gives 34 frames of base hitstun to the opponent (scales with percent).
  • "Throw Release" is the frame that launches an opponent. "Forced Release" is when a throw is interrupted.

Funny ground jump throw


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Throw Release 85 0 46 - - - - - - - - ×0.0 -
Catch Release 85 0 46 - - - - - - - - ×0.0 -

Throw Release:

  • Throw launches the opponent facing the direction of Ridley.


Catch Release:

  • Throw launches the opponent facing the direction of Ridley.
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Throw Release 7.0% 7 42 50 - -
Catch Release 3.0% 1-7 42 50 - -
  • Cliff throw gives 34 frames of base hitstun to the opponent (scales with percent).
  • "Throw Release" is the frame that launches an opponent. "Forced Release" is when a throw is interrupted.

Funny drag throw at ledge


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Throw Release 75 0 90 - - - - - - - - ×0.0 -
Catch Release 75 0 90 - - - - - - - - ×0.0 -

Throw Release:

  • Throw launches the opponent facing the direction of Ridley.


Catch Release:

  • Throw launches the opponent facing the direction of Ridley.
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Throw Release 12.0% 16 56 145 - -
Catch Release 3.0% 1-16 56 145 - -
  • Wall throw gives 37 frames of base hitstun to the opponent (scales with percent). Wall throw has 12 freeze frames between frames 4-15 and the opponent is invulnerable during the freeze frames.
  • "Throw Release" is the frame that launches an opponent. "Forced Release" is when a throw is interrupted.

Move only useable competitively against Steve with using his blocks as a wall.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Throw Release 100 0 65 - - - - - - - - ×0.0 -
Catch Release 50 0 100 - - - - - - - - ×0.0 -

Throw Release:

  • Throw launches the opponent facing the direction of Ridley.


Catch Release:

  • Throw launches the opponent facing the direction of Ridley.


Wing Blitz

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Hitboxes 18.0% 34-57 90+ 64 Variable 34-57 Intangibility (Left & Right Wing)
  • Can grab ledge starting frame 35 onwards.
  • Goes into special fall starting frame 59.
  • Can bounce on ceilings which lasts for 29 total frames (goes into special fall).

Ridley’s main recovery move alongside Space Pirate Rush. This move allows Ridley to cover a huge distance alongside a large disjoint (with the exception of Wing Blitz Down), making it difficult to contest from the direction the hitbox is coming from. This comes at the cost of having high startup and endlag as well as having only 4 angles to choose from.

Players can hold down after using Wing Blitz Upwards in order to poke through the stage. Although one must be aware of how low they are when doing this as holding down for too long will make Ridley go past ledge and leave himself vulnerable if the move misses. Some characters can also bypass/trade with this move with a spike like Captain Falcon or Pyra, making poking from underneath the stage inadvisable versus those characters in most scenarios. A nice trick to optimize this technique is to stop holding down once the move actually connects/hits shield in order to use the hitstun to be able to grab ledge afterwards


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Hitboxes 85 0 46 32 - 16 11 0 Direct Trample 0 ×1.0 ×1.0

Hitboxes:

  • Each hitbox launches the opponent facing the direction they were before getting hit.
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Hitbox 16.0% 36-55 90+ 40 Variable 36-55 Intangibility (Left & Right Wing)
  • Can grab ledge starting frame 37 onwards.
  • Can skid across the floor during frames 36-64 for a 39 total frame animation.
  • Goes into special fall starting frame 59.
  • Can bounce on walls for a 54 total frame animation (goes into special fall afterwards) and can grab ledge starting frame 34 onwards.

When using Wing Blitz Forward to recover, remember that despite the hitbox in front of ridley being at a slight angle downward, his ledge grab box remains the same and allows Ridley to snap to ledge with the forward angle lower than what you would think. To snap to the ledge properly, act as if the move is heading straight horizontally rather than at an angle and line up the top of Ridley’s head to the ledge. A very low example (I’ll record an easier standalone sample clip another time -Zeta5)


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Hitbox 75 0 66 32 - 14 10 0 Direct Trample 0 ×1.0 ×1.0

Hitbox:

  • Hitbox launches the opponent facing the direction of Ridley.
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Hitboxes 16.0% 36-55 90+ 78 Variable 36-55 Intangibility (Left & Right Wing)
  • Can grab ledge starting frame 37 onwards.
  • Can skid across the floor during frames 36-64 for a 39 total frame animation.
  • Goes into special fall starting frame 59.
  • Can bounce on walls for a 54 total frame animation (goes into special fall afterwards) and can grab ledge starting frame 30 onwards.

Description


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Hitboxes 80 0 60 32 - 14 10 0 Direct Trample 0 ×1.0 ×1.0

Hitboxes:

  • Each hitbox launches the opponent facing away from Ridley.
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Aerial Opponents 15.0% 37-56 90+ 295 Aerial Opp. Only -
Ground Opponents 15.0% 37-56 90+ 44 Variable -
  • Can grab ledge starting frame 40 onwards.
  • Goes into special fall starting frame 59. When in special fall, Ridley suffers landing lag and does not go into Wing Blitz's Downward Landing Attack.

Wing Blitz Down can be used above ledge and still snap as long as the player lets go of the down direction in time. This takes a bit of getting used to but is one of Ridley’s most dangerous edgeguards as this can gimp at low percents or just outright kill at low-mid percents depending on the stage.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Aerial Opponents 50 0 75 32 - (A) (A) 0 Direct Trample 0 ×1.0 ×1.0
Ground Opponents 85 0 50 32 - 14 10 0 Direct Trample 0 ×0.8 ×1.0

Aerial Opponents:

  • Hitbox launches the opponent facing the direction of Ridley.


Ground Opponents:

  • Hitbox launches the opponent facing the direction they were before getting hit.
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Hitboxes 5.0% 1-2 35 42 -28 to -27 -

Description


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Hitboxes 80 0 70 - - 6 6 0 Direct Trample 0 ×1.0 ×1.0

Hitboxes:

  • Each hitbox launches the opponent facing the direction they were before getting hit.

Skewer

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Successful Hitbox 45.0% 30 67 361 - -
Unsuccessful Hitbox 45.0% 30 67 361 -27 -
Sourspot 5.0% 30-31 67 361 -29 to -28 -
  • Reversible frame 4 and Ridley turns around frame 5.
  • Ridley suffers only one frame of hitlag (or shieldlag) max.
  • The first hitbox (success hitbox) on Skewer leads into the throw attack the next frame.

A high risk, high reward special. Skewer does a staggering 69% in singles that can turn around games through sheer percent gain even if the Ridley player fails the follow up read. However, Ridley needs to space this move well such that it lands the sweet spot. VERY unsafe when shielded, and very easy to whiff punish. While slow at frame 30, this does not make the move totally unusable and can be very threatening when used in conjunction with b-reverses and wavebounces to shift Ridley around turning the move’s start up.

This move has a very small sourspot at the very tip of Ridley’s tail which causes seemingly sweetspot hits to fail. To counteract this, it’s important to visualize the move’s sweetspot being at the base half of the tip of Ridley’s tail in order to get the full hit, even if the actual hitbox is a little bit bigger.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Successful Hitbox 0 20 100 - - - - -37 Direct Trample 0 ×0.0 ×1.0
Unsuccessful Hitbox 50 0 30 - - 9 1 -37 Direct Trample 0 ×0.6 ×1.0
Sourspot 30 0 50 - - 2 6 0 Direct Trample 0 ×1.0 ×1.0

Successful Hitbox:

  • Hitbox launches the opponent facing the direction they were before getting hit.


Unsuccessful Hitbox:

  • Hitbox launches the opponent facing the direction of Ridley.


Sourspot:

  • Hitbox launches the opponent facing the direction of Ridley.
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Throw Release 10.0% 18 79 57 - 1-18 Invulnerability
  • The "stab" effect sends the opponent into a crumple.
  • The crumple animation is 33 total frames long. Does not include hitlag.
  • The frame advantage for throw release (ground) is -6 frames.

Down Smash is a common follow up due to how it covers neutral getup, get up attack, and roll in, but the opponent can counterplay by delaying their option to use invincibility frames, or just roll away. It is recommended Ridley players take into account stage positioning when choosing a follow up, or take into account a small mental profile of their opponent before choosing an option.

If the opponent is high percent center stage when skewer finishes, they might be more inclined to roll out to avoid down smash to which Ridley can dash attack to get a kill. If Ridley hits a skewer as a reversal with the opponent center stage, they may choose to neutral get up/get up attack as to try and keep stage control to which down smash/forward smash(depending on the character) will work.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Throw Release 0 150 100 - - - - - - - - ×2.0 -

Throw Release:

  • Throw launches the opponent facing the direction of Ridley.
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Throw Release 10.0% 18 75 57 - 1-18 Invulnerability
  • The "stab" effect sends the opponent into a crumple.
  • The crumple animation is 33 total frames long. Does not include hitlag.
  • The frame advantage for throw release (aerial) is -2 frames.

If Ridley crumples the opponent on a platform with Ridley in the air (such as after a tech read), a simple reposition on the ground after and an Up Smash will cover all options for an impossible to escape followup outside of human error.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Throw Release 0 150 100 - - - - - - - - ×2.0 -

Throw Release:

  • Throw launches the opponent facing the direction of Ridley.


Grabs & Pummel

Standing Grab

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Ground/Aerial Grabbox - 8-10 34 - - -
  • Can catch rebound frames 7-10.
  • Cannot grab after suffering shieldstun for 4 frames.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Ground/Aerial Grabbox - - - - - - - - - - -

Dash Grab

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Ground/Aerial Grabbox - 11-13 42 - - -
  • Can catch rebound frames 10-13.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Ground/Aerial Grabbox - - - - - - - - - - - - -

Pivot Grab

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Ground/Aerial Grabbox - 12-14 39 - - -
  • Can catch rebound frames 11-14.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Ground/Aerial Grabbox - - - - - - - - - - - - -

Pummel

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Hitbox 1.6% 2 7 361 -2 -
  • Does not include hitlag. Has a base hitlag of 15 frames.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Hitbox 0 30 100 - - 3 10 0 Direct Transcendent 0 ×2.0 ×1.0

Hitbox:

  • Hitbox launches the opponent facing the direction of Ridley.


Throws

Forward Throw

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Throw Release 9.0% 13 37 42 - 1-13 Invulnerability
Catch Release 3.0% 1-13 37 361 - 1-13 Invulnerability
  • Does not have hitlag.
  • "Throw Release" is the frame that launches the opponent during a throw. "Forced Release" is when the throw is interrupted before completed.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Throw Release 60 0 56 - - - - - - - - ×0.0 -
Catch Release 60 0 100 - - - - - - - - ×0.0 -

Throw Release:

  • Throw launches the opponent facing the direction of Ridley.


Catch Release:

  • Throw launches the opponent facing the direction of Ridley.

Backward Throw

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Throw Release 11.0% 18 45 47 - 1-18 Invulnerability
Catch Release 11.0% 1-18 45 361 - 1-18 Invulnerability
  • Does not have hitlag.
  • "Throw Release" is the frame that launches the opponent during a throw. "Forced Release" is when the throw is interrupted before completed.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Throw Release 70 0 48 - - - - - - - - ×0.0 -
Catch Release 40 0 100 - - - - - - - - ×0.0 -

Throw Release:

  • Throw launches the opponent facing the direction of Ridley.


Catch Release:

  • Throw launches the opponent facing the direction of Ridley.

Upward Throw

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Hitboxes 8.0% 14-15 43 89 -21 to -20 1-19 Invulnerability
Throw Release 4.0% 19 43 89 - 1-19 Invulnerability
Catch Release 3.0% 1-19 43 361 - 1-19 Invulnerability
  • "Throw Release" is the frame that launches the opponent during a throw. "Forced Release" is when the throw is interrupted before completed.
  • Does not have hitlag.

Ridley’s most damaging throw which should be considered when raw damage is what you’re looking for. Has high base knockback but no combo potential at any percent, only acting as a frame trap to maybe land Uair at 0 which is still inadvisable. Can be used to get a kill at high percentages if on the top platform of battlefield/yoshi’s. At extremely high percents Dthrow actually kills earlier than Uthrow, but depending on the circumstances, especially if a skewer was involved, a Uthrow can be optimal to try and kill when Dthrow is too staled to KO.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Hitboxes 55 0 100 - - 8 7 0 Direct Transcendent 0 ×0.0 ×1.0
Throw Release 55 0 120 - - - - - - - - ×0.0 -
Catch Release 40 0 100 - - - - - - - - ×0.0 -

Hitboxes:

  • Each hitbox launches the opponent facing the direction of Ridley.


Throw Release:

  • Throw launches the opponent facing the direction of Ridley.


Catch Release:

  • Throw launches the opponent facing the direction of Ridley.

Downward Throw

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Throw Release 7.0% 25 35 74 - 1-25 Invulnerability
Catch Release 3.0% 1-25 35 361 - 1-25 Invulnerability
  • "Throw Release" is the frame that launches the opponent during a throw. "Forced Release" is when the throw is interrupted before completed.
  • Does not have hitlag.

Ridley’s most useful throw being one of his main combo tools while actually also killing slightly before Upthrow at really high percents. Combos into Ftilt angled up, Fair, and Nair (frame perfect) at 0%. Between 5-20% short hop into Nair or Fair work with Bair opening up as well as an option.

Past 25% is short hop combos begin to break versus middleweights with proper DI out, but on heavier characters you can keep applying more damage. Around 40% is when full hops are required to combo into Nair/Fair/Bair although again proper DI out can break these links. Around 60-70% is where full hop Bair becomes very scary as improper DI in or no DI can lead to Bair sneaking a kill, especially on heavies around 80%


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Throw Release 40 0 115 - - - - - - - - ×0.0 -
Catch Release 40 0 100 - - - - - - - - ×0.0 -

Throw Release:

  • Throw launches the opponent facing the direction of Ridley.


Catch Release:

  • Throw launches the opponent facing the direction of Ridley.


Misc. Attacks

Ledge Attack

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Hitbox 10.0% 21-23 55 45 -24 to -22 1-23 Intangibility

One of the longest reaching ledge getup attacks in the game.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Hitbox 90 0 20 - - 10 8 1 Direct Transcendent 0 ×1.0 ×1.0

Hitbox:

  • Hitbox launches the opponent facing the direction of Ridley.

Getup Attack

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Front Hit 7.0% 19-20 45 48 -19 to -18 1-25 Intangibility
Back Hit 7.0% 24-25 45 48 -14 to -13 1-25 Intangibility

Always attacks from the front first then attacks to the back.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Front Hit 80 0 48 - - 7 7 8 Direct Transcendent 0 ×1.0 ×1.0
Back Hit 80 0 48 - - 7 7 8 Direct Transcendent 0 ×1.0 ×1.0

Front Hit:

  • Hitbox launches the opponent facing the direction they were before getting hit.


Back Hit:

  • Hitbox launches the opponent facing the direction they were before getting hit.
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Front Hit 7.0% 19-20 45 48 -19 to -18 1-25 Intangibility
Back Hit 7.0% 24-25 45 48 -14 to -13 1-25 Intangibility

Always attacks from the front first then attacks to the back.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Front Hit 80 0 48 - - 7 7 8 Direct Transcendent 0 ×1.0 ×1.0
Back Hit 80 0 48 - - 7 7 8 Direct Transcendent 0 ×1.0 ×1.0

Front Hit:

  • Hitbox launches the opponent facing the direction they were before getting hit.


Back Hit:

  • Hitbox launches the opponent facing the direction they were before getting hit.

Trip Attack

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Back Hit 5.0% 19-20 49 361 -24 to -23 1-7 Intangibility
Front Hit 5.0% 24-25 49 361 -19 to -18 1-7 Intangibility

Always attacks from the back first then attacks to the front.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Back Hit 60 0 50 - - 6 6 8 Direct Transcendent 0 ×1.0 ×1.0
Front Hit 60 0 50 - - 6 6 8 Direct Transcendent 0 ×1.0 ×1.0

Back Hit:

  • Hitbox launches the opponent facing the direction they were before getting hit.


Front Hit:

  • Hitbox launches the opponent facing the direction they were before getting hit.


Navigation

To edit frame data, edit values in SSBU/Ridley/Data.
Ridley


Character Select

System Explanations

Essentials
ControlsFAQ
The Basics
MovementOffenseDefense
Detailed & Advanced Information
Damage/KnockbackFrame Data ExplanationsStates of PlayUniversal StrategyEsoterica
Archived Information
Patch NotesTier ListsAlternate ResourcesDiscords

Mechanics Glossary

Placeholder

Cookies help us deliver our services. By using our services, you agree to our use of cookies.