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Banjo & Kazooie


Bayonetta Drag her into her own twisted hell.

While in the air, Bayonetta can:

  • Do two Witch Twist
    • Can jump after each Witch Twist unless a double jump is used prior.
    • Can jump cancel Witch Twist to increase distance and keep the double jump (and then use it after the last Witch Twist).
  • Do one After Burner Kick
    • Can do another After Burner Kick for a limited time after landing the first one.
    • Cannot do another After Burner Kick after hitting your shield.

If Bayonetta is hit while in the air, she regains one After Burner Kick and one Witch Twist. If Bayonetta activates bats within from an attack, it doesn't count as her being hit. Meaning that she cannot regain resources already used.

During Heel Slide, Bayonetta has to hold down the special button to get the second hit. If Bayonetta holds down an attack she will use her guns to attack. This will happen before Heel Slide's second hit. Use this to your advantage and either respect or punish the attack. Though do be wary the Bayonetta can still hold down the special button to get guns then release before the second hit comes out.

  • Shielding the attack during the slide will make it impossible for the Bayonetta to get the second hit.

Ridley can crouch to avoid attacks from Bayonetta or abuse crouch canceling to escape combos with SDI. If Ridley crouches around ledge roll distance, and if a Bayonetta does ledge drop into After Burner Kick, the attack will whiff. Ridley then can react and punish with an up tilt combo or an up smash kill. Ridley can also use crouching to dodge her back aerial completely or her Bullet Climax from afar.

Up Tilt is a two-parter move, meaning even if the first hit attacks shield, the second hit can still connect. If the first hit connects on its first active frame it is -19 on shield with 3 frames of shieldstun. The second hit is on frame 13, meaning that there is 3 frames that you can act. Find out how Ridley can punish Bayonetta up tilt on shield.

From a rising short hop all of Bayonetta's aerials, besides down air, forward air 2 (unless forward air 1 hits shield) and forward air 3, will be over before she lands and will autocancel. Because of this, she can do either a Witch Twist or a After Burner Kick before landing. Unless the Bayonetta uses bullet arts after the aerials, then she will always suffer recovery frames instead.


At zero down throw into forward air isn't true. But down throw into up angle ftilt will always be. If down throw is unstale, pummeling before throwing, will make the fair true. With max staling, down throw will always combo into fair if the Bayonetta is at 7% minimum.


Bayonetta can two frame Ridley with:

  • Down smash (only Madama's attack)
  • A few move's bullet art attacks
    • Note that bullet art hitboxes can NOT go through collisions like walls or floors.

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Bowser Jr.


Captain Falcon




Slightly Losing

Corrin's neutral air hits from the side then going into an arc counterclockwise, covering all directions. Do not challenge this move directly, instead use disjointed tail attacks.


  • None of Corrin's grounded normals are safe on shield, where Ridley can use any horizontal directional aerial (NAir, BAir, and FAir) to challenge them. However, besides down air, Ridley cannot challenge Corrin's aerials if spaced and used to land, besides NAir which can never be challenged up close.


  • Ridley can use a beefy up special to clank with Dragon Lunge's pinned attack two frames and grab ledge unharmed.
  • While at ledge, Corrin's forward smash does not hit Ridley's ledge hang from ledge roll distance, allow the positioning of the Corrin to dictate your action off ledge.

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Diddy Kong

Donkey Kong

Dr. Mario

Duck Hunt






Ice Climbers







Joker Thieves of hearts and parents
  • Joker has a mediocre shield game similar to Ridley. His fastest OOS option is up air at frame 8, which only hits directly above Joker. Then his next fastest OOS options are at frame 10, being fair, bair, and usmash. Abuse disjoints and big hitboxes to avoid getting punished out of shield by Joker. Spacing can really disrupt Joker's gameplan. All tilt's sweetspots, drift back nair, landing nair, drift back landing fair, and spaced landing bair are safe on Joker's shield.

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King Dedede

King K. Rool

King K. Rool Reptilian Rampage
Slightly Winning

Belly Armor and it's Properities
Belly Armor is a special hurtbox that spawns during specific attacks that King. K Rool can do. When it spawns, it will overtake any hitbox that overlaps it. However, it will only be tank an attack if he is facing the opponent or a hitbox connects to the hurtbox. The armor has a 18.01 HP damage threshold, allowing K. Rool to take up to 36.02% damage. The damage of an attack is split in half between K. Rool himself and the armor's HP. Damage multipliers like the 1v1 multiplier and the freshness bonus or staleness penalty are calculated before the split. The armor will not tank unblockables, grabs, or hitgrabs. The armor regenerates 0.08 HP every 16 frames, or around 0.3 HP per second. If the HP was theoritically at 0, then it would take roughly around 60 seconds to regain belly armor. If belly armor is broken he will be stunned, with the same effect as a shield break. But unlike shield breaks, King K. Rool will regain full shield and belly armor. Belly armor has a fixed 16 frames of hitlag if attacked. During hitlag King K. Rool can buffer an option (such as fast fall).
Attacks that have Belly Armor:

  • Forward Tilt (frames 5-11)
  • Up Smash (frames 6-19)
  • Down Smash (frames 8-21)
  • Dash Attack (frames 7-28)
  • Neutral Air (frames 6-30)
  • Up Air (frames 6-20)
  • Down Air (frames 14-25)
  • Side Taunt (frames 9-20)

Jack of Only Trades
King K. Rool is very relaint on belly armor to functionally work as a character. Without any armor his ability to get in becomes almost impossible. Armor gives his mobility threat it otherwise wouldn't. Belly armor creates a lot of respect that many players will have to come to term with. Sidetauntarmor.gif

All of King K. Rool's aerials cannot autocancel from short hop. Only nair, fair, and dair can autocancel from a full hop. All of his autocancel windows are way past their active frames. Besides, nair, all his aerials landing lags are in the double digits. Generally, landing with his aerials, they are safe against Ridley. The best way to attack King K Rool and avoid getting reversalled with belly armor is to wait until he is about to land and then anti air him. As all his aerials are committal especially if he wants to get something out of them.

Counterplay: Against Crownarang
King K. Rool's side special, Crownarang, is a very unique move. Having damage-based armor from frames 6-63 with the crown's hitbox being active from frame 27 until it reaches King K. Rool, lands on the ground, or simply disappears offstage. However, the damage-based armor is unique as its cumulative. Meaning even though the threshold is 12.0% base damage, each attack done against the armor reaches to it's threshold. The equation is as followed: (Base Damage of prior hits) * 1.2 + (Base Damage of the last hit) > 12%.
Then what attacks will break the armor threshold?

  • Sweetspot forward tilt (must be fresh)
  • Side Smash
  • Up Smash
  • Down Smash
  • Sweetspot neutral air (cannot use short hop macro, must be fresh)
  • Backward air (can use short hop macro twice)
  • Forward air with at least one sweetspot hit (can use short hop macro once)
  • Sourspot up air (cannot use short hop macro, must be fresh)
  • Sweetspot up air (can use short hop macro once)
  • Sourspot down air (cannot use short hop macro, must be fresh)
  • Sweetspot down air (can use short hop macro twice)
  • Plasma Breath (with 3 or more plasma balls)
  • Wing Blitz (all directions)
  • Skewer


Ridley can two frame King K. Rool with:

  • Sourspot forward tilt
  • Sweetspot forward tilt
  • Side smash
  • Down smash
  • Sweetspot neutral air
  • Sourspot down air
  • Sweetspot down air


King K. Rool can two frame Ridley with:

  • Down tilt
  • Sweetspot forward tilt
  • Sweetspot backward air
  • Down air

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Link Destroy the courage of a hero
Slightly Losing

All of Link's projectile attacks: Bow and Arrows, Boomerang, and Remote Bomb start with an animation of Link sheathing his sword pulling out a projectile. Besides up taunt, these are the only times he puts his sword away. Use this to your advantage as a way to visually expect an incoming projectile.

  • If you see Link put away his sword typically always expect Boomerang at middle to close range. Visually the boomerang on side special comes out frame 5, but is hidden from view if Link is facing to the right side, get familiar with Link's startup pose to punish the move even quicker on reaction, as it has 27 frames of start up and loses to disjoints. If you are unsure that you can punish Boomerang get into a position to parry it as it'll give you a frame advantage over Link and will send the boomerang back to Link.
  • Bomb pull from down special takes 39 frames to finish, so if you are trying to play at mid range do not expect a Link player to use this move. The arrow of neutral special comes out frame 16, but is negative on hit with no charge, so do not expect a Link player to use this one either.

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Little Mac







Mega Man

Meta Knight


Mii Brawler

Mii Brawler Face of many, tricks of many
  • Suplex
    • If Mii Brawler does a suicide Suplex, when he dies, the opponent will be popped up from the bottom blastzone. Because of this, Ridley can recover back safely unless the Suplex was near the very side blastzone (very unlikely though).
  • Thrust Uppercut
    • This move is mainly is used to be a kill confirm off of down throw. If Brawler has no rage, it'll stop comboing at 115%. If Brawler has 90% it'll stop combing at 105%. If Brawler has max rage it'll stop comboing at 85%.
    • Up air into Thrust Uppercut can be used as a kill confirm until Ridley is at max rage, which then Brawler cannot get anything off of up air. When Brawler is at max rage it will stop comboing around 130% on Ridley, which even then a raw (or even slightly staled) Thrust Uppercut will straight up kill him. Though the percentage to avoid this combo is to be around 140%, or to be safe, past 150% (at max rage).

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Mii Gunner

Mii Gunner
Slight Losing
  • Up air sends the opponent the direction they are facing away from Gunner.
  • Grenade Launch's projectile can be deleted by an aerial before it explodes. Use this as a way to recover to ledge or get off ledge safely.

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Mii Swordfighter

Min Min

Mr. Game & Watch





Slightly Losing
  • Ban FD against her as it allows her to chain aerial combos across the stage without a platform to interrupt.

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Piranha Plant

Piranha Plant The bloom of death
  • The pootie ball for neutral special has 10.0% heavy armor for some goddamn reason.
  • Up air is their safest move, while the only move able to challenge Ridley in neutral and setting up a bunch of combo starts. Do not engage with this move, it is best to rest neutral.
  • Do not challenge down b as it has armor and intangibility while having a search box to have an easier time connecting to the opponent. Either dodge the move or challenge after the apex of the move.

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Pokemon Trainer

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Aegis (Pyra/Mythra)

Pyra & Mythra
Slightly Winning

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Flame Nova

During Pyra's Flame Nova level 3, Ridley can instantly spotdodge the third hit and will be able to punish the move's endlag if the move hits shield. For the 1st and 2nd levels, the attack has fewer hits so you have to buffer spotdodge after the second hit instead of the third to punish. However, Ridley can always forward or backward roll every level of Flame Nova after the second hit, allow Ridley to reset the situation.

  • Be careful when shielding this move as if Pyra does it up close, the back hit can hit Ridley's shield too messing up spotdodge and roll timing.
  • If a Pyra charges it while you are holding ledge never roll in as it will always catch the roll.

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Ridley Your worst match-up is... yourself.

Counterpick to Sephiroth and watch them crumble.

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Rosalina & Luma



Ryu Dragon's fist meets the Dragon's wrath



Counterplay: The unique attack Jab 1
Samus Jab 1 is a very quick move at frame 3. Though Samus's jab 1 and 2 have an unique property: they do not connect into each other. Because of this, if they Jab 1 your shield, they will try to condition a punish from the out of shield option you do. They will typically pressure a spotdodge or a wait in shield then punish it with slow move like a timed jab 2, dash back pivot grab, or a slow normal like up tilt.

The best way to understand how to beat this move is to think of Jab 1 as a completely separate attack from Jab 2. Since when Jab 1 is almost over that's when the Samus is able to use Jab 2. So they are more likely to do another option out of Jab 1 especially since Jab 2 isn't rewarding for them besides being a get off me. The best way to punish Jab 1 out of shield is to do either a grab or nair on reaction, as Samus cannot prepare a bait into time to punish your option nor have Jab 2 come out in time. Jab 1 will also not connect into Jab 2 until you are both at high percents typically when both players have max rage. This will allow you to shield Jab 2 if you get hit by Jab 1.


Ridley can two frame with:

  • Sourspot and sweetspot forward tilt
  • Sourspot and sweetspot down tilt
  • Dash attack
  • Side smash
  • Down smash
  • Sweetspot neutral air
  • Down air
  • Plasma Breath
  • Wing Blitz

Counterplay: Bomb Stall
If Samus is offstage, a thing they will typically do is bomb stall. Bomb stalling is a horizontal stall, that allows Samus to time grabbing a ledge and evade edge guards. Down Special allows Samus to fall a little slower and weave back and forth quickly. Keep in mind if Samus bounces off a bomb, she cannot act. Making her susceptible to attacks. The only thing Samus can do is move back and forth, so its best to force Samus to go low to make her use a double jump. This is effective as bomb stalling isn't really good at stalling vertically as Samus falls way faster than her bombs do. Once you take Samus's jump she is forced to stay around the height of ledge as if she bomb stalls a little too much, then she will not be able to recover. So she will only be allowed to roughly do 2-4 bombs before having to go to ledge. Note that she can only bring out two bombs and cannot bounce again without the bounce animation finishing. You should be intercepting her trying to get to ledge not the position where she is at. Also, do not be afraid of the bomb, as Ridley's aerials will beat it out and hit Samus. Using the bombs as a form of hitbox extension can be quite helpful for edge guards.


At Ledge
Samus AND Dark Samus can two frame with:

  • Up tilt
  • Down tilt
  • Down smash
  • Down air
  • Light side special (very specific positioning though)
  • Up special
  • Down special

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Shulk Those who can defy their future

Jump Art -

Speed Art -

Shield Art -

Buster Art -

Smash Art -

Information written by Kyoki Information provided by Kyoki, Smub, Mezcaul, & Zant

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Simon & Richter


  • Snake loses his double jump if he uses up special, however he can cancel cypher by pressing down, using an aerial, using a special, or using an airdodge.

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Sonic Space Pirate meets the blue blur
Slightly Losing
Differences Between Spin Attacks

To visually tell the difference between Sonic's side special (Spin Dash) and down special (Spin Charge), look at the attack's effects upon being charged. Side special will have a spark effect surrounding Sonic while down special will have a ripple effect surrounding Sonic. Neutral Special Homing Attack will have a whirlpool effect. Here are the differences of side special and down specials as attacks:

  • Spin Dash (Side Special)
    • If not charged (where it glows gold), it will do a hop at the start.
    • Can be charged for 6 seconds.
    • A single hit attack.
    • Most of the time will stop in front of a shield unless its fully charged.
    • Sonic will jump upward once pressing jump.
    • Grounded release has 6 frames of invulnerability.
  • Spin Charge (Down Special)
    • Will not hop after any charge.
    • Can be charged for 11 seconds.
    • A multihit attack.
    • Will always cross up shield.
    • Sonic will jump at an arc once pressing jump.
    • TEST if this move transcends plasma breath
    • Aerial variant will lose its hitbox if Sonic is not going fast enough.



  • Ridley's down tilt is 1 frame away from being a true punish out of shield; So if you think the Sonic is going to try a movement option (like jump or dash) instead of shielding, then down tilt should be able to punish them. At close and medium range, back air and full momentum neutral air should be able to punish sonic Forward Smash.


Sonic can two frame Ridley or pressure his ledge hang with these attacks:

  • Down Tilt - This attack will allow for a decent window to get follow ups that can make it harder for Ridley to get back to stage.
  • Forward Smash - This attack can kill Ridley around 100% and anything later. Sonic's might use this as a way to finish the stock. If it fails then they might still be able to ledgetrap.
  • Down Smash - Another smash attack that can kill Ridley, but is way more committal than forward smash. The opponent most likely will not use this move.
  • Back Air - As it's technically possible to two frame Ridley with this move, Sonic will still have to time the hitbox perfectly. The attack would have to come out as he lands, position it into the inner hitbox, and wait until Ridley's animation to pull a little higher. Almost impossible to two frame with.
  • Down Air - Able to two frame while on stage, its way less practical than just using a grounded option to challenge Ridley.
  • Spring Jump - The easiest option to cover space around ledge, though unless Sonic can catch the start up of Ridley's recovery, it will only stall Ridley grabbing ledge.

Most of these two frame options can be beaten out by doing a beefy up special (especially Sonic's spring).

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Terry Lone Wolf meets Space Pirate High Command

Terry cannot special cancel attacks that are any smash attacks, jab 3, dash attack, forward air, backward air, or the specials themselves.


Terry can two frame Ridley with:

  • Forward Air

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Toon Link


Slightly Winning

For Forward Smash, Bowling Ball, watch out when the ball first spawns. As its first few active frames (also being the weak variant of the attack) is twice the size of the ball which will always hit above and front of Villager. That also means that it will catch Ridley's jumps, most notably his ledge jump. If you were to punish it from above make sure you are high enough to clank with it just in case. All of Ridley's aerials and his up special will clank with Bowling Ball allowing easy punishes and recovery.

For down special, Timber Plant, once Villager waters the sprout it's best to not challenge them directly. As the tree sprouting has a long animation with a long active hitbox. It'll probably be best to go around the tree and not commit to anything. If you cannot get behind down tilt can definitely counterattack the move, but you might not be able to get much.

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Wii Fit Trainer



Young Link


Zero Suit Samus



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