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===== Miscellaneous and frame data ===== |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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Banjo up smash is whiff punished by Wing Blitz forward in terms of end lag. |
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Our uair comes out four frames faster than his dair, so it's possible to uair him as he's getting into position to dair spike with the right timing, although situational. |
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Banjo rapid jab finisher is f-smash punishable. His other normals besides u-tilt is punished by at least nair OoS (some others by our other OoS aerials and shield grab), his gentleman jab & rapid jab finisher/d-tilt/smashes/landing dair/ledge getup attack when shielded is punished by u-tilt should he be at u-tilt > uair kill %, and his 8 hit u-smash when shielded is punished by our f/d-smash or shorthop skewer OoS. |
Banjo rapid jab finisher is f-smash punishable. His other normals besides u-tilt is punished by at least nair OoS (some others by our other OoS aerials and shield grab), his gentleman jab & rapid jab finisher/d-tilt/smashes/landing dair/ledge getup attack when shielded is punished by u-tilt should he be at u-tilt > uair kill %, and his 8 hit u-smash when shielded is punished by our f/d-smash or shorthop skewer OoS. |
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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 {{clr|special|Witch Twist}} or a {{clr|special|After Burner Kick}} before landing. Unless the Bayonetta uses bullet arts after the aerials, then she will always suffer recovery frames instead. |
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 {{clr|special|Witch Twist}} or a {{clr|special|After Burner Kick}} before landing. Unless the Bayonetta uses bullet arts after the aerials, then she will always suffer recovery frames instead. |
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SDI down and away against most Bayo combos, or up and in if you're diagonally above her. If they start adapting, then randomize your SDI. Can even SDI out out against a Bayo who has you near the blast zone, because she expects you to SDI in. Also, ABK doesn't kill at high % with DI away if you get there. |
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After you successfully SDI out, you fastfall, and if you see the opportunity to reversal, you take it; punish her recovery frames, but watch out for any sudden ABK downwards, dair, or Witch Time. |
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Otherwise anticipate Witch Time & Bat Within like usual, just as you would with Mythra Foresight. Like Mythra dash attack, always jump away from or shield & OoS punish Bayo's heel slide, stopping one of her main combo starters in its tracks, though remember it has a 2nd kick at the end. |
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Her guns you mainly need to watch out for when off stage so you don't get sniped. Either fastfall, recover high if she's charging neutral B, or airdodge. |
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Her smashes are slow, but watch out for d-smash as a potential 2 frame/spike, it being able to hit us under platforms, and its shield damage. |
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Her recovery's a bit tricky to take advantage of due to how she often bypasses the ledge, rarely ever ledge grabbing, and can get reversed if too aggressive against her off stage. Better to ledgetrap while hanging back an extra bit so you don't get hit by any of her above-ledge attacks like aerial side B, and punish with a powerful move. |
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Bayo's back roll low profiles as she does the knee slide, so keep in mind when going for u-tilt; she'll also stay crouched a bit if she does a linger Bullet Arts after her dair, so wait for that to finish before attempting a u-tilt for the u-tilt > uair kill confirm, or sneak in a skewer. Another thing, she leans forward a bit with the rapid jab finisher, so may need to shorthop back a bit with the skewer. |
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Other than that, Bayo isn't your usual SDI character where there is always “a correct SDI". If they are a good Bayo, you need to be more active and mix things up and try to have an idea of what she wants and deny it, be ready to airdodge if she tries to do incomplete f-air strings (dash walk SDI inputs helps against the complete f-air and some ABK stuff though), and sometimes even purposefully sneak behind her where you can get a reverse edgeguard. There’s also SDI’ing her u-tilt hits which can mess up some of her followups like fair or up B, and if they try to up B you twice, can either SDI up & in and then down & away, or wait till she does double up B on you as you SDI up & in. |
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Aside from shielding at ledge against Bayo’s that bypass ledge with ABK, there’s crouching > punishing her landing, though keep in mind she can still bair you. Also when edgeguarding, plasma beats ABK, but her up B goes through every fireball. |
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If you’re at high %, respect ABK more because of kill confirm setups (shield or crouch under it, gun, and fair), and keep Witch Time in mind too. |
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===== Advantage ===== |
===== Advantage ===== |
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At zero down throw into forward air isn't true. But down throw into up angle |
At zero down throw into forward air isn't true. But down throw into up angle f-tilt 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. |
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===== Disadvantage ===== |
===== Disadvantage ===== |
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===== Miscellaneous and frame data ===== |
===== Miscellaneous and frame data ===== |
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Bayo's Heel Slide, ABK, and Witch Twist require about 2 SDI inputs. Heel Slide has 8 to 10 hitlag frames, ABK has 12 to 13 hitlag frames, and Witch Twist has 3 to 5 hitlag frames for you to perform said SDI's. |
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Bayo's f-tilt and f-air have up to three hits like Sora's. |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Bayo can't do the followup kick from heel slide if the 1st hit is on your shield, making it -25/-26 by default. |
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Our uair comes out six frames faster than her dair, so it's possible to uair her as she's getting into position to dair spike with the right timing, although situational. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Our jab 1 starts faster than hers, allowing us to get out of scramble situations better. |
Our jab 1 starts faster than hers, allowing us to get out of scramble situations better. |
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Rapid jab skewer punish applies to her also (also shield drop d-smash after her rapid jab finisher), while her jab 3 on shield is f-smash punishable. Her dash attack crosses you up on shield, so turnaround and punish accordingly. Her other normals (besides final part of her 3 hit u-tilt) and most specials are also punishable by our OoS aerials and shield grab (point-blank neutral B even being f-smash punishable when shielded, along with her f/u-smash which are also mostly d-smash or |
Rapid jab skewer punish applies to her also (also shield drop d-smash after her rapid jab finisher), while her jab 3 on shield is f-smash punishable. Her dash attack crosses you up on shield, so turnaround and punish accordingly. Her other normals (besides final part of her 3 hit u-tilt) and most specials are also punishable by our OoS aerials and shield grab (point-blank neutral B even being f-smash punishable when shielded, along with her f/u-smash which are also mostly d-smash, shorthop skewer, or wing blitz forward punishable with shield pushback), but remember to shield all three hits of her f-tilt. Her landing aerials besides dair are too safe on shield though, so reset; that said, can catch her landing from up B usage if you act quick enough. |
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The 3rd & last hit of her nair can actually be OoS punished (is -16). Her neutral B (charged or not) is minus enough on shield to be punished by dash grab, dash attack, jump OoS into SPR, or even f-smash if nearby. Same with extended dash cancel u-tilt if she's at kill confirm %. The landing hitbox of her ABK is also pretty minus on shield (-33). |
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Gentlemen jab/rapid jab finisher, f-tilt 2/3, smashes, dair, point-blank neutral B, heel slide (first part), and ledge GUA are u-tilt shield punished should she be at kill confirm %. If she whiffs a down B counter nearby, skewer punish. |
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* Although Ultimate Frame Data says her up B is +0 on shield, it doesn't account for the other parts of the move whiffing on the way up which makes it closer from -13 to -17 depending on character height. Ridley can do u-smash and uair OoS against it. |
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Gentlemen jab/rapid jab finisher, f-tilt 2/3, smashes, dair, point-blank neutral B, side B (heel slide), and ledge getup attack are u-tilt shield punished should she be at kill confirm %. If she whiffs a down B counter nearby, skewer punish. |
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Ridley kill confirm: |
Ridley kill confirm: |
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* u-tilt > fullhop uair (78-84%) |
* u-tilt > fullhop uair (78-84%) |
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* u-tilt > double jump uair (85-90%) |
* u-tilt > double jump uair (85-90%) |
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Major credit to smub, Sapphire, and Zant on the SDI details and some of the neutral stuff. |
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}} |
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His d-tilt & u/d-smash are 2 hits. Nair is 3-4 hits, grounded up B is 8 hits, u-throw is 9 hits. |
His d-tilt & u/d-smash are 2 hits. Nair is 3-4 hits, grounded up B is 8 hits, u-throw is 9 hits. |
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With them having a frame 4 airdodge as a superheavy, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource. |
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Skewer > jab 1 > f-smash |
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His dash attack, f-smash, d-smash, side B, and up B (grounded or landing) are whiff punished by Wing Blitz forward in terms of end lag. |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Our uair comes out six frames faster than his dair, so it's possible to uair him as he's getting into position to dair spike with the right timing, although situational. The air version of his down B takes 31 frames to come out. |
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Skewer > jab 1 > f-smash, for covering delayed getup. |
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Our jab 1 starts faster than his, allowing us to get out of scramble situations better. |
Our jab 1 starts faster than his, allowing us to get out of scramble situations better. |
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Will mostly use d-tilt and then read what Jr does after, or just fair or nair after the d-tilt. We can also somewhat start advantage by d-throw which leads to many things; fair, f-tilt, dash cancel u-tilt, and bair. I wouldn't try to go for d-throw nair regrabs in this matchup personally, but at mid %, d-throw nair still works. |
Will mostly use d-tilt and then read what Jr does after, or just fair or nair after the d-tilt. We can also somewhat start advantage by d-throw which leads to many things; fair, f-tilt, dash cancel u-tilt, and bair. I wouldn't try to go for d-throw nair regrabs in this matchup personally, but at mid %, d-throw nair still works. |
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Jr will mix up their disadvantage with mechakoopa, kart dash, or some aerials. Mechakoopa is like a moving Snake grenade, and Jr can break our advantage by holding it and get us hit and then get something off of that, so be wary with it |
Jr will mix up their disadvantage with mechakoopa, kart dash, or some aerials. Mechakoopa is like a moving Snake grenade, and Jr can break our advantage by holding it and get us hit and then get something off of that, so be wary with it. |
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We also still have good anti-airs, like u-tilt which catches some jump-ins and aggressive out of juggle options like Jr dair or nair. With d-tilt we can also still read Jr or follow him from the one u-tilt into maybe another u-tilt at low %, or uair, nair, or fair depending on position. |
We also still have good anti-airs, like u-tilt which catches some jump-ins and aggressive out of juggle options like Jr dair or nair. With d-tilt we can also still read Jr or follow him from the one u-tilt into maybe another u-tilt at low %, or uair, nair, or fair depending on position. |
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Jr multihits- d-tilt (3 hits), DA (6 hits), f-smash & u-smash (6 hits), dair (8 hits) |
Jr multihits- d-tilt (3 hits), DA (6 hits), f-smash & u-smash (6 hits), dair (8 hits) |
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His d-smash is whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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If anyone doesn't know this by now, if you hit Jr's body he will take extra damage and if you hit the kart he will take reduced damage, so spacing and knowing your kills should get you far ahead. Up angle f-tilt will allow you to hit the body part of Jr more easily, along with positioning your aerials on him accordingly. |
If anyone doesn't know this by now, if you hit Jr's body he will take extra damage and if you hit the kart he will take reduced damage, so spacing and knowing your kills should get you far ahead. Up angle f-tilt will allow you to hit the body part of Jr more easily, along with positioning your aerials on him accordingly. |
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If Byleth misses with their down B, we pretty much get a free skewer. There's also grab and distanced plasma. Aymr has 30% worth of armor, but a sweetspoted skewer will still get them before it comes out. Also note Aymr hits us under platforms, so still avoid if under Byleth. |
If Byleth misses with their down B, we pretty much get a free skewer. There's also grab and distanced plasma. Aymr has 30% worth of armor, but a sweetspoted skewer will still get them before it comes out. Also note Aymr hits us under platforms, so still avoid if under Byleth. |
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Other than that, respect Byleth's reach. Their f-smash can be angled up or down too and has a most deadly sweetspot. The range also applies to their side B ( |
Other than that, respect Byleth's reach. Their f-smash can be angled up or down too and has a most deadly sweetspot. The range also applies to their side B (can be spot dodge punished, though also respect it in the air), fair, and bair. With their slow mobility, they play a defensive playstyle like us with trying to bait you in and punishing. Simply have to outplay them in that regard. That said, when you're up close when the sour spot of their attacks hit instead of the tipper, they do a lot less damage and knockback. |
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For short range moves, quickly count to five when shielding Byleth's nair to be sure you shielded the entire move, as the move itself is like five hits. Everyone talks about Byleth's noob killer down B which can turn around, but also respect their d-smash's shield damage and it being able to hit us under a platform if we have a hurtbox out. Their up tilt leads into combos as well as their uair juggling. Don't challenge their uair, try to airdodge it or go far around them as you fastfall, or go to ledge if necessary. |
For short range moves, quickly count to five when shielding Byleth's nair to be sure you shielded the entire move, as the move itself is like five hits. Everyone talks about Byleth's noob killer down B which can turn around, but also respect their d-smash's shield damage and it being able to hit us under a platform if we have a hurtbox out. Their up tilt leads into combos as well as their uair juggling. Don't challenge their uair, try to airdodge it or go far around them as you fastfall, or go to ledge if necessary. |
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Can also use plasma to gimp them off stage before they get their tether recovery out, try an off stage or CLS (crouch ledge slip) aerial before they pull up (though don't get up B grabbed), or if they're slightly above ledge when they begin to tether to it off stage, can do a quick SPR and drag them all the way down, followed by a jump release. They have a tough time landing against us too like we do against them. Other than that, focus more on corner pressure than trying to ledgetrap them. The risk/reward isn't there to engage with their side B and other ledge stalls like fair. |
Can also use plasma to gimp them off stage before they get their tether recovery out, try an off stage or CLS (crouch ledge slip) aerial before they pull up (though don't get up B grabbed), or if they're slightly above ledge when they begin to tether to it off stage, can do a quick SPR and drag them all the way down, followed by a jump release. They have a tough time landing against us too like we do against them. Other than that, focus more on corner pressure than trying to ledgetrap them. The risk/reward isn't there to engage with their side B and other ledge stalls like fair. |
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When being edgeguarded, their dair can dunk us, so delay a bit when recovering low. When recovering mid, watch out for their fair & bair tipper, nair potentially gimping, and of course their up B if you try to recover high. Mix it up. When on ledge, some moves like their f-smash can't hit us, but their d-smash can (just getup attack versus that), so keep in mind when planking. Is still risky to plank against non-shoto characters though, so just use the fact that Byleth's gotta space their moves more precisely to hit you, so that you can get off ledge. |
When being edgeguarded, their dair can dunk us, so delay a bit when recovering low; might also be possible to uair them as they're getting into position to dair you, since our uair comes out faster frame wise, but trading is not in our favor here. When recovering mid, watch out for their fair & bair tipper, nair potentially gimping, and of course their up B if you try to recover high. Mix it up. When on ledge, some moves like their f-smash can't hit us, but their d-smash can (just getup attack versus that), so keep in mind when planking. Is still risky to plank against non-shoto characters though, so just use the fact that Byleth's gotta space their moves more precisely to hit you, so that you can get off ledge. |
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If you do an SPR release for an aerial followup, beware of their side B as a get-off-me move, and up B grapple which will spike you. If you catch them with an SPR during a tech chase or something, may be better to just let it drag them off. |
If you do an SPR release for an aerial followup, beware of their side B as a get-off-me move, and up B grapple which will spike you. If you catch them with an SPR during a tech chase or something, may be better to just let it drag them off. |
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You can deny Byleth so bad if you wall them well with plasma, tilts, and aerials, and then edgeguard their tether (can also plasma if you jump and shoot it so they have to deal with it outside of tether range). D-tilt is also just longer than all their aerials, so if they get in close and commit to jumping you can also just d-tilt if they try to space bair or fair, or just hit them in the air since they're stuck there. Dash and turnaround d-tilt also applies. |
You can deny Byleth so bad if you wall them well with plasma, tilts, and aerials, and then edgeguard their tether (can also plasma if you jump and shoot it so they have to deal with it outside of tether range). D-tilt is also just longer than all their aerials, so if they get in close and commit to jumping you can also just d-tilt if they try to space bair or fair, or just hit them in the air since they're stuck there. Dash and turnaround d-tilt also applies. |
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And again, plasma’s also really good to edgeguard |
And again, plasma’s also really good to edgeguard Byleth because of their bad air speed. It just kind of creates a wall that they can't get through; if you hit them far enough of course. |
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To avoid getting grabbed by Byleth up B when edgeguarding off stage, remember they have to be outside the range of the ledge if they’re trying to do it. If they’re in range of the ledge, they can’t grab you with it, so if they have no jump left for instance, can bait out their up B by pretending you’ll drop, and then jump back. |
To avoid getting grabbed by Byleth up B when edgeguarding off stage, remember they have to be outside the range of the ledge if they’re trying to do it. If they’re in range of the ledge, they can’t grab you with it, so if they have no jump left for instance, can bait out their up B by pretending you’ll drop, and then jump back. You can also still go for off stage deep edgeguards against them, but be horizontal to Byleth instead of above. |
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===== Miscellaneous and frame data ===== |
===== Miscellaneous and frame data ===== |
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Their f-smash, d-smash, dair, side B, and down B are whiff punished by Wing Blitz forward in terms of end lag. |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
Skewer > jab 2 > insert followup here, for covering delayed getup. |
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* u-tilt > fullhop uair (86-89%) |
* u-tilt > fullhop uair (86-89%) |
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* u-tilt > double jump uair (90-101%) |
* u-tilt > double jump uair (90-101%) |
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Major credit to Zant on the advantage tips and some of the parts on neutral. |
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|oneliner= |
|oneliner= |
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|summary= |
|summary= |
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In neutral, Falcon will either dash attack (-13 on shield) or dash grab ( |
In neutral, Falcon will either dash attack (-13 on shield) or dash grab (33 frames of end lag) to approach. He may jab after you shield an aerial, so wait for that and punish. |
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His side B has 10% worth of armor, but can either lift him off the ground with d-tilt before it comes out, or time a tipper nair (i.e. retreating nair) or f-tilt on it. It’ll armor through the sour versions though. Otherwise just shield the move. Far as what to do after shielding it, either an OoS option (including shield drop u-tilt to catch his landing if he does the aerial version, |
His side B has 10% worth of armor, but can either lift him off the ground with d-tilt before it comes out, or time a tipper nair (i.e. retreating nair) or f-tilt on it. It’ll armor through the sour versions though. Otherwise just shield the move. Far as what to do after shielding it, either an OoS option (including shield drop u-tilt to catch his landing if he does the aerial version, though be forward and quick with said option since the move bounces off of shield but has enough end lag), anti-air like up angle f-tilt if they do the aerial version, or step/fullhop back and see if they panic spot dodge or roll back, then see what you can do. If you're at somewhere high % when hit by it and launched higher, can also nair as a get-off-me before he manages to do an aerial followup. |
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Be careful not to swing too much against Falcons that know our character since his movement can be tricky. You need to find a sweetspot of waiting and putting out hitboxes to control space. He usually needs resets or certain platform positioning to get his busted combos out, so keep that in mind so you're not too linear in disadvantage. |
Be careful not to swing too much against Falcons that know our character since his movement can be tricky. You need to find a sweetspot of waiting and putting out hitboxes to control space. He usually needs resets or certain platform positioning to get his busted combos out, so keep that in mind so you're not too linear in disadvantage. |
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With shielding Falcon Kick, just be aware of its ability to crossup your shield and do a turnaround attack as a punish during its end lag. Also keep the aerial version of the move in mind if they stall above you or do a ledge jump, but can counter with the intangibility of our u-tilt and u-smash if timed right. |
With shielding Falcon Kick, just be aware of its ability to crossup your shield and do a turnaround attack as a punish during its end lag. Also keep the aerial version of the move in mind if they stall above you or do a ledge jump, but can counter with the intangibility of our u-tilt and u-smash if timed right. |
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For Falcon's risk/reward, don't forget that as soon as you get to around 30%, getting grabbed is better than getting hit by an aerial landing. Mid range at mid %, d-tilts are a bad idea because it lets him jump above you. If you're not sure of an interaction, shield except at very high %. Can fullhop nair to counteract his attempted landing aerials, especially when Ridley's cornered near ledge which can be more reliable than f-tilt or d-tilt when cornered. |
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When recovering off stage, even from a dash attack that sends you off at bit at low %, don't airdodge or swing with nair too early or he'll get you with something like dair. |
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===== Miscellaneous and frame data ===== |
===== Miscellaneous and frame data ===== |
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Falcon’s u-tilt and u-smash have intangibility on the legs. |
Falcon’s u-tilt and u-smash have intangibility on the legs. |
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Air Falcon Kick can hit us under platforms |
Air Falcon Kick can hit us under platforms, so still shield it there. |
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Falcon's nair hits require about 2 SDI inputs, both of which have 7 hitlag frames for you to perform said SDI's. |
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His f-smash, neutral B, and down B (grounded) are whiff punished by Wing Blitz forward in terms of end lag. |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Our uair comes out five frames faster than his dair, so it's possible to uair him as he's getting into position to dair spike with the right timing, although situational. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
Skewer > jab 2 > insert followup here, for covering delayed getup. |
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* u-tilt > double jump uair (96-106%) |
* u-tilt > double jump uair (96-106%) |
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Credit to Mezcaul on dealing with neutral when at % mid range, and what to do when cornered and recovering. Also, external link on how to DI Falcon's combos: |
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https://x.com/goatsposts/status/1467211350371880965 |
https://x.com/goatsposts/status/1467211350371880965 |
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U-smash is 5/6 hits, nair is 2. |
U-smash is 5/6 hits, nair is 2. |
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The 4th hit of Chrom's side B requires about 2 SDI inputs, which has 2 hitlag frames for you to perform said SDI's. |
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Their dair hits Ridley under plats, as does Chrom up B, so still shield or avoid. |
Their dair hits Ridley under plats, as does Chrom up B, so still shield or avoid. |
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Chrom up B (-29) has no hitbox when rising, but when descending with it to ledge, will go through any fireballs and punish any f/d-tilt attempt, so be wary. |
Chrom up B (-29) has no hitbox when rising, but when descending with it to ledge, will go through any fireballs and punish any f/d-tilt attempt, so be wary. |
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His smashes, dair, and side B are whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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Our uair comes out five frames faster than his dair, so it's possible to uair him as he's getting into position to dair spike with the right timing, although situational. |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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Our jab 1 starts faster than theirs, allowing us to get out of scramble situations better. |
Our jab 1 starts faster than theirs, allowing us to get out of scramble situations better. |
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|oneliner= |
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|summary= |
|summary= |
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===== Neutral ===== |
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With Cloud's super safe aerials on shield, wait to try and punish what he does after rather than retaliate with an OoS attack, except for nair OoS against his fair if he mistimes it. His dash attack and crossup d-tilt we also punish OoS, and his unrewarding grab game balances out the cheesiness of his safe aerials on shield. Plasma works for counter-zoning his blade beam or to beat him stalling off stage with it as long as you keep your distance, but his blue blade beam goes through plasma. That said, if they have Limit off stage, stuff out their double jump and airdodge so they're forced to use Limit up B, or Limit neutral B to cover themselves if they're already up high. |
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Cloud relies on the use of falling aerials, empty hops, and movement to condition responses. He'll use his safe bair and fair to space and whiff punish while peppering in dash attacks or Side B's to catch jumps or calling out bluffs. Cloud’s mobility is overall better than Ridley; he’s just barely slower on the ground and is much faster in the air. He will outpace Ridley with Limit which can make Cloud hard to pin down. |
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Cloud’s will use Limit charge as a way to force approaches; you don’t want to fully take this bait and rush in to get punished or give up the stage. When Cloud gains Limit, he’s put on a 15 second timer to use it or lose it which can allow you to predict when he'll use it or even wait it out. The higher your %, the more you should be careful with Cloud’s Limit since it’s much scarier when it can kill you. |
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Remember to not give up too much stage control when Cloud's charging Limit and instead approach with spaced moves (d-tilt being the main one that reliably outranges him) or plasma to force an option out of him. On that same token, d-tilt and plasma can keep Cloud jumping for whiff punishes on his fair/bair, though just be aware of his great air speed since he'll jump and hit you with those aerials if you plasma too close. Safe as his aerials otherwise are, they still have some startup; 11 frames for bair and 18 for fair respectively, followed by 30 frames of end lag for bair and 28 for fair. |
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Cloud’s bair is extremely safe, at a minimum of -3 on shield. You should never expect to directly punish a falling bair OoS even if it is badly spaced; it can even be unpunishable on parry if Cloud spaced it outside of jab or grab range. Treat it like other safe moves, watch what they do after and punish that. |
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Cloud’s fair is respectably safe at -6/-7 (depending on sweet or sourspot) but is much more difficult to time safely since it starts high, allowing Ridley to punish with nair OoS if Cloud mistimes it. Cloud’s fair and bair will also be his main combo starters, leading to big damage with cross slash usually. They will stop working around 70%. |
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Cloud can use d-tilt or f-tilt as a mixup after landing aerials on or away from your shield to close gaps or catch you moving in. D-tilt is especially potent since it can crossup and moves faster than you’d expect, but it can be punished OoS easily enough. |
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Cross slash will be Coud’s most damage whiff punisher, as it’s huge and has mixups on shield. Cloud can stop after the 1st or 2nd hit if you block. While this isn’t technically safe, continuing the combo is, so it’s a pseudo mixup depending on how quickly you can react. Cloud is forced to finish the swings when activating hit 3. It's pretty punishable OoS (-24), so you can get a sizable punish. |
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Cloud’s dash attack is a relatively fast move that lets him call out jumps and catch landings. It hits fairly high and is active for a long time. It doesn’t kill super well but it gives Cloud good positioning on hit and is important to discourage jumps and whiffs. It's pretty punishable OoS however. |
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Cloud’s OoS game lives by his up B which is frame 7 and huge. Treat it similar to Game & Watch where you avoid landing on top of his shield or mis-spacing moves at all costs. |
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Blade beam is Cloud’s projectile, a big moving hitbox that acts as a slow wall in the air, or a fastish spacer. The FAF (first actionable frame) isn’t good, so Cloud often can’t follow it. They will generally have to bait with B-reverses or catch you using plasma too close. If they're trying to zone you with it, plasma will work as a counter as long as you keep your distance. |
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While Cloud's aerials are extremely safe on block and do decent shield damage, his grab is so bad and unrewarding that blocking becomes very powerful in a lot of situations, especially if you can parry. Just pay attention and watch for habits or punishable moves like dash attack or the sliding d-tilt. |
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Ridley’s goal is to stay patient and bait whiffs and punish overaggression. The potential reward for Ridley winning neutral is higher than Cloud’s, so you can afford to wait him out and go for more callouts. Ridley’s d-tilt is the only move to reliably outrange Cloud, so you'll want to stay around that range or further. It’s important that you always stay close enough that charging Limit isn’t free, where well placed plasma or a short dash/walk will make Cloud respond. |
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Ridley will want to stay mostly grounded and abuse his speed and d-tilt + plasma to keep Cloud jumping for whiff punishes on his bair/fair. Plasma is great for getting Cloud off the ground, just be aware of his amazing airspeed (and if he has Limit) since he can jump over it and fair/bair you if you do it too close. |
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Cloud’s aerials may be extremely safe but they have some startup. 18 and 11 for fair and bair respectively, followed by 28 frames of end lag for fair and 30 for bair. This combined with needing to be done landing will give you two important advantages, the ability to predict for parries, or challenging them before their move can come out. Parry > d-tilt or f-tilt is a strong option since even if it doesn’t true punish, it will still act as a safe poke and should stuff most buttons. |
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* Our fair stuffs his bair |
* Our fair stuffs his bair |
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Whiff punishing |
Whiff punishing Cloud’s landing aerials will condition him to use more empty hops as a bait for you to whiff. By double jumping before he touches the ground or drifting back, he can setup some nasty situations if you get antsy. This is when you can start to call out jumps with nair, fair or even u-tilt if they're fullhopping. Cloud can beat it with rising aerials but these are much riskier. |
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F-tilt angled up can see some use as an anti air, but the angle Cloud attacks from is generally hard for f-tilt to cover while also being easier to whiff punish. It still works great as a ground spacer though. |
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Cloud’s nair is small but potent when it lands, can lead to extensions, but is generally less safe than his other aerials. It's also the only aerial Cloud generally will use when rising. Cloud can also use landing uair like it’s Smash 4 against us. -5 and hits pretty well, can lead into itself or u-tilt and is an ambiguous cross up. Tilting your shield upward when Cloud is jumping can make Cloud hit you slightly higher make his move just a little less safe, any extra advantage helps. |
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Also keep in mind that full Limit lasts only 15 seconds, so you can mix it up between playing defensively (shield plenty & all the way through Limit specials, don't use laggy moves but air-to-airs) or aggressively to stall him out (use your running and jumps to keep him chasing you and waste Limit time), but remember the speed increase he gets from Limit, and watch out for favorites of theirs like bair > blue cross slash; can also break shield if not careful, but when you begin shielding blue cross slash, can spot-dodge to get out of it. |
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Crouching can also make Cloud’s landing aerial timing stricter, removing timing mixup potential and makes it safer on block but makes parry easier. |
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Cloud has an aerial blind spot in his diagonals, allowing us to counter with nair & fair when trying to land, but if still getting uair juggled, hold on to your jumps and don't airdodge directly onto him, especially with his u-smash or if he still has Limit. |
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When Cloud has Limit it’s important to not get flustered. He has stat boosts across the board, so his mixup potential is greatly increased. This can be hard to deal with especially when you consider he now has invincible specials. It's held back by one important factor, a 15 second time limit; this time limit puts the Cloud on the offensive if he wants to use his limit, making him more predictable. Cloud will be looking for a setup, either from an aerial (like nair at high % or bair/fair at low %) or getting you off stage. Waiting out the timer is perfectly viable; using jumps and run speed to keep Cloud chasing you can help you waste time. This combined with smart shielding and air-to-air's can pressure Cloud to YOLO his limit instead of risking its loss. |
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When juggling him, his dair & up B mixup is the main thing to watch out for. Challenge with u-tilt, u-smash, or from the side. Even retreating pivot grab works, but watch out for dair when under plats and still shield/avoid. |
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Bair to limit cross slash (LCS) is a scary shield break setup that’s hard to escape. You can beat this completely by parrying the last hit of it; timing isn’t too hard and is always the same. Also, limit blade beam goes through plasma. |
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===== Disadvantage ===== |
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Get ready for lots of uair and bair. Cloud can string bair's or reverse nair's into limit cross slash off stage for super early kills if you don’t respond. Airdodge can usually save you, but take note of your position for if Cloud can still catch you and not die. |
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While on ledge, Cloud will typically bair spam. His bair is a really strong ledgetrap tool, as its size allows it to cover neutral getup, ledge getup attack, and ledge roll while landing and is fast enough to let him pressure or punish ledge jumps on reaction followed by dash attack to hit you for hanging too long. Mixing up timings is very important here. Cloud can only hit Ridley on ledge with limit blade beam or dash attack, so you can sometimes afford to wait. Getup attack is almost always a bad idea, as Cloud is rarely ever grounded long enough for it to punish anything and is slower than neutral getup. Some exceptions can be if he's using Limit or missed a dash attack. Jump is important since it’s the only option that isn’t always directly covered in Cloud’s funny bair spams; mixing neutral getup and ledge jump with drop down options with rolls every so often can at least keep Cloud guessing. |
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Although Cloud can’t hit you on ledge with normals super well, planking isn’t a good idea since his dair and Limit moves will kill you. When Cloud has Limit, you have to be much more careful since as you’d expect, Limit blade beam will hit you on ledge free and cross slash will eat jumps & neutral getups for breakfast if he reads your timing. |
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Disadvantage off stage is a mixed bag. Cloud has the tools to beat Wing Blitz, but is thankfully limited by his fall speed and bad recovery. Horizontal recoveries should be mostly avoided unless you’re mixing up. Blade beam can interrupt SPR or WB fairly easily and fair/dair can spike you for it. Recovering low is normally what you’ll want to do, but will still have to worry about dair. It’s big enough to beat WB clean, so you’ll have to be sure you pay attention to Cloud’s position and mixup your timing. When Cloud has Limit it gets a lot trickier, as LCS is an active hitbox that keeps Cloud in place, allowing him to easily beat WB from the side. When Cloud has Limit is when you’ll want to pull out the positional mixups; even recovering slightly wider than usual can throw Cloud's off if they don’t react and swap their attacking direction. |
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When being juggled, mostly have to deal with uair. Ridley is big and Cloud is fast and has great juggle moves, so be smart with your jumps and don’t airdodge directly onto Cloud. Cloud has an aerial blind spot on his diagonals, which can let you use counter attacks like nair or fair if you can use them in this position. You will get uair'd on average, but don’t panic and mash jump when getting uair chained, as the last thing you want to happen is losing your jumps. Cloud’s up smash is fast and hits really high above him, so be careful when trying to space landings around him or when jumping over him. When Cloud has Limit it’s even more important to not land on top of him, as his Limit OoS options are very strong and huge. |
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===== Advantage ===== |
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Ledgetrapping here is fairly typical. Cloud’s ledge hang is almost as good as Ridley’s, so hitting him can be a little tricky, especially with plasma. His ledge attack is tied in range with Ridley, so it reaches pretty far. Cloud’s ledge drop options are pretty risky since it means he has to use a double jump. He can bair, nair, or fair. He can lalso edge jump up B to hit you if you're standing too close or whiffing. |
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Cloud off stage is where it gets fun. He should theoretically always die from there. Cloud has four very important resources while recovering; his double jump, airdodge, side B, and neutral B. You should always be watching for his double jump, as a Cloud without it is dead. Airdodge can give Cloud some extra distance when sent far away, or help him get to ledge. His specials will stall him in the air and give him a bit of horizontal movement, which can throw off timings and allow him to recover. Each special can only stall him once though, so keep an eye out. Blade beam can be used to swat you away for charging plasma too early or close or trying to run off, but correctly spaced plasma should be able to deal with this if you're ready for it. |
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Plasma can often do the job of gimping Cloud pretty well, but you’ll still have to go out there and threaten him to avoid him getting comfortable. Nair is great for this, especially if you catch his jump. Plasma can also occasionally lose to Climbhazzard. Cloud’s up B has trouble snapping to the ledge, only snapping when spaced low or super close to it. When you’ve got a hang of the spacing you can abuse it by hitting him with plasma, f-tilt, or even d-tilt which can be especially effective when in combo range for fair and is the faster and more active than f-tilt. Fair is great for challenging Cloud’s attempts to jump back onto the stage, since it’s fast and with the multi-hit you should beat whatever attack he chooses in most circumstances. |
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Watch out for Cloud's recovering high with the downward swing of up B. Treat it like a disjointed Wing Blitz down angle. Cloud’s up b may be scary to mess with since he can take you down with him. The risk is very worth it however, especially since if Cloud misses. Cloud is also fairly susceptible to fullhop dair on the right stages (any legal stage barring Smashville, Town & City, Yoshi's Story, Lylat, and Kalos), as his linear vertical recovery is perfect for getting walled out by dair. Just be aware of the giant spiking disjoint in front of him. |
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When Cloud has Limit, your focus should be on making him use it, whether it be as a counter attack or in his up B. This will be the time Cloud's are most likely to want to jump back since they want to keep Limit, so block their jump/airdodge. The hitbox on Limit up B ends well before Cloud stops rising, making it easier to challenge than you may think. |
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With juggling in advantage, Cloud has a good airspeed, fallspeed (especially with Limit), and fairly good landing aerials, so stay grounded and chase him. Our d-tilt will still whiff punish his bair/fair. Cloud’s dair is a huge disjoint; it can aid him in landing if you're trying to attack Cloud directly. It has mediocre landing lag but can be spaced to autocancel. Up smash will beat it pretty well, or you can just challenge it from the side with anything (even pivot grab), so you should be looking to bait it. |
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Always look for Cloud’s airdodge, or any landing habits for that matter. When you get a read if you can’t kill him outright, you want to prioritize putting him off the stage with horizontal moves like nair or f-tilt. Keep an eye out for up B advantage breakers; since the move is big and fast, Cloud's can use it as a mixup to catch you charging at them. Remember to watch for double jumps when going for reads, as getting Cloud off the stage without his jump is a free stock. |
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* Cloud's up B can be DI'd out of; if you hold out, the downward hitbox will send you out instead of down. |
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===== Miscellaneous and frame data ===== |
===== Miscellaneous and frame data ===== |
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Respect his ledge getup attack range. |
Respect his ledge getup attack range. |
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His dair hits us under plats, so still shield or avoid. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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Cloud's up B can be DI'd out of; if you hold out, the downward hitbox will send you out instead of down. |
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His side B is generally 5 hits, with or without limit. |
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We can crouch under shorthop blade beam. |
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His f-smash and finishing touch are whiff punished by Wing Blitz forward in terms of end lag. |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Cloud fair can spike aerial opponents at the clean hit's sweetspot located at the end of the sword arc, but since it's 18 frames of startup, any of our aerials can come out beforehand. |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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His normals, regular three-hit |
His normals, regular three-hit cross slash, and regular blade beam up close are pretty punishable by our OoS aerials and shield grab. Jab 1/2/3, crossup d-tilt, dash attack, smashes, regular neutral B up close, 3rd hit of regular side B, and ledge getup attack are also shield punished by u-tilt should he be at u-tilt > uair kill %. His jab 3, crossup d-tilt, dash attack, and ledge getup attack are punished by shorthop SPR OoS, while his f-smash (3 hits) is punished by our own when shielded. Safe as most of his landing aerials are, his dair is minus enough on shield to be punished by nair and maybe u-smash OoS. |
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If you shield his up B, just remember to do so all the way through till he's high in the air and the lands, or spot-dodge it in between. |
If you shield his up B, just remember to do so all the way through till he's high in the air and the lands, or spot-dodge it in between. |
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For weaknesses, low mobility. Also a poor disadvantage & exploitable recovery like us, weak grab game, and struggles against projectiles, so plasma can be good against them if used right. |
For weaknesses, low mobility. Also a poor disadvantage & exploitable recovery like us, weak grab game, and struggles against projectiles, so plasma can be good against them if used right. |
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If you’re in the air, you have to accept getting hit a couple of times if needed because losing your jumps and being stuck without them while they’re under you = gimped. |
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Try to make your ledge grabs as ambiguous as possible (aka mixup recovering low and horizontal to ledge, mixup which move you use) to try and avoid getting hit with pin. Respect pin on stage as well. |
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Gameplan is to try and bait them into whiffing and then getting stray punishes. If they aren’t approaching you, you can incentivize them with a couple of plasma but don’t get reckless and charge it while they’re too close. |
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You ''can'' outspace their nair/fair with f-tilt, so definitely stay grounded, but you have to be ready for pin. |
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Also while at ledge, Corrin's f-smash does not hit Ridley's ledge hang from ledge roll distance; allow the positioning of the Corrin to dictate your action off ledge. On the flipside, is easier to ledgetrap Corrin than edgeguard them. |
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* While at ledge, Corrin's {{clr|smash|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. |
* While at ledge, Corrin's {{clr|smash|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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===== Corrin pin ===== |
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To sum it up, the Corrin pin tech chase setup is fake. The pin does put you into tumble, but you're actionable before landing, so you get two strong options with little risk that punishes them for being greedy for not taking the kick followup. |
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You can hold buffer an aerial that autocancels or has low end lag (our nair) that gives frame advantage and punishes on the pin drop release as well as their pin jump cancel. |
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With holding buffered aerials, during any action, you can hold buffer an input basically indefinitely. Pressing and holding A during Corrin's pin will automatically aerial as soon as you are actionable. Thus, you can press and hold A with the stick in neutral to buffer a nair, then have free control of the stick later while still guaranteeing a buffered nair. |
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This option select covers pin release while giving you the ability to use the left stick to survival DI the kick. This hold buffer trick also works with buffering specials, but that'll be a rare mixup in our case. |
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Corrin side B is mashable; cancels the pin and causes you to be knocked down instead. |
Corrin side B is mashable; cancels the pin and causes you to be knocked down instead. |
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Corrin f-smash (charged) requires about 2 SDI inputs, which has 5 hitlag frames for you to perform said SDI's. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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Their smashes are mostly whiff punished by Wing Blitz forward in terms of end lag. |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Our uair comes out a frame faster than their dair, so it's possible to uair them as they're getting into position to dair spike with the right timing, although situational. |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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Our jab 1 starts faster than theirs, allowing us to get out of scramble situations better. |
Our jab 1 starts faster than theirs, allowing us to get out of scramble situations better. |
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Monkey Flip is mashable, but you’re very rarely gonna outrun it, so most of its punishing happens during the move with some kind of anti-air like retreating nair, u-tilt, up angle f-tilt, or even u-smash at kill %. It may be a good idea to spend less time shielding against Diddy and more time moving around him, with how quick his side B is which’ll punish you if you’re as comfy in your shield as some matchups. When caught by side B, jump release results in a footstool; also be ready to tech it at ~10%. |
Monkey Flip is mashable, but you’re very rarely gonna outrun it, so most of its punishing happens during the move with some kind of anti-air like retreating nair, u-tilt, up angle f-tilt, or even u-smash at kill %. It may be a good idea to spend less time shielding against Diddy and more time moving around him, with how quick his side B is which’ll punish you if you’re as comfy in your shield as some matchups. When caught by side B, jump release results in a footstool; also be ready to tech it at ~10%. |
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Another thing about monkey flip, despite how fast it may feel or seem, it still has plenty startup; 18 frames which is only 4 frames less than that of our command grab, so if you can mess up their close range you can just straight up beat the move. Monkey flip is preferred at mid range which is where Ridley typically wants to be at which it makes it hard to play his usual game, so you may have to bait him close range or play lame at far range. |
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Also focus on gaining space and stage control when he brings out the banana. When Diddy pulls the banana out (and only when he’s actively pulling it out), focus on where the banana is going instead of Diddy, as he’s going to jump to catch it. If you are close enough you can punish it, such as with nair, or try to estimate where he’ll go right after he picks it up. |
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Watch out for his d-tilt hand clap which is one of his main combo starters like with us, except he can followup with smashes (unless you're at too high % for his u-smash to connect) and has a 20% chance of causing tripping. Otherwise with his aerials that lead into combos, remember to DI away. His f-throw and b-throw can kill around 150% range at the ledge, and his u-throw can combo too. DI for Ridley is not as effective against his Hoo Ha kill confirm (d-throw > bair) though. |
Watch out for his d-tilt hand clap which is one of his main combo starters like with us, except he can followup with smashes (unless you're at too high % for his u-smash to connect) and has a 20% chance of causing tripping. Otherwise with his aerials that lead into combos, remember to DI away. His f-throw and b-throw can kill around 150% range at the ledge, and his u-throw can combo too. DI for Ridley is not as effective against his Hoo Ha kill confirm (d-throw > bair) though. |
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Platform stages are recommended against Diddy since landing against him can be difficult for the reasons established. |
Platform stages are recommended against Diddy since landing against him can be difficult for the reasons established. |
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For more specific things on the matchup... |
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===== General gameplan ===== |
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* Stop the Diddy from getting the banana in neutral. Diddy will catch approaches with fair, d-tilt, and side B to limit our approaches and pull the banana easily. Is important to spot the pattern of Diddy pulling the banana to punish him. |
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* Shield plenty at high %, angle your shield upwards, and then cancel with fullhops to bait a monkey flip. |
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* Diddy fair is laggy enough to punish with nair or shield grab. |
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===== Lose conditions ===== |
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* Nair > devastating dair at mid %. At the corner, avoid f-tilt or d-tilt to concentrate on the aerial. If touched, DI in the dair. |
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* If they never do a rising aerial against our shield at high % for an easy up smash punish. |
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* Try to spotdodge or roll out our side B. Jumping or rolling in is the solution. |
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* Try to punish his dash attack or side B kick on shield. Take into account the RPS situations. |
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===== Facing the banana ===== |
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* If Diddy banana is in front of us, it's a huge commitment; running in and d-tilt/f-tilt or dash attack to pick it up. Intercepting the banana in the air is not recommended because of our weak air game. Pick up the banana with f-tilt or dash attack, as both have good reach. |
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* Learn to ledge jump z-catch the banana placed in the corner. If Diddy has banana and shields at the corner while we are off stage, do not ledge jump. If we have no choice, move away from the wall to limit our chances of getting hit by the banana. |
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* Once the banana is in your hands, either ledgetrap with it, send it to Diddy, or place it on a platform if you can. Unfortunately, keeping it is not good, as we can no longer f-tilt or d-tilt. |
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* If Diddy has the banana, absolutely space the f-tilt or d-tilt. After these, shield as the first intention. Jumping a lot after is helpful. |
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===== Miscellaneous and frame data ===== |
===== Miscellaneous and frame data ===== |
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His f-smash is 2 hits and u-smash is 3 hits. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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Diddy up tilt requires about 2 SDI inputs, which has 8 hitlag frames for you to perform said SDI's. |
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His d-smash is whiff punished by Wing Blitz forward in terms of end lag. |
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Our uair comes out four frames faster than his dair, so it's possible to uair him as he's getting into position to dair spike with the right timing, although situational. |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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His normals are pretty punishable by our OoS options and shield grab; d-tilt being the main exception, but d-smash is punished by |
His normals are pretty punishable by our OoS options and shield grab; d-tilt being the main exception, but d-smash is punished by shorthop SPR OoS and his u-smash is shield punished by our f-smash. While his dash attack does technically crossup shield, doesn't do so by much with it being 3 hits, so watch him closely if you shield it and punish (is -14). His landing aerials besides fair and dair are pretty safe on shield, so go for a reset there. |
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Jab 3, smashes, and ledge getup attack are shield punished by u-tilt too should he be at u-tilt > uair kill % |
Jab 3, smashes, and ledge getup attack are shield punished by u-tilt too should he be at u-tilt > uair kill %. |
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If he charges his neutral B up close, it’s shield punishable with OoS aerials/grab, while the overcharge is very minus on shield. Horizontal rocket barrel's plenty punishable on shield too, even with d-smash. |
If he charges his neutral B up close, it’s shield punishable with OoS aerials/grab, while the overcharge is very minus on shield. Horizontal rocket barrel's plenty punishable on shield too, even with d-smash. |
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Ridley kill confirm: |
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* u-tilt > fullhop uair (82-86%) |
* u-tilt > fullhop uair (82-86%) |
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* u-tilt > double jump uair (87-95%) |
* u-tilt > double jump uair (87-95%) |
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Major credit to Mezcaul on the general gameplan, lose conditions, and specifics in facing the banana. |
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Banana Skewer combo- |
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https://www.youtube.com/watch?v=FctDSgYtyWs |
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}} |
}} |
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===== Miscellaneous and frame data ===== |
===== Miscellaneous and frame data ===== |
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While his side B has super armor, it's not there while he's headbutting; only the startup frames before it, which makes either challenging or punishing it that much more possible. Won't be buried if hit by the air version, but still tech it if on stage. |
While his side B has super armor, it's not there while he's headbutting; only the startup frames before it, which makes either challenging or punishing it that much more possible (same with his up B during startup). Won't be buried if hit by the air version, but still tech it if on stage. |
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For his down B, aside from it spiking off stage, it can hit is under platforms, so still shield it there. Same with his d-tilt and dair. |
For his down B, aside from it spiking off stage, it can hit is under platforms, so still shield it there. Same with his d-tilt and dair. |
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With them having a frame 4 airdodge as a superheavy, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource. |
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His u-smash, d-smash, dair, side B, and up B (grounded or landing) are whiff punished by Wing Blitz forward in terms of end lag. |
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Our uair comes out three frames faster than his dair, so it's possible to uair him as he's getting into position to dair spike with the right timing, although situational. Likewise, his fair is 18 frames in startup, headbutt is 20 frames in startup, and air hand slap is 19/28 frames in startup, so our aerials can hit him beforehand. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Line 557: | Line 781: | ||
|oneliner= |
|oneliner= |
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|summary= |
|summary= |
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* Doc Tornado is 7 hits and -30 on shield, so can be punished by Ridley f-smash OoS. |
* Doc Tornado is 7 hits and -30 on shield, so can be punished by Ridley f-smash OoS. Be aware though it has 10% damage worth of armor. When it by it, have to do about 2 SDI inputs, each hit of which has 2 hitlag frames for you to perform said SDI's. |
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Up smash has head intangibility on frames 9 to 13. |
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This character can consistently airdodge over ledge after getting ledge trumped, so may be best to do ledge trump > drop ledge > double jump to stage + falling bair. We can also hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Skewer > jab 1 > f-smash, for covering delayed getup. |
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Ridley kill confirm: |
Ridley kill confirm: |
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Line 574: | Line 804: | ||
To get in, first and foremost: |
To get in, first and foremost: |
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Figure out what moves will safely hit the can and then hit the can; our spaced tilts & aerials generally, and maybe plasma depending on distance. The can bounces 9 times before it starts smoking. This forces |
Figure out what moves will safely hit the can and then hit the can; our spaced tilts & aerials generally, and maybe plasma depending on distance. The can bounces 9 times before it starts smoking. This forces Duck Hunt to hit the can again themselves to regain control of it. Be fairly sure that they WILL try to hit the can in this case, as most of their neutral revolves around it being available. Once can is inactive, they only have the linear pressure of clay pigeon and gunman, so you can approach more safely with aerials or chance a grounded approach, being ready to shield, preferably dash shield. |
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If you go in from the air (after can has been neutralized), be wary of |
If you go in from the air (after can has been neutralized), be wary of |
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* uair, as it hits three times with a hitbox as wide as |
* uair, as it hits three times with a hitbox as wide as Duck Hunt's body |
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* |
* up smash's first and third hitbox, which hit up-and-in-front and then directly above |
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* fade back into up angled f-tilt (not disjointed) or up angled f-smash (very disjointed) |
* fade back into up angled f-tilt (not disjointed) or up angled f-smash (very disjointed) |
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Line 585: | Line 815: | ||
Additional stuff: |
Additional stuff: |
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Keep in mind that clay pigeon has both the object's hitbox plus the shots after; said shots happen in an overlapping pattern that is larger than |
Keep in mind that clay pigeon has both the object's hitbox plus the shots after; said shots happen in an overlapping pattern that is larger than Duck Hunt themselves. It's better to shield tilt it than try to play tightly around it as the hitstun is generous and they can somewhat spam it at close ranges. Duck Hunt grabs don't lead into much besides can setups and has no kill throws, so this isn't the worst thing to do depending on the situation. |
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One other big piece of advice is don't push your advantage when you're both grounded because they can hit you with a clay pigeon out of hitstun and suddenly your combo is theirs. Same thing with covering landings; don't try to time a tilt because you might get hit by a clay pigeon. Charge plasma from away or let them land. Either way it's not worth the risk of getting hit by clay pigeon. |
One other big piece of advice is don't push your advantage when you're both grounded because they can hit you with a clay pigeon out of hitstun and suddenly your combo is theirs. Same thing with covering landings; don't try to time a tilt because you might get hit by a clay pigeon. Charge plasma from away or let them land. Either way it's not worth the risk of getting hit by clay pigeon which you're always better off avoiding and then punishing. Duck Hunt's committed to being in the side B animation for 64 frames. |
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Gunman has a longer cooldown ( |
Gunman has a longer cooldown (two or so seconds) if you hit them, so take the odd safe chance to do that if the opponent uses them a lot. They take hitlag the same as any other character or object, so be aware that Duck Hunt can do funky stuff like a retreating jump to drop a gunman which eats the attack while they use the extra frames to act. The fastest gunman is the one in red. |
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When being ledgetrapped by Duck Hunt, don’t hit the can with ledge getup attack, as he can f-smash it back. |
When being ledgetrapped by Duck Hunt, don’t hit the can with ledge getup attack, as he can f-smash it back. |
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Line 600: | Line 830: | ||
Use retreating nair to hit clay shooter & gunman while remaining mobile. |
Use retreating nair to hit clay shooter & gunman while remaining mobile. |
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His f-smash is whiff punished by Wing Blitz forward in terms of end lag. |
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This character can consistently airdodge over ledge after getting ledge trumped, so may be best to do ledge trump > drop ledge > double jump to stage + falling bair. We can also hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Our uair comes out three frames faster than his dair, so it's possible to uair him as he's getting into position to dair spike with the right timing, although situational. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
Skewer > jab 2 > insert followup here, for covering delayed getup. |
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===== Miscellaneous and frame data ===== |
===== Miscellaneous and frame data ===== |
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His d-smash is whiff punished by Wing Blitz forward in terms of end lag. |
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His u-smash and d-smash have some intangibility on the legs, and his d-tilt. |
His u-smash and d-smash have some intangibility on the legs, and his d-tilt. |
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Line 655: | Line 893: | ||
Falco multihits- u-tilt (2 hits), u-smash (2 hits), nair (4 hits), fair (6 hits) |
Falco multihits- u-tilt (2 hits), u-smash (2 hits), nair (4 hits), fair (6 hits) |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Note that the air version of Falco side B can spike aerial opponents, but it's 13/18 frames in startup, so possible to attack him beforehand. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
Skewer > jab 2 > insert followup here, for covering delayed getup. |
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===== Miscellaneous and frame data ===== |
===== Miscellaneous and frame data ===== |
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His d-smash has leg intangibility during frames 6-7. |
His d-smash has leg intangibility during frames 6-7. |
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Fox fair hits require about 2 SDI inputs, which have 3 to 4 hitlag frames for you to perform said SDI's. |
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His u-smash, d-smash, and bair are whiff punished by Wing Blitz forward in terms of end lag. |
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This character can consistently airdodge over ledge after getting ledge trumped, so may be best to do ledge trump > drop ledge > double jump to stage + falling bair. Fox can also jump over ledge trump nair without getting hit, so another reason to do the falling bair onto stage method. |
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Skewer > jab 2 > whatever, for delayed getup. |
Skewer > jab 2 > whatever, for delayed getup. |
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Line 726: | Line 974: | ||
Ganon will have to use clever movement and jump mixups to bait you into either a whiff or catch you shielding/dashing. Any move Ganon has will give him advantage if it lands, so you have to play outside his bubble at all times. For such a heavy hitter, Ganon’s moves are safer on shield than you’d expect; landing nair, fair, and bair are basically completely safe and you shouldn’t be attempting to directly punish them. Watch what they do after. Late hit dash attack and spaced d-tilt are also safe. |
Ganon will have to use clever movement and jump mixups to bait you into either a whiff or catch you shielding/dashing. Any move Ganon has will give him advantage if it lands, so you have to play outside his bubble at all times. For such a heavy hitter, Ganon’s moves are safer on shield than you’d expect; landing nair, fair, and bair are basically completely safe and you shouldn’t be attempting to directly punish them. Watch what they do after. Late hit dash attack and spaced d-tilt are also safe. |
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It’s important to keep in mind where you are on stage. The last thing you want is for Ganon to corner you. When shielding, watch out for |
It’s important to keep in mind where you are on stage. The last thing you want is for Ganon to corner you. When shielding, watch out for Wizkick crossups, and of course flame choke or dark dive setups, the latter of which is a go-to if you're cornered. |
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===== Disadvantage ===== |
===== Disadvantage ===== |
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Line 769: | Line 1,017: | ||
His dair if timed right along with air Wizkick can hit us under a platform, so still shield or avoid there. |
His dair if timed right along with air Wizkick can hit us under a platform, so still shield or avoid there. |
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While his dash attack does not crossup on our shield like it would for others, his grounded Wizkick still does, but it's riskier for him to do on account of Wizkick having more end lag and being less safe on shield (still -29, so can do a turnaround f-smash in which case). |
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With them having a frame 4 airdodge as a superheavy, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource. |
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His u-tilt, f-smash, u-smash, and neutral B are whiff punished by Wing Blitz forward in terms of end lag. |
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Our uair comes out five frames faster than his dair, so it's possible to uair him as he's getting into position to dair spike with the right timing, although situational. Likewise, his air side B and down B are 16 frames in startup, so possible to attack him beforehand with our aerials if he goes for those spikes. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Line 774: | Line 1,030: | ||
Our jab comes out well before his, so always use in up close scramble situations. His jab on shield is normally too safe for us to punish though, so reset. All his other normals you can at least nair OoS and such though. |
Our jab comes out well before his, so always use in up close scramble situations. His jab on shield is normally too safe for us to punish though, so reset. All his other normals you can at least nair OoS and such though. |
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His up smash is shield punished by shorthop SPR OoS. Wizkick is shield punished by Ridley f-smash, and air Wizkick (-34) is even more unsafe, but does much shield damage, so don't shield if it's not at full health. His f-smash, u-smash, d-smash 1, and Wizkick are shield punished by u-tilt should he be at u-tilt > uair kill %. |
His up smash is shield punished by shorthop SPR OoS. Wizkick is shield punished by Ridley f-smash as pointed out, and air Wizkick (-34) is even more unsafe, but does much shield damage, so don't shield if it's not at full health. His f-smash, u-smash, d-smash 1, and Wizkick are shield punished by u-tilt should he be at u-tilt > uair kill %. |
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Ridley kill confirm: |
Ridley kill confirm: |
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Line 809: | Line 1,065: | ||
For weaknesses, it lacks an effective OoS option. Will often run away after shielding as a result, which you can catch on to, but remember its mixup with counter. They also lack combo breakers, with its nair & fair having slow startup and the other three aerials not having very big hitboxes; so like after shielding, its best option in the air is to jump away which you can also anticipate. |
For weaknesses, it lacks an effective OoS option. Will often run away after shielding as a result, which you can catch on to, but remember its mixup with counter. They also lack combo breakers, with its nair & fair having slow startup and the other three aerials not having very big hitboxes; so like after shielding, its best option in the air is to jump away which you can also anticipate. That said, Greninja can use Water Shuriken to stall themselves in the air and be used as a landing mixup, as well as up B landing mixups. |
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Like us, it has no kill throws, so at higher % you're safer from grabs, but DI away from d-throw. |
Like us, it has no kill throws, so at higher % you're safer from grabs, but DI away from d-throw. |
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===== Miscellaneous and frame data ===== |
===== Miscellaneous and frame data ===== |
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SPR Greninja on plats if worried about him substitute countering our attacks from underneath (i.e. u-tilt). |
SPR Greninja on plats if worried about him substitute countering our attacks from underneath (i.e. u-tilt). |
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Greninja d-tilt requires about 2 SDI inputs, which has 6 hitlag frames for you to perform said SDI's. |
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You can do a beefy side B (hold down during SPR to bypass ledge) to catch their up B recovery, along with any directional airdodge toward ledge. Be ready to tech though in the case of a trade situation. Beefy side B won't grab if they still have intangibility while at ledge, but unlikely to happen if they're at high %. |
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His f-smash, d-smash, fair, and Shadow Sneak are whiff punished by Wing Blitz forward in terms of end lag. |
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This character can consistently airdodge over ledge after getting ledge trumped, so may be best to do ledge trump > drop ledge > double jump to stage + falling bair. Greninja can also jump over ledge trump nair without getting hit, so another reason to do the falling bair onto stage method. We can also hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Our uair comes out six frames faster than his dair, so it's possible to uair him as he's getting into position to dair spike with the right timing, although situational. Also note the down angled version of Substitute will spike aerial opponents. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Line 903: | Line 1,169: | ||
Hero dair hits us under plats, so still shield or avoid. |
Hero dair hits us under plats, so still shield or avoid. |
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Don't do a ledge neutral getup if they're charging a full neutral B, since our hurtbox is likely still big enough to be hit by it. |
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Our jab 1 starts faster than his. |
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His f-tilt 2, smashes, dair, and Hatchet Man are whiff punished by Wing Blitz forward in terms of end lag. |
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Hero edgeguard concept where you can get most of his up B attempts with dair- |
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* https://youtu.be/mCoSJA1GRbU?si=vg-l_cIWt1dX1CFQ |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Our uair comes out five frames faster than his dair, so it's possible to uair him as he's getting into position to dair spike with the right timing, although situational. |
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With them being floaty, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource, and if they manage to airdodge a followup, you can typically land with an autocancel to frame trap them and punish if you read their trajectory. Even with Ridley's up throw still having no true followup at times, can do an empty jump + fastfall to bait them to use a resource and catch their landing accordingly, which floaties have a harder time dealing with. |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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Our jab 1 starts faster than his, giving us the advantage in close range. |
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His normals are pretty punishable by our OoS aerials and shield grab. Jab 3 and f-smash are at least -25 and thus shorthop SPR punished OoS. F-tilt 2 can even by shield punished by f-smash, while his jab 3, u-tilt, d-tilt, smashes, and ledge getup attack are shield punished by u-tilt should he be at u-tilt > uair kill %. His landing aerials besides dair are too safe on shield to punish though, so reset there. Hero side B you also want to punish OoS when close. |
His normals are pretty punishable by our OoS aerials and shield grab. Jab 3 and f-smash are at least -25 and thus shorthop SPR punished OoS. F-tilt 2 can even by shield punished by f-smash, while his jab 3, u-tilt, d-tilt, smashes, and ledge getup attack are shield punished by u-tilt should he be at u-tilt > uair kill %. His landing aerials besides dair are too safe on shield to punish though, so reset there. Hero side B you also want to punish OoS when close. |
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Line 934: | Line 1,215: | ||
They rely heavily on shielding. Climbers will keep their back turned from you, typically for bair pressure. When they mix that in with shielding, it's a bait to get you to try and grab them, or they'll desync and wall you out. This will be done mostly through their specials. |
They rely heavily on shielding. Climbers will keep their back turned from you, typically for bair pressure. When they mix that in with shielding, it's a bait to get you to try and grab them, or they'll desync and wall you out. This will be done mostly through their specials. |
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There's many setups to desyncing, so is up to you to understand how they desync; a common one being |
There's many setups to desyncing, so is up to you to understand how they desync; a common one being shorthop uair, apart from side B (squal hammer's also used to reconnect them during disadvantage). They also want to desync into a grab, which is dangerous as explained earlier, as is being above them. |
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Their multi-hit u-tilt is also something to watch out for, due to its combos and confirms. |
Their multi-hit u-tilt is also something to watch out for, due to its combos and confirms. |
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Line 940: | Line 1,221: | ||
D-throw doesn't hit Nana, making you vulnerable to getting smash attacked. Use f-throw (past ~15%), b-throw, or u-throw to separate them instead, making them the go-to for the MU rather than d-throw. Mix everything together and chase down Nana for a kill. |
D-throw doesn't hit Nana, making you vulnerable to getting smash attacked. Use f-throw (past ~15%), b-throw, or u-throw to separate them instead, making them the go-to for the MU rather than d-throw. Mix everything together and chase down Nana for a kill. |
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Aside from bair pressure, another reason they like to have their backs turned is so you grab the AI Climber instead of the player, letting the latter smash attack you, and they can shield you pummeling the AI, though it stops them from hitting you |
Aside from bair pressure, another reason they like to have their backs turned is so you grab the AI Climber instead of the player, letting the latter smash attack you, and they can shield you pummeling the AI, though it stops them from hitting you. |
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Line 955: | Line 1,236: | ||
If you condition them to not side B out of disadvantage, their other landing options are subpar, so maybe go for a quick uair which beats out their puny range before they start mashing B again. |
If you condition them to not side B out of disadvantage, their other landing options are subpar, so maybe go for a quick uair which beats out their puny range before they start mashing B again. |
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You can do a beefy side B (hold down during SPR to bypass ledge) to catch their up B recovery, along with any directional airdodge toward ledge. Be ready to tech though in the case of a trade situation. Beefy side B won't grab if they still have intangibility while at ledge, but unlikely to happen if they're at high %. |
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IC multihits- u-tilt (7 hits), side B (8 hits with both & 11 hits solo), down B (9 hits) |
IC multihits- u-tilt (7 hits), side B (8 hits with both & 11 hits solo), down B (9 hits) |
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IC's Squall Hammer hits require about 2 SDI inputs, each of which have 3, 4, or 5 hitlag frames for you to perform said SDI's. |
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This character can consistently airdodge over ledge after getting ledge trumped, so may be best to do ledge trump > drop ledge > double jump to stage + falling bair. We can also hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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With IC's fair, it spikes aerial opponents if hit with the sweetspot located in front of Nana, though only the partner's fair can spike, as the leader's will always launch opponents horizontally. It's 19 frames in startup though, so our aerials can attack beforehand. |
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D-tilt is their only normal that hits our ledge hang. |
D-tilt is their only normal that hits our ledge hang. |
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With them being floaty, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource, and if they manage to airdodge a followup, you can typically land with an autocancel to frame trap them and punish if you read their trajectory. Even with Ridley's up throw still having no true followup at times, can do an empty jump + fastfall to bait them to use a resource and catch their landing accordingly, which floaties have a harder time dealing with. |
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They're pretty floaty and as such, their dair can be punished by u-smash OoS. Also, when both of them are together, the AI's attacks land 7 frames later. They share frame data on attacks but if only one hits something, the other will delay their attack, essentially sharing the hitlag in order to stay at a comparable level of desync. |
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Also with them being floaty, their dair is more easily punished by our u-smash OoS. When both of them are together though, the AI's attacks land 7 frames later. They share frame data on attacks but if only one hits something, the other will delay their attack, essentially sharing the hitlag in order to stay at a comparable level of desync. |
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Their side B is -21 to -24 and can crossup shield. While AI will have invincibility frames at the start of their up B, the main Climber will not, so you can attack since the main one alone will be vulnerable. Their recovery can also be body blocked. |
Their side B is -21 to -24 and can crossup shield. While AI will have invincibility frames at the start of their up B, the main Climber will not, so you can attack since the main one alone will be vulnerable. Their recovery can also be body blocked. |
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Line 984: | Line 1,275: | ||
Otherwise, with neutral, play defensively. Aside from what was already covered on that, there's also trying to grab or dash attack a whiffed aerial, along with plasma to force Ike to approach or jump. Remember too his f-tilt is around the same range as ours. |
Otherwise, with neutral, play defensively. Aside from what was already covered on that, there's also trying to grab or dash attack a whiffed aerial, along with plasma to force Ike to approach or jump. Remember too his f-tilt is around the same range as ours. |
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Avoid getting hit by Ike nair perhaps most of all. Parry & punish, or dash in, shield, and grab immediately when Ike lands or when in range. Ike will always do a falling nair, so if it becomes predictable, Ridley can do a rising aerial to stuff him out before he nairs |
Avoid getting hit by Ike nair perhaps most of all. Parry & punish, or dash in, shield, and grab immediately when Ike lands or when in range. Ike will always do a falling nair, so if it becomes predictable, Ridley can do a rising aerial to stuff him out before he nairs. |
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When Ike's above you, can hit him out of Eruption (neutral B) with uair. When recovering from ledge, can avoid getting nair'd with normal getup > shield or reading Ike’s jump > fair from ledge. SPR can be useful in recovery since Ike cannot counter it, unlike up B. |
When Ike's above you, can hit him out of Eruption (neutral B) with uair. When recovering from ledge, can avoid getting nair'd with normal getup > shield or reading Ike’s jump > fair from ledge. SPR can be useful in recovery since Ike cannot counter it, unlike up B. |
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Line 997: | Line 1,288: | ||
His dair if timed right along with neutral B and up B hit us under platforms, so still shield or avoid there. |
His dair if timed right along with neutral B and up B hit us under platforms, so still shield or avoid there. |
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Eruption (neutral B) has super armor on medium and full charge, frames 6 to 10. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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With them having a frame 4 airdodge, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource. |
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His smashes and aerials are whiff punished by Wing Blitz forward in terms of end lag. |
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Our uair comes out five frames faster than his dair, so it's possible to uair him as he's getting into position to dair spike with the right timing, although situational; same with our dair coming out a couple frames faster than his uair if wanting to use it as a landing mixup. |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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His jab 3 is punished by Ridley f-smash OoS. |
His jab 3 is punished by Ridley f-smash OoS. |
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All his normals are punished by our OoS aerials and such, while his smashes are mostly punished by whatever. His landing aerials are usually too safe though unless you can specifically punish nair in the way that was mentioned earlier. Quickdraw can be from -28 to -22 on shield, and his up B is -29 like the jab 3. |
All his normals are punished by our OoS aerials and such, while his smashes are mostly punished by whatever. His landing aerials are usually too safe though unless you can specifically punish nair in the way that was mentioned earlier. Quickdraw can be from -28 to -22 on shield, and his up B is -29 like the jab 3. If he whiffs a counter nearby, skewer punish. |
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His jab 2/3, smashes, neutral B, side B, up B, and ledge getup attack (-26) are shield punished by u-tilt should he be at u-tilt > uair kill %. |
His jab 2/3, smashes, neutral B, side B, up B, and ledge getup attack (-26) are shield punished by u-tilt should he be at u-tilt > uair kill %. |
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Line 1,064: | Line 1,363: | ||
When he’s not trying to get you with side B or fair which are easily whiff punished, the moves he’ll want to use most at low % are d-tilt, uair, and grabs. |
When he’s not trying to get you with side B or fair which are easily whiff punished, the moves he’ll want to use most at low % are d-tilt, uair, and grabs. |
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His up throw can kill. |
His up throw can kill us around 154%. |
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His dash attack goes further than you’d think. Has a pretty good burst range, so be aware when landing and trying to space around him. |
His dash attack goes further than you’d think. Has a pretty good burst range, so be aware when landing and trying to space around him. |
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His d-smash and up B are whiff punished by Wing Blitz forward in terms of end lag. |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Our uair comes out five frames faster than his dair, so it's possible to uair him as he's getting into position to dair spike with the right timing, although situational. Also note that Incineroar's up B spikes as he starts descending with it. |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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Our jab 1 starts faster than theirs, allowing us to get out of scramble situations better. |
Our jab 1 starts faster than theirs, allowing us to get out of scramble situations better. |
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Line 1,092: | Line 1,399: | ||
|summary= |
|summary= |
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===== Neutral ===== |
===== Neutral ===== |
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Perhaps the most important thing to remember with the Inkling matchup, is don't get roller'd. Always be aware of the possibility of roller, be it when Inkling takes horizontal knockback, as a landing option, from ledge, or after a bait. Because of this, you need to be careful of where & when you dash since it removes your ability to shield instantly, apart from dash shielding. D |
Perhaps the most important thing to remember with the Inkling matchup, is don't get roller'd. Always be aware of the possibility of roller, be it when Inkling takes horizontal knockback, as a landing option, from ledge, or after a bait. Because of this, you need to be careful of where & when you dash since it removes your ability to shield instantly, apart from dash shielding. D-tilt, u-tilt, and u-smash OoS are true punishes if you react quick enough, aside from nair & grab. Also keep in mind Inkling has many moves that will put you in a tech situation which they can chase with roller and will catch most if not all tech options depending on position. It can actually be optimal to occasionally miss a tech so the roller won’t bury you. |
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While Inkling can act 5 frames earlier after refilling ink thanks to a final patch buff, the ink refill itself is still punishable. It has about as much lag as landing up B, so if they use it too close you can punish with dash attack, SPR, ect. Keep an eye on their ink tank. Recharging it is still laggy and without it they lose some of their best options (jab, splat bomb, roller, weaker smashes). |
While Inkling can act 5 frames earlier after refilling ink thanks to a final patch buff, the ink refill itself is still punishable. It has about as much lag as landing up B, so if they use it too close you can punish with dash attack, SPR, ect. Keep an eye on their ink tank. Recharging it is still laggy and without it they lose some of their best options (jab, splat bomb, roller, weaker smashes, and f-throw). |
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For neutral, plasma isn’t very good, and up angle f-tilt can be frustrating to anti-air with because of Inkling’s gun disjoint with bair and such. Inkling builds damage in specific ways with jab |
For neutral, plasma isn’t very good, and up angle f-tilt can be frustrating to anti-air with because of Inkling’s gun disjoint with bair and such. Inkling builds damage in specific ways with jab, grab, and bair. Your goal should be to avoid these moves and space around them with your range. Jab and grab are pretty self explanatory, just use range and speed to stay out of their bubble. |
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Bair is much more difficult to play around because of its speed, safety, and weird attack angle. F-tilt when spaced well can beat bair, but it’s easy to get your arm clipped when trying to rely on angled f-tilt. Inkling bair is a move you’ll have to predict and read to play around. Remember your fair if they’re abusing landing bair on you and force them to use less safe rising bair's. |
Bair is much more difficult to play around because of its speed, safety, and weird attack angle. F-tilt when spaced well can beat bair, but it’s easy to get your arm clipped when trying to rely on angled f-tilt. Inkling bair is a move you’ll have to predict and read to play around. Remember your fair if they’re abusing landing bair on you and force them to use less safe rising bair's. |
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Also with neutral, jump often. Plenty empty hops too, throwing hitboxes around here and there; mostly fair & retreating nair for pressure, and rely on falling nair if you see an approach coming. If they shield it and it's decently spaced, you're still safe since their OoS is slow. If they then try to punish your jumps and jumping around a lot more in general, you go back to whiff punishing from the ground. |
Also with neutral, jump often. Plenty empty hops too, throwing hitboxes around here and there; mostly fair & retreating nair for pressure, and rely on falling nair if you see an approach coming. If they shield it and it's decently spaced, you're still safe since their OoS is slow. If they then try to punish your jumps and jumping around a lot more in general, you go back to whiff punishing from the ground. |
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You want the her to jump around because that's when neutral is in our favor, whiff punishing them is way easier than guessing when they'll dash in, grab, roller, etc. You can still play grounded at early %, but at least in more dodgy %'s like when Booyah is possible, use jump. |
You want the her to jump around because that's when neutral is in our favor, whiff punishing them is way easier than guessing when they'll dash in, grab, roller, etc. You can still play grounded at early %, but at least in more dodgy %'s like when Booyah is possible, use jump. You can shield some, but still have to watch out for grab u-throw combos, which is why it's better to jump against to account for both grab and roller. |
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Inkling neutral B has a windbox; you need to pay attention if Inkling is angling it up or down. If it's being kept down or you know they'll aim it down, jump-in's work. If they keep it up to try and cover jumps, walk and d-tilt at max range to avoid the windbox from pushing you out. |
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You can shield some, but still have to watch out for grab u-throw combos, which is why it's better to jump against to account for both grab and roller. |
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The bomb when they throw it above doesn't immediately explode on contact. Also, sometimes it won't hit Ridley on ledge unless it'll explode as it's close to the ground. |
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Bair combos aren't true, Inkling doesn't get a true followup most of the time out of a bair at many percentages and sometimes you can even hit them when they try to hit you again. |
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Line 1,115: | Line 1,426: | ||
Don’t DI Inkling’s mid % combos out, as you’ll find yourself dying to a strong fair at 70 if you do. DI the low % combos out, then swap to DI in so you don’t die to fair; can also take stage position into account. |
Don’t DI Inkling’s mid % combos out, as you’ll find yourself dying to a strong fair at 70 if you do. DI the low % combos out, then swap to DI in so you don’t die to fair; can also take stage position into account. |
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For ledgetrapping, Inkling’s will use uncharged splat bomb similarly to Dedede’s up gordos. Its purpose is to cover jump, neutral getup, and waiting. It doesn’t bounce however which opens up ledge jump sooner than gordos. Getup attack can power through splat bomb if it makes contact with the hitbox before our intangibility expires. You can use this to swat away Inkling's who are abusing splat bomb to trap you. Ledge jump nair is also pretty good for dealing with splat bomb, but just be mindful of Inkling bair and don’t spam it. |
For ledgetrapping, Inkling’s will use uncharged splat bomb similarly to Dedede’s up gordos. Its purpose is to cover jump, neutral getup, and waiting. It doesn’t bounce however which opens up ledge jump sooner than gordos. The only ground normal Inkling can use to hit Ridley on ledge is the 2nd hit of d-tilt. Getup attack can power through splat bomb if it makes contact with the hitbox before our intangibility expires. You can use this to swat away Inkling's who are abusing splat bomb to trap you. Ledge jump nair is also pretty good for dealing with splat bomb, but just be mindful of Inkling bair and don’t spam it. |
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Off stage, when trying to recover low with up B and they bair you, always be ready to tech it from the side of stage. Will keep you alive for awhile. Splat bomb can kinda beat Wing Blitz, as it’ll slow down when it hits the top of WB but will still hit Ridley when it makes contact with his hurtbox. Because of this, should be careful with holding down to peak up B’s hitbox when they use splat bomb, as it can make hitting Ridley’s hurtbox much more possible. |
Off stage, when trying to recover low with up B and they bair you, always be ready to tech it from the side of stage. Will keep you alive for awhile. Splat bomb can kinda beat Wing Blitz, as it’ll slow down when it hits the top of WB but will still hit Ridley when it makes contact with his hurtbox. Because of this, should be careful with holding down to peak up B’s hitbox when they use splat bomb, as it can make hitting Ridley’s hurtbox much more possible. |
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===== Advantage ===== |
===== Advantage ===== |
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Remember that Inkling up B has a hitbox when landing with it on stage. Also them being able to use splat bomb from ledge or as a landing/B-reverse mixup. |
Remember that Inkling up B has a hitbox when landing with it on stage. Also them being able to use splat bomb from ledge or as a landing/B-reverse mixup. |
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Inkling is fairly floaty, so they have a relatively high FAF (first actionable frame) on their directional airdodge. This opens them up to easier frame traps. |
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One other thing that people tend to forget, try to avoid any ink on the ground which slows you down. Jump over if necessary until it goes away. Also, tipper d-tilt reflects splat bomb. |
One other thing that people tend to forget, try to avoid any ink on the ground which slows you down. Jump over if necessary until it goes away. Also, tipper d-tilt reflects splat bomb. |
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When they use roller off stage, can watch for the animation to end where they jump after and go off to punish that jump with a nair/fair. When trying to 2 frame her like with f-tilt, wait for the sound of their up B. |
When they use roller off stage, can watch for the animation to end where they jump after and go off to punish that jump with a nair/fair. When trying to 2 frame her like with f-tilt, wait for the sound of their up B. |
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Inkling is a very difficult character to edgeguard if they're below the ledge because they can stall a lot with side B jumps. It's not worth to go for unless Inkling still hasn't reached the bottom blastzone. |
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Up B can wall Inkling very well from recovering too if they side B early because they can't stop their momentum out of the small jump they do out of side B while being safe and letting you ledgetrap if they go low. |
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Far as juggling them, Inkling has only one good aerial for landing, being bair. Focus on juggling them when they’re facing you, as their nair and fair hit too high, and dair is slow (16 frames in startup), so you can abuse tilts and aerials to keep Inkling in the air. |
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Inkling is fairly floaty, so they have a relatively high FAF (first actionable frame) on their directional airdodge. This opens them up to easier frame traps. |
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If you find yourself with Inkling’s back to you, be careful and attempt to cause fear with your positioning and get them to ledge. You can attempt to challenge landing bair's if they’re predictable, as up smash is meaty and can beat predictable landing aerials. |
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They can use uncharged splat bomb to act as a cover for their landings. FAF is 51 frames, so it’s punishable if you’re positioned well. Trading with the bomb is worth it if you can kill Inkling in the process. They have good aerial mobility, so B-reverse splat bomb can occasionally be useful for dodging our juggling. |
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===== Miscellaneous and frame data ===== |
===== Miscellaneous and frame data ===== |
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Inkling dair & roller hits us under plats, so still shield or avoid there. |
Inkling dair & roller hits us under plats, so still shield or avoid there. |
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Skewer > jab 1 > f-smash, for covering delayed getup. |
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Her d-tilt & uair are 2 hits. |
Her d-tilt & uair are 2 hits. |
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You can do a beefy side B (hold down during SPR to bypass ledge) to catch their up B recovery, along with any directional airdodge toward ledge. Be ready to tech though in the case of a trade situation. Beefy side B won't grab if they still have intangibility while at ledge, but unlikely to happen if they're at high %. |
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Her f-smash, u-smash, and dair are whiff punished by Wing Blitz forward in terms of end lag. |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Our uair comes out five frames faster than her dair, so it's possible to uair her as she's getting into position to dair spike with the right timing, although situational; same with our dair coming out a frame faster than her uair if you want to use it as a landing mixup. |
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With them being floaty, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource, and if they manage to airdodge a followup, you can typically land with an autocancel to frame trap them and punish if you read their trajectory. Even with Ridley's up throw still having no true followup at times, can do an empty jump + fastfall to bait them to use a resource and catch their landing accordingly, which floaties have a harder time dealing with. |
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Skewer > jab 1 > f-smash, for covering delayed getup. |
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Aside from rapid jab skewer or d-smash punish (shorthop skewer OoS being more consistent), her normals and roller are punished by our OoS aerials and shield grab, and her up smash is punished by Rid f-smash when shielded. Her dash attack can crossup your shield a bit, so react and punish accordingly. Her landing aerials are too safe on shield though as mentioned, so go for a reset there. |
Aside from rapid jab skewer or d-smash punish (shorthop skewer OoS being more consistent), her normals and roller are punished by our OoS aerials and shield grab, and her up smash is punished by Rid f-smash when shielded. Her dash attack can crossup your shield a bit, so react and punish accordingly. Her landing aerials are too safe on shield though as mentioned, so go for a reset there. |
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You can shield the fishing rod, and stay low when recovering to avoid it off stage, or if she's at ledge, do a beefy up B. Also remember she can tether grab with the fish hook when she's off stage. |
You can shield the fishing rod, and stay low when recovering to avoid it off stage, or if she's at ledge, do a beefy up B. Also remember she can tether grab with the fish hook when she's off stage. |
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Either use a solid aerial (or f-tilt if you're at ledge) to hit the balloons on their up B or go around them and hit the character themselves while they're recovering. |
Either use a solid aerial (or f-tilt if you're at ledge) to hit the balloons on their up B or go around them and hit the character themselves while they're recovering. Her up B has a good vertical and horizontal distance, though it travels a slightly shorter distance than Villager's version. |
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While Lloid Trap (takes 51 frames for it to be planted and active and disappears after 10 seconds) usually isn't hard to destroy with a ranged attack if it's still in the ground when given the opportunity, will have to watch out for this move most when being ledgetrapped by Isabelle, with it being able to catch any ledge options of timed and positioned right. It also combos into her uair if close enough, making it a kill confirm at high %. Lloid Trap also has the niche application known as Glyroid where if she activates Lloid during her initial dash, she'll quickly slide a short distance, allowing it to be used as a movement mixup for approaching. |
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===== Miscellaneous and frame data ===== |
===== Miscellaneous and frame data ===== |
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Her dair hits us under plats, so still shield or avoid it. |
Her dair hits us under plats, so still shield or avoid it. Same with her dash attack on a plat due to being a projectile that hits at mid range on someone underneath her. |
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Isabelle multi-hits: u-smash (2 hits), d-smash (2 hits), nair (2 hits), Lloid Trap (6 hits) |
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You can do a beefy side B (hold down during SPR to bypass ledge) to catch their up B recovery, along with any directional airdodge toward ledge. Be ready to tech though in the case of a trade situation. Beefy side B won't grab if they still have intangibility while at ledge, but unlikely to happen if they're at high %. |
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This character can consistently airdodge over ledge after getting ledge trumped, so may be best to do ledge trump > drop ledge > double jump to stage + falling bair. We can also hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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With them being floaty, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource, and if they manage to airdodge a followup, you can typically land with an autocancel to frame trap them and punish if you read their trajectory. Even with Ridley's up throw still having no true followup at times, can do an empty jump + fastfall to bait them to use a resource and catch their landing accordingly, which floaties have a harder time dealing with. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
Skewer > d-tilt > insert followup here, for covering delayed getup. |
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Isabelle's normals are punished by nair OoS |
Isabelle's normals are punished by nair OoS. Her landing aerials are too safe on shield though, so reset there. Her f-tilt, dash attack, f-smash. and d-smash are shield punished by u-tilt should she be at u-tilt > uair kill %. Her d-smash & ledge getup attack (-25) are also punished by shorthop SPR OoS. Similar to Villager, her grab is 14 frames in startup and 27 in end lag. |
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Ridley kill confirm- |
Ridley kill confirm- |
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She'll wait for you to whiff and fly in & punish (her wall of pain speaks for itself), so time your anti-airs (i. e. u-tilt). Also understand how she chooses to approach from the air in neutral. |
She'll wait for you to whiff and fly in & punish (her wall of pain speaks for itself), so time your anti-airs (i. e. u-tilt). Also understand how she chooses to approach from the air in neutral. |
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Her 9-hit dair is a good combo starter, and confirms into Rest (is invulnerable on |
Her 9-hit dair is a good combo starter, and confirms into Rest (is invulnerable on frames 1-27). Also respect her bair as a potential kill move. |
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Far as her Pound side B, respect its shield damage and as a neutral tool with a lingering hitbox that combos (she'll DJ out of it or land with an aerial). Shielding when not cornered is a solid option, but Pound keeps you on your toes. |
Far as her Pound side B, respect its shield damage and as a neutral tool with a lingering hitbox that combos (she'll DJ out of it or land with an aerial). Shielding when not cornered is a solid option, but Pound keeps you on your toes. |
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When she uses Sing, shield and angle it if you have to, or otherwise roll/jump away after shielding. Sing has 34 frames of end lag, so take advantage of your range. Also hold shield if she uses Sing at ledge. Don't shield Rollout though; treat it the same as you would Yoshi's Egg Roll by jumping over. |
When she uses Sing, shield and angle it if you have to, or otherwise roll/jump away after shielding. Sing has 34 frames of end lag, so take advantage of your range. Also hold shield if she uses Sing at ledge. Don't shield Rollout though; treat it the same as you would Yoshi's Egg Roll by jumping over. |
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If you break her shield, get gets KO'd automatically, |
If you break her shield, get gets KO'd automatically, though this is rare. Her nair OoS is good at tech chases, so don't miss tech, and punish OoS rising aerials as always. |
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Her throws are weak and don't lead into true combos, so don't worry much about getting grabbed. When she recovers, can try to footstool. |
Her throws are weak and don't lead into true combos, so don't worry much about getting grabbed. When she recovers, can try to footstool. |
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In disadvantage, her d-smash hits ledge hang, and likes to ledgetrap with nair which covers most options. They can mix it up with a fullhop nair too so they can DJ out of it, but watch if they over-commit. |
In disadvantage, her d-smash hits ledge hang, and likes to ledgetrap with nair which covers most options. They can mix it up with a fullhop nair too so they can DJ out of it, but watch if they over-commit. When being juggled, we can use dair as a mixup against her landing uair if she's expecting an airdodge. |
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Her d-smash, dair, and Sing can hit us under plats, so still shield or avoid there. |
Her d-smash, dair, and Sing can hit us under plats, so still shield or avoid there. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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Against a Puff with good execution, most of the match is either shielding/crouching while doing either d-tilt or retreating nairs (to neutralize more of their specials) and f-tilts. If your shield is too low you’ll get poked by rising dair and Pound, and that’s where the “cutscene” starts. |
Against a Puff with good execution, most of the match is either shielding/crouching while doing either d-tilt or retreating nairs (to neutralize more of their specials) and f-tilts. If your shield is too low you’ll get poked by rising dair and Pound, and that’s where the “cutscene” starts. |
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Puff has a total of 6 jumps, with 5 midair jumps. |
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With them having a frame 4 airdodge as well as being floaty, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a resource, and then count the remaining jumps in Puff's case. |
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Her Sing and Rest are whiff punished by Wing Blitz forward in terms of end lag. |
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This character can consistently airdodge over ledge after getting ledge trumped, so may be best to do ledge trump > drop ledge > double jump to stage + falling bair. We can also hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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Our jab 1 starts faster than hers, allowing us to get out of scramble situations better. |
Our jab 1 starts faster than hers, allowing us to get out of scramble situations better. |
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When recovering, get a feel of their off stage edgeguarding, and mix it up to avoid the downward aerial version of his gun and getting potentially gimped. With Joker combos, DI away from plats, jump to avoid diagonal grapple, SDI up and left/right if he does uairs (or nair if diagonally above), and stay out of his dash attack range when you get out of said combos. Despite acting as a tether grab, grapple hook can be shielded like Isabelle's fishing rod. |
When recovering, get a feel of their off stage edgeguarding, and mix it up to avoid the downward aerial version of his gun and getting potentially gimped. With Joker combos, DI away from plats, jump to avoid diagonal grapple, SDI up and left/right if he does uairs (or nair if diagonally above), and stay out of his dash attack range when you get out of said combos. Despite acting as a tether grab, grapple hook can be shielded like Isabelle's fishing rod. |
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Basically in this matchup, you have to emphasize not getting opened up and edgeguarding Joker, so have good shield discipline all around and especially respect arsene Joker's landings. Don't try to challenge him because you'll explode if he hits you with landing fair or dair. |
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Pay attention to how your opponent recovers and how they deal with plasma. Do they like going low? Do they immediately jump out of hitstun? Do they stall with guns? Gather as much info to net those edgeguards. Also, against arsene if they hug the stage to recover you can do SPR to ledge holding down (thus bypassing it) to catch them and then stage spike them. If you mistime, you can get a ledge trump. |
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Try not to recover low against arsene because of the counter, but sometimes the Joker players forget about it. |
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===== Miscellaneous and frame data ===== |
===== Miscellaneous and frame data ===== |
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Multi-hits: His fair, f-tilt, dash attack, and d-smash are 2 hits, while his u-tilt is 5 hits. |
Multi-hits: His fair, f-tilt, dash attack, and d-smash are 2 hits, while his u-tilt is 5 hits. |
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Joker uair requires about 2 SDI inputs, which has 3 hitlag frames for you to perform said SDI's. |
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You can do a beefy side B (hold down during SPR to bypass ledge) to catch their arsene up B recovery, along with any directional airdodge toward ledge. Be ready to tech though in the case of a trade situation. Beefy side B won't grab if they still have intangibility while at ledge, but unlikely to happen if they're at high %. |
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His u-smash and d-smash are whiff punished by Wing Blitz forward in terms of end lag. |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Our uair comes out a couple frames faster than his dair, so it's possible to uair him as he's getting into position to dair spike with the right timing, although situational. |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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SPR Joker on plats if worried about him tetrakarn countering our attacks from underneath (i.e. u-tilt). |
SPR Joker on plats if worried about him tetrakarn countering our attacks from underneath (i.e. u-tilt). |
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* u-tilt > fullhop uair (84-87%) |
* u-tilt > fullhop uair (84-87%) |
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* u-tilt > double jump uair (88-96%) |
* u-tilt > double jump uair (88-96%) |
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Credit to Paco on some of the nuances of neutral against arsene Joker as well as pushing your advantage. |
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}} |
}} |
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With Kazuya down B, aside from DI'ing it from on stage like other command grabs, Kazuya dies first at the bottom blast zone and you can recover if you react quick enough. |
With Kazuya down B, aside from DI'ing it from on stage like other command grabs, Kazuya dies first at the bottom blast zone and you can recover if you react quick enough. |
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Aside from Kazuya d-smash being able to break shield, also be aware that it can spike if used at ledge, so be aware of it when timing your recovery. His nair when used off stage can also spike, but can be difficult for him to space. |
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===== Frame data ===== |
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===== Miscellaneous and frame data ===== |
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While you can obviously SDI out of Kazuya's 10 hit jab, it's easier said than done, as they can require 3, 4, or 5 SDI inputs, each hit of which only has 2 hitlag frames for you to perform said SDI's. That said, Kazuya's other moves you can do a minimum of at least one SDI input to try and get out of his usual combos, aside from the standard DI method with Kazuya as explained earlier. SDI's appear to work even better than the regular DI, for that matter. Dash walk SDI particularly is said to work well against the usual Kazuya stuff involving EWGF, in which it's best to shield right after you escape the EWGF followup (i.e. crouch jab or nair), but can try flick SDI too if that's what you're more comfortable with. |
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With Kazuya's fastest OoS options in order being uair (11 frames), u-smash/up B (12 frames), and nair/fair (15 frames) which is a worse OoS game overall than ours, Ridley can abuse his shield quite well from the side, long as you space your attacks like usual. |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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One way of baiting out laser before edgeguarding him is getting on ledge, that way you're still in a dangerous position and can punish what he does after. |
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Skewer can beat out Rage Drive if timed and positioned right. Skewer > d-tilt > insert followup here, for covering delayed getup. |
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His side taunt, crouching down-forward tilt (Tombstone Crusher), and f-smash are whiff punished by Wing Blitz forward in terms of end lag. |
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Our jab 1 starts faster than his, allowing us to get out of scramble situations better. |
Our jab 1 starts faster than his, allowing us to get out of scramble situations better. |
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For weaknesses, they struggle to land and are easy to juggle, with focus attack being their only mixup which you can punish as aforementioned. We camp them well too with our ranged moves & plasma. Their edgeguarding is poor too, though their dair can spike but is hard to land. They'll more likely go for a ledge trump which you can avoid by delaying your recovery or jumping over the ledge. Lastly, their poor recovery. |
For weaknesses, they struggle to land and are easy to juggle, with focus attack being their only mixup which you can punish as aforementioned. We camp them well too with our ranged moves & plasma. Their edgeguarding is poor too, though their dair can spike but is hard to land. They'll more likely go for a ledge trump which you can avoid by delaying your recovery or jumping over the ledge. Lastly, their poor recovery. |
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For f-tilt (down angle) 2 framing, remember that you’re aiming for the end of their up B, not the time where most characters snap to ledge. Shotos will float for just a second before grabbing ledge and that’s where you aim for; being slightly late or early there is of little consequence. |
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===== Miscellaneous and frame data ===== |
===== Miscellaneous and frame data ===== |
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Ryu/Ken normals that can combo into specials- |
Ryu/Ken normals that can combo into specials- |
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Neutral attack 1 and 2 (tapped) |
* Neutral attack 1 and 2 (tapped) |
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Neutral attack (close, held) |
* Neutral attack (close, held) |
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F-tilt (close, tapped) |
* F-tilt (close, tapped) |
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U-tilt (held or tapped) |
* U-tilt (held or tapped) |
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D-tilt (held or tapped) |
* D-tilt (held or tapped) |
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D-smash |
* D-smash |
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Nair |
* Nair |
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Fair |
* Fair |
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Uair |
* Uair |
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Bair |
* Bair |
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Dair |
* Dair |
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Up tilt (light) requires about 3 SDI inputs, which has 9 hitlag frames for you to perform said SDI's. |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
Skewer > jab 2 > insert followup here, for covering delayed getup. |
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The tatsu side B has leg intangibility, so don't try to hit it with d-tilt when active. Is thusly recommended to use up angle f-tilt if you challenge with it at all. |
The tatsu side B has leg intangibility, so don't try to hit it with d-tilt when active. Is thusly recommended to use up angle f-tilt if you challenge with it at all. Can also get an easy 2-frame on them when they use tatsu and get a free edgeguard because of how much end lag tatsu has. |
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SDI in on tatsu which can create fallouts and can usually mash an option because they're negative afterwards. If they up tilt, then you can SDI up & away because proximity jab doesn't work as well if you do that, and if the Ken/Ryu doesn't know how to deal with it, just mash jump + nair out of the early % combos. |
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The versions of their up B also have different invulnerability frames, as do some of their normals. |
The versions of their up B also have different invulnerability frames, as do some of their normals. |
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Line 1,398: | Line 1,790: | ||
* u-tilt > fullhop uair (92-95%) |
* u-tilt > fullhop uair (92-95%) |
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* u-tilt > double jump uair (96-108%) |
* u-tilt > double jump uair (96-108%) |
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Credit to rydra on the specifics about tatsumaki (Ken's side B). |
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}} |
}} |
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SPR beats out his inhale if timed or spaced right like if you dash back or otherwise move away first. SPR also beats holding inhale as long as it starts outside the windbox. |
SPR beats out his inhale if timed or spaced right like if you dash back or otherwise move away first. SPR also beats holding inhale as long as it starts outside the windbox. |
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Dedede has a total of 5 jumps, with 4 midair jumps. With how slow his airspeed is, one might think he would have slow fall speed too, but he actually has one of the fastest falling speeds in the game, so keep in mind. |
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Inhale is mashable. |
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Inhale is mashable, grounded Jet Hammer has 14% worth of armor on release. Something like our bair may beat the latter, but f-tilt even with sweetspot will not. |
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With them having a frame 4 airdodge as a superheavy, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a resource, and then count the remaining jumps in Dedede's case. |
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His u-smash and Jet Hammer (full charge) are whiff punished by Wing Blitz forward in terms of end lag. |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Our uair comes out eleven frames faster than his dair, so it's possible to uair him as he's getting into position to dair spike with the right timing, although situational. Also note that his up B will spike aerial opponents as he descends with it, aside from it burying grounded opponents. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Line 1,473: | Line 1,877: | ||
|summary= |
|summary= |
||
===== Gameplan ===== |
===== Gameplan ===== |
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'''Belly Armor and it's |
'''Belly Armor and it's Properties''' |
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<br> |
<br> |
||
Belly Armor is a special hurtbox that spawns during specific attacks that are available to King. K Rool. When it spawns, it will overtake any hitbox that overlaps it. However, it will only tank an attack if he is facing the opponent or a hitbox connects to the hurtbox. The armor will not tank unblockables, grabs, or hitgrabs. The armor has a 18.01 HP threshold, allowing K. Rool to take up to 36.02% damage. The damage of an attack is split in half between K. Rool 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 regenerates 0.08 HP every 16 frames, or around 0.3 HP per second. If the HP was |
Belly Armor is a special hurtbox that spawns during specific attacks that are available to King. K Rool. When it spawns, it will overtake any hitbox that overlaps it. However, it will only tank an attack if he is facing the opponent or a hitbox connects to the hurtbox. The armor will not tank unblockables, grabs, or hitgrabs. The armor has a 18.01 HP threshold, allowing K. Rool to take up to 36.02% damage. The damage of an attack is split in half between K. Rool 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 regenerates 0.08 HP every 16 frames, or around 0.3 HP per second. If the HP was theoretically at 0, then it would take roughly around 60 seconds to regain belly armor. |
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<small> |
<small> |
||
* If belly armor is broken, he will be stunned, having the same effect as a shield break. But unlike shield breaks, King K. Rool will regain full shield and belly armor. |
* If belly armor is broken, he will be stunned, having the same effect as a shield break. But unlike shield breaks, King K. Rool will regain full shield and belly armor. |
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Line 1,520: | Line 1,924: | ||
</small> |
</small> |
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You can grab K Rool if you timely jump over the krown toss and he’s in end lag; you still have to worry about the returning krown, so timely use the invincibility frames on your d-throw animation to get past it, and pummel while waiting for krown to return before the d-throw. Alternatively, you can do a landing SPR if spaced right. |
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Notes: |
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* Dash attack will beat King K. Rool's short hop if spaced. |
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K Rool enters end lag if he grabs the krown back, and to avoid this he has to commit to a punishable option like an aerial, grab, spotdodge, sheild, etc; so you can wait and try to meet their pace. Roll is something he’ll commonly do to pick up the krown. |
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Unless K Rool is forced to land on stage with his up B, he has strong landing options due to little landing lag & his aerials with belly armor, plus side B & down B mixups; you don't want to force too many air-to-air interactions against him due to all this. With maybe the exception of using up smash, don’t try to punish those armored moves while he lands, but rather what he’ll do after. His shorthops you can still punish with Rid up angle f-tilt though. |
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Ridley gets more use out of plasma in this matchup than one would think. It outzones blunderbuss and can otherwise wall K Rool out, though krown toss mostly goes through plasma when active (3 fireballs on him preemptively will cancel the krown before it fully comes out though), so as usual, treat it as a neutral reset. |
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===== Advantage ===== |
===== Advantage ===== |
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Line 1,534: | Line 1,944: | ||
* Sweetspot {{clr|aerial|down air}} |
* Sweetspot {{clr|aerial|down air}} |
||
</small> |
</small> |
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When he’s off stage, you have to properly wait out krown before you can throw out plasma. One thing K Rool’s do is recover close to ledge but throw krown last second and immediately use up B. In that case it’s best to just shield the krown toss completely and not try to commit to anything until after they’ve used it, just like how it leads to either a grab punish or neutral reset depending on the position he uses it. Basically, shielding it at max or mid distance means that it’s better to just reset, because their end lag will be done by the time you’re ready to run at them. |
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Ledgehop (or ledge drop double jump) krown toss is another thing they use to disrupt your ledge pressure. Waiting is good because the K Rool has to commit to an option to avoid krown catching lag, so they will always do something you can counter. |
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You can also get on ledge for invincibility frames against his anti-edgeguards such as krown toss, or punish his ledge re-grab since he has to do it after krown. Also watch out for ledge jump counter though during plasma charges. Our f/d-tilt & d-smash hit his ledge hang. |
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When edgeguarding, propeller moves him pretty fast, but slows down near the end. |
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For juggling, aside from what was mentioned on how to handle his landing armored moves (nair, etc), he’s still not too fast in the air, so abuse Ridley’s ground speed and u-tilt or nair to catch other landing attempts. Respect his dair though which also has belly armor and can lead into u-smash as a kill confirm. Dair is slow though, so either react or whiff punish the startup (14 frames). |
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===== Disadvantage ===== |
===== Disadvantage ===== |
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King K. Rool can two frame Ridley with: |
King K. Rool can two frame Ridley with: |
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Line 1,542: | Line 1,964: | ||
* {{clr|aerial|Down air}} - very easy to two frame. Is very active and can spike out of short hop. Watch out recoverying with up special as down air can go through it. |
* {{clr|aerial|Down air}} - very easy to two frame. Is very active and can spike out of short hop. Watch out recoverying with up special as down air can go through it. |
||
</small> |
</small> |
||
The suction ledgetrapping is mostly fake, in that if he holds neutral B right at ledge, can ledge getup attack, and if he does suction just beyond ledge getup attack range, can ledge jump wisely. |
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Same for when he does krown to ledgetrap, in which you ledge jump to get behind him. Otherwise wait out the krown or d-smash at ledge since if you shield krown on the way back, he can grab you. When being edgeguarded, try to tech his nair with the bad angle it sends you, and otherwise mixup or delay your recovery timings. |
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With landing against K Rool, while he doesn’t really juggle, he can catch landings & send you back off stage, abuse uair, or try to make you mis-space a landing aerial so he can get a grab. Suffice to say, avoid landing on top of him, and abuse jumps & spaced bair to properly land, hopefully not getting hit by his fair. Sometimes going to ledge is necessary though to avoid a worse case scenario attempt at landing (getting hit by his f-tilt or dash attack that have belly armor, etc). |
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===== Miscellaneous and frame data ===== |
===== Miscellaneous and frame data ===== |
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Dash attack will beat King K. Rool's shorthop if spaced. |
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Krown has so much end lag that you can run over it and SPR him, and then jump release it before the krown comes back. |
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In a situation where both you and the K Rool are at high % and you do a Wing Blitz forward trade in exchange for getting hit by krown toss on the way back, getting hit by it knocks you upward in the air a bit, putting you in a position to dair him off stage when he uses his jump. |
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K Rool has intangibility with u-tilt like Ridley (in Rool’s case on the arm), and on the head during u-smash and uair, so don’t try landing on him at all. Also, his d-tilt can hit us when we’re under platforms, so still shield or avoid there. |
K Rool has intangibility with u-tilt like Ridley (in Rool’s case on the arm), and on the head during u-smash and uair, so don’t try landing on him at all. Also, his d-tilt can hit us when we’re under platforms, so still shield or avoid there. |
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With krown as an item, Ridley can forward toss it, fair, and catch the krown while shield poking. If K Rool uses krown toss nearby in neutral, retreating nair (sweetspot) should be able to break the armor since it's 12%. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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SDI against his up B when he uses propeller against you offensively to KO you into the upper blast zone (specifically, it requires about 2 SDI inputs, which has 6 hitlag frames for you to perform said SDI's). Likewise, when K Rool does an up throw after blunderbuss suction, expect a possible up B and SDI to avoid getting pushed into the upper blast zone. |
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With them having a frame 4 airdodge as a superheavy, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource. |
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His dash attack, smashes, fair, uair, and dair are whiff punished by Wing Blitz forward in terms of end lag. |
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Our uair comes out three frames faster than his dair, so it's possible to uair him as he's getting into position to dair spike with the right timing, although situational. If he gets his dair out though, a trade usually won't be in our favor because of belly armor, and while K Rool's bair can spike, it has 18 frames of startup, so possible to hit him with whatever aerials beforehand. |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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K Rool's normals can be punished by our OoS aerials and shield grab, and like Bowser or Wario, his dash attack and smashes are unsafe on shield enough to be punished by Rid f-smash (turnaround f-smash or shorthop skewer OoS if his dash attack crosses up) and u-smash OoS. |
K Rool's normals can be punished by our OoS aerials and shield grab, and like Bowser or Wario, his dash attack and smashes are unsafe on shield enough to be punished by Rid f-smash (turnaround f-smash or shorthop skewer OoS if his dash attack crosses up) and u-smash OoS. Watch out for the shield damage that his d-smash causes though, and his landing aerials are too safe on shield, so reset there. |
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Jab 2/3, crossup dash attack, u-tilt, smashes, & ledge getup attack are also shield punished by u-tilt. His up smash is even shield punished by skewer with how minus it is and amount of end lag it has, and if he whiffs a gut check counter nearby, whiff punishing with skewer becomes easier the more you do it. |
Jab 2/3, crossup dash attack, u-tilt, smashes, & ledge getup attack are also shield punished by u-tilt. His up smash is even shield punished by skewer with how minus it is and amount of end lag it has, and if he whiffs a gut check counter nearby, whiff punishing with skewer becomes easier the more you do it. |
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Line 1,556: | Line 2,000: | ||
* u-tilt > fullhop uair (107-112%) |
* u-tilt > fullhop uair (107-112%) |
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* u-tilt > double jump uair (113-127%) |
* u-tilt > double jump uair (113-127%) |
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Credit to the old Ridley JMU doc for a certain chunk of this info, credit to smub on some of the details on neutral and advantage state, and to Zeta on the Wing Blitz and krown toss trade scenario. |
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https://x.com/5atez/status/1855030959558869353?s=46&t=NvvvokY_NM2udMgu8BGKVQ |
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}} |
}} |
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Line 1,584: | Line 2,032: | ||
His d-smash, dair, and Stone hit us under plats, so still shield or avoid. |
His d-smash, dair, and Stone hit us under plats, so still shield or avoid. |
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Has a 3 |
Has a 3-hit fair and 6-hit dair. |
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Kirby dair requires about 2 SDI inputs, which has 4 hitlag frames for you to perform said SDI's. What's more, Kirby up B hits require about 2 SDI inputs, each of which have 8 hitlag frames for you to perform said SDI's. |
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Kirby’s and by extension Dedede’s inhale is mashable. Drift back fair after mashing out of Kirby’s since he can confirm footstool on neutral or DI in & can punish mash out jump nair with his fair for some reason. |
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Use retreating nair for neutralizing more of their specials. |
Use retreating nair for neutralizing more of their specials. |
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Kirby has a total of 6 jumps, with 5 midair jumps. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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The Hammer Flip side B has super armor on the ground when fully charged. |
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Kirby’s and by extension Dedede’s inhale is mashable. Drift back fair after mashing out of Kirby’s since he can confirm footstool on neutral or DI in & can punish mash out jump nair with his fair for some reason. |
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This character can consistently airdodge over ledge after getting ledge trumped, so may be best to do ledge trump > drop ledge > double jump to stage + falling bair. We can also hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Our uair comes out seven frames faster than the first hit of his dair, so it's possible to uair him as he's getting into position to dair with the right timing, although situational. Also note his up B can spike aerial opponents when descending, aside from the final hit of his dair. |
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With them being floaty, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource, and if they manage to airdodge a followup, you can typically land with an autocancel to frame trap them and punish if you read their trajectory. Even with Ridley's up throw still having no true followup at times, can do an empty jump + fastfall to bait them to use a resource and catch their landing accordingly, which floaties have a harder time dealing with. |
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Skewer bypasses Stone armor. Skewer > d-tilt > insert followup here, for covering delayed getup. |
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His rapid jab finisher is f-smash punishable; as is dash attack, but it crosses up shield, so be ready to turnaround f-smash. His d-smash is shorthop skewer OoS punishable. Normals are too safe besides those and smashes, and landing aerials too safe besides dair. Side B is -26 to -18, and up B is -21. Although Stone is very minus (even punished by shield drop > d-smash), Stone does too much shield damage to usually be worth it. |
His rapid jab finisher is f-smash punishable; as is dash attack, but it crosses up shield, so be ready to turnaround f-smash. His d-smash is shorthop skewer OoS punishable. Normals are too safe besides those and smashes, and landing aerials too safe besides dair. Side B is -26 to -18, and up B is -21. Although Stone is very minus (even punished by shield drop > d-smash), Stone does too much shield damage to usually be worth it. |
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Line 1,628: | Line 2,088: | ||
===== Miscellaneous and frame data ===== |
===== Miscellaneous and frame data ===== |
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Respect his ledge getup attack range. |
Respect his ledge getup attack range. |
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His f-smash 2 and up B (grounded or landing) are whiff punished by Wing Blitz forward in terms of end lag. |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Our uair comes out three frames faster than his dair, so it's possible to uair him as he's getting into position to dair spike with the right timing, although situational. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Line 1,677: | Line 2,143: | ||
===== Miscellaneous and frame data ===== |
===== Miscellaneous and frame data ===== |
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Mac nair requires 2 SDI inputs, which has 6 hitlag frames for you to perform said SDI's. |
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Mac side B up close crosses up on our shield, so may need to do a turnaround punish, but it's still -36 to -39. |
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His KO Punch is whiff punished by Wing Blitz forward or anything in terms of end lag. |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
Skewer > jab 2 > insert followup here, for covering delayed getup. |
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While not particularly strong, his dair can hit us under plats, so still shield or avoid there. |
While not particularly strong, his dair can hit us under plats, so still shield or avoid there. |
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Aside from super armor on his smashes & KO Uppercut and intangibility on his grounded side B, Mac's neutral B has 8% worth of armor when charging, and 14% worth of armor on release. Something like our bair may beat the latter, but f-tilt even with sweetspot will not. |
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His rapid jab finisher is punished by shorthop SPR OoS, while his grounded normals are punished by our OoS aerials and such. His landing aerials besides bair and dair are too safe on shield though, so reset there. His specials are especially unsafe, with full charged neutral B being -82 and side B being -39 to -36. |
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His rapid jab finisher is punished by shorthop SPR OoS, while his grounded normals are punished by our OoS aerials and such. His landing aerials besides bair and dair are too safe on shield though, so reset there. His specials are especially unsafe, with full charged neutral B being -82 and side B being -39 to -36. If he whiffs a slip counter nearby, skewer punish. |
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His jab 3, rapid jab finisher, u-smash, neutral B (regardless of charge), and side B are shield punished by u-tilt should he be at u-tilt > uair kill %. |
His jab 3, rapid jab finisher, u-smash, neutral B (regardless of charge), and side B are shield punished by u-tilt should he be at u-tilt > uair kill %. |
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Line 1,713: | Line 2,189: | ||
===== Miscellaneous and frame data ===== |
===== Miscellaneous and frame data ===== |
||
Don't do a ledge neutral getup if they're charging a full aura sphere, since our hurtbox is likely still big enough to be hit by it. |
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SPR Lucario on plats if worried about him double team countering our attacks from underneath (i.e. u-tilt). |
SPR Lucario on plats if worried about him double team countering our attacks from underneath (i.e. u-tilt). |
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Lucario force palm (grab version) is mashable. |
Lucario force palm (grab version) is mashable. |
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When Lucario lands on stage with up B, they have little lag, so if not on stage yet, don't be baited into attacking them from ledge. |
When Lucario lands on stage with up B, they have little lag, so if not on stage yet, don't be baited into attacking them from ledge. ''That being said'', their up B has 46 frames of startup lag, making them quite vulnerable to edgeguarding and such when you're the one in advantage. |
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Lucario multihits- f-tilt (2 hits), nair (2 hits), dair (2 hits) |
Lucario multihits- f-tilt (2 hits), nair (2 hits), dair (2 hits) |
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His u-smash, d-smash, bair, and Force Palm are mostly whiff punished by Wing Blitz forward in terms of end lag. |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Line 1,752: | Line 2,234: | ||
Most Lucas players will opt for stalling with their double jump for a bit before tethering to the ledge. Once you have them out there with no jump, you can chase them as far as you want as they try to position for up B. |
Most Lucas players will opt for stalling with their double jump for a bit before tethering to the ledge. Once you have them out there with no jump, you can chase them as far as you want as they try to position for up B. |
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The rest of the neutral’s just playing the slow wall out game while respecting his projectiles/zair. |
The rest of the neutral’s just playing the slow wall out game while respecting his projectiles/zair. Far as disadvantage, note that his multi-hit d-smash can contest our up B while it's active unlike Ness's yoyo. |
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Line 1,760: | Line 2,242: | ||
Lucas d-smash and dair hit us under platforms, so still shield or avoid there. |
Lucas d-smash and dair hit us under platforms, so still shield or avoid there. |
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Lucas multihits- d-smash (3 hits), nair (4 hits) |
Lucas multihits- d-smash (3 hits), nair & dair (4 hits), PK Thunder self-hit (12 hits) |
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Lucas nair requires 2 SDI inputs, which has 3 hitlag frames for you to perform said SDI's. PK thunder requires about 3 SDI inputs, which has 4 hitlag frames for you to perform said SDI's. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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This character can consistently airdodge over ledge after getting ledge trumped, so may be best to do ledge trump > drop ledge > double jump to stage + falling bair. |
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His normals besides d-tilt and f-tilt are mostly punished by our OoS aerials and shield grab, while his u-smash when shielded is punished by whatever (is -54 on shield). His landing aerials besides the 4-hit dair (can punish with u-smash) are too safe on shield though, so reset there. PK freeze is mostly safe on shield, as is magnet, but PK fire and thunder up close are about as unsafe on shield as Ness's. |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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While his bair can spike, it has 15 frames of startup, so possible to hit him with our aerials beforehand. Also note the last hit of his dair will spike. |
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With them being floaty, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource, and if they manage to airdodge a followup, you can typically land with an autocancel to frame trap them and punish if you read their trajectory. Even with Ridley's up throw still having no true followup at times, can do an empty jump + fastfall to bait them to use a resource and catch their landing accordingly, which floaties have a harder time dealing with. |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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His normals besides d-tilt and f-tilt are mostly punished by our OoS aerials and shield grab, while his u-smash when shielded is punished by whatever (is -54 on shield and whiff punished by Wing Blitz forward, etc). His landing aerials besides the 4-hit dair (can punish with u-smash) are too safe on shield though, so reset there. PK freeze is mostly safe on shield, as is magnet, but PK fire and thunder up close are about as unsafe on shield as Ness's. |
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PK Fire and Thunder are also minus on shield enough for you to dash grab or dash attack if he's nearby (same with extended dash cancel u-tilt if he's at kill confirm %). Just don't shield too much or obviously against them to where he can grab you. |
PK Fire and Thunder are also minus on shield enough for you to dash grab or dash attack if he's nearby (same with extended dash cancel u-tilt if he's at kill confirm %). Just don't shield too much or obviously against them to where he can grab you. |
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Line 1,802: | Line 2,294: | ||
* Another way to deal with counters when recovering is holding down which will let you tech it a good bit longer. Holding down can also let you survive untechables which are the red shockwaves when you get knocked against a stage wall, by holding down to reduce your launch speed and then tech as usual, aside from hugging the stage under making it harder for them to off stage counter. Likewise if the opponent's standing at ledge to counter while you're recovering low, try to be as far away from ledge as possible at first when drifting toward it after you up B, allowing you to avoid an obvious counter. They can adapt to this by going slightly off stage to counter, but you can mix them up by using your jumps and airdodge to get to ledge instead. Lastly, if they stale their counter earlier on, it'll still kill much later like with any powerful move. |
* Another way to deal with counters when recovering is holding down which will let you tech it a good bit longer. Holding down can also let you survive untechables which are the red shockwaves when you get knocked against a stage wall, by holding down to reduce your launch speed and then tech as usual, aside from hugging the stage under making it harder for them to off stage counter. Likewise if the opponent's standing at ledge to counter while you're recovering low, try to be as far away from ledge as possible at first when drifting toward it after you up B, allowing you to avoid an obvious counter. They can adapt to this by going slightly off stage to counter, but you can mix them up by using your jumps and airdodge to get to ledge instead. Lastly, if they stale their counter earlier on, it'll still kill much later like with any powerful move. |
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Also, just hitting the tech to prevent stage spike when using vertical up B to recover isn't enough, as Lucina will then up B you back and force you to tech yet again, so what you can do, if you still have a jump, is tech the counter and then nair to hit them away. |
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Lucina uair is big, so you’re not really gonna be able to challenge them with dair or anything. Standard landing methods, where you save and mix up jumps with fastfalls and airdodges. Go to the ledge if you can but don't fall past ledge for an up B. |
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When trying to land, Lucina uair is big, so you’re not really gonna be able to challenge them with dair or anything. Standard landing methods, where you save and mix up jumps with fastfalls and airdodges. Go to the ledge if you can but don't fall past ledge for an up B. |
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===== Advantage ===== |
===== Advantage ===== |
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The main difference from Marth is not having to worry as much about spacing, while Marth has to rely on tippers. They're both floatier than Roy and Chrom though, and will use side B more-so to stall their landing and throw you off, in addition to their neutral B being a more reliable quick shield breaker that lives up to its name, as any hit + neutral B with no charge will break a full shield. If you see it coming, always take the hit instead of shielding it. Also watch for their neutral B as a landing mixup or an option from ledge as a surprise attack. |
The main difference from Marth is not having to worry as much about spacing, while Marth has to rely on tippers. They're both floatier than Roy and Chrom though, and will use side B more-so to stall their landing and throw you off, in addition to their neutral B being a more reliable quick shield breaker that lives up to its name, as any hit + neutral B with no charge will break a full shield. If you see it coming, always take the hit instead of shielding it. Also watch for their neutral B as a landing mixup or an option from ledge as a surprise attack. |
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Her 2-hit nair hits us during crouch. If she lands behind us, don't try to punish it OoS, though our nair can hit if their spacing is bad. She can't really act after using nair while airborne, so you can dash back and reverse f-tilt or d-tilt to punish (d-tilt is better for the combo strings), or retreating fair. Good as Lucina nair is, it's still a rising aerial with floaty character, meaning you might be able to whiff punish it with burst options. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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Her double jump makes her hurtbox shift, so go for nair most of the time instead of chasing with fair or bair. |
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DI up & in against her f-throw or aerials at ledge. After a failed ledge drop fair or SPR, it's important to DI up & in, as you'll be sent off stage. |
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Her f-smash, u-smash, uair, dair, and side B are whiff punished by Wing Blitz forward in terms of end lag. |
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With them being floaty, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource, and if they manage to airdodge a followup, you can typically land with an autocancel to frame trap them and punish if you read their trajectory. Even with Ridley's up throw still having no true followup at times, can do an empty jump + fastfall to bait them to use a resource and catch their landing accordingly, which floaties have a harder time dealing with. |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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Our jab 1 comes out before hers, so always use when up close. |
Our jab 1 comes out before hers, so always use when up close. |
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Besides her safe d-tilt, her normals are at least punished by our OoS aerials and such. Her landing aerials are too safe though, so reset there. Aside from her neutral B that you shouldn't shield against, her side B hits are various levels of unsafe like with Roy/Chrom. |
Besides her safe d-tilt, her normals are at least punished by our OoS aerials and such. Her landing aerials are too safe though, so reset there. Aside from her neutral B that you shouldn't shield against, her side B hits are various levels of unsafe like with Roy/Chrom. If she whiffs a counter nearby, skewer punish. |
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Her jab 2, u-tilt, dash attack, smashes, and side B hits are shield punished by u-tilt should she be at u-tilt > uair kill %. |
Her jab 2, u-tilt, dash attack, smashes, and side B hits are shield punished by u-tilt should she be at u-tilt > uair kill %. |
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* u-tilt > double jump uair (88-98%) |
* u-tilt > double jump uair (88-98%) |
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Major credit to the Ridcord JMU doc for a good chunk of this info. |
Major credit to the Ridcord JMU doc for a good chunk of this info, and to Mezcaul on the specifics of her nair and some of our advantage and disadvantage versus her. |
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}} |
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If a Luigi camps you by spamming fireball from a corner, don’t fall for the bait and be overeager to approach, because he wants you to do that so he can get a grab or up B punish. Approach at mid range with pivot f-tilt or sliding d-tilt. Flickshot plasma can work too to counter-camp. Otherwise wait for him to approach and out-patient him. |
If a Luigi camps you by spamming fireball from a corner, don’t fall for the bait and be overeager to approach, because he wants you to do that so he can get a grab or up B punish. Approach at mid range with pivot f-tilt or sliding d-tilt. Flickshot plasma can work too to counter-camp. Otherwise wait for him to approach and out-patient him. |
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In the air, watch out for Luigi’s down B which is a good combo breaker and decent KO option when high up with its knockback. He’s invincible during the first few frames of the move, so wait it out if need be and then tilt poke him. Aside from a get-off-me, he may also use it when falling toward you. Shield it in that case but if hit by it, can escape with SDI up. His |
In the air, watch out for Luigi’s down B which is a good combo breaker and decent KO option when high up with its knockback. He’s invincible during the first few frames of the move, so wait it out if need be and then tilt poke him. Aside from a get-off-me, he may also use it when falling toward you. Shield it in that case but if hit by it, can escape with SDI up. His dash attack you similarly want to shield with how long lasting it is. |
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* Up throw > uair works on Luigi's who mash down B. In other words, the invincibility of his down B wears off by the time we get our uair out. |
* Up throw > uair works on Luigi's who mash down B. In other words, the invincibility of his down B wears off by the time we get our uair out. |
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===== Miscellaneous and frame data ===== |
===== Miscellaneous and frame data ===== |
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His dash attack and down B are 5 hits. |
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His up B and down B are whiff punished by Wing Blitz forward in terms of end lag. |
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As a mixup, plasma armor can help against Luigi side B by charging neutral B off stage and then can freely dunk him, like if his jump is already used up. |
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This character can consistently airdodge over ledge after getting ledge trumped, so may be best to do ledge trump > drop ledge > double jump to stage + falling bair. We can also hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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With them being floaty, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource, and if they manage to airdodge a followup, you can typically land with an autocancel to frame trap them and punish if you read their trajectory. Even with Ridley's up throw still having no true followup at times, can do an empty jump + fastfall to bait them to use a resource and catch their landing accordingly, which floaties have a harder time dealing with. |
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Skewer > jab 1 > f-smash, for covering delayed getup. |
Skewer > jab 1 > f-smash, for covering delayed getup. |
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This matchup will test your spacing. Mario's combo game is extremely powerful at low to mid %, and less dangerous at high %. Mario's many combo starting moves are fast and have low lag, so good spacing is a necessity. |
This matchup will test your spacing. Mario's combo game is extremely powerful at low to mid %, and less dangerous at high %. Mario's many combo starting moves are fast and have low lag, so good spacing is a necessity. |
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In neutral, Mario will try to land aerials out of a shorthop and fastfalling. They generally approach with |
In neutral, Mario will try to land aerials out of a shorthop and fastfalling. They generally approach with shorthop bair which is relatively safe on shield, can crossup, or lead to a potential 0 to death combo. He will also use uair at low % to start a long, potentially deadly chain. Some Mario's will simply spam this move, hoping one lands. It doesn't have much range, so our nair, fair, u-tilt, or f-tilt to beat it. Mario can also use nair to start combos. |
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Similar to Link's nairs and such, Mario's has little lag, is safe on shield, combos into his best moves, and lingers for a good while. The best option to Mario approaching is to back up and use a tilt (i.e. up angle f-tilt) to deny them an advantage. Mario will also use fireball to make you shield, allowing him to grab you and perform a true death combo consisting of d-throw > uair > nair > uair > fastfall uair > fair at very low %. He can also simply combo out of the fireballs themselves with uair. |
Similar to Link's nairs and such, Mario's has little lag, is safe on shield, combos into his best moves, and lingers for a good while. The best option to Mario approaching is to back up and use a tilt (i.e. up angle f-tilt) to deny them an advantage. Mario will also use fireball to make you shield, allowing him to grab you and perform a true death combo consisting of d-throw > uair > nair > uair > fastfall uair > fair at very low %. He can also simply combo out of the fireballs themselves with uair. |
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This is the hard part. Mario's already insane combo game is accented on Ridley's large frame. Getting hit by uair at low % will lead to a 40-50% combo that is virtually inescapable, and the rare times you can airdodge out can be read and punished even harder. |
This is the hard part. Mario's already insane combo game is accented on Ridley's large frame. Getting hit by uair at low % will lead to a 40-50% combo that is virtually inescapable, and the rare times you can airdodge out can be read and punished even harder. |
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Platforms on Battlefield allow Mario to ladder Ridley up to the top blastzone and get a free stock, so definitely avoid this stage. |
Platforms on Battlefield allow Mario to ladder Ridley up to the top blastzone and get a free stock, so definitely avoid this stage. SDI down and away to avoid dying to up B near the top and to maneuver away from Mario's combo. DI upwards to increase the knockback and give yourself more of a chance. |
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Avoid being unsafe on Mario's shield at death % (100 and above), especially from behind since Mario's up smash is his go-to kill move. His head is intangible during the move as well, similar to Ridley up smash. |
Avoid being unsafe on Mario's shield at death % (100 and above), especially from behind since Mario's up smash is his go-to kill move. His head is intangible during the move as well, similar to Ridley up smash. |
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Mario is at a great danger when above Ridley, as his short range cannot help him against Ridley's disjointed u-tilt and u-smash, or nair, fair, and uair. They will usually do an airdodge to return to the ground and reset, which can be easily punished like with an f-smash. |
Mario is at a great danger when above Ridley, as his short range cannot help him against Ridley's disjointed u-tilt and u-smash, or nair, fair, and uair. They will usually do an airdodge to return to the ground and reset, which can be easily punished like with an f-smash. |
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Mario's recovery is only decent, and Ridley nair and fair should be enough to gimp him at 70% and above. His up B is also pretty easy to time with your down angle |
Mario's recovery is only decent, and Ridley nair and fair should be enough to gimp him at 70% and above. His up B is also pretty easy to time with your down angle Wing Blitz or down angle f-tilt. Be aware that they can use cape to stall their recovery and cause you to mistime your attacks. |
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Mario won't stay at the ledge for long and when stuck, will usually jump with a fireball to cover themselves or jump to a platform. Our nair can beat both of these options. Some will drop down and jump up with an aerial, usually uair to start a combo or put you in disadvantage. Either shield and reset or use f |
Mario won't stay at the ledge for long and when stuck, will usually jump with a fireball to cover themselves or jump to a platform. Our nair can beat both of these options. Some will drop down and jump up with an aerial, usually uair to start a combo or put you in disadvantage. Either shield and reset or use f-tilt or d-tilt to out-space Mario. Ridley's f-smash can be used to whiff punish Mario's bair and uair, since Ridley backs up a bit during the move and said aerials have more than enough end lag. |
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Mario's best OoS options- Up B (frame 3), nair (frame 6), uair (frame 7), u-smash (frame 9). |
Mario's best OoS options- Up B (frame 3), nair (frame 6), uair (frame 7), u-smash (frame 9). |
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Like us, Mario's will use turnaround up smash to take stocks. It can be shielded easily but is only punishable with our bair OoS. Use d |
Like us, Mario's will use turnaround up smash to take stocks. It can be shielded easily but is only punishable with our bair OoS. Use d-tilt, f-tilt, fair, and nair to stop Mario from approaching with this option. |
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Mario can B-reverse his cape to ledge trump easily, and can combo it into bair as a kill. Avoid staying on ledge at kill %. |
Mario can B-reverse his cape to ledge trump easily, and can combo it into bair as a kill. Avoid staying on ledge at kill %. |
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Mario's uair > fastfall uair > fair is a common kill confirm at ledge. Don't use unsafe moves on Mario's shield when you're near ledge because this combo works OoS as well at low to mid % (50ish). Also tech his fair when on stage. |
Mario's uair > fastfall uair > fair is a common kill confirm at ledge. Don't use unsafe moves on Mario's shield when you're near ledge because this combo works OoS as well at low to mid % (50ish). Also tech his fair when on stage. |
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Can try to escape his ladder combos into up B or dair with SDI down & away. |
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This character can consistently airdodge over ledge after getting ledge trumped, so may be best to do ledge trump > drop ledge > double jump to stage + falling bair. We can also hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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While his fair can spike, it has 16 frames of startup, so possible to hit him with aerials beforehand. |
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With them being floaty, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource, and if they manage to airdodge a followup, you can typically land with an autocancel to frame trap them and punish if you read their trajectory. Even with Ridley's up throw still having no true followup at times, can do an empty jump + fastfall to bait them to use a resource and catch their landing accordingly, which floaties have a harder time dealing with. |
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Skewer > jab 1 > f-smash, for covering delayed getup. |
Skewer > jab 1 > f-smash, for covering delayed getup. |
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|oneliner= |
|oneliner= |
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|summary= |
|summary= |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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* Placeholder |
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Ridley kill confirm: |
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* u-tilt > fullhop uair (84-87%) |
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* u-tilt > double jump uair (88-98%) |
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For the Mega Buster or jab/f-tilt/nair, keep in mind he can only shoot three pellets at a time, so block or avoid them and go in, usually from above to avoid. |
For the Mega Buster or jab/f-tilt/nair, keep in mind he can only shoot three pellets at a time, so block or avoid them and go in, usually from above to avoid. |
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When hit by the u-air, don't freak out and jump or you might die early due to how high up it sends you. Otherwise try to airdodge or move around it, holding left stick down and watching out for a followup. |
When hit by the u-air, don't freak out and jump or you might die early due to how high up it sends you. Otherwise try to airdodge or move around it, holding left stick down and watching out for a followup. This uair we can actually get through with Ridley dair if timed right, though with the end lag, he'll most likely be able to punish after, but can consider doing it as a mixup. |
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Respect the Metal Blade by shielding or avoiding the z-drops and such, and if you grab it, you can throw it back at him for some damage. |
Respect the Metal Blade by shielding or avoiding the z-drops and such, and if you grab it, you can throw it back at him for some damage. |
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For Leaf Shield, either pull up your own shield like when he’s landing with it (be sure you don't drop it too early and hold all the way to the end of the move), or jump over it when he throws it. If he jumps up and throws the leaves, then can run underneath and punish him. In our case there's also trying to jump and Plasma which if nothing else can bait him to throw it before you land, but stay in the air long enough with your jumps either way. Our dair can surprisingly hit him through the Leaf Shield too. |
For Leaf Shield, either pull up your own shield like when he’s landing with it (be sure you don't drop it too early and hold all the way to the end of the move), or jump over it when he throws it. If he jumps up and throws the leaves, then can run underneath and punish him. In our case there's also trying to jump and Plasma which if nothing else can bait him to throw it before you land, but stay in the air long enough with your jumps either way. Our dair can surprisingly hit him through the Leaf Shield too. |
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Also, Leaf Shield is not safe on shield; the window when Mega Man starts to throw it and when he can act again is 55 frames. Start by tilting your shield forward and up to prevent poking, wait for the throw, and punish. A good Mega Man will dash away and throw it from a distance to prevent OoS punishes, but you can counter that by fullhopping during his retreat to avoid the throw and punish with a landing aerial. Now if they expect this, they can jump and toss the LF to stuff out your fullhop, but your answer to that as mentioned is dash in under and anti-air him. When stuck on the ledge, LF loses to getup attack. |
Also, Leaf Shield is not safe on shield; the window when Mega Man starts to throw it and when he can act again is 55 frames. Start by tilting your shield forward and up to prevent poking, wait for the throw, and punish. A good Mega Man will dash away and throw it from a distance to prevent OoS punishes, but you can counter that by fullhopping during his retreat to avoid the throw and punish with a landing aerial. Now if they expect this, they can jump and toss the LF to stuff out your fullhop, but your answer to that as mentioned is dash in under and anti-air him. When stuck on the ledge, LF loses to getup attack. He can also cancel LF by picking up items such as his Metal Blade, in which the leaves still make him mostly invulnerable when picking up an item though, so respect it. |
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You also need to respect his up tilt for the power it has. It has a lot of end lag though, so take advantage and punish if you shield or avoid and it whiffs. Don't let him place his Rush Coil below you when you respawn. Use the few seconds of your respawn invincibility to pressure him when possible. Also remember his d-tilt slide & spinning dash attack and shield them, and remember both can crossup shield which you can punish with a quick turnaround attack. Don't play on auto pilot here. |
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You also need to respect his up tilt for the power it has. It has a lot of end lag though, so take advantage and punish if you shield or avoid and it whiffs. Don't let him place his Rush Coil below you when you respawn. Use the few seconds of your respawn invincibility to pressure him when possible. Also remember his d-tilt slide & spinning DA and shield them, and remember both can crossup shield which you can punish with a quick turnaround attack. Don't play on auto pilot here. |
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Once you get in through his wall of projectiles, or if you cross him up and land behind him, he struggles, so attack/combo and keep up the pressure. His f-smash, while powerful, lacks knockback and is laggy and reactable, and if he ledge traps you with it, just do a ledge jump over it and attack. Gimp him depending on his recovery pattern. |
Once you get in through his wall of projectiles, or if you cross him up and land behind him, he struggles, so attack/combo and keep up the pressure. His f-smash, while powerful, lacks knockback and is laggy and reactable, and if he ledge traps you with it, just do a ledge jump over it and attack. Gimp him depending on his recovery pattern. |
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Like other zoners, Battlefield is preferable to fight Mega Man on, though, beware of his up air especially on the top platform. |
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In general, you want to hold center stage and be very disciplined in shield. One aspect of pellet counterplay is paying attention to the rhythm that they tap A at, which tells you when you can punish or when you should keep shielding, since they can mix up their timings a lot. Also recognize situations where he has to expose himself with up B off stage, and remember to walk; walk & shield is crucial in this matchup, until you get in range for d-tilt or f-tilt, or till they run out of space, and when you get them off stage, you need to put pressure and try to kill him. Be patient in neutral, find your window, and if you get it, never let him do anything, try to make sure he never resets neutral and dies. Be careful with his dair that gives him some stall in his air to protect his landing and mix up his landing time. |
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Respect not only side B but Metal Blade as an anti-edgeguard as well. Although his projectiles lose to plasma outside of f-smash, he doesn't give you a lot of opportunities to charge it, and doesn’t stay in its threat range very long. He has that same Kazuya problem of having to recover high and airdodge into the ledge in a lot of situations, and that's where you can get your earliest kills. |
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===== Miscellaneous and frame data ===== |
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Mega Man up tilt has intangibility on frames 5-7 (at the beginning of the move before he ascends as well as some moves confirming into it if timed right) and d-tilt has intangibility on the leg during frames 3-12. You’ll want to shield the latter anyway though as mentioned, punishing if it crosses you up. Said d-tilt has a 40% chance of tripping on hit as well. |
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If Mega Man players overshoot with Crash Bomb, you can tipper f-tilt to detonate it and make your own ledgetrap out of it when he tries to recover. That happens when he attaches it to the ledge but not directly underneath it. The more you play against Mega Man, the more you realize how often he has to do what Snake and ROB do where they give up and go high instead of playing the ledge game, except unlike Snake, MM has actual good landing mixups that aren't immediately easy to contest. |
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Also, MM’s uair we can get through with Ridley dair if timed right, though with the end lag, MM will most likely be able to punish after, but can consider doing it as a mixup. |
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Mega Man from a distance you can use plasma pretty well against on stage; if you get the ability to charge it, he'll just have to jump or shield because it eats all of his projectiles and won’t get the chance to use f-smash, giving you a good window. While he may seem like a zoner as mentioned, he's arguably more of a wall that tries to stay close to you, making plasma good when he wants to be campy where he poses less of a threat. |
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One other thing about Leaf Shield, he can cancel it by picking up items such as his Metal Blade. The leaves still make him mostly invulnerable when picking up an item though, so respect it. |
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You only have to be careful about jump metal blade, but a platform or just being too far away will solve this. Leaf shield is the only counter, but it's punishable; just release plasma early and punish when he has to release it. Either get a hit if you time it well and don't let yourself get hit by it, or you take his stage which is great against Mega Man. Still, only use plasma if he's far, or you'll get lemon'd. He prefers to lemon at mid range which is where you'll want to f-tilt or d-tilt him. |
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Some other things for Mega Man: Hold center and be very disciplined in shield. Recognize situations where he has to expose himself with up B off stage. |
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Respect not only side B but Metal Blade as an anti-edgeguard as well. Although his projectiles lose to plasma outside of f-smash, he doesn't give you a lot of opportunities to charge it, and doesn’t stay in its threat range very long. He has that same Kazuya problem of having to recover high and airdodge into the ledge in a lot of situations, and that's where you can get your earliest kills. |
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In disadvantage, you gotta SDI out when he has you in metal blade stuff and general combos because while it still leads to combos, it might just save your life, especially if you can get things like the up tilt to miss in certain combos. Also, don't panic when he lemons successfully; he'll look for the panic options when you get out of hitstun. Whenever you get killed and drop the platform, don't let yourself get hit by side B; same for when he puts you in a tech chase, so don't techroll toward him if further away. |
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If MM players overshoot with Crash Bomb, you can tipper f-tilt to detonate it and make your own ledgetrap out of it when he tries to recover. That happens when he attaches it to the ledge but not directly underneath it. The more you play against MM, the more you realize how often he has to do what Snake and ROB do where they give up and go high instead of playing the ledge game, except unlike Snake, MM has actual good landing mixups that aren't immediately easy to contest. |
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Something to note on Mega Man's up B, it only goes one direction and becomes a moving target as soon as the invincibility (on frames 7-10) runs out, so he takes damage fast in that situation. It's a similar deal to Sonic's up B, except MM travels slower with his and is easier to react to. He also requires more time to act out of it. Our dair can work on it as a mixup. |
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===== Miscellaneous and frame data ===== |
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Mega Man from a distance you can use plasma pretty well against on stage; if you get the ability to charge it, he'll just have to jump or shield because it eats all of his projectiles and won’t get the chance to use f-smash, giving you a good window. MM may seem like a zoner but he's arguably more of a wall that tries to stay close to you, making plasma good when he wants to be campy where he poses less of a threat. |
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Like other zoners, Battlefield is preferable to fight Mega Man on, though, beware of his up air especially on the top platform. |
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Mega Man up tilt has intangibility on frames 5-7 (at the beginning of the move before he ascends as well as some moves confirming into it if timed right) and d-tilt has intangibility on the leg during frames 3-12. You’ll want to shield the latter anyway though as mentioned, punishing if it crosses you up. Said d-tilt has a 40% chance of tripping on hit as well. |
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You only have to be careful about jump metal blade, but a platform or just being too far away will solve this. Leaf shield is the only counter, but it's punishable; just release plasma early and punish when he has to release it. Either get a hit if you time it well and don't let yourself get hit by it, or you take his stage which is amazing against MM. |
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Something to note on Mega Man's up B, it only goes one direction and becomes a moving target as soon as the invincibility (on frames 7-10) runs out, so he takes damage fast in that situation. It's a similar deal to Sonic's up B, except Mega Man travels slower with his and is easier to react to. He also requires more time to act out of it. Our dair can work on it as a mixup. |
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Fire sword f-air is the safe aerial, so reset when shielding it. Can mostly punish the 3 hit bair however where he briefly turns around for the attack. Also when shielding his dair, reset with how safe it is. Ridley nair/fair clanks well with lemons. They're -25 > -23 > -20, but can still shield drop d-tilt as a true punish. MM can grab while Leaf Shield is active. |
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Mega Man multihits- Crossup dash attack (8 hits), u-smash (7 hits), uair under a plat (7 hits) |
Mega Man multihits- Crossup dash attack (8 hits), u-smash (7 hits), uair under a plat (7 hits) |
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You can do a beefy side B (hold down during SPR to bypass ledge) to catch their up B recovery, along with any directional airdodge toward ledge. Be ready to tech though in the case of a trade situation. Beefy side B won't grab if they still have intangibility while at ledge, but unlikely to happen if they're at high %. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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If you throw metal blade at Mega Man as he does lemons (specifically, metal blade connects with the hitbox close to his blaster), it actually puts him in clank lag. That said, metal blade loses to the pellets themselves, but if it's close enough to him it makes him clank and gives us a punish. |
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Also, remember to walk. Walk & shield is crucial in this MU, till you get in range for d-tilt or f-tilt, or till they run out of space, and when you get them off stage, you need to put pressure and try to kill him. |
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His u-tilt, u-smash, and d-smash are whiff punished by Wing Blitz forward in terms of end lag. |
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It's really tough, and you gotta SDI out when he has you in metal blade stuff and general combos because while it still leads to combos, it might just save your life, especially if you can get things like the u-tilt to miss in certain combos. |
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This character can consistently airdodge over ledge after getting ledge trumped, so may be best to do ledge trump > drop ledge > double jump to stage + falling bair. We can also hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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To clarify on plasma, only use if he's far, or you'll get lemon'd. He prefers to lemon at mid range which is where you'll want to f/d-tilt him. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Don't panic when he lemons successfully; he'll look for the panic options when you get out of hitstun. Also whenever you get killed and drop the platform, don't let yourself get hit by side B. Same for when he puts you in a tech chase, so don't techroll toward him if further away. |
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Fire sword f-air is the safe aerial, so reset when shielding it. Can mostly punish the 3 hit bair however where he briefly turns around for the attack. Also when shielding his dair, reset with how safe it is. Ridley nair/fair clanks well with lemons. They're -25 > -23 > -20, but can still shield drop d-tilt as a true punish. MM can grab while Leaf Shield is active. |
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Be patient in neutral, find your window, and if you get it, never let him do anything, try to make sure he never resets neutral and dies. Be careful with his dair that gives him some stall in his air to protect his landing as well as mix up his landing time, etc. |
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Mega Man's jab/f-tilt/nair is punished by our OoS aerials and shield grab if shielded up close, and our jab 1 comes out before his. His u-tilt and d-tilt have enough end lag to be punished by f-smash when shielded (or u-smash OoS for the u-tilt before he lands), tho have to turnaround f-smash (or shorthop turnaround skewer OoS) for d-tilt due to its ability to crossup. His u-smash and d-smash when shielded can also be punished by Rid f-smash, while dash attack is punished by our OoS aerials or Rid u-smash due to it being able to crossup too. MM d-smash is even skewer/d-smash punishable with shield pushback. |
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Mega Man's jab/f-tilt/nair is punished by our OoS aerials and shield grab if shielded up close. His u-tilt and d-tilt have enough end lag to be punished by f-smash when shielded (or u-smash OoS for the u-tilt before he lands), tho have to turnaround f-smash (or shorthop turnaround skewer OoS) for d-tilt due to its ability to crossup. His u-smash and d-smash when shielded can also be punished by Rid f-smash, while dash attack is punished by our OoS aerials or Rid u-smash due to it being able to crossup too. MM d-smash is even skewer/d-smash punishable with shield pushback. |
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His jab/f-tilt/nair, crossup d-tilt, u-tilt, u-smash, d-smash, and ledge getup attack are also u-tilt punishable on shield should he be at u-tilt > uair kill %. |
His jab/f-tilt/nair, crossup d-tilt, u-tilt, u-smash, d-smash, and ledge getup attack are also u-tilt punishable on shield should he be at u-tilt > uair kill %. |
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* u-tilt > double jump uair (96-105%) |
* u-tilt > double jump uair (96-105%) |
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Major credit to smub for the edgeguarding tips, |
Major credit to smub for the edgeguarding tips, Zant for the neutral tips along with the use of plasma, and CheeseCapo for the finding on metal blade clanking with pellets if it gets to him up close. |
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Some metal blade item labbing- |
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https://x.com/ClipartCriminal/status/1370275545087369217 |
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|oneliner= |
|oneliner= |
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|summary= |
|summary= |
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Watch out for his ladder combos. To prevent being put in that situation, avoid his dash attack (is -18 on shield but crosses up on it) and dash grab (32 frames of end lag), two main ways to start it (can directional airdodge through them as a landing mixup) which he may bait & punish with. If you do get caught in it, hold your stick toward MK and upward or SDI those directions, helping you escape. Another potential option is pick a stage with a larger blast zone so you don't die as early. Regardless, once you’re at higher %, those touch of death combos no longer apply, but mix up your SDI when it does like with Bayonetta. |
Watch out for his ladder combos. To prevent being put in that situation, avoid his dash attack (is -18 on shield but crosses up on it) and dash grab (32 frames of end lag), two main ways to start it (can directional airdodge through them as a landing mixup) which he may bait & punish with. If you do get caught in it, hold your stick toward MK and DI upward or SDI those directions, helping you escape. Another potential option is pick a stage with a larger blast zone so you don't die as early. Regardless, once you’re at higher %, those touch of death combos no longer apply, but mix up your SDI when it does like with Bayonetta. |
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* You basically see whether the MK is drifting forward a lot or barely drifting at all, and if they’re drifting forward you SDI in to try to get hit by the back hit of uair, and if they’re not drifting much at all, you SDI down and away to fall out of the combo. |
* You basically see whether the MK is drifting forward a lot or barely drifting at all, and if they’re drifting forward you SDI in to try to get hit by the back hit of uair, and if they’re not drifting much at all, you SDI down and away to fall out of the combo. |
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Respect MK's rushdown playstyle. He's the only multi-jump character who also has good mobility, making him great at approaching from the ground and the air. If he's in the air, he'll often wait for you to whiff an attack and move in, so don't fall for it. Also remember his multi-hits when shielding; rapid jab, 3 hit f-tilt, spinning u-tilt, 3 hit u-smash, 3 hit fair & bair, 10 hit d-throw, and specials such as drill rush that's 12 hits. |
Respect MK's rushdown playstyle. He's the only multi-jump character who also has good mobility, making him great at approaching from the ground and the air. If he's in the air, he'll often wait for you to whiff an attack and move in, so don't fall for it. Also remember his multi-hits when shielding; rapid jab, 3 hit f-tilt, spinning u-tilt, 3 hit u-smash, 3 hit fair & bair, 10 hit d-throw, and specials such as drill rush that's 12 hits. |
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* If drill rush whiffs on the ground, it bounces him which you can punish another way by using aerials. |
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Dash attack will beat Meta Knight's shorthop if spaced. |
Dash attack will beat Meta Knight's shorthop if spaced. |
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MK has a total of 6 jumps, with 5 midair jumps. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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MK uair requires about 2 SDI inputs, which has 7 hitlag frames for you to perform said SDI's. |
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His rapid jab finisher is shield punishable with dash attack or dash grab, while his normals are punished by our OoS aerials and shield grab, except for his d-tilt and f-smash; after shielding his f-smash, he may go for a d-smash or something after that you can punish. MK u-smash is punished by SH SPR OoS. |
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His neutral B and down B are whiff punished by Wing Blitz forward in terms of end lag. |
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His dash attack may crossup on shield, so be ready to do a turnaround punish. All his landing aerials are too safe on shield, so reset there. His specials however are all pretty minus on shield (punished by shield drop > d-smash, etc), along with putting him in freefall after if used unsafely, which is most of the time except when recovering. |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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His rapid jab finisher, f-tilt 3, u-tilt, u-smash, d-smash, specials, and ledge getup attack are also shield punished by u-tilt should he be at u-tilt > uair kill %. |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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His rapid jab finisher is shield punishable with dash attack or dash grab, while his normals are punished by our OoS aerials and shield grab, except for his d-tilt and f-smash; after shielding his f-smash, he may go for a d-smash or something after that you can punish. MK u-smash and maybe side B is punished by shorthop SPR OoS. |
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His dash attack may crossup on shield, so be ready to do a turnaround punish. All his landing aerials are too safe on shield, so reset there. His specials however are all pretty minus on shield (neutral B mach tornado being -81, side B being -24, and down B dimensional cape being -44, the first and last of which can be shield punished by d-smash, etc), along with putting him in freefall after if used unsafely, which is most of the time except when recovering. |
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His rapid jab finisher, f-tilt 2 or 3, u-tilt, u-smash, d-smash, specials, and ledge getup attack are also shield punished by u-tilt should he be at u-tilt > uair kill %. |
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Ridley kill confirm: |
Ridley kill confirm: |
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Shadow Ball's wavy movement can make it hard to dodge, and fully charge usually hits you at ledge, so don't hang there too long. Don't forget the movement mixups and B-reverses too. Even uncharged shots can lead to combos, so be ready to shield, jump, or dodge; jumping usually being the best option. |
Shadow Ball's wavy movement can make it hard to dodge, and fully charge usually hits you at ledge, so don't hang there too long. Don't forget the movement mixups and B-reverses too. Even uncharged shots can lead to combos, so be ready to shield, jump, or dodge; jumping usually being the best option. |
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Be careful of plasma with its side B reflector in mind, which can also aid its recovery. Is also a command grab; when you get flipped by it, can attack, airdodge/tech, or jump. Is an RPS situation to try and get away from what you think Mewtwo will do. |
Be careful of plasma with its side B reflector in mind, which can also aid its recovery. Is also a command grab; when you get flipped by it, can attack, airdodge/tech, or jump. Is an RPS situation to try and get away from what you think Mewtwo will do. Can try to airdodge through if Mewtwo does a fair, but will be more likely to get us since Ridley's a big body. If Mewtwo holds still to punish airdodge, then attack instead, and if Mewtwo spaces back to avoid your attack and punish, then better off jumping away and getting back to neutral. You're typically not gonna be able to react to all this though, so catch on to Mewtwo's habits. Also remember if Confusion whiffs, you'll have 44 frames to punish with something, so there is a risk to them throwing it out in neutral. |
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Keep Disable in mind and don't be too predictable near Mewtwo. If used in the air, it knocks you back without stunning, and now has intangibility on frames 10-16, so can be used to beat out attacks if timed right. Also watch out if Mewtwo does a tech followed by down B, so you don't get reversaled during a tech chase (is a 16 frame startup). |
Keep Disable in mind and don't be too predictable near Mewtwo. If used in the air, it knocks you back without stunning, and now has intangibility on frames 10-16, so can be used to beat out attacks if timed right. Also watch out if Mewtwo does a tech followed by down B, so you don't get reversaled during a tech chase (is a 16 frame startup). |
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If Mewtwo does side B off stage to turn itself around (with its back facing you), it means they'll do a rising bair to get on stage with. |
If Mewtwo does side B off stage to turn itself around (with its back facing you), it means they'll do a rising bair to get on stage with. |
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Confusion also combos after ~90%. DI out to avoid a Mewtwo d-throw followup. A lot of its other combos start with an upward attack and continues on with a rising double jump aerial. |
Confusion also combos after ~90%, potentially allowing for a f-air kill followup after ~110%. DI out to avoid a Mewtwo d-throw followup. A lot of its other combos start with an upward attack and continues on with a rising double jump aerial. |
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D-smash, aside from its shield safety, also has relatively low end lag, meaning it can be used as a bait. Mewtwo loves to use Teleport to escape the corner of a stage, so keep in mind. |
D-smash, aside from its shield safety, also has relatively low end lag, meaning it can be used as a bait. Mewtwo loves to use Teleport to escape the corner of a stage, so keep in mind. |
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===== Miscellaneous and frame data ===== |
===== Miscellaneous and frame data ===== |
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You can do a beefy side B (hold down during SPR to bypass ledge) to catch their up B recovery, along with any directional airdodge toward ledge. Be ready to tech though in the case of a trade situation. Beefy side B won't grab if they still have intangibility while at ledge, but unlikely to happen if they're at high %. |
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Its d-smash and dair can hit us under plats, so still shield or avoid there. |
Its d-smash and dair can hit us under plats, so still shield or avoid there. |
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Don't do a ledge neutral getup if they're charging a full shadow ball, since our hurtbox is still big enough to be hit by it. |
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Mewtwo multihits: nair (6 hits), u-smash (4 hits) |
Mewtwo multihits: nair (6 hits), u-smash (4 hits) |
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Respect its ledge getup attack range. |
Respect its ledge getup attack range. |
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Their u-smash is whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > jab 1 > f-smash |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Our uair comes out four frames faster than his dair, so it's possible to uair him as he's getting into position to dair spike with the right timing, although situational. |
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With them being floaty, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource, and if they manage to airdodge a followup, you can typically land with an autocancel to frame trap them and punish if you read their trajectory. Even with Ridley's up throw still having no true followup at times, can do an empty jump + fastfall to bait them to use a resource and catch their landing accordingly, which floaties have a harder time dealing with. |
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Skewer > jab 1 > f-smash, for covering delayed geutp. |
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Our jab 1 starts faster than theirs, allowing us to get out of scramble situations better. |
Our jab 1 starts faster than theirs, allowing us to get out of scramble situations better. |
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** 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%. |
** 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%. |
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** 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). |
** 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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** SDI down to survive this move at high %. |
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===== Miscellaneous and frame data ===== |
===== Miscellaneous and frame data ===== |
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You can do a beefy side B (hold down during SPR to bypass ledge) to catch their up B 1 (Soaring Axe Kick) and up B 3 (Thrust Uppercut) recoveries, along with any directional airdodge toward ledge. Be ready to tech though in the case of a trade situation. Beefy side B won't grab if they still have intangibility while at ledge, but unlikely to happen if they're at high %. |
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Brawler is the lightest of the Mii's and we easily outrange it, though note the intangibility on its u-smash. Rapid jab skewer punish also applies, shorthop skewer OoS in this case. |
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Brawler is the lightest of the Mii's and we easily outrange it, though note the intangibility on its u-smash. |
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Its fair is 2 hits. |
Its fair is 2 hits. |
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Soaring axe kick (rising) requires about 2 SDI inputs, which has 7 hitlag frames for you to perform said SDI's. |
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Their smashes, Flashing Mach Punch, Onslaught (grounded or landing), and Burning Dropdick are whiff punished by Wing Blitz forward in terms of end lag. |
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This character can consistently airdodge over ledge after getting ledge trumped, so may be best to do ledge trump > drop ledge > double jump to stage + falling bair. Brawler can also jump over ledge trump nair without getting hit, so another reason to do the falling bair onto stage method. |
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Our uair comes out five frames faster than their dair, so it's possible to uair them as they're getting into position to dair spike with the right timing, although situational. Also note that Soaring Axe Kick and Head-On Assault will spike aerial opponents when descending, as well as Feint Jump spiking on its own with the kick a la Zero Suit Samus. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Although feint jump kick doesn’t bury like ZSS flip jump kick, still gotta tech when hit by it. |
Although feint jump kick doesn’t bury like ZSS flip jump kick, still gotta tech when hit by it. |
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Brawler's normals are punished by our OoS aerials and shield grab, while its f-smash and u-smash when shielded is punished by our f-smash. Its f-smash may also be skewer/d-smash punishable with shield pushback, and its d-smash & feint jump kick are punished by |
Rapid jab skewer punish also applies, shorthop skewer OoS in this case. Brawler's normals are punished by our OoS aerials and shield grab, while its f-smash and u-smash when shielded is punished by our f-smash. Its f-smash may also be skewer/d-smash punishable with shield pushback, and its d-smash & feint jump kick are punished by shorthop SPR OoS. Its rapid jab finisher, smashes, and ledge getup attack are u-tilt punishable should it be at u-tilt > uair kill %. Its landing aerials besides dair are too safe on shield, so reset there. Said dair can be u-smash OoS punished if they're still in the air. If they whiff a counter throw nearby, skewer punish. |
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Brawler specials: Shot Put is -19 on shield up close. Flashing Mach Punch is -30 on shield, so can |
Brawler specials: Shot Put is -19 on shield up close. Flashing Mach Punch (~20 hits) is -30 on shield, so can f-smash in response. The rarely seen Burning Drop Kick is -30 on shield, while the common Cloud up B esque Soaring Axe Kick is -23 on shield (watch out for at ledge). Feint Jump is like ZSS Flip Jump, with the kick at the end being -27 on shield, so can punish if you react quick enough. |
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Every other special is too safe on shield mostly, so reset when it comes to them; also respect Exploding Side Kick (dodge it like you would Falcon Punch), Onslaught (dodge it too preferably, though can still shield it but reset after), Helicopter Kick & its leg intangibility (may be used as horizontal recovery), Suplex command grab (watch out for at ledge), Head-On Assault that's like Yoshi & Bowser down B which you want to dodge, and Counter Throw if they have those. |
Every other special is too safe on shield mostly, so reset when it comes to them; also respect Exploding Side Kick (dodge it like you would Falcon Punch), Onslaught (dodge it too preferably, though can still shield it but reset after), Helicopter Kick & its leg intangibility (may be used as horizontal recovery), Suplex command grab (watch out for at ledge), Head-On Assault that's like Yoshi & Bowser down B which you want to dodge, and Counter Throw if they have those. |
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===== Miscellaneous and frame data ===== |
===== Miscellaneous and frame data ===== |
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You can do a beefy side B (hold down during SPR to bypass ledge) to catch their up B 1 (Lunar Launch) & up B 3 (Arm Rocket) recoveries, along with any directional airdodge toward ledge. Be ready to tech though in the case of a trade situation. Beefy side B won't grab if they still have intangibility while at ledge, but unlikely to happen if they're at high %. |
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If they have Charge Blast, don't do a ledge neutral getup if they're charging a full charge shot, since our hurtbox is likely still big enough to be hit by it. |
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Gunner multihits- jab 3 (2 hits), f-smash (7 hits), uair (7 hits) |
Gunner multihits- jab 3 (2 hits), f-smash (7 hits), uair (7 hits) |
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Gunner up smash hits require about 2 SDI inputs, which have 6 to 9 hitlag frames for you to perform said SDI's. |
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Their f-smash and bair are whiff punished by Wing Blitz forward in terms of end lag. |
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Our uair comes out nine frames faster than their dair, so it's possible to uair them as they're getting into position to dair spike with the right timing, although situational. Likewise, our dair comes out six frames faster than their uair if you want to use it as a landing mixup, though only do so with the right timing and if you're confident it'll hit. Also note that Cannon Jump Kick's explosion will spike aerial opponents. |
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With them being floaty, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource, and if they manage to airdodge a followup, you can typically land with an autocancel to frame trap them and punish if you read their trajectory. Even with Ridley's up throw still having no true followup at times, can do an empty jump + fastfall to bait them to use a resource and catch their landing accordingly, which floaties have a harder time dealing with. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Our jab 1 comes out before theirs. |
Our jab 1 comes out before theirs, so always use in close range. |
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Gunner's normals are punished by our OoS aerials and shield grab, and f-smash if you happen to shield up close is punished by our own. Its jab 3, u-tilt, d-tilt, dash attack, smashes, and ledge getup attack (-26) are shield punished by u-tilt should it be at u-tilt > uair kill %. Its landing aerials besides dair are too safe on shield though, so reset there. Said dair can be u-smash OoS punished if they're still in the air, especially since Gunner's a floaty. |
Gunner's normals are punished by our OoS aerials and shield grab, and f-smash if you happen to shield up close is punished by our own. Its jab 3, u-tilt, d-tilt, dash attack, smashes, and ledge getup attack (-26) are shield punished by u-tilt should it be at u-tilt > uair kill %. Its landing aerials besides dair are too safe on shield though, so reset there. Said dair can be u-smash OoS punished if they're still in the air, especially since Gunner's a floaty. |
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===== Miscellaneous and frame data ===== |
===== Miscellaneous and frame data ===== |
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Chakram (weak hit) requires about 2 SDI inputs, which has 7 frames of hitlag for you to perform said SDI's. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Swordfighter multihits- u-smash (2 hits), fair (3 hits), Blurring Blade (6 hits), Skyward Slash Dash (~6 hits) |
Swordfighter multihits- u-smash (2 hits), fair (3 hits), dair (4 hits), Blurring Blade (6 hits), Skyward Slash Dash (~6 hits) |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Our uair comes out three frames faster than his dair, so it's possible to uair him as he's getting into position to dair spike with the right timing, although situational. Also note that Stone Scabbard will spike during its descent. |
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With them being floaty, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource, and if they manage to airdodge a followup, you can typically land with an autocancel to frame trap them and punish if you read their trajectory. Even with Ridley's up throw still having no true followup at times, can do an empty jump + fastfall to bait them to use a resource and catch their landing accordingly, which floaties have a harder time dealing with. |
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Their smashes, Blurring Blade, Airborne Assault, Skyward Slash Dash, and Hero's Spin (grounded or landing) are whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Our jab 1 comes out before theirs. |
Our jab 1 comes out before theirs, so always use in close range. |
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Swordfighter's normals besides d-tilt are punished by our OoS aerials and shield grab, while f-smash and u-smash when shielded is punished by our f-smash. Its f-smash may also be skewer punishable (shorthop skewer OoS specifically) with shield pushback. Its jab 3 & d-smash are punished by SH SPR OoS. Its jab 3, smashes, and ledge GUA are u-tilt punishable should it be at u-tilt > uair kill %. Its landing aerials besides dair are too safe on shield, so reset there. If they whiff a blade counter nearby, skewer punish. |
Swordfighter's normals besides d-tilt are punished by our OoS aerials and shield grab, while f-smash and u-smash when shielded is punished by our f-smash. Its f-smash may also be skewer punishable (shorthop skewer OoS specifically) with shield pushback. Its jab 3 & d-smash are punished by SH SPR OoS. Its jab 3, smashes, and ledge GUA are u-tilt punishable should it be at u-tilt > uair kill %. Its landing aerials besides dair are too safe on shield, so reset there. If they whiff a blade counter nearby, skewer punish. |
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She can't |
She can't over-commit too much in neutral because any smash attack is punishable by our dash attack, side B, or f-smash after shielding. Her 2 frame on us is inconsistent with how it beats WB and in general Ridley can end her stock consistently with a neutral win or two. |
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Other than that, just mix up your approaches so she'll whiff her smash attacks and you can punish often. Her disadvantage is bad like our own and she has slow fall speed, making her prone to getting juggled ( |
Other than that, just mix up your approaches so she'll whiff her smash attacks and you can punish often. Her disadvantage is bad like our own and she has slow fall speed, making her prone to getting juggled (though remember her dair), so combo as much as you can once you start to get an opening. She has a tether recovery and as such will mainly try to recover vertically, but with her slow air speed, she's easy to gimp in addition to being vulnerable to CLS (crouch ledge slip) nair/fair before she pulls herself in with her tether, or if she tethers a little high, can jump plasma/SPR & drag down followed by jump release. Her ledge jump leaves her vulnerable too. On stages with platforms which you'll want to play her on when you get the chance, you can plasma her at times before she's in position to attack with arms. |
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Can also dash shield & shield jump/Double Shield Cancel fullhop to close the gap. If she does a tilt/smash while you're shielding, can jump OoS toward her before the 2nd hit comes out and punish. Dash shielding also makes her moves unsafely spaced. |
Can also dash shield & shield jump/Double Shield Cancel fullhop to close the gap. If she does a tilt/smash while you're shielding, can jump OoS toward her before the 2nd hit comes out and punish. Dash shielding also makes her moves unsafely spaced. |
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Be aware of what arm she's using when doing an off stage edgeguard on her. Going above or below Ramram to edgeguard works and being observant in general to her disadvantage and pushing in instead of retreating & giving her more room to breathe. Don't get greedy though if she still has plenty resources to recover with. If you can't reliably edgeguard her yet, just stay on stage for a ledgetrap and do your best to not get grabbed (her b-throw kill & b-throw > dragon smash and all). Also watch out for ledge drop f-smash where she either goes from ledge to stage or regrabs ledge, and shield that. |
Be aware of what arm she's using when doing an off stage edgeguard on her. Going above or below Ramram to edgeguard works and being observant in general to her disadvantage and pushing in instead of retreating & giving her more room to breathe. Don't get greedy though if she still has plenty resources to recover with. If you can't reliably edgeguard her yet, just stay on stage for a ledgetrap and do your best to not get grabbed (her b-throw kill & b-throw > dragon smash and all). Also watch out for ledge drop f-smash where she either goes from ledge to stage or regrabs ledge, and shield that. |
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For more specific things to look out for, neutral will mostly a guess game about how to go through arms. Know that you can react to her throwing an arm: |
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In f-tilt animation, be aware of the moment where she puts her elbow back and then throws the arm. Be ready to shield the moment you see it. You want her to throw both arms on your shield. If she does, she cant do anything but jump or walk. This allows you the time to do a dash in roughly half a stage length, then immediately shield, react, and pressure mid range. If she whiffs too close, you can dash nair or dash attack too. |
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Mixups to be aware of in neutral, advantage, and disadvantage: |
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* She can throw an arm low and then high to cover jumps, but you can roll in to avoid the 2nd one and get closer. |
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* If she throws just one arm and wait, she then can’t catch fullhop, though only if he sends ramram out first. |
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* When she's getting off stage, edgeguard her if he already if far enough. Otherwise set up fireballs, but be sure to not position yourself on the same horizontal line to avoid arm reversals. |
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* When you're getting off stage, the only way you can avoid edgeguard is to recover as low as possible (pick maps with low blastzones). Save your jumps if possible and mixup your up B timing, that way she’ll struggle with dragon laser 2-frames. |
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* When being ledgetrapped, the only way you have to be afraid of getting your ledghang hit is when she's charging ramram or dragon’s f-smash (she can with f-tilt but the spacing is hard and obvious). |
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* If she starts charging f-smash, you can ledge jump airdodge but to avoid ramram, mixup with ledge neutral getup > shield to bait timing. Don’t try reversal options, it just doesn’t work. Also don't try airdodging to ledge which is equally unreliable in this matchup. |
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* At close range, she’ll likely try to d-tilt slide. There’s not much you can directly do if it cross up. Just remember to try and jab her at close range before she gets the chance. |
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Line 2,319: | Line 2,918: | ||
Remember she can still do up angle f-tilt like us, aside from jumping and moving left/right with it. Same with Dragon or grounded Ramram f-smash. |
Remember she can still do up angle f-tilt like us, aside from jumping and moving left/right with it. Same with Dragon or grounded Ramram f-smash. |
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Her dash attack hits our ledge hang. |
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Can get on ledge for i-frames against anti-edgeguards from her arms. |
Can get on ledge for i-frames against anti-edgeguards from her arms. |
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Line 2,329: | Line 2,930: | ||
* At various frames during her neutral & up B. |
* At various frames during her neutral & up B. |
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Her f-tilt (minus ramram), megawatt f-smash, u-smash, d-smash, and up B (grounded) are whiff punished by Wing Blitz forward in terms of end lag. |
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Min-Min's rapid jab finisher is shield punishable with dash attack or dash grab, and shorthop OoS into SPR. Her u-tilt, u-smash, and d-smash are punished by Rid f-smash when shielded up close (the latter two also by shorthop skewer OoS with shield pushback), as are her f-tilt and f-smash variants. Her u-smash may even be skewer punishable with shield pushback. Her landing aerials besides dair are too safe on shield though, so reset there. |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Our uair comes out four frames faster than her dair, so it's possible to uair her as she's getting into position to dair spike with the right timing, although situational. |
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With them being floaty, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource, and if they manage to airdodge a followup, you can typically land with an autocancel to frame trap them and punish if you read their trajectory. Even with Ridley's up throw still having no true followup at times, can do an empty jump + fastfall to bait them to use a resource and catch their landing accordingly, which floaties have a harder time dealing with. |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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Our jab 1 comes out before hers. The rapid jab finisher is shield punishable with dash attack or dash grab, and shorthop OoS into SPR. Her u-tilt, u-smash, and d-smash are punished by Rid f-smash when shielded up close (the latter two also by shorthop skewer OoS with shield pushback), as are her f-tilt and f-smash variants. Her u-smash may even be skewer punishable with shield pushback. Her landing aerials besides dair are too safe on shield though, so reset there. |
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Her gentleman jab/rapid jab finisher, crossup dash attack, u-tilt, f-tilt variants, f-smash variants, u-smash, d-smash, landing dair, ledge getup attack, and such are also u-tilt punishable should she be at u-tilt > uair kill %. |
Her gentleman jab/rapid jab finisher, crossup dash attack, u-tilt, f-tilt variants, f-smash variants, u-smash, d-smash, landing dair, ledge getup attack, and such are also u-tilt punishable should she be at u-tilt > uair kill %. |
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Line 2,340: | Line 2,951: | ||
* u-tilt > double jump uair (95-116%) |
* u-tilt > double jump uair (95-116%) |
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Credit to smub for the edgeguarding tips. |
Credit to smub for the edgeguarding tips, and major credit to Human on the specific neutral, advantage, and disadvantage things to look out for. |
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Proof of concept for colliding with Min-Min's hitboxes- |
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https://x.com/hellspike311/status/1541055757071699969 |
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}} |
}} |
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Line 2,373: | Line 2,987: | ||
U-smash's strengths were already mentioned, and again, recovering low is the best option due to upward WB beating out dair and G&W not being able to easily get in position to up B, while making sure to swat him away with nair/fair if he tries to bair you, being ready to tech if they try to bair our low recovery. |
U-smash's strengths were already mentioned, and again, recovering low is the best option due to upward WB beating out dair and G&W not being able to easily get in position to up B, while making sure to swat him away with nair/fair if he tries to bair you, being ready to tech if they try to bair our low recovery. |
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G&W neutral B starts seeing lag with every 5 chef's |
G&W neutral B starts seeing lag with every 5 chef's. He can also angle chef. If they ledgetrap with it outside of ledge getup attack range, time your other ledge options. |
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D-throw is his combo throw that leads to nair's and uair's. Aside from up B being his main OoS, it combos into nair/uair if hit by it, but shouldn't happen if you properly space your tilts on his shield. The weakness with up B is that he can't double jump afterward which is why they dair often which you can anticipate & exploit. |
D-throw is his combo throw that leads to nair's and uair's. Aside from up B being his main OoS, it combos into nair/uair if hit by it, but shouldn't happen if you properly space your tilts on his shield. The weakness with up B is that he can't double jump afterward which is why they dair often which you can anticipate & exploit. |
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Line 2,389: | Line 3,003: | ||
G&W is quite good at edgeguarding our recovery due to bair/dair being strong disjointed moves and up B being a fast burst option that can hit us from below. Recovering low is the best option due to upward WB beating out dair and G&W not being able to easily get in position to up B. Make sure to swat him away with nair/fair if he tries to bair you. Be ready to tech if they try to bair our low recovery. Mix up your recovery depending on how the G&W likes to edgeguard. |
G&W is quite good at edgeguarding our recovery due to bair/dair being strong disjointed moves and up B being a fast burst option that can hit us from below. Recovering low is the best option due to upward WB beating out dair and G&W not being able to easily get in position to up B. Make sure to swat him away with nair/fair if he tries to bair you. Be ready to tech if they try to bair our low recovery. Mix up your recovery depending on how the G&W likes to edgeguard. |
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The worst part of the MU is easily being ledgetrapped. We have very little options to deal with chef ledgetrapping due to our size and mediocre neutral ledge getup/ledge roll. |
The worst part of the MU is easily being ledgetrapped. We have very little options to deal with chef ledgetrapping due to our size and mediocre neutral ledge getup/ledge roll. Again to note is that there’s a decent amount of lag for every 5 uses of chef that G&W uses. During that you can try to nair or jump past chef. Be very patient at ledge due to G&W being able to confirm a f-tilt off of chef. Our ledge hang avoids everything but chef. G&W d-smash/u-smash covers both neutral getup and ledge roll. Our get up attack is big enough to beat those two options out. |
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Despite G&W's ability to deal tons of damage during our disadvantage, he does have issues with consistently killing due to his lack of any consistent setup. If you play super careful you should be able to avoid a lot of his finishers. If he puts you in a tech situation, just be mindful of your tech option which he may cover with d-smash for a bury. |
Despite G&W's ability to deal tons of damage during our disadvantage, he does have issues with consistently killing due to his lack of any consistent setup. If you play super careful you should be able to avoid a lot of his finishers. If he puts you in a tech situation, just be mindful of your tech option which he may cover with d-smash for a bury. |
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Line 2,416: | Line 3,030: | ||
U-smash has full body invincibility on frames 21-25. Up B is invincible on frames 5-13. |
U-smash has full body invincibility on frames 21-25. Up B is invincible on frames 5-13. |
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Ridley's sour fair on shield has gaps which allows it to catch certain OoS options like G&W up B. Only go for if you think he'll up B OoS though, since sour fair is not safe on shield. |
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Dash attack will beat Mr. Game & Watch's shorthop if spaced. |
Dash attack will beat Mr. Game & Watch's shorthop if spaced. |
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Line 2,426: | Line 3,042: | ||
G&W multihits- u-tilt (2 hits), nair (4 hits), bair (3-4 hits) |
G&W multihits- u-tilt (2 hits), nair (4 hits), bair (3-4 hits) |
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Judge requires 2 SDI inputs, which has 29 hitlag frames for you to perform said SDI's. |
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With them being floaty, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource, and if they manage to airdodge a followup, you can typically land with an autocancel to frame trap them and punish if you read their trajectory. Even with Ridley's up throw still having no true followup at times, can do an empty jump + fastfall to bait them to use a resource and catch their landing accordingly, which floaties have a harder time dealing with. |
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His d-tilt is whiff punished by Wing Blitz forward in terms of end lag. |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Our uair comes out a frame faster than his dair, so it's possible to uair him as he's getting into position to dair spike with the right timing, although situational. |
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Skewer > jab 1 > f-smash, for covering delayed getup. |
Skewer > jab 1 > f-smash, for covering delayed getup. |
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Line 2,500: | Line 3,126: | ||
Ness can stall with magnet and PK flash to slow his fall and give him time for mixups. Both can be challenged with fair if abused, so keep an eye for their habits. Magnet is much harder to punish since it’s faster and can be cancelled sooner, so you’ll likely have to punish what he does after. Flash is pretty reactable; be aware of the giant killing hitbox and go below and hit with fair. |
Ness can stall with magnet and PK flash to slow his fall and give him time for mixups. Both can be challenged with fair if abused, so keep an eye for their habits. Magnet is much harder to punish since it’s faster and can be cancelled sooner, so you’ll likely have to punish what he does after. Flash is pretty reactable; be aware of the giant killing hitbox and go below and hit with fair. |
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2-framing his recovery is also viable. Just be aware that the first 10 frames of his active up B are invincible and if he holds down for a second, he can grab ledge during these |
2-framing his recovery is also viable. Just be aware that the first 10 frames of his active up B are invincible and if he holds down for a second, he can grab ledge during these invulnerability frames and bypass his 2-frame (similar to Ridley, expect completely invincible). |
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For juggling, Ness is a |
For juggling, Ness is a slowfaller, so by design his landing is harder than most. Double jump is slow but goes really high, be aware that Ness can moon jump away/over you if you let him. Since his airdodge goes super far, it can be hard to chase at times. He can fake going to a lower platform, then airdodge to top platform. |
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Ness lacks great aerials to land with. Dair is slow and not great and fair is unsafe. Bair is his best for landing, safe but slowish in startup. Ness can also use PK Fire to land. Keep this in mind, especially near platforms where it can be landed with and be safe. |
Ness lacks great aerials to land with. Dair is slow and not great and fair is unsafe. Bair is his best for landing, safe but slowish in startup. Ness can also use PK Fire to land. Keep this in mind, especially near platforms where it can be landed with and be safe. |
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Line 2,516: | Line 3,142: | ||
Ness dair hits us under platforms, so still shield or avoid there. |
Ness dair hits us under platforms, so still shield or avoid there. |
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We avoid his fair from ledge by crouching. Otherwise with Ness fair, can spot-dodge the 2nd hit onward to make the full move whiff, and like any aerial, Ness fair is less safe when used rising (-15), so we can punish a rising fair final hit crossup with up-smash. |
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We avoid his fair from ledge by crouching. |
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Instead of doing an OoS option on the 2nd hit of Ness dash attack, if you shield drop instead, the final hit will whiff due to intangibility on Ridley's tail. It doesn't work when fully spaced though (that said, can nair OoS a spaced dash attack to make the final hit whiff), but when the shield drop method does work, you can get a guaranteed grab or nair punish unlike shield grab or nair OoS in this instance, as well as being able to use any tilt move. There's also parrying the multi-hits of dash attack to make punishing it a little easier. |
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Ness multihits- DA (3 hits), fair (4 hits), uair (5 hits, hold DI to the left and then right & vice-versa to survive longer) |
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SDI is still the best way of getting out of PK Fire fast, with either mash or flick SDI being sufficient, but dash walk SDI can also work. |
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This character can consistently airdodge over ledge after getting ledge trumped, so may be best to do ledge trump > drop ledge > double jump to stage + falling bair. We can also hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Our uair comes out seven frames faster than his dair, so it's possible to uair him as he's getting into position to dair spike with the right timing, although situational. |
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With them being floaty, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource, and if they manage to airdodge a followup, you can typically land with an autocancel to frame trap them and punish if you read their trajectory. Even with Ridley's up throw still having no true followup at times, can do an empty jump + fastfall to bait them to use a resource and catch their landing accordingly, which floaties have a harder time dealing with. |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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Ness multihits- Dash attack (3 hits), fair (4 hits), uair (5 hits, hold DI to the left and then right & vice-versa to survive longer) |
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Ness's normals besides d-tilt and dash attack are at least punished by nair OoS, while his u-smash when shielded up close is punished by Rid f-smash or shorthop skewer OoS. His dash attack will cross you up a bit when shielded, so quickly turn around and punish accordingly. His landing aerials besides maybe fair are too safe on shield though, so reset there. PK Flash is also safe on shield, while his other three specials are at least punished by nair OoS when shielded up close. |
Ness's normals besides d-tilt and dash attack are at least punished by nair OoS, while his u-smash when shielded up close is punished by Rid f-smash or shorthop skewer OoS. His dash attack will cross you up a bit when shielded, so quickly turn around and punish accordingly. His landing aerials besides maybe fair are too safe on shield though, so reset there. PK Flash is also safe on shield, while his other three specials are at least punished by nair OoS when shielded up close. |
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Line 2,531: | Line 3,169: | ||
* u-tilt > double jump uair (90-100%) |
* u-tilt > double jump uair (90-100%) |
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Major credit to the Ridcord JMU doc for much of this info. |
Major credit to the Ridcord JMU doc for much of this info, and credit to Kyoki on the shield drop against Ness dash attack bit as well as the other parts on dealing with Ness fair. |
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Plasma armor can help against Ness’s recovery hitbox by charging neutral B off stage, and then you can freely dunk him. It requires stuffing his jump and sending him far out though. |
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https://x.com/acroraptor/status/1848005177086713931?s=46&t=NvvvokY_NM2udMgu8BGKVQ |
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}} |
}} |
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Olimar's grab is fast, and its length depends on which Pikmin is used, white being the longest. If he grabs with blue, his up throw can KO. |
Olimar's grab is fast, and its length depends on which Pikmin is used, white being the longest. If he grabs with blue, his up throw can KO. |
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When he's without Pikmin, he needs space to summon some, so don't give him the chance and lay on the pressure. He can still use jab, tilts, and nair without them, but no grabs. |
When he's without Pikmin, he needs space to summon some, so don't give him the chance and lay on the pressure. He can still use jab, tilts, and nair without them, but no grabs. Although he can pluck Pikmin rather quickly, he can only do so when on the ground and there is usually enough time to punish Olimar if he doesn't secure his space before gaining more Pikmin. Thus, he's at his greatest disadvantage if you manage to keep him airborne and within his space due to the very short range and limited scope of his non-Pikmin attacks, which is partially where our d-tilt comes into play. |
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Conversely, his recovery becomes noticeably worse when he has Pikmin due to their varying weights, so he may have to resort to casting them aside if it improves his chances of recovering safely, thus ridding himself of major defenses. |
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Line 2,568: | Line 3,211: | ||
Olimar multihits- u-tilt (6 hits), dash attack (2 hits), nair (5 hits) |
Olimar multihits- u-tilt (6 hits), dash attack (2 hits), nair (5 hits) |
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You can do a beefy side B (hold down during SPR to bypass ledge) to catch their up B recovery, along with any directional airdodge toward ledge. Be ready to tech though in the case of a trade situation. Beefy side B won't grab if they still have intangibility while at ledge, but unlikely to happen if they're at high %. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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His fair, bair, and dair are mostly whiff punished by Wing Blitz forward in terms of end lag. |
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This character can consistently airdodge over ledge after getting ledge trumped, so may be best to do ledge trump > drop ledge > double jump to stage + falling bair. We can also hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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With them being floaty, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource, and if they manage to airdodge a followup, you can typically land with an autocancel to frame trap them and punish if you read their trajectory. Even with Ridley's up throw still having no true followup at times, can do an empty jump + fastfall to bait them to use a resource and catch their landing accordingly, which floaties have a harder time dealing with. |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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His u-tilt, d-tilt, dash attack, and some Pikmin smashes (see UFD for which) are punished by our OoS aerials & shield grab, but his other normals are too safe. His landing fair & bair are also too safe shield, so reset. His landing nair we punish with our own OoS though, while his dair we can u-smash since he's floaty. His DA is shield punished by u-tilt should he be at u-tilt > uair kill %, while his ledge getup attack (-27) is punished by shorthop SPR OoS. |
His u-tilt, d-tilt, dash attack, and some Pikmin smashes (see UFD for which) are punished by our OoS aerials & shield grab, but his other normals are too safe. His landing fair & bair are also too safe shield, so reset. His landing nair we punish with our own OoS though, while his dair we can u-smash since he's floaty. His DA is shield punished by u-tilt should he be at u-tilt > uair kill %, while his ledge getup attack (-27) is punished by shorthop SPR OoS. |
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Line 2,612: | Line 3,263: | ||
* 1 f-smash |
* 1 f-smash |
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* 1 d-smash |
* 1 d-smash |
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* 1 u-smash (with your back turned against it) |
* 1 u-smash (with your back turned against it which can also hit Pac standing on it) |
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* nair x2 |
* nair x2 |
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* fair x2 |
* fair x2 |
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Line 2,620: | Line 3,271: | ||
* Plasma Breath, half charged |
* Plasma Breath, half charged |
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* 1 forward or down angle Wing Blitz |
* 1 forward or down angle Wing Blitz |
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If Pac's standing behind hydrant and shielding, any of our moves that one-shot hydrant will make hydrant hit him via shield poking. |
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Also be aware of what angle the moves send the hydrant since Pac has punish options when his opponent destroys it. Try to send it at an angle that hits him in the process. |
Also be aware of what angle the moves send the hydrant since Pac has punish options when his opponent destroys it. Try to send it at an angle that hits him in the process. |
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===== Hydrant ===== |
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Aside from what was already covered on hydrant above, |
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* Angles closer to 90° = Hydrant moves less horizontally and bounces up and down, controls space and forces Pac Man to act |
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* Angles closer to 180° = Hydrant moves more horizontally, ideal for hitting offstage or on platforms |
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The stronger the move hit with, the faster hydrant flies. |
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However, you do not always want to hit hydrant with strong committal moves as it can leave you wide open to be punished, especially if Pac Man is close. Safer moves that are disjointed like d-tilts can launch hydrant closer to the 90° angle, letting you control space and cover your approach. |
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Hydrant has a total of 15.6% health in 1v1. |
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===== Ledgetrapping & edgeguarding ===== |
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Though he has stubby aerials, Pac Man can do fair from ledge and can combo with this, or can usually cover his getup with throwing Galaxian (leads to a huge damage combo) or Bell (which goes through stage from below). |
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Pac Man getup options are also universally faster frame wise compared to most of the cast, so if you're trying to grab a neutral getup you need to act slightly earlier than normal. |
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Dashing back then doing a fullhop bair may work against aggressive ledge jump options. Pac Man can easily swing twice due to fast frame data, so you may be able to guarantee a trade if he presses a button a 2nd time. |
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Pac-Man is difficult to edgeguard due to the variety of resources they have, though if you can force them in a situation where they are forced to up B, descend on the trampoline by the end of the first rebound, but make sure to not get hit directly by Pac Man bouncing up. There's the standard setup of airdodging and jumping on the trampoline once and then there's the advanced version in which you airdodge down after jumping once to jump on it again. |
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While you can hit Pac Man during the startup of side B before he consumes the pellets, he can mixup by simply not holding the charge long. Weigh your risk-reward ratio and act accordingly. |
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2-framing Pac Man is possible, but he has stalling with hydrant which can make it difficult. |
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===== Fruits ===== |
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Aside from what was already covered on fruits, you cannot recatch one that has already been thrown once. There are different ways to catch the different fruits. |
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Fruit gets thrown > hits your shield > OoS aerial, or you can do a jump neutral airdodge. |
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It's safer to respect Galaxian, as it's one of the harder and unreliable ones to catch. You may potentially take 60% for missing it. |
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Pac Man cannot generate another fruit if you're holding on to it. |
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===== Neutral ===== |
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Hit hydrant with low committal hits that don't send it flying far, as this controls space. Most hits challenging hydrant from above will invalidate its hitbox as it falls. |
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Be ready for hydrant when juggling Pac Man; you could either drift away or delay a uair. |
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With how safe his dash attack is on shield (-3), don't try to punish it directly but instead the option after. You can parry the last hit and punish with a grab or maybe rising aerial. |
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Do not spotdodge since his f-smash and grab easily cover this; jump away or do any other mixup instead. |
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If hydrant is already active, Pac Man has poor landing options besides airdodge, as his aerials are stubby along with him being floaty. |
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Fadeback tilts or rising aerials may work for catching an approaching Pac Man, especially if disjointed. |
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Try not to give Pac Man too much space where he can do setups. Play around our mid range where he is uncomfortable enough to not setup and in a position where he feels like he needs to act. Move grounded more in general and not jump over hydrant, and instead just hit it. Jumping over it easily gets you anti-aired, as he has fast buttons. |
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His rising fair is not safe and with quick reaction can be up smashed, though be aware he can do a nair or double jump hydrant as a timing mixup. Can either hold shield and react to him not doing the nair and get out, or you could shield the nair since he'll be doing it high, making it similarly unsafe to rising fair. |
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Pac Man has a lot of quick mash buttons that are safe and lead to one another. The best neutral you can do is to not interact directly but instead playing around our mid range and calling out options which is easier with disjoints. |
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Playing around our mid range where you can threaten him with an attack and cancelling his fruit charge/setups can allow you to bait & punish. The more ambiguous you can be with your movement and approaches, the better as you can keep them guessing. Use the knowledge you gather out of the player habits and use it against them. |
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Camp under platforms if he has Bell. For that matter, always go to a stage with platforms since standing under one messes up some of his bnb combos and Bell confirms. If he has Bell, he'll have to throw it right next to you for it to hit. If he has Galaxian, it will hit the platform when doing the circle and stop any combo extensions. Plus, platforms protect you from hydrant. On that note, you can deal with Pac Man's who in the air like to do Hydrant > dair by shielding the hydrant under platform and then doing up smash OoS. It will hit the hydrant and also Pac Man. |
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===== Setups and gimmicks ===== |
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Fruit gun: A setup where Pac Man throws fruit at hydrant at a specific timing and sends the fruit flying towards you at a very high speed. Watch the hydrant timings and be prepared. |
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Hydrant shoots water twice every 2 seconds and windbox is active for 1 second. The upwards one is only active if someone stands on it. |
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Hydrant enhanced roll: If Pac Man runs into the hydrant and rolls back he can roll a huge distance, about half the stage distance. |
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Trampoline at ledge: Pac Man sets up a trampoline at the ledge, leaving it on red. If you touch this, you go into freefall and die. Ideally, you could drop down and do an aerial or stall, but each comes with its own risks. Jumping, neutral getup, and getup attack will send you into freefall. Roll sends you into freefall as well, so shouldn't be relied on either. Pac Man can also set the trampoline up and stand on the side platform above and charge f-smash, so when you do an option, the trampoline sends you up and they kill you. If they put a trampoline at the ledge while you're grabbing it, don't do anything; wait for the trampoline to disappear. |
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Trampoline in disadvantage: Trampoline spawns frame 1 and is intractable at frame 10 (Pac Man's up B startup is frame 4). This can mess up your advantage state, so try not to overextend on combos and if you're aware of your own combos, you could bait this out. |
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Pac has intangibility on u-tilt. |
Pac has intangibility on u-tilt. |
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While Pac's dash attack is too safe on shield to be punished at all, you can at least fullhop OoS in between hits, creating a neutral reset. |
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Skewer > jab 1 > f-smash |
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Use retreating nair to get away from Pac grabs and catching fruits more like OoS. |
Use retreating nair to get away from Pac grabs and catching fruits more, like OoS. |
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You can do a beefy side B (hold down during SPR to bypass ledge) to catch their up B recovery, along with any directional airdodge toward ledge. Be ready to tech though in the case of a trade situation. Beefy side B won't grab if they still have intangibility while at ledge, but unlikely to happen if they're at high %. |
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This character can consistently airdodge over ledge after getting ledge trumped, so may be best to do ledge trump > drop ledge > double jump to stage + falling bair. We can also hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Our uair comes out a frame faster than Pac hydrant in startup, so do it if you see it coming when he's above you off stage. |
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With them being floaty, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource, and if they manage to airdodge a followup, you can typically land with an autocancel to frame trap them and punish if you read their trajectory. Even with Ridley's up throw still having no true followup at times, can do an empty jump + fastfall to bait them to use a resource and catch their landing accordingly, which floaties have a harder time dealing with. |
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Skewer > jab 1 > f-smash, for covering delayed getup. |
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Pac's normals besides u-tilt & 4-hit dash attack are punished by our OoS aerials & shield grab, while d-smash when shielded close is punished by Rid f-smash. Pac f-smash & ledge getup attack (-26) are punished by shorthop SPR OoS. Its landing aerials are too safe on shield though, so reset. Side B is punished on shield by f/d-smash. His jab 3, smashes, side B, and ledge getup attack are also shield punished by u-tilt should he be at u-tilt > uair kill %. |
Pac's normals besides u-tilt & 4-hit dash attack are punished by our OoS aerials & shield grab, while d-smash when shielded close is punished by Rid f-smash. Pac f-smash & ledge getup attack (-26) are punished by shorthop SPR OoS. Its landing aerials are too safe on shield though, so reset. Side B is punished on shield by f/d-smash. His jab 3, smashes, side B, and ledge getup attack are also shield punished by u-tilt should he be at u-tilt > uair kill %. |
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* Don't wait to u-tilt when he's anywhere above you because of hydrant, though if you expect it, can dodge and whiff punish Pac with u-tilt. |
* Don't wait to u-tilt when he's anywhere above you because of hydrant, though if you expect it, can dodge and whiff punish Pac with u-tilt. |
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Major credit to Hyuchurn on additional info for hydrant and fruits, as well as the specifics on ledgetrapping & edgeguarding, neutral, and Pac Man's gimmick setups. Also credit to Paco on stage platform specifics against Pac Man and additional info on the trampoline at ledge setup & how you can use trampoline against Pac Man when edgeguarding. |
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Pac-Man item labbing with Ridley- |
Pac-Man item labbing with Ridley- |
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You want to play very grounded when she goes aerial, and go aerial when she's very grounded. |
You want to play very grounded when she goes aerial, and go aerial when she's very grounded. |
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If they kill you first, you can try to get back at them with backdash f-smash since they’ll be throwing out nair's. |
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In neutral, dash shield is not recommended with how good her main aerials are. F-tilt and nair should be your main go to's. You can nair autocancel from a distance that equals about two rolls in distance, so not with the goal of hitting her. The goal is to make her come closer to you, and then punish. Doing a lot of nair will, in the mind of the Palutena player, prevent her from jumping. |
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As far as disadvantage, getting off ledge is the worst spot to be in against Palutena. Being juggled sucks too since you can die early from uair, but you can make them commit by recover high and you still have a different timing or drift mixup. Do what you're comfortable with. |
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If you're getting edgeguarded, try your best to not recover horizontally, make good use of airdodge at different timings to avoid d-tilt. If you have to up B, aim for the wall and be ready to tech while DI down the counter to die later as usual. |
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Don't drop ledge too much against Palutena while at high %. Just because she jumps a lot in ledgetrap mode (fishing for her fair or bair) doesn't mean you can beat her with your ledge drop aerials; mostly when you're lucky. Is advised to ledge jump the moment you see her start to land. You can also neutral getup, but be careful since from 90 to 150%, her d-throw bair kill confirm tends to be true regardless of your DI. It's important not to drop ledge against Palutena if you're at high %. |
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Also don't forget about her d-tilt in ledgetrap mode. If you think she'll do a d-tilt, do a ledge getup attack. Reminder that right after grabbing the ledge, turn the stick in the opposite direction in order to DI out her d-tilt. |
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Do not push hard your advantage. Overextending really sucks against her since she'll hit you harder and can reverse you easily. Fact is that (with perhaps the exception of corner situations) you'll kill her more by winning neutral than pushing your advantage. |
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When she's in disadvantage, be ready to cover platform cancel since this is her most rewarding option (don't try anything if your placement isn't correct, too risky). Otherwise, try f-tilt 2 frames or fireballs to deal some damage. Once you hit one or two 2-frames, they will start teleport on stage and can be easily punish if you're ready for it. |
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Ban FD against her, as it allows her to chain aerial combos across the stage without a platform to interrupt. |
Ban FD against her, as it allows her to chain aerial combos across the stage without a platform to interrupt. |
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Palu multihits- f-tilt (2 hits), u-tilt (6 hits), nair (7 hits), uair (6 hits, DI one way and then the other) |
Palu multihits- f-tilt (2 hits), u-tilt (6 hits), nair (7 hits), uair (6 hits, DI one way and then the other), side B (7 hits) |
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You can do a beefy side B (hold down during SPR to bypass ledge) to catch their up B recovery, along with any directional airdodge toward ledge. Be ready to tech though in the case of a trade situation. Beefy side B won't grab if they still have intangibility while at ledge, but unlikely to happen if they're at high %. |
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Her f-smash, d-smash, fair, bair, and dair are mostly whiff punished by Wing Blitz forward in terms of end lag. |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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With them being floaty, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource, and if they manage to airdodge a followup, you can typically land with an autocancel to frame trap them and punish if you read their trajectory. Even with Ridley's up throw still having no true followup at times, can do an empty jump + fastfall to bait them to use a resource and catch their landing accordingly, which floaties have a harder time dealing with. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
Skewer > d-tilt > insert followup here, for covering delayed getup. |
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Our jab 1 comes out before hers, so remember if up close. |
Our jab 1 comes out before hers, so remember if up close. |
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* u-tilt > double jump uair (89-95%) |
* u-tilt > double jump uair (89-95%) |
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Major credit to smub and the collective Ridcord for the tips on neutral. |
Major credit to smub and the collective Ridcord for the tips on neutral. Also credit to Human for the more specific parts about managing advantage and disadvantage, and credit to Mezcaul for more on neutral and disadvantage. |
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Example of how we can body block Palu on platforms when she's teleport cancelling- |
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https://x.com/zurassb/status/1823833598597767237?s=46&t=NvvvokY_NM2udMgu8BGKVQ |
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Teching her d-tilt at ledge- |
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# https://www.youtube.com/watch?v=ilbpRnS2UDc |
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# https://www.youtube.com/watch?v=qMSkyqi8HcM |
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Respect the float ability; can hover for ~2.5 seconds, allowing them to throw out aerials near the ground. Can also cancel a jump with float, cancel float as soon as it starts, and do aerials without throwing a turnip. The |
Respect the float ability; can hover for ~2.5 seconds, allowing them to throw out aerials near the ground. Can also cancel a jump with float, cancel float as soon as it starts, and do aerials without throwing a turnip. The shorthop aerial multiplier doesn't apply to float since it counts as a fullhop. |
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Don't sit in shield since they can wait to shield poke, nor jump nearby which can be stuffed out. Do spaced anti-airs but don't mistime, or either move away & plasma some or nair OoS (tho watch out for her shield pressure options like retreating dair from a float). There's also tapping shield to keep her guessing. |
Don't sit in shield since they can wait to shield poke, nor jump nearby which can be stuffed out. Do spaced anti-airs but don't mistime, or either move away & plasma some or nair OoS (tho watch out for her shield pressure options like retreating dair from a float). There's also tapping shield to keep her guessing. |
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Her d-throw combos well and her b-throw can kill, but by DI'ing the way she's facing during d-throw can mix up her followups. |
Her d-throw combos well and her b-throw can kill, but by DI'ing the way she's facing during d-throw can mix up her followups. |
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Also watch out for f-air as a potential kill move, and her 4-hit dair leads into confirms, |
Also watch out for f-air as a potential kill move, and her 4-hit dair leads into confirms, though can DI away to avoid those or up B OoS in between her dair hits but this loses to falling nair, so be mindful of the mixup. |
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Her combo starters in general are dair, safe d-tilt, turnips, and d-throw. |
Her combo starters in general are dair, safe d-tilt, turnips, and d-throw. |
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With her recovery, umbrella will only be used when below ledge, which will hit you there unless shielding. With how strong umbrella is, is best to edgeguard them before they recover from that low. |
With her recovery, umbrella will only be used when below ledge, which will hit you there unless shielding. With how strong umbrella is, is best to edgeguard them before they recover from that low. |
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Otherwise in the case of extending your advantage state, switch your mental from throwing out d-tilt to f-air, as she'll almost never touch the floor but rather float out of hitstun. There's also retreating nair if she floats just barely too high for your up angled f-tilt to reach, as well as u-tilt. |
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When she's edgeguarding or ledgetrapping us, watch out for float and time your approaches. A beefy up B from low beats turnips. |
When she's edgeguarding or ledgetrapping us, watch out for float and time your approaches. A beefy up B from low beats turnips. |
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Although all her landing aerials are too safe on shield, her dair will trade at best and lose the % war. |
Although all her landing aerials are too safe on shield, her dair will trade at best and lose the % war. |
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With them being floaty, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource, and if they manage to airdodge a followup, you can typically land with an autocancel to frame trap them and punish if you read their trajectory. Even with Ridley's up throw still having no true followup at times, can do an empty jump + fastfall to bait them to use a resource and catch their landing accordingly, which floaties have a harder time dealing with. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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Her fair and bair are whiff punished by Wing Blitz forward in terms of end lag. |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Our uair comes out a frame faster than the first hit of her dair, so it's possible to uair her as he's getting into position to dair with the right timing, although situational. |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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If she misses a Toad counter nearby, whiff punish. Her jab 2, f-tilt, u/d-smash, and ledge getup attack (-28) are shield punished by u-tilt should she be at kill confirm %. |
If she misses a Toad counter nearby, whiff punish. Her jab 2, f-tilt, u/d-smash, and ledge getup attack (-28) are shield punished by u-tilt should she be at kill confirm %. |
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* u-tilt > fullhop uair (83-86%) |
* u-tilt > fullhop uair (83-86%) |
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* u-tilt > double jump uair (87-95%) |
* u-tilt > double jump uair (87-95%) |
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Credit to Paco on extending advantage state and up smash OoS as a mixup against her dair. |
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Pichu d-tilt combos into mostly everything and is unpunishable on block, so watch out and mix up your options. Its f-tilt is guaranteed to cause tripping. Other than that, is about maintaining stage control, and if Pichu gets middle stage, can kill you with up throw > Thunder. Mixup your DI there. |
Pichu d-tilt combos into mostly everything and is unpunishable on block, so watch out and mix up your options. Its f-tilt is guaranteed to cause tripping. Other than that, is about maintaining stage control, and if Pichu gets middle stage, can kill you with up throw > Thunder. Mixup your DI there. |
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Note that Pichu's FAF (first actionable frame) on t-jolt is higher than the amount of frames on their fullhop, so if they fullhop, then you know they can't act until after they're grounded already. |
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===== Disadvantage ===== |
===== Disadvantage ===== |
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In Pichu combos, DI/SDI out is generally good. Just pay attention if you're near ledge to not DI bair out and die at 70%. Also remember its f-throw at ledge can kill around the 150% range if not a little higher. |
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When being juggled, our dair can beat out Pichu's uair. Still have to watch out for Thunders in the air though with how strong it is, and the intangible u-smash. Pichu will be focusing more on catching landings, so have to be careful when and how you land. Use jumps wisely and try not to land right on top Pichu often. Landing bair is pretty safe if spaced. |
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Pichu’s f-tilt has trouble hitting Ridley on the ledge, requiring specific spacing. Pichu will attempt to bait you into an option with t-jolt; this is usually to force a reaction and get you to press a getup option quickly, so keep a level head and watch for patterns. You can afford to reset the ledge situation a few times to learn the holes in their patterns. Ledge jump and ledge drop nair can be good for Pichu’s who use t-jolt too late, as it beats the jolt and can hit Pichu. |
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In Pichu combos, DI/SDI out is generally good. Just pay attention if you're near ledge to not DI bair out and die at 70%. Also remember its f-throw at ledge can kill around the 150% range if not a little higher. For off stage, use every mixup possible to stay alive. Hang back and wait until Thunder passes before recovering, be ready to tech off stage aerials when trying to up B to ledge, etc. |
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Don’t forget that ledge getup attack has invulnerability all the way until the attack comes out, which can stop Pichu’s from attempting to hit you after ledge invul is gone. Holding down for a bit during up B so that you delay ledge snap just a bit (aka up B poking) can hit Pichu standing near the ledge. |
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For off stage, use every mixup possible to stay alive. Hang back and wait until Thunder passes before recovering, be ready to tech off stage aerials when trying to up B to ledge, etc. Be careful of doing up B near walls, as t-jolt will bounce along the stage and hit you during startup. This is very bad to get hit by. |
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When being juggled, our dair can beat out Pichu's uair. Still have to watch out for Thunders in the air though with how strong it is, and the intangible u-smash. Pichu will be focusing more on catching landings, so have to be careful when and how you land. Use jumps wisely and try not to land right on top Pichu often. Landing bair is pretty safe if spaced. |
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===== Miscellaneous and frame data ===== |
===== Miscellaneous and frame data ===== |
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T-jolt causes tumble at 92%. |
T-jolt causes tumble at 92%. Also remember Pichu's t-jolt travels faster than Pikachu's along with being a bit more versatile. |
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Multihits: f-smash (6 hits), d-smash (5 hits), fair (4 hits), bair (6 hits), dair (2 hits), f-throw (5 hits) |
Multihits: f-smash (6 hits), d-smash (5 hits), fair (4 hits), bair (6 hits), dair (2 hits), f-throw (5 hits) |
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You can do a beefy side B (hold down during SPR to bypass ledge) to catch their up B recovery, along with any directional airdodge toward ledge. Be ready to tech though in the case of a trade situation. Beefy side B won't grab if they still have intangibility while at ledge, but unlikely to happen if they're at high %. |
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Pichu's jab requires about 2 SDI inputs, which has 5 hitlag frames for you to perform said SDI's. |
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Dair & t-jolt hits us under plats, so still shield or avoid there. |
Dair & t-jolt hits us under plats, so still shield or avoid there. |
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His side B is whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > jab 1 > f-smash |
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This character can consistently airdodge over ledge after getting ledge trumped, so may be best to do ledge trump > drop ledge > double jump to stage + falling bair. Pichu can also jump over ledge trump nair without getting hit, so another reason to do the falling bair onto stage method. We can also hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Our uair comes out three frames faster than his dair, so it's possible to uair him as he's getting into position to dair spike with the right timing, although situational. |
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Skewer > jab 1 > f-smash, for covering delayed getup. |
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Pichu's normals besides u-tilt & d-tilt are at least punished by nair OoS. Its landing aerials besides bair & dair are too safe on shield though, so reset. Point-blank T-jolt is pretty OoS punishable (-29/30), as is Thunder (-27). |
Pichu's normals besides u-tilt & d-tilt are at least punished by nair OoS. Its landing aerials besides bair & dair are too safe on shield though, so reset. Point-blank T-jolt is pretty OoS punishable (-29/30), as is Thunder (-27). |
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* u-tilt > double jump uair (71-80%) |
* u-tilt > double jump uair (71-80%) |
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Major credit to the Ridcord JMU doc for much of this info. |
Major credit to the Ridcord JMU doc for much of this info, and to Hyrchurn on pointing out the frames with t-jolt and Pichu's fullhop. |
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DI/SDI away from Pika's combos. With his nair loops, can also SDI up & in to get behind him. Same with bair loops, and then SDI away. |
DI/SDI away from Pika's combos. With his nair loops, can also SDI up & in to get behind him. Same with bair loops (i.e. the bair train off stage), and then SDI away. If he grabs you by the ledge at mid %, always DI in or he will spike you with dair. |
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Respect his shield pressure, with multi-hits like bair, d-smash, or up B. Don't shield too obviously against t-jolt or you'll get grabbed, and his u-throw can kill (only shield if he isn't approaching with the jolt). Attack jolt and him at the same time with aerials + up angle f-tilt like when he jumps with it, or do empty hops over them first, conditioning him to shorthop aerial which you can counter with your own. His neutral otherwise consists of rising fair/bair. Also watch out for f-smash if cornered when jumping over jolt. |
Respect his shield pressure, with multi-hits like bair, d-smash, or up B. Don't shield too obviously against t-jolt or you'll get grabbed, and his u-throw can kill (only shield if he isn't approaching with the jolt). Attack jolt and him at the same time with aerials + up angle f-tilt like when he jumps with it, or do empty hops over them first, conditioning him to shorthop aerial which you can counter with your own. His neutral otherwise consists of rising fair/bair. Also watch out for f-smash if cornered when jumping over jolt. |
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He's fairly floaty and has short attack reach, so stick to your mid range game. If he uses t-jolt from disadvantage to try and land, wait it out and then fullhop aerial him, or hit both simultaneously if you preemptively jump. Also remember his up B. |
He's fairly floaty and has short attack reach, so stick to your mid range game. If he uses t-jolt from disadvantage to try and land, wait it out and then fullhop aerial him, or hit both simultaneously if you preemptively jump. Also remember his up B. |
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Exploit his recovery; if he recovers low, then go where you expect him to up B and knock him back, or just plasma to be safe which also stops his side B. Be careful about standing near ledge against him due to thundering below you or using fair from ledge (plasma beats jolt here though) |
Exploit his recovery; if he recovers low, then go where you expect him to up B and knock him back, or just plasma to be safe which also stops his side B. Be careful about standing near ledge against him due to thundering below you or using fair from ledge (plasma beats jolt here though). |
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Likewise, watch out for his f-smash & shorthop fair ledgetrapping. Pika's get a lot of kills out of this due to their oppressive ledgetrapping with t-jolt forcing you to pick an option from ledge. The counterplay is don’t do anything until you get a feel for what your opponent is looking for and you see a way out. You can get hit by the t-jolt, it doesn't matter. It does like 2% which is nothing compared to losing your stock to f-smash. Just be patient, regrab ledge, look at your opponent and wait for your opportunity. If they land too close you can time a getup attack or if they go for a fair, you can time a roll to sneak away or sneak an SPR if they shield expecting a getup attack. |
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If he’s spamming T-jolt in the air when edgeguarding while camping at ledge, back angle Wing Blitz can counter this and hit him. |
If he’s spamming T-jolt in the air when edgeguarding while camping at ledge, back angle Wing Blitz can counter this and hit him. |
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===== Miscellaneous and frame data ===== |
===== Miscellaneous and frame data ===== |
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Misc: T-jolt doesn't really cause tumble at high % like Pichu's does. |
Misc: T-jolt doesn't really cause tumble at high % like Pichu's does. Pika's is also slower and a bit easier to react to, which might make Rid d-smash hopping over jolt during ledgetrap more consistent. |
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Pika is invulnerable during frames 34-43 of thunder if it hits you. |
Pika is invulnerable during frames 34-43 of thunder if it hits you. |
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DI Pika's dash attack the same way you would Cloud's and such; down & in near ledge, DI down at center stage, and down & away from far side. |
DI Pika's dash attack the same way you would Cloud's and such; down & in near ledge, DI down at center stage, and down & away from far side. |
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* For grab > thunder, Pikachu has two routes in which he can kill you based off your DI. With DI in, he can kill you off up throw > thunder from roughly 90% to 140%. With no DI or DI out, he can kill you off d-throw > thunder, which takes some execution from roughly 90% to 120%. Thus, the counterplay is to DI out and jump away when the d-throw combo doesn't connect and DI in when d-throw does combo because they’ll always go for that. Eventually, it becomes a 50/50 of guessing which DI you’ll do. |
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Our d-smash is good for hopping over and punishing overly aggressive attacks from Pika. |
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Our d-smash is good for hopping over and punishing overly aggressive attacks from Pika. Max spaced d-smash may be preferred depending on the range they typically play. |
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D-smash and bair are 6 hits, so shield as long accordingly before potentially punishing. His nair is 4 hits & fair is 6 hits, while dair is 2 hits; f-throw is 5 hits. |
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His d-smash and bair are 6 hits, so shield as long accordingly before potentially punishing. His nair is 4 hits & fair is 6 hits, while dair is 2 hits; f-throw is 5 hits. |
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Pikachu's jab requires about 2 SDI inputs, which has 5 hitlag frames for you to perform said SDI's. Same with Pika's fair, except it has 4 hitlag frames for you to perform them. |
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His d-smash, side B, and down B are whiff punished by Wing Blitz forward in terms of end lag. |
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This character can consistently airdodge over ledge after getting ledge trumped, so may be best to do ledge trump > drop ledge > double jump to stage + falling bair. We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Our uair comes out three frames faster than his dair, so it's possible to uair him as he's getting into position to dair spike with the right timing, although situational. |
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With them being floaty, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource, and if they manage to airdodge a followup, you can typically land with an autocancel to frame trap them and punish if you read their trajectory. Even with Ridley's up throw still having no true followup at times, can do an empty jump + fastfall to bait them to use a resource and catch their landing accordingly, which floaties have a harder time dealing with. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Try to wait for him to land first since his landing animations can make him pancake under a usual timed u-tilt. |
Try to wait for him to land first since his landing animations can make him pancake under a usual timed u-tilt. |
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Major credit to Paco on the grab > thunder routes and how to DI them, and the specifics on getting around Pika's f-smash ledgetrapping. |
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}} |
}} |
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===== Miscellaneous and frame data ===== |
===== Miscellaneous and frame data ===== |
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Plant has a pretty fast grab to compensate for its low mobility, so watch out for that; not to mention its back and up throws have KO potential at high %. |
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Plant dair hits us under plats, so shield or avoid there. |
Plant dair hits us under plats, so shield or avoid there. |
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Ptooie has 10% armor; damage based armor but on a projectile. |
Ptooie has 10% armor; damage based armor but on a projectile. |
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Plant up B hits require 3 or more SDI inputs, each of which have 3 or so hitlag frames for you to perform said SDI's. |
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Respect Plant's ledge getup attack range. |
Respect Plant's ledge getup attack range. |
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His dash attack, f-smash, u-smash, fair, and bair are mostly whiff punished by Wing Blitz forward in terms of end lag. |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Plant f-tilt 1, u-tilt, u-smash, f-smash, uair, and footstooled attack have head intangibility, as well as Long-Stem Strike after it comes out (15% armor before it comes out and 12% after it comes out). |
Plant f-tilt 1, u-tilt, u-smash, f-smash, uair, and footstooled attack have head intangibility, as well as Long-Stem Strike after it comes out (15% armor before it comes out and 12% after it comes out). |
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That aside, try to DI/SDI away from their combos. Respect their disjointed aerials. Better to mostly stay grounded and anti-air or catch landings, especially with how floaty they are, making them prone to getting juggled. Don't whiff an attack by swinging too early though. |
That aside, try to DI/SDI away from their combos. Respect their disjointed aerials. Better to mostly stay grounded and anti-air or catch landings, especially with how floaty they are, making them prone to getting juggled. Don't whiff an attack by swinging too early though. |
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Also watch out for their grab game. F-throw can lead into combos at early %, and kill at late % near ledge. Their side B can KO around 125% give or take, reflect projectiles when used, and has super armor, but comes with being very unsafe on shield as a tradeoff where they bounce off it and land (the aerial version of side B at least), though dodge instead if you don't have a healthy shield. Watch if they use side B from ledge and hold shield before attacking. |
Also watch out for their grab game. F-throw can lead into combos at early %, and kill at late % near ledge. Their side B can KO around 125% give or take (on the ground at least, while the aerial version is weaker), reflect projectiles when used (reflects upward rather than back at you, and will cut short Pit's dash since he'll swing his arm prematurely), and has super armor, but comes with being very unsafe on shield as a tradeoff where they bounce off it and land (the aerial version of side B at least), though dodge instead if you don't have a healthy shield. Watch if they use side B from ledge and hold shield before attacking. |
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Their down B orbitars also reflect projectiles, as well as blocking physical attacks and pushing you away slightly, but they're vulnerable from above and below. Also the orbitars can only take 15%, after which it breaks and takes 10 seconds to recharge which you can then maybe plasma them. |
Their down B orbitars also reflect projectiles, as well as blocking physical attacks and pushing you away slightly, but they're vulnerable from above and below. Also the orbitars can only take 15%, after which it breaks and takes 10 seconds to recharge which you can then maybe plasma them. |
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===== Miscellaneous and frame data ===== |
===== Miscellaneous and frame data ===== |
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You can do a beefy side B (hold down during SPR to bypass ledge) to catch their up B recovery, along with any directional airdodge toward ledge. Be ready to tech though in the case of a trade situation. Beefy side B won't grab if they still have intangibility while at ledge, but unlikely to happen if they're at high %. |
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Pit multihits- u-tilt (2 hits), f-smash (2 hits), u-smash (3 hits), nair (8 hits), fair (3 hits), uair (5 hits, hold DI to the left and then right & vice-versa to survive longer) |
Pit multihits- u-tilt (2 hits), f-smash (2 hits), u-smash (3 hits), nair (8 hits), fair (3 hits), uair (5 hits, hold DI to the left and then right & vice-versa to survive longer) |
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Pit has a total of 4 jumps, with 3 midair jumps. |
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With them being floaty, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource, and if they manage to airdodge a followup, you can typically land with an autocancel to frame trap them and punish if you read their trajectory. Even with Ridley's up throw still having no true followup at times, can do an empty jump + fastfall to bait them to use a resource and catch their landing accordingly, which floaties have a harder time dealing with. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
Skewer > jab 2 > insert followup here, for covering delayed getup. |
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<tabber> |
<tabber> |
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|-|Overall= |
|-|Overall= |
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All three Pokemon are floaties, and all their recoveries suffer against plasma hard. When they're above you, they're way too dependent on Pokemon switching to mix you up, and there's situations where you just frame trap them anyway if they go for it. |
All three Pokemon are floaties, making our u-throw > uair more reliable on them, and all their recoveries suffer against plasma hard. When they're above you, they're way too dependent on Pokemon switching to mix you up, and there's situations where you just frame trap them anyway if they go for it. |
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Credit to smub on that. |
Credit to smub on that. |
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That said, the most important thing is to tech when they start f-tilting at higher percent, as jablock > f-smash is their earliest form of killing. Also try to DI away when being combo'd at low % and hold on to your jumps. Once he gets you off stage is when they switch to Ivysaur and will either try to edgeguard you with an aerial like dair, or ledgetrap with f-smash. |
That said, the most important thing is to tech when they start f-tilting at higher percent, as jablock > f-smash is their earliest form of killing. Also try to DI away when being combo'd at low % and hold on to your jumps. Once he gets you off stage is when they switch to Ivysaur and will either try to edgeguard you with an aerial like dair, or ledgetrap with f-smash. |
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His u-smash is whiff punished by Wing Blitz forward in terms of end lag. |
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This character can consistently airdodge over ledge after getting ledge trumped, so may be best to do ledge trump > drop ledge > double jump to stage + falling bair. We can also hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Ivy multihits- f-tilt (~5 hits), nair (8 hits), bair (2 hits), neutral B (~5 hits but does twice as much when B is held longer) |
Ivy multihits- f-tilt (~5 hits), nair (8 hits), bair (2 hits), neutral B (~5 hits but does twice as much when B is held longer) |
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Ivy nair hits require about 2 SDI inputs, each of which have 3 hitlag frames for you to perform said SDI's. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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His f-smash, uair, and dair are whiff punished by Wing Blitz forward in terms of end lag. |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Our dair comes out a frame faster than his uair if you want to use it as a landing mixup. |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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Aside from our jab 1 starting faster than Ivysaur's, their rapid jab finisher is f-smash punishable. Its other normals are punished by our OoS aerials and shield grab, while f-smash when shielded up close is punished by our own as well as shorthop skewer OoS. Ivy's DA, d-smash, and ledge GUA (-25) are punished by SH SPR OoS. Its landing aerials besides nair are too safe on shield though, so reset there, and watch out for dair which destroys us offstage and uair which covers most landing options. Its point-blank neutral B is shield punishable with f-smash & shorthop skewer OoS, and point-blank razor leaf is OoS aerial/grab punished. Its jab 2/rapid jab finisher, f-tilt, d-tilt, dash attack, smashes, point-blank neutral B & up B, and ledge getup attack are also shield punished by u-tilt should it be at u-tilt > uair kill %. |
Aside from our jab 1 starting faster than Ivysaur's, their rapid jab finisher is f-smash punishable. Its other normals are punished by our OoS aerials and shield grab, while f-smash when shielded up close is punished by our own as well as shorthop skewer OoS. Ivy's DA, d-smash, and ledge GUA (-25) are punished by SH SPR OoS. Its landing aerials besides nair are too safe on shield though, so reset there, and watch out for dair which destroys us offstage and uair which covers most landing options. Its point-blank neutral B is shield punishable with f-smash & shorthop skewer OoS, and point-blank razor leaf is OoS aerial/grab punished. Its jab 2/rapid jab finisher, f-tilt, d-tilt, dash attack, smashes, point-blank neutral B & up B, and ledge getup attack are also shield punished by u-tilt should it be at u-tilt > uair kill %. |
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===== Charizard ===== |
===== Charizard ===== |
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Flare Blitz has 15% damage worth of armor, but it's no problem for Wing Blitz with how much damage it typically deals. |
Flare Blitz has 15% damage worth of armor, but it's no problem for Wing Blitz with how much damage it typically deals. Watch how he may use Flare Blitz in disadvantage and dash shield when approaching in which case. |
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Zard’s f-smash and uair have intangibility on the head, and his one-way up B has super armor during the first few frames, so if you're gonna spike him, wait to do so after. |
Zard’s f-smash and uair have intangibility on the head, and his one-way up B has super armor during the first few frames, so if you're gonna spike him, wait to do so after. |
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His f-smash, d-smash, fair, and Flare Blitz are whiff punished by Wing Blitz forward in terms of end lag. |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Our uair comes out seven frames faster than his dair, so it's possible to uair him as he's getting into position to dair spike with the right timing, although situational; same with our dair coming out a frame faster than his uair if you want to use it as a landing mixup. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Respect Zard's grab range and ledge getup attack range. |
Respect Zard's grab range and ledge getup attack range. |
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When shielding Zard side B, only move/shorthop slightly forward and wait till he's closer to falling on ground for a skewer punish. Shielding said side B may push him on a platform on plat stages; avoid challenging it with plasma. Also, his u-smash is 2 hits. |
When shielding Zard side B, only move/shorthop slightly forward and wait till he's closer to falling on ground for a skewer punish. Shielding said side B may push him on a platform on plat stages; can also Wing Blitz forward after shielding it, but avoid challenging it with plasma. Also, his u-smash is 2 hits. |
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Charizard's normals are punished by at least nair OoS (some by our other OoS aerials and shield grab), while f-smash and d-smash when shielded up close is punished by Rid f/d-smash (or u-smash OoS) and maybe shortop skewer OoS punishable as well depending on shield pushback. Its jab 3, smashes, and ledge getup attack are also shield punished by u-tilt should it be at u-tilt > uair kill %. Its fair, bair, and dair are punished by our aerials, grab, and u-smash OoS, but Zard's landing nair and uair are too safe on shield, so reset there. Flamethrower I would go for a neutral reset on when shielding, but Flare Blitz is punishable on shield with whatever (given that your shield won't break) when they're on stage and they flop to the ground, but when they’re falling back off you don’t really have time to chase them low. They shouldn't be trying to hit you with it otherwise outside of tech chases. |
Charizard's normals are punished by at least nair OoS (some by our other OoS aerials and shield grab), while f-smash and d-smash when shielded up close is punished by Rid f/d-smash (or u-smash OoS) and maybe shortop skewer OoS punishable as well depending on shield pushback. Its jab 3, smashes, and ledge getup attack are also shield punished by u-tilt should it be at u-tilt > uair kill %. Its fair, bair, and dair are punished by our aerials, grab, and u-smash OoS, but Zard's landing nair and uair are too safe on shield, so reset there. Flamethrower I would go for a neutral reset on when shielding, but Flare Blitz is punishable on shield with whatever (given that your shield won't break) when they're on stage and they flop to the ground, but when they’re falling back off you don’t really have time to chase them low. They shouldn't be trying to hit you with it otherwise outside of tech chases. |
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|oneliner= |
|oneliner= |
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|summary= |
|summary= |
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<tabber> |
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===== Overall ===== |
===== Overall ===== |
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Someone playing the Aegis will tend to use Mythra more to get quick damage on you, and switch back to Pyra at some point to finish off your stock. Adjust accordingly. |
Someone playing the Aegis will tend to use Mythra more to get quick damage on you, and switch back to Pyra at some point to finish off your stock. Adjust accordingly. |
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Prominence Revolt up B's also pretty whiff punishable (even with Skewer) as well as unsafe on shield. Just remember she has it when above you and aside from recovering, can use it as an OoS or ledge getup option, as a ledgetrap move, and hits us under platforms, so shield it there too. |
Prominence Revolt up B's also pretty whiff punishable (even with Skewer) as well as unsafe on shield. Just remember she has it when above you and aside from recovering, can use it as an OoS or ledge getup option, as a ledgetrap move, and hits us under platforms, so shield it there too. |
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Her neutral B Flame Nova is also slow enough that you can parry and punish with Skewer |
Her neutral B Flame Nova is also slow enough that you can parry and punish with Skewer, though would not try to shield it entirely with how much shield damage it does. When you shield the first hit, you can just jump OoS and punish with whatever. Can also shield three of the hits and spotdodge if you’re not too close. She may try to use her neutral B as an off-stage edgeguard as well, so pay attention if she goes off as you’re recovering and hit her first like with a nair or uair. She may also use neutral B as a landing mixup or from a ledgehop, so get away from her if you detect it there. |
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Also, we can dodge Blazing End with u-smash and d-smash if timed right. The latter helps like if she does side B after a ledgehop, allowing you to avoid it and hit her in the process. |
Also, we can dodge Blazing End with u-smash and d-smash if timed right. The latter helps like if she does side B after a ledgehop, allowing you to avoid it and hit her in the process. |
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* Another thing about her side B |
* Another thing about her side B, be wary about approaching her with a burst option like sliding d-tilt unless it’s to maybe get under a shorthop side B, since her grounded side B will still stuff out any overzealous attempts to approach period. Likewise if she gets you in a tech chase, be wary about doing a techroll toward her if further away since that's another easy side B for her. |
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* Mainly DI down when hit by her side B. It doesn’t actually kill until late % regardless. |
* Mainly DI down when hit by her side B. It doesn’t actually kill until late % regardless. |
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We can punish Pyra f-tilt with d-tilt OoS after they f-tilt your shield 2 times. |
We can punish Pyra f-tilt with d-tilt OoS after they f-tilt your shield 2 times. |
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Only her dair and blazing end can hit us at ledge, the former of which can be teched. |
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Pyra has worse fastest OoS options than us (in frames). |
Pyra has worse fastest OoS options than us (in frames). |
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Her dash attack, f-smash, u-smash, nair, fair, uair, and dair are whiff punished by Wing Blitz forward in terms of end lag. |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Our uair comes out six frames faster than her dair, so it's possible to uair her as she's getting into position to dair spike with the right timing, although situational; same with our dair coming out a couple frames faster than her uair if you want to use it as a landing mixup. Also note that Prominence Revolt will spike aerial opponents when descending, although is reactable. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
Skewer > jab 2 > insert followup here, for covering delayed getup. |
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* u-tilt > fullhop uair (91-97%) |
* u-tilt > fullhop uair (91-97%) |
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* u-tilt > double jump uair (92-109%) |
* u-tilt > double jump uair (92-109%) |
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Major credit to Sapphire on how we can punish Pyra's f-tilt, and finding out that we can tech her dair at ledge. |
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===== Mythra ===== |
===== Mythra ===== |
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If Mythra recovers horizontally with side B or out of a chase, can parry the last hit which is |
If Mythra recovers horizontally with side B or out of a chase, can parry the last hit which is 6th and f-smash. Timing isn't too hard since it's a multi-hit. Wing Blitz forward & down with ledge snap also trades with/beats Photon Edge, and some plasma may be an option as well if spaced enough, so if you put em in a situation where they have to recover horizontal to ledge you can bash them in. She goes in freefall after side B if not close enough to ledge, but if she does get to ledge, she can also do a ledgehop (or ledgedrop double jump) side B to get back on stage. When she's the one in advantage, just remember she may use her side B to ledge trap, tech chase, or catch landings, so watch your timing accordingly. |
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Her neutral B Lightning Buster is 4 or 5 fits, though has less end lag to punish but still shield it. It has intangibility on release, so she may use it as a landing mixup or worse a potential edgeguard. We can dash attack it on whiff though thankfully. |
Her neutral B Lightning Buster is 4 or 5 fits, though has less end lag to punish but still shield it. It has intangibility on release, so she may use it as a landing mixup or worse a potential edgeguard. We can dash attack it on whiff though thankfully, but keep in mind the 1st hit hits both in front and behind her. Also, she can B-reverse the move after charging it, in a similar vein to Mii Swordfighter's Blurring Blade and Sephiroth's Shadow Flare. |
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Throwing out a well timed and placed SPR or grab seems to be Ridley’s answer to Mythra’s Foresight ability. If she dodges the first hit of our f-air, the 2nd or 3rd can still hit her even during Foresight. Be careful of Foresight regardless though, lest you get punished easily. Try to shield or jab if caught. Foresight also makes it harder to apply platform pressure to her when she can roll/spot dodge to avoid a move while on plat or airdodge a uair, aside from how quick she can move or jump off it with her speed. Platform juggling her is not impossible though still. |
Throwing out a well timed and placed SPR or grab seems to be Ridley’s answer to Mythra’s Foresight ability. If she dodges the first hit of our f-air, the 2nd or 3rd can still hit her even during Foresight. Likewise, if she dodges one fireball, the other fireballs after will still hit her if you charged any plasma at all. Be careful of Foresight regardless though, lest you get punished easily. Try to shield or jab if caught. Foresight also makes it harder to apply platform pressure to her when she can roll/spot dodge to avoid a move while on plat or airdodge a uair, aside from how quick she can move or jump off it with her speed. Platform juggling her is not impossible though still. |
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Other than that, if you go off stage to edgeguard her like with an aerial, just be ready to tech from the side of stage when she does the 2nd part of her up B, so you don't get gimped or stage spiked. If she uses her up B to edgeguard you, try to recover high occasionally. If you avoid her up B on stage, punish her landing. |
Other than that, if you go off stage to edgeguard her like with an aerial, just be ready to tech from the side of stage when she does the 2nd part of her up B, so you don't get gimped or stage spiked. If she uses her up B to edgeguard you, try to recover high occasionally. If you avoid her up B on stage, punish her landing. |
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Another reason it's advised to block more against Mythra than usual is because getting hit by her dash attack at most percents is worse than getting grabbed. A well timed spotdodge beats both but will lose to her tilts. Unless you have a read, would treat any landing aerials the same way, except nair; so defensive option after blocking nair (mainly jump OoS) and if it's any other aerial, just delay the defensive option until after her next move. You pretty much want her to use grab more since you can actually abuse that with spotdodge and stuff or DI/jump away if grabbed. Obviously none of this is ideal, but is just what we have to work with. |
Another reason it's advised to block more against Mythra than usual is because getting hit by her dash attack at most percents is worse than getting grabbed. A well timed spotdodge beats both but will lose to her tilts. Unless you have a read, would treat any landing aerials the same way, except nair; so defensive option after blocking nair (mainly jump OoS) and if it's any other aerial, just delay the defensive option until after her next move. You pretty much want her to use grab more since you can actually abuse that with spotdodge and stuff or DI/jump away if grabbed. Obviously none of this is ideal, but is just what we have to work with. |
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Another thing about Foresight, if she dodges one fireball, the other fireballs after will still hit her if you charged any plasma at all. |
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Other Mythra multihits- u-smash (5 hits), side B (6 hits) |
Other Mythra multihits- u-smash (5 hits), side B (6 hits) |
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Her dair can hit us under platforms, so still shield or avoid it. |
Her dair can hit us under platforms, so still shield or avoid it. |
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Her side B is whiff punished by Wing Blitz forward in terms of end lag. Also, if she uses side B off stage near ledge, our ledge jump dair can hit her; even if it doesn't spike with the sweetspot, still gives good advantage. |
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This character can consistently airdodge over ledge after getting ledge trumped, so may be best to do ledge trump > drop ledge > double jump to stage + falling bair. We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Mythra's directional airdodge also travels a bit further than most of the cast (barring only Ness and Lucas), so respect it when otherwise edgeguarding her. She has below average jump height however, still making her easy to edgeguard in addition to her fast falling speed. Not to mention, unlike regular directional airdodges, Mythra's during Foresight is not able to grab ledges, due to the ending lag being considered part of the Foresight animation, along with said animation being impossible to interrupt in any way until it's completed. |
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Our uair comes out a couple frames faster than her dair, so it's possible to uair her as she's getting into position to dair spike with the right timing, although situational. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Mythra's rapid jab finisher is shield punishable with dash attack or dash grab, and shorthop OoS into SPR. Her normals besides spaced d-tilt are at least punished by nair OoS |
Mythra's rapid jab finisher is shield punishable with dash attack or dash grab, and shorthop OoS into SPR. Her normals besides spaced d-tilt, spaced f-tilt, and the furthest spaced u-tilt are at least punished by nair OoS, and f-smash is punished by shorthop SPR OoS. Her landing aerials are too safe on shield though, so reset there. |
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Her gentleman jab/rapid jab finisher, dash attack, smashes, side B, and ledge getup attack are also shield punished by u-tilt should she be at u-tilt > uair kill %. Otherwise just remember Photon Edge is shield punishable with whatever after she crosses up your shield or has to land in freefall (even our d-smash but may have to dash back first), and catching her up B landing is similarly punishable with whatever if her attack misses or is shielded. |
Her gentleman jab/rapid jab finisher, dash attack, smashes, side B, and ledge getup attack are also shield punished by u-tilt should she be at u-tilt > uair kill %. Otherwise just remember Photon Edge is shield punishable with whatever after she crosses up your shield or has to land in freefall (even our d-smash but may have to dash back first), and catching her up B landing is similarly punishable with whatever if her attack misses or is shielded. |
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* Watch out for Mythra using Foresight upon your uair if you mess up the timing. |
* Watch out for Mythra using Foresight upon your uair if you mess up the timing. |
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</tabber> |
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On walled stages like Kalos, dair can only be teched if the other Ridley is facing the stage. |
On walled stages like Kalos, dair can only be teched if the other Ridley is facing the stage. |
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His side B (grounded) and Skewer are whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > jab 1 > f-smash, for covering delayed getup. |
Skewer > jab 1 > f-smash, for covering delayed getup. |
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|oneliner= |
|oneliner= |
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|summary= |
|summary= |
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===== Gameplan ===== |
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His single best move is the infamous d-tilt. It leads into combos and is safe to spam and on shield, so be careful when you get close to him. Your three options are shorthop over it, move away, or shield and roll away. If you land near him, try crossing him up so he'll have to turn around before using d-tilt. |
His single best move is the infamous d-tilt. It leads into combos and is safe to spam and on shield, so be careful when you get close to him. Your three options are shorthop over it, move away, or shield and roll away. If you land near him, try crossing him up so he'll have to turn around before using d-tilt. |
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Side B, Arm Rotor: Aside from another get-off-me, is effective on shield. If you shield, make sure you hold it all the way to the end, and he may crossup & move himself far enough away to make it difficult to punish. It also reflects projectiles, so keep in mind when it comes to Plasma. It's worst when used off stage where it can kill really early, so do your best to recover above or below if you see him coming at you like that. That all said, if you space yourself well, Arm Rotor is quite whiff punishable, even with Skewer. |
Side B, Arm Rotor: Aside from another get-off-me, is effective on shield. If you shield, make sure you hold it all the way to the end, and he may crossup & move himself far enough away to make it difficult to punish. It also reflects projectiles, so keep in mind when it comes to Plasma. It's worst when used off stage where it can kill really early, so do your best to recover above or below if you see him coming at you like that. That all said, if you space yourself well, Arm Rotor is quite whiff punishable, even with Skewer. |
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Also respect his throws. His up throw can kill around |
Also respect his throws. His up throw can kill us around 175% and combo, and his d-throw buries like K Rool's and Banjo's. Mix up your mashing + airdodge as usual, but definitely don't let him get a u-smash kill or something. |
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Onto weaknesses, for one thing he struggles to KO. You'd think that wouldn't be the case, but his powerful moves come out slow and are easy to react to, so you can shield or dodge and punish often. This is why he'll often look for d-tilt up close, to get you in a KO position. He's also easy to combo due to his size like us, and doesn't have reliable combo breakers. His recovery is slow & linear, but can attack in between using it. Watch out for his uair from under the stage, and don't stay at the edge without shielding. |
Onto weaknesses, for one thing he struggles to KO. You'd think that wouldn't be the case, but his powerful moves come out slow and are easy to react to, so you can shield or dodge and punish often. This is why he'll often look for d-tilt up close, to get you in a KO position. He's also easy to combo due to his size like us, and doesn't have reliable combo breakers. His recovery is slow & linear, but can attack in between using it. Watch out for his uair from under the stage, and don't stay at the edge without shielding. |
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Also, the higher up you parry his landing nair, the more time you have to react with something, so what helps is to condition an early nair in the air to get more out of parries. Also just because his disjoint is bigger doesn't mean he can't be traded with. U-tilt and uair do that a lot, and similar to Diddy's banana, you don't always want to rush to pick up gyro. Dash attack safely picks it up whether it's spinning or not, but that's usually what ROB's will react to out of shield. |
Also, the higher up you parry his landing nair, the more time you have to react with something, so what helps is to condition an early nair in the air to get more out of parries. Also just because his disjoint is bigger doesn't mean he can't be traded with. U-tilt and uair do that a lot, and similar to Diddy's banana, you don't always want to rush to pick up gyro. Dash attack safely picks it up whether it's spinning or not, but that's usually what ROB's will react to out of shield. |
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Another thing when you parry ROB nair, how high he is when he hits your shield changes the optimal punish a lot of the time, so you may find yourself shuffling between gentleman jab, up tilt, and down tilt as parry punishes. |
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If timed and positioned right above a platform, ROB nair, bair, and dair can hit us when we’re under it, so shield them still. |
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If they try following up after doing up throw > fair at 0%, a buffered double jump nair out of hitstun will stuff them out |
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if you know they're going to escape high and bair in the upper blastzone to center themselves. You can use a nearby platform to chase after them with a high up air which'll kill them as early as 60% if you sweetspot them. Up tilt > up air has a solid window against ROB, and because of how big he is he gets frame trapped off of it easier than most characters. |
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===== Gyro ===== |
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* If you catch gyro, it can be good to throw it up which lets it stay in the air for a bit and ROB can't spawn another. It'll fall down eventually but it takes a while, so could be useful to eliminate gyro pressure. And don't just toss it up, but smash toss it up which sends farther (a smash input or A+B when tossing in a direction). |
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* If you have enough ledge intangibility, you can just wait the gyro out and then get off the ledge since it hits most ledge hangs; otherwise prepare to tech against the stage when you get hit by gyro. Also if gyro isn’t directly on the ledge (i.e. slightly further away but still threatens neutral getup), you can ledge jump and Z-catch the gyro (same input and timing as catching Diddy’s banana from ledge). |
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* The most consistent way to catch gyro is dash attack or pivot f-tilt but the best way is to run up jump + grab to shorthop Z-catch since you can act immediately after catching the gyro. Most normal characters can loop ROB once they hold gyro with something like gyro toss > nair/fair/uair > gyro toss again. |
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* ROB can crouch under gyro if you try to throw it at them around medium range but we can also do the same. This won't work if they are spinning gyro and then fire, it's only for when they are holding it and throw it as an item. |
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* Go here to see how you can pick up Gyro with simply initial dash and jab. Unlike most if not all the other ways, it gives you enough time to shield ROB laser after picking up Gyro. |
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# https://x.com/johnnumbers/status/1840130937696465107?s=46&t=NvvvokY_NM2udMgu8BGKVQ |
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# https://x.com/johnnumbers/status/1840130940405985575?s=46&t=NvvvokY_NM2udMgu8BGKVQ |
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# https://x.com/johnnumbers/status/1840130942998065390?s=46&t=NvvvokY_NM2udMgu8BGKVQ |
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# https://x.com/johnnumbers/status/1840130945741185185?s=46&t=NvvvokY_NM2udMgu8BGKVQ |
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* When gryo hits you, be ready to tech from 40% and onward. |
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* Although situational, if you get a gyro thrown or Z-dropped behind ROB and knock him into it like with an f-tilt in time, you get a free d-tilt > aerial on him. |
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===== Miscellaneous and frame data ===== |
===== Miscellaneous and frame data ===== |
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If timed and positioned right above a platform, ROB nair, bair, and dair can hit us when we’re under it, so shield them still. |
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Its d-smash is 3 hits, while side B is ~6 hits without mashing & ~11 hits with mashing. |
Its d-smash is 3 hits, while side B is ~6 hits without mashing & ~11 hits with mashing. |
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When grabbing ROB near ledge at high %, can do a u-throw mixup so he’ll suffer more from landing than usual recovering. |
When grabbing ROB near ledge at high %, can do a u-throw mixup so he’ll suffer more from landing than usual recovering. Also during advantage, watch out for ROB reverse side B at ledge, as it can scoop and kill at higher %. Shield if you anticipate it. |
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If buried by his d-throw at lower %, be ready to DI his uair when mashing out of bury, or buffer a dair as a mixup. |
If buried by his d-throw at lower %, be ready to DI his uair when mashing out of bury, or buffer a dair as a mixup. |
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ROB bair might be able to hit ledge hang from on stage, so ledge getup attack when reacting to it. |
ROB bair might be able to hit ledge hang from on stage, so ledge getup attack when reacting to it. |
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If ROB does rising fair and you're shielding, you can up smash it. |
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If you parry one d-tilt and they do another (mashing d-tilt on your shield), you can punish with jab. The other moves are too slow in this instance. |
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His f-smash, dair, and side B are whiff punished by Wing Blitz forward in terms of end lag. |
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Our uair comes out nine frames faster than his dair, so it's possible to uair him as he's getting into position to dair spike with the right timing, although situational. |
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Skewer > jab 1 > f-smash, for covering delayed getup. |
Skewer > jab 1 > f-smash, for covering delayed getup. |
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* u-tilt > double jump uair (99-108%) |
* u-tilt > double jump uair (99-108%) |
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Major credit to smub for the neutral tips against ROB's nair and such. |
Major credit to smub for the neutral tips against ROB's nair and such, and major credit to Hyrchurn on the more specific things about gyro and whatnot. |
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}} |
}} |
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Thunder, elthunder, and arcthunder all get cancelled out by a single fireball. When arcfire is airborne, it also loses to plasma aside from the other clanks. |
Thunder, elthunder, and arcthunder all get cancelled out by a single fireball. When arcfire is airborne, it also loses to plasma aside from the other clanks. |
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Their dair is whiff punished by Wing Blitz forward in terms of end lag. |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Our uair comes out a couple frames faster than their dair, so it's possible to uair then as they're getting into position to dair spike with the right timing, although situational. |
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With them being floaty, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource, and if they manage to airdodge a followup, you can typically land with an autocancel to frame trap them and punish if you read their trajectory. Even with Ridley's up throw still having no true followup at times, can do an empty jump + fastfall to bait them to use a resource and catch their landing accordingly, which floaties have a harder time dealing with. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Credit to the Ridcord JMU section for a good chunk of this info. |
Credit to the Ridcord JMU section for a good chunk of this info. |
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How shield tilting as Ridley helps against Robin- |
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https://x.com/bee_not_hachi/status/1748779229192266021 |
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}} |
}} |
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When shielding a charged neutral B (Luma Shot), how you respond to it after depends on where it is, be it in front or behind you depending on how long it was charged. Jumping over the neutral B is a good option too. |
When shielding a charged neutral B (Luma Shot), how you respond to it after depends on where it is, be it in front or behind you depending on how long it was charged. Jumping over the neutral B is a good option too. |
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When they're separated, watch out for Luma's edgeguarding & ledgetrapping as much as Rosa's if not more, with it often being the front row opponent. Get-off-me aerials before recovering can also help against it. That said, Rosa punishes a high recovery on stage, and while recovering low is better, she can gimp like with dair, so watch your timing. If Luma's attacking up close near ledge, getup attack is best, but if Luma's close and not attacking, don't ledge getup attack because it's a bait; Rosa will come punishing after you hit Luma. It's better to ledge jump in that situation. |
When they're separated, watch out for Luma's edgeguarding & ledgetrapping as much as Rosa's if not more, with it often being the front row opponent. Get-off-me aerials before recovering can also help against it. That said, Rosa punishes a high recovery on stage, and while recovering low is better, she can gimp like with dair, so watch your timing. If Luma's attacking up close near ledge, getup attack is best, but if Luma's close and not attacking, don't ledge getup attack because it's a bait; Rosa will come punishing after you hit Luma. It's better to ledge jump in that situation. There's also up B poking Luma if Rosa's not nearby to punish. |
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When you grab Rosa, Luma can attack, so be as cautious in grabbing her as with Ice Climbers. Unlike IC's though, better off not pummeling and just throwing, preferably one that moves her away from Luma, and right after the throw, pull up shield so Luma doesn't hit you. If you throw Rosa far, can use that time to attack Luma and knock it off the stage. |
When you grab Rosa, Luma can attack, so be as cautious in grabbing her as with Ice Climbers. Unlike IC's though, better off not pummeling and just throwing, preferably one that moves her away from Luma, and right after the throw, pull up shield so Luma doesn't hit you. If you throw Rosa far, can use that time to attack Luma and knock it off the stage. |
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===== Miscellaneous and frame data ===== |
===== Miscellaneous and frame data ===== |
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Her dair can hit us under platforms, but is not that strong. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Rosa u-tilt and u-smash have head intangibility. |
Rosa u-tilt and u-smash have head intangibility. |
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Aside from dash attack, her nair is 2 hits, fair is 5 hits, and side B is 3 hits. |
Aside from dash attack, her nair is 2 hits, fair is 5 hits, and side B is 3 hits. |
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You can do a beefy side B (hold down during SPR to bypass ledge) to catch their up B recovery, along with any directional airdodge toward ledge. Be ready to tech though in the case of a trade situation. Beefy side B won't grab if they still have intangibility while at ledge, but unlikely to happen if they're at high %. |
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Her dair can hit us under plats but is not that strong. |
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With them being floaty, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource, and if they manage to airdodge a followup, you can typically land with an autocancel to frame trap them and punish if you read their trajectory. Even with Ridley's up throw still having no true followup at times, can do an empty jump + fastfall to bait them to use a resource and catch their landing accordingly, which floaties have a harder time dealing with. |
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Her f-smash, fair, and bair are whiff punished by Wing Blitz forward in terms of end lag. |
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We can crouch under her fair while using d-tilt to stay under and hit a Luma that’s in front. |
We can crouch under her fair while using d-tilt to stay under and hit a Luma that’s in front. |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Our uair comes out six frames faster than her dair, so it's possible to uair her as she's getting into position to dair spike with the right timing, although situational. For Luma, our uair's four frames faster than their dair in startup. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Our jab 1 starts faster than hers, allowing us to get out of scramble situations better. |
Our jab 1 starts faster than hers, allowing us to get out of scramble situations better. |
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|oneliner= |
|oneliner= |
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|summary= |
|summary= |
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Dash attack will beat Roy's short hop if spaced. |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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Ridley kill confirm: |
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* u-tilt -> fullhop uair (87-90%) |
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* u-tilt > double jump uair (91-100%) |
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}} |
}} |
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|oneliner=Dragon's fist meets the Dragon's wrath |
|oneliner=Dragon's fist meets the Dragon's wrath |
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|summary= |
|summary= |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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* Placeholder |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Ridley kill confirm: |
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* u-tilt > fullhop uair (92-95%) |
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* u-tilt > double jump uair (96-108%) |
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}} |
}} |
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===== Gameplan ===== |
===== Gameplan ===== |
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'''Counterplay: The unique attack Jab 1'''<br> |
'''Counterplay: The unique attack Jab 1'''<br> |
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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 |
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 spot-dodge 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. |
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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. |
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. |
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'''Counterplay: Bomb Stall'''<br> |
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If Samus is off stage, a thing they will typically do is bomb stall. Bomb stalling is a '''horizontal''' stall, that allows Samus to timely grab a ledge and evade edgeguards. 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 it's best to force Samus to go low to make her use a double jump. This is effective because bomb stalling isn't really good at stalling vertically, as Samus falls way faster than her bombs do. |
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Once you take Samus's jump she is forced to stay around the height of ledge since 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 she's currently at when bombing. 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 edgeguards. |
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* While we can destroy bombs before they go off with spaced d-tilt & f-tilt, smashes, nair, bair, and maybe fair, watch the Samus so you don’t get punished by CS or grab while doing it. |
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'''Counterplay: Samus's forward aerial'''<br> |
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With Samus f-air's 28 frames of end lag along with the landing lag that comes with it, it can be whiff punished by the likes of SPR or dash attack. |
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You have to more or less skirt the edge of their f-air hitbox if they drift back but you can definitely be closer and within the explosions before it hits you. The hitbox and the explosion stuff can be misleading, with the explosions of f-air making the hitboxes seem bigger than they actually are. |
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Even better, if Samus is doing f-air and you're quite the distance away, doing SPR towards Samus when her f-air is at it's highest point will let your side B land with no issue so long as you get them in the max range in case they drift back. Still, have to watch the Samus as they f-air and you can react to the mid part of the move, and from there it just relies on if you can be and get in position to input side B. If you were already in position, then you can input side B once she reaches the tip of her jump. |
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Dash attack can be used to punish drift back f-air, but it's a gamble on getting a correct read of them doing it. If they're drifting back with the move though, they generally won't be fastfalling. You can also dash back and then immediately dash attack to allow for some hurtbox shifting during a f-air whiff punish. |
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F-air is also possible to punish OoS like if you dash toward them and then shield (dash shielding in other words) the last hit since it's only the final hit box that really hits. Dash grab OoS works in this case, though d-tilt and f-tilt won't reach her if she's drifting back, but if she fastfall's the f-air, then she'll end up in tilt range. |
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===== Advantage ===== |
===== Advantage ===== |
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* Wing Blitz |
* Wing Blitz |
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</small> |
</small> |
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'''Counterplay: Bomb Stall'''<br> |
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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. |
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===== Disadvantage ===== |
===== Disadvantage ===== |
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'''At Ledge'''<br> |
'''At Ledge'''<br> |
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Samus AND Dark Samus can two frame with: |
Samus AND Dark Samus can two frame with: |
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===== Miscellaneous and frame data ===== |
===== Miscellaneous and frame data ===== |
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Don't do a ledge neutral getup if they're charging a full charge shot, since our hurtbox is likely still big enough to be hit by it. |
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Aside from grab, d-tilt and f-smash are whiff punished by Wing Blitz forward in terms of end lag. |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Our uair comes out six frames faster than her dair, so it's possible to uair her as she's getting into position to dair spike with the right timing, although situational. |
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With them being floaty, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource, and if they manage to airdodge a followup, you can typically land with an autocancel to frame trap them and punish if you read their trajectory. Even with Ridley's up throw still having no true followup at times, can do an empty jump + fastfall to bait them to use a resource and catch their landing accordingly, which floaties have a harder time dealing with. |
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Skewer > jab 1 > f-smash, for covering a delayed getup option. |
Skewer > jab 1 > f-smash, for covering a delayed getup option. |
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* Being in the air during SPR allows Ridley to stall and avoid (during startup) small projectiles like baby CS from a shorthop. If her neutral B is charged any though, better to do a fullhop, which SPR can still whiff punish if timed & positioned right, but only do if not expecting her to jump and shoot it, a missile, or fair/zair. Unstaled SPR kills her ~140% if not a little earlier from what's been tested, though how much DI affects it remains to be seen, but Ridley being at somewhere high % with rage can help it kill even earlier depending. |
* Being in the air during SPR allows Ridley to stall and avoid (during startup) small projectiles like baby CS from a shorthop. If her neutral B is charged any though, better to do a fullhop, which SPR can still whiff punish if timed & positioned right, but only do if not expecting her to jump and shoot it, a missile, or fair/zair. Unstaled SPR kills her ~140% if not a little earlier from what's been tested, though how much DI affects it remains to be seen, but Ridley being at somewhere high % with rage can help it kill even earlier depending. |
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Her grab is 15 frames in startup & 37 in end lag, so you can dash attack her shield and jump or spotdodge and you'll still avoid a shield grab in time. Zair's 40 frames of end lag can allow you to SPR after if you were stuffed out by it before. Mainly zair from a fullhop that is, as shorthop zair would cancel the end lag when they go to ground. |
Her grab is 15 frames in startup & 37 in end lag, so you can whiff punish with even something like Wing Blitz forward. Her shield grab is frame 19, so you can dash attack her shield and jump or spotdodge and you'll still avoid a shield grab in time. Zair's 40 frames of end lag can allow you to SPR after if you were stuffed out by it before. Mainly zair from a fullhop that is, as shorthop zair would cancel the end lag when they go to ground. |
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Ridley kill confirm: |
Ridley kill confirm: |
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* u-tilt > fullhop uair (94-100%) |
* u-tilt > fullhop uair (94-100%) |
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* u-tilt > double jump uair (101-108%) |
* u-tilt > double jump uair (101-108%) |
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Major credit to Sapphire on the counterplay to Samus f-air. There's also this Ridley-Samus matchup doc that was made; contains some of what was mentioned here, but also a lot that wasn't, and linking it here is more convenient than extracting everything from it. |
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https://docs.google.com/document/d/1_MBDK79m22WquExKpv69txqKSirsx6rT1nYVDKGVbU0/edit |
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}} |
}} |
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|oneliner= |
|oneliner= |
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|summary= |
|summary= |
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When Dark Samus does her up B and as she lands, she bounces on the ground, whereas Samus just falls and lags. This gives Dark Samus an important mixup on stages with plats since she can land on the plat but then potentially bounce away from it and sometimes even evade things like our up tilt. |
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No differences recorded so far. |
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There's also the better roll Dark Samus sports that gives her more distance but doesn't turn into a morph ball. |
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}} |
}} |
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* For a bit more clarification, Sephiroth can have a bad disadvantage at times. He just has a lot of mixups, but not really when he doesn't have Wing. He's really easy to ledgetrap, edgeguard, and it's even better that he dies so early because of his weight if you play your cards right. Again, what really helps him is Wing. Without it he's really easy to edgeguard. |
* For a bit more clarification, Sephiroth can have a bad disadvantage at times. He just has a lot of mixups, but not really when he doesn't have Wing. He's really easy to ledgetrap, edgeguard, and it's even better that he dies so early because of his weight if you play your cards right. Again, what really helps him is Wing. Without it he's really easy to edgeguard. |
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Octoslash is easy to ledge trump (shorthop > airdodge down into ledge or fullhop while facing ledge > down angle Wing Blitz to snap to it) and punish. Off stage nair beats out every Blade Dash (up B 1) recovery to ledge. When you see a Seph up B, count to 2, and if it's still charging, then it's Octoslash. Bair may not always be a true ledge trump punish, but trumping will still make him have to regrab ledge which opens up all sorts of punishes with less to no ledge intangibility. |
Octoslash is easy to ledge trump (shorthop > airdodge down into ledge or fullhop while facing ledge > down angle Wing Blitz to snap to it) and punish. Off stage nair as well as a timely down angle f-tilt beats out every Blade Dash (up B 1) recovery to ledge. When you see a Seph up B, count to 2, and if it's still charging, then it's Octoslash. Bair may not always be a true ledge trump punish, but trumping will still make him have to regrab ledge which opens up all sorts of punishes with less to no ledge intangibility. |
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Blade Dash is 25 frames of startup, while Octoslash is 36 frames. |
Blade Dash is 25 frames of startup, while Octoslash is 36 frames. Also, a well timed and placed dair beats Blade Dash. |
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* If you knock him off stage around mid % and he comes back from a nair edgeguard as described earlier, he'll usually be around u-tilt > uair kill % at that point, so can go for it then. |
* If you knock him off stage around mid % and he comes back from a nair edgeguard as described earlier, he'll usually be around u-tilt > uair kill % at that point, so can go for it then. |
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Otherwise just remember you want to rely more on corner pressuring him than ledgetrapping to maintain advantage. If he’s nearing or at ledge, let him get past ledge to the corner and d-tilt him or something |
Otherwise just remember you want to rely more on corner pressuring him than ledgetrapping to maintain advantage. If he’s nearing or at ledge, can either let him get past ledge to the corner and d-tilt him or something (and when juggling, just remember to shield the landing side B or down B mixups and shield punish his dair), or fullhop to punish ledge drop fair and such. Jumping above him when covering roll distance can also be good at covering his ledge drop and ledge jump options. D-smash is good at covering ledge drop habits, particularly laggy ones like up B. Otherwise, f-tilt or shield up close to cover ledge drops and mess up his spacing. |
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Suffice to say, edgeguarding Sephiroth is a mixup. |
Suffice to say, edgeguarding Sephiroth off stage is a mixup. |
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* In neutral, Ridley can plasma Seph from afar like with Mega Man & Min-Min, and can crouch to avoid rising shorthop aerials nearby and whiff punish. |
* In neutral, Ridley can plasma Seph from afar like with Mega Man & Min-Min, and can crouch to avoid rising shorthop aerials nearby and whiff punish. |
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===== Remaining miscellaneous and frame data ===== |
===== Remaining miscellaneous and frame data ===== |
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Ridley 2-frames: |
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* F-tilt |
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* D-smash |
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* Nair (sweetspot only) |
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* Dair |
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* Plasma Breath |
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* Wing Blitz (forward/down angle) |
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Sephiroth 2-frames: |
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* D-smash (ground variant only) |
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* Nair |
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* Dair |
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* Megaflare/Gigaflare |
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* Octaslash |
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Although his grab range is poor as mentioned, his grab game itself is pretty rewarding. He has the b-throw > bair kill confirm, so watch out for it depending on his position, his f-throw can setup a tech chase even at 0% (so don't miss tech), and his other throws combo. |
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While the Winged form can activate as low as 30% if Sephiroth is two stocks behind the opponent, it conversely activates as late as 110% if Sephiroth is two stocks ahead; so you don't have to worry about it as much if he gets an early lead on you. Winged suffers from consistency issues similarly to Lucario's Aura, in that Sephiroth will have to play very carefully if he is to keep his advantage, which is easier said than done due to his noticeable frailty. Added with the damage-based armor on Seph's smash attacks when he has Wing, frequent usage of said smashes can make him more predictable and open to being punished. |
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His f-smash, u-smash, Scintilla, and Octoslash are whiff punished by Wing Blitz forward in terms of end lag. |
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Our uair comes out eight frames faster than his dair, so it's possible to uair him as he's getting into position to dair spike with the right timing, although situational. Likewise, our dair comes out five frames faster than his uair if you want to use it as a landing mixup, though only do so if you have the timing down right and you're confident it'll hit him. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
Skewer > jab 2 > insert followup here, for covering delayed getup. |
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His normals are punished by at least nair OoS, while u-smash up close is punished by Rid f-smash, or u-smash OoS. His d-tilt, f-smash, and blade dash up B are punished by shorthop SPR OoS. His landing aerials besides dair are too safe though, so reset there unless they're poorly spaced (said dair is u-smash punishable). If you happen to shield side B, neutral B, or missed counter up close, it's punished by our aerials/grab and u-smash OoS. Can f/d-smash for Octoslash crossup as mentioned above, or turnaround Skewer with how punishable it is. |
His normals are punished by at least nair OoS, while u-smash up close is punished by Rid f-smash, or u-smash OoS. His d-tilt, f-smash, and blade dash up B are punished by shorthop SPR OoS. His landing aerials besides dair are too safe though, so reset there unless they're poorly spaced (said dair is u-smash punishable). If you happen to shield side B, neutral B, or missed counter up close, it's punished by our aerials/grab and u-smash OoS. Can f/d-smash for Octoslash crossup as mentioned above, or turnaround Skewer or Wing Blitz Forward with how punishable it is. |
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Jab 1/2/3, most of u-tilt, crossup d-tilt, dash attack, smashes, landing dair, point-blank flare, up B (both versions), missed counter (4 hits & -25), and ledge getup attack are shield punished by u-tilt should he be at u-tilt > uair kill %. |
Jab 1/2/3, most of u-tilt, crossup d-tilt, dash attack, smashes, landing dair, point-blank flare, up B (both versions), missed counter (4 hits & -25), and ledge getup attack are shield punished by u-tilt should he be at u-tilt > uair kill %. |
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Watch out for him having OWA at these % ranges, allowing his smashes to armor through your u-tilt. To avoid this, whiff punish and u-tilt him, or setup a tech chase prior to the % ranges and if he ends up off stage, ledgetrap with u-tilt. |
Watch out for him having OWA at these % ranges, allowing his smashes to armor through your u-tilt. To avoid this, whiff punish and u-tilt him, or setup a tech chase prior to the % ranges and if he ends up off stage, ledgetrap with u-tilt. |
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Major credit to smub, Zant, and the collective Ridcord for a good chunk of this information. |
Major credit to smub, Zant, and the collective Ridcord for a good chunk of this information. Also credit to Kyoki on the 2-frame info as well as the parts on how to properly ledgetrap Sephiroth. |
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}} |
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===== Miscellaneous and frame data ===== |
===== Miscellaneous and frame data ===== |
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Be quick to punish her u-tilt. Is 2 hits, 9 frames of end lag, and -11 on shield. |
Be quick to punish her u-tilt. Is 2 hits, 9 frames of end lag, and -11 on shield. |
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Sheik's up smash requires about 2 SDI inputs, which has 19 hitlag frames for you to perform said SDI's. Same for her uair hits except they have 3 hitlag frames for you to perform them. |
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Her u-smash and up B are whiff punished by Wing Blitz forward in terms of end lag. |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Our uair comes out four frames faster than her dair, so it's possible to uair her as she's getting into position to dair spike with the right timing, although situational. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Sheik's rapid jab finisher is shield punishable with dash attack or dash grab, and shorthop OoS into SPR. Her normals are punished by at least nair OoS (some punished by our other OoS aerials and shield grab), while u-smash when shielded up close is punished by Rid f-smash. Her d-smash & ledge getup attack (-25) are punished by shorthop SPR OoS. Her landing aerials besides dair are too safe on shield though as mentioned, so either challenge them directly or reset if shielded. Same with burst grenade. Vanish you punish like you would Zelda's up B, point-blank needles are OoS aerial/grab punished, and bouncing fish as mentioned is punishable with whatever on shield if you react quick enough and catch her landing; even if she airdodges. Can try shorthop skewer OoS to catch her landing in that instance. |
Sheik's rapid jab finisher is shield punishable with dash attack or dash grab, and shorthop OoS into SPR. Her normals are punished by at least nair OoS (some punished by our other OoS aerials and shield grab), while u-smash when shielded up close is punished by Rid f-smash. Her d-smash & ledge getup attack (-25) are punished by shorthop SPR OoS. Her landing aerials besides dair are too safe on shield though as mentioned, so either challenge them directly or reset if shielded. Same with burst grenade. Vanish you punish like you would Zelda's up B, point-blank needles are OoS aerial/grab punished, and bouncing fish as mentioned is punishable with whatever on shield if you react quick enough and catch her landing; even if she airdodges. Can try shorthop skewer OoS or Wing Blitz forward to catch her landing in that instance. |
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Rapid jab finisher, dash attack, u-smash, d-smash, down B, up B, and ledge getup attack are also shield punished by u-tilt should she be at u-tilt > uair kill %. |
Rapid jab finisher, dash attack, u-smash, d-smash, down B, up B, and ledge getup attack are also shield punished by u-tilt should she be at u-tilt > uair kill %. |
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Jump Art (green): jump +, defense - |
Jump Art (green): jump +, defense - |
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Will use this to recover, to go off stage and edgeguard you, or to counter your grounded plasma. As soon as he gets back to stage, he'll generally try to switch to a different art due to its drawback. |
* Will use this to recover, to go off stage and edgeguard you, or to counter your grounded plasma. As soon as he gets back to stage, he'll generally try to switch to a different art due to its drawback. |
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Speed Art (blue): speed +, damage dealt & jump height - |
Speed Art (blue): speed +, damage dealt & jump height - |
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Think of this as Mythra but deadlier. Watch out for low % combos and be on your toes. May want to be in the air when he slashes along the ground, since his jump is subpar. That also allows him to be gimped easier when off stage. |
* Think of this as Mythra but deadlier. Watch out for low % combos and be on your toes. May want to be in the air when he slashes along the ground, since his jump is subpar. That also allows him to be gimped easier when off stage. There's also getting on a platform and camping him until his monado time runs out. |
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Shield Art (yellow): Reduced knockback/damage taken & more shield health, lower jump height & speed and less damage & knockback dealt |
Shield Art (yellow): Reduced knockback/damage taken & more shield health, lower jump height & speed and less damage & knockback dealt |
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While he's a tank here with more defense and shield health, can go for grabbing more with how he'll rely more on shield. Lower level Shulk's will use this art when they're at high % and scared of getting KO'd, but higher level Shulk's know it's ineffective since all you have to do is throw projectiles he can't dodge, rack up combos he can't avoid, or gimp him off stage. Those players will use it to break out of combos or protect their landing. |
* While he's a tank here with more defense and shield health, can either go for grabbing more with how he'll rely more on shield, or rapid jab and plasma him since he'll be pretty slow. Lower level Shulk's will use this art when they're at high % and scared of getting KO'd, but higher level Shulk's know it's ineffective since all you have to do is throw projectiles he can't dodge, rack up combos he can't avoid, or gimp him off stage. Those players will use it to break out of combos or protect their landing. |
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Buster Art (purple): More damage dealt, more damage taken |
Buster Art (purple): More damage dealt, more damage taken |
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Shulk may also use at the beginning of a match to perform high damage combos that he couldn't do otherwise. Watch out for grab & d-throw which hurts with this on. Also be careful with your shield here, as this art can break it faster like with his tilts and especially d-smash. He becomes a glass cannon on the flipside, so camp and plasma, etc when possible. |
* Shulk may also use at the beginning of a match to perform high damage combos that he couldn't do otherwise. Watch out for grab & d-throw which hurts with this on. Also be careful with your shield here, as this art can break it faster like with his tilts and especially d-smash. He becomes a glass cannon on the flipside, so camp and plasma, etc when possible. |
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Smash Art (red): More knockback dealt, more knockback taken |
Smash Art (red): More knockback dealt, more knockback taken |
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While this art makes his shield damage low, relying on shield is risky due to grab, with his throws alone killing around ledge at high %. Can wait out this art which lasts 8 seconds, or use increased knockback against him like with SPR which kills him earlier than it otherwise would (~100%). All other moves kill ~40% earlier. |
* While this art makes his shield damage low, relying on shield is risky due to grab, with his throws alone killing around ledge at high %. Can wait out this art which lasts 8 seconds (such as camping at the ledge but watch out for his f-air), or use increased knockback against him like with SPR which kills him earlier than it otherwise would (~100%). All other moves kill ~40% earlier. |
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Is also important to know what they want to do during art cooldown. |
Is also important to know what they want to do during art cooldown. |
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===== Miscellaneous and frame data ===== |
===== Miscellaneous and frame data ===== |
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@ 8:19, |
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https://www.youtube.com/watch?v=6qGghg1CJhg |
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@ 8:38, |
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https://www.youtube.com/watch?v=X5PwC_0KboA |
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F-smash and u-smash are 2 hits, d-smash is 5 hits. Uair and dair are 2 hits. |
F-smash and u-smash are 2 hits, d-smash is 5 hits. Uair and dair are 2 hits. |
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Respect his ledge getup attack range. |
Respect his ledge getup attack range. |
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His jab 3, smashes, dair, and side B are whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Our uair comes out three frames faster than his dair, so it's possible to uair him as he's getting into position to dair spike with the right timing, although situational; same with our dair coming out three frames faster than his uair if you want to use it as a landing mixup. |
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With them being floaty, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource, and if they manage to airdodge a followup, you can typically land with an autocancel to frame trap them and punish if you read their trajectory. Even with Ridley's up throw still having no true followup at times, can do an empty jump + fastfall to bait them to use a resource and catch their landing accordingly, which floaties have a harder time dealing with. |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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Our jab 1 comes out faster than his and his ground game is worse, so while it's not recommended to be close to him, if you end up being there, worse for him. |
Our jab 1 comes out faster than his and his ground game is worse, so while it's not recommended to be close to him, if you end up being there, worse for him. |
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|oneliner= |
|oneliner= |
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|summary= |
|summary= |
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The Belmonts might be more manageable on a Battlefield stage where you have plats to avoid their projectiles more easily as well as doing plat setups of your own. Regardless, axe throw shouldn't be hitting you when you can either cancel it out with nair, timingly advance towards Belmont and it misses, or double jump over if feeling bold. Holy cross you can react to by buffering nair similarly or either shield or jump over as you slowly approach (or react with plasma/jumping plasma so they have a projectile to watch out for), though like with Link boomerangs, watch out for it on the way back (if you grab and d-throw them at the right time, the invincibility frames of d-throw will protect you from the returning projectile, and can pummel while waiting). Holy water just try to shield as much as you can and SDI out of it when hit. The holy water ledge trap of theirs can easily be avoided by just ledge jumping over them, and the water itself doesn't do much damage when you're at ledge. |
The Belmonts might be more manageable on a Battlefield stage where you have plats to avoid their projectiles more easily as well as doing plat setups of your own. Regardless, axe throw shouldn't be hitting you when you can either cancel it out with nair, timingly advance towards Belmont and it misses (they can still buffer f-tilt that'll keep you from rushing in on them after a whiffed axe toss, so remember dash shielding), or double jump over if feeling bold. Holy cross you can react to by buffering nair similarly or either shield or jump over as you slowly approach (or react with plasma/jumping plasma so they have a projectile to watch out for), though like with Link boomerangs, watch out for it on the way back (if you grab and d-throw them at the right time, the invincibility frames of d-throw will protect you from the returning projectile, and can pummel while waiting). Holy water just try to shield as much as you can and SDI out of it when hit. The holy water ledge trap of theirs can easily be avoided by just ledge jumping over them, and the water itself doesn't do much damage when you're at ledge. |
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Still have to watch out for his other options when being ledgetrapped of course. In this matchup particularly, ledge rolling is typically the lowest risk option while the Belmonts are ledgetrapping, since most of the time they'll just be reacting with a sour unspaced f-tilt. That said, you're asking for the worst if you do a ledge neutral getup, with all the ways Belmont covers that option, but it can be used as a mixup even though holding shield after is your only option to deny the immediate holy water they're gonna throw out (assuming it doesn't stuff your neutral getup already), and even after shielding the holy water you'll still have to deal with f-tilt/bair pressure that you can't guarantee a punish against without a correct read. |
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For their whip itself, mainly remember they can angle their f-smash up and down, so don’t be too obvious with shorthop approaches and ledge stalling. Their fair and bair they can angle as well, which is sort of a problem when trying to catch their landing with a spaced d-tilt since they may still be able to hit you even when crouched (along with maybe dropping an axe or holy water as mixups from above). Their u-tilt doesn't have a diagonal blind spot for you to get in on, but their u-smash and uair does, though still have to watch out for axe and uppercut mixups when getting in on them that way. |
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Aside from when holy water is running out, mainly ledge jump if they're just waiting at roll distance to f-tilt you, and when you're trying to get off the ledge under any circumstance, you shouldn't be attacking your way out like with nair since usually you'll get outranged by Belmont every time; just do a neutral reset after getting off the ledge successfully. |
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Otherwise, remember the spacings and openings + maneuverabilities in which you can plasma in neutral (while he's camping with his own projectiles) that makes it easier to approach him. Mainly do said approaches with pivot f-tilt and extended dash cancel d-tilt; while I mentioned the ways in which you can do so from the air, that's mainly if you're forced to like when you've been launched. |
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That aside, they're easy to gimp with their poor recovery. A tough matchup for sure with their range, but still more forgivable than other zoners. |
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For their whip itself, mainly remember they can angle their f-smash up and down, so don’t be too obvious with shorthop approaches and ledge stalling. Their fair and bair they can angle as well, which is sort of a problem when trying to catch their landing with a spaced d-tilt since they may still be able to hit you even when crouched (along with maybe dropping an axe or holy water as mixups from above), although Belmont's fair/bair comes out frame 14, making it sort of reactable. Their u-tilt doesn't have a diagonal blind spot for you to get in on, but their u-smash and uair does, though still have to watch out for axe and uppercut mixups when getting in on them that way. |
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We can punish Belmont's f-tilt with d-tilt OoS after they f-tilt your shield 3 times. On the 3rd if you shield you can d-tilt immediately but if you get hit with the sweetspot of f-tilt (the ball at the end) you can only punish after 4 f-tilts. |
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For some more on holy water, he can't B-reverse it. You can pummel to disable holy water and get a normal d-throw punish by doing so; just have to buffer 2 pummels like you normally would with later % grabs. If you buffer even one pummel it gives you a good time to react to the positioning of holy water, deciding whether you want to pummel again to disable the projectile or d-throw to get a combo going. If you aren't confident you can grab though, a drift in and out nair will work as a punish since it's disjointed enough to escape from holy water. Also, if holy water hits your shield point blank, you can grab Belmonts before they can act. |
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Otherwise, remember the spacings and openings + maneuvers in which you can plasma in neutral (while he's camping with his own projectiles) that makes it easier to approach him. Mainly do said approaches with pivot f-tilt and extended dash cancel d-tilt; while I mentioned the ways in which you can do so from the air, that's mainly if you're forced to like when you've been launched, and if you're too stationary with plasma while he's not using projectiles, you'll get punished by fair/bair. |
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Belmonts are easy to gimp with their poor recovery, though otherwise during advantage, still have to watch out for their buffered up B's out of hitstun, every spotdodge > d-tilt out of the corner, and the continually buffered shorthop bair's they use to deny center stage. A tough matchup for sure with their range, but still more forgivable than other zoners. |
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If you overextend your advantage on stage, you'll be hit by a buffered up B or disrupted by a double jump backward into dair; aside from his setups with cross and holy water, late hit dair > up B is a kill confirm of his. |
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When it comes to intercepting them on their path to the ledge, their tether distance gives them the freedom to stall in very low spots, but otherwise share the same weakness as other tethers like when you intercept their path to ledge. Belmonts particularly can mostly only tether in horizontal adjacent spots though with fair/bair; while he can tether vertically with uair, he'd rather up B in that spot to have a hitbox out. In any case, if you've punish their tether options enough, they'll start mixing in directional airdodges. |
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While plasma is great at forcing a route commitment, with either them burning a jump to get over it or committing extremely low to get under it, Belmont also has cross which absorbs a few fireballs before being forcefully sent back that can allow them to slip through if they're fast enough. That said, if you go off stage against them to aerial, be careful about approaching them horizontally due to cross. It's still a commitment on their end though, since they're sacrificing their air momentum and stalling in place to keep you out, meaning a lot of the time they need to pick an option immediately after whether it's an angled tether or their double jump. |
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When a full stream of plasma breath interacts with cross, a few fireballs will be absorbed, but the rest will deny an entire lower area for a moment. Belmont players know this however and will do whatever they can to wait it out, or just not exist in that area whether it's choosing to tether into an immediate ledge grab rather than stalling, or burning a whole double jump before making the tether/airdodge in. The better Belmont's will also mix in early up B's to swat away Ridley's that try extending on them after their used double jump. |
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===== Miscellaneous and frame data ===== |
===== Miscellaneous and frame data ===== |
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Holy water requires about 2 SDI inputs, which has 5 hitlag frames for you to perform said SDI's. |
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Belmont multihits: dash attack (6 hits), nair (7 hits), holy water (9 hits) |
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Belmont 2 frames us with: Final hit dash attack, close d-smash, fair, bair, dair, axe, holy water |
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We can punish Belmont's f-tilt with d-tilt OoS after they f-tilt your shield 3 times. On the 3rd if you shield you can d-tilt immediately but if you get hit with the sweetspot of f-tilt (the ball at the end) you can only punish after 4 f-tilts. You can also shorthop OoS after their 1st f-tilt on shield to make the 2nd one whiff. |
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His smashes are whiff punished by Wing Blitz forward in terms of end lag. |
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Our uair comes out a couple frames faster than his dair, so it's possible to uair him as he's getting into position to dair spike with the right timing, although situational. Likewise, our dair comes out three frames faster than his uair if you want to use it as a landing mixup, though only do so if you have the right timing and you're confident it'll hit him. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Our jab 1 starts faster than theirs, allowing us to get out of scramble situations better. |
Our jab 1 starts faster than theirs, allowing us to get out of scramble situations better. |
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Rapid jab skewer punish also applies, shorthop skewer OoS in this case. His dash attack ( |
Rapid jab skewer punish also applies, shorthop skewer OoS in this case. His dash attack (-26 on shield) crosses you up when shielded, so turn around quick and punish accordingly with f-tilt. Simon's other normals besides f-tilt are punished by our OoS aerials and shield grab up close. His jab 2/rapid jab finisher, dash attack, smashes, and ledge getup attack (-25) are also shield punished by u-tilt should he be at u-tilt > uair kill %. D-tilt 1 and 2 is even punished by Rid f-smash when shielded (shield drop dash attack is more consistent though), and his f-smash is shield punished by most of our burst options. His landing aerials besides nair and dair are too safe on shield though, so reset there. Axe is safe on shield which you'll mostly want to be avoiding anyway (swat it away with an aerial if expecting it when you're doing a jump-in), partly because of its shield damage. |
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Ridley kill confirm: |
Ridley kill confirm: |
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* u-tilt > fullhop uair (93-99%) |
* u-tilt > fullhop uair (93-99%) |
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* u-tilt > double jump uair (100-107%) |
* u-tilt > double jump uair (100-107%) |
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Major credit to Sapphire on how we can punish Belmont f-tilt, to Kyoki on the specific info for holy water & what Belmont 2-frames us with, and to Smub on more of the specifics of escaping Belmont ledgetrapping and advantage state versus them. |
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Some item labbing counterplay- |
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# https://x.com/TheZepDragon/status/1366946827560505344 |
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# https://x.com/5AIT0ART/status/1593633832816746500 |
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}} |
}} |
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* Can only autocancel bair from full hop. |
* Can only autocancel bair from full hop. |
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* Can double jump out of a full hop bair or dair. |
* Can double jump out of a full hop bair or dair. |
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===== Neutral ===== |
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Ridley's goal is to get Snake either above him or off stage, as always nair is a great tool for the job. However, the most important tool will be plasma and d-tilt. Plasma makes dealing grenades leagues easier and can help prevent slithery Snake's from making us play their game because plasma makes grenades bounce off them, helping Ridley avoid the spam of nades coming down range. It should also be noted that Snake's grenade is 21 frames long; frame 1 pulls the pin while the next 20 are spent in end lag. |
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Keeping Snake in d-tilt range is probably the best place for Ridley to chill because d-tilt sends snake in a nasty angle for Ridley to abuse however he pleases, especially if both grenades are somewhere else in the field (Snake's grenades last 2.5 seconds after the pin has been pulled), leaving Snake with no option but to enjoy the hellhole in punishment he will endure from Ridley. For once up throw can be seen as a viable throw in this situation due to how much Snake hates being above people and Ridley's love of having foes above him. |
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Snake's dash attack may seem terrifying at first but with only the first half of the roll having a hitbox, shielding it should leave you with plenty of time to punish it. Also note the arm intangibility on frames 5-12. |
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===== Disadvantage ===== |
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The first thing to do in disadvantage is to get to ledge asap before Snake pulls out the beep machine. If you know you won't be able to make it, see if you're able to go low as the hitbox for up B will prevent nikita from blowing up if they hit head-on. Other than that, use airdodges and all your knowledge on recovering vs counter characters to get back to the ledge as fast as you possibly can. Nairing the nikita is honestly a way to prevent it from going boom on you. Other than that, be ready to tech if expected to be hit by it. |
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You made it to ledge, but now it gets hard. Snake will probably have himself set up a nice volley of hell for you to handle, however it can be done. Typically Snake will be mashing up smash for the life of him, but good timing will allow you to getup attack and stop him from doing it, along with the i-frames preventing the mortar from skadooshing you. Ledge jump fair beats a lot of attempts and keeps you safe from mortar boom. Sharking can work but you have to care about any grenades near him. |
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Another option is attacking the mortar with ledge drop nair. Then there's jump while drifting away. Typically this will work in most situations unless Snake is literally hugging the ledge (SPR would make quick work of this position). Rolling is a good option if you can get your timing down as to avoid the up smash hitbox. However, the danger of this option is increased if there is a C4 behind Snake. |
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The best way to react to C4 in general is wait until you hear Snake say "There!" before picking your defensive option. Also remember Snake's deadly up tilt when trying to land. |
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===== Advantage ===== |
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For going off stage and hitting him, bair is our best option but fair gives us the dumbest 50/50 in the game on Snake. Hit him with all 3 hits and force him to tech the stage spike or deliberately miss the 3rd hit and watch him airdodge to his death. |
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Aside from that, Ridley's advantage vs Snake consists of trying to get rid of that obnoxious sypher up B (has 8% armor) and juggling the hell out of Snake while he's above us. |
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Snake trying to recover low to ledge with cypher is easy bait for f-tilt and d-smash due to cypher extending the hitbox of these moves and making 2-framing a total breeze. Drop down bair is also viable due to bair's damage being able to obliterate through Snake's cypher armor (fair can do this as well but requires all 3 sweet spots). It should be noted that Snake can airdodge up before grabbing ledge to help avoid 2-framing. This also lets cypher go up, possibly hitting Ridley during d-smash. |
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Going high as Snake also isn't the best thing to do with Ridley having great tools for this. Ridley’s triple jumps allow us to quickly gain height and potentially meet up with Snake in the air for a tasty bair. Wing Blitz is also viable in this situation which can let you in for some cheeky and easy kills vs Snake. However, it must be noted that a good read is needed to pull this off. |
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Snake has a few options he can go for while being high on Ridley, but all of them can be handled. B-reversing grenade allows Snake to quickly change momentum while falling but Ridley's zoom speed can let him quickly catch up to Snake. Snake can drop C4 and double jump explode with it to surprise Ridley, but this can be dealt with by using your eyes. B-reversing C4 is another option which should be considered. |
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Another option of Snake is to go for dair which is frame 3, but this can be beaten with options such as u-tilt, u-smash and shielding which leaves Snake open for a huge punish. Finally, Snake can go for neutral airdodge before landing which Ridley could just predict for a hard punish. |
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===== Miscellaneous and frame data ===== |
===== Miscellaneous and frame data ===== |
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Snake multihits- nair & dair (4 hits) |
Snake multihits- nair & dair (4 hits) |
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You can do a beefy side B (hold down during SPR to bypass ledge) to catch their up B recovery, along with any directional airdodge toward ledge. Be ready to tech though in the case of a trade situation, and with Snake particularly you'll have to delay it a bit so you can snatch him under his cypher. Beefy side B won't grab if they still have intangibility while at ledge, but unlikely to happen if they're at high %. |
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With them having a frame 4 airdodge, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource. |
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His jab 3, fair, and dair are mostly whiff punished by Wing Blitz forward in terms of end lag. |
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Although his fair can spike, it has 23 frames of startup, so is possible to hit him with our aerials beforehand. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Line 3,889: | Line 4,970: | ||
* u-tilt > fullhop uair (93-97%) |
* u-tilt > fullhop uair (93-97%) |
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* u-tilt > double jump uair (98-108%) |
* u-tilt > double jump uair (98-108%) |
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Credit to the Ridcord JMU section for a certain chunk of this info. |
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}} |
}} |
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Line 3,905: | Line 4,988: | ||
** If not charged (where it glows gold), it will do a hop at the start. |
** If not charged (where it glows gold), it will do a hop at the start. |
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** Can be charged for 6 seconds. |
** Can be charged for 6 seconds. |
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** Release window is frame 17. |
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** A single hit attack. |
** A single hit attack. |
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** Most of the time will stop in front of a shield unless its fully charged. |
** Most of the time will stop in front of a shield unless its fully charged. |
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** Full charge crosses up on shield. |
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** Sonic will jump upward once pressing jump. |
** Sonic will jump upward once pressing jump. |
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** Grounded release has 6 frames of invulnerability. |
** Grounded release has 6 frames of invulnerability. |
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** Sonic can do a Spin Dash air pivot to alter his direction midair while keeping horizontal momentum. |
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* {{clr|special|Spin Charge}} (Down Special) |
* {{clr|special|Spin Charge}} (Down Special) |
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** Will not hop after any charge. |
** Will not hop after any charge. |
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** Can be charged for 11 seconds. |
** Can be charged for 11 seconds. |
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** Release window is frame 15. |
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** A multihit attack. |
** A multihit attack. |
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** Will always cross up shield. |
** Will always cross up shield; same for aerial Spin Charge. |
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** Sonic will jump at an arc once pressing jump. |
** Sonic will jump at an arc once pressing jump. |
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** TEST if this move transcends plasma breath |
** TEST if this move transcends plasma breath |
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** Aerial Spin Charge can cover more horizontal ground than aerial Spin Dash. |
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** Aerial variant will lose its hitbox if Sonic is not going fast enough. |
** Aerial variant will lose its hitbox if Sonic is not going fast enough. |
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** Aerial Spin Charge when held back sends Sonic in an "arc". |
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</small> |
</small> |
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Another thing that lets you know easier when Sonic is using Spin Dash instead of Spin Charge is that as he is spindashing, he moves a little backwards, while in Spin Charge, he stays in place. Also, grounded Spin Charge is much more unsafe on shield, making it more punishable on crossup if it's not charged enough. |
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===== Gameplan ===== |
===== Gameplan ===== |
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Notes: |
Notes: |
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Line 3,923: | Line 5,016: | ||
* 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 {{clr|smash|Forward Smash}}. |
* 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 {{clr|smash|Forward Smash}}. |
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</small> |
</small> |
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Sonic may also charge his Homing Attack (neutral B). It charges longer, deals more damage, and is effective against projectiles & shield depending on how much health it has. When bracing yourself for it, don't roll or spot-dodge too soon, as he'll punish on reaction. If your shield's still big, then can hold it to block, but if it's small, then you're likely to get poked, in which case it's best to dodge the Homing special right when Sonic attacks. Requires some timing and practice, but if you get it, he has lots of lag when he hits the ground and can do a good punish on him. If he uses neutral B to ledgetrap, airdodge on stage. |
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Ridley's punish options for Homing Attack on shield: |
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* Up Smash (front)- True if Sonic is positioned correctly. Works better when he hits your shield from above. |
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* Fair/bair- True for most if not all homing attack spacings. |
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* Uair- If he's literally right above you. |
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For Sonic's grab game, up throw leads to combos at early and mid %, d-throw where he quickly flips and does a spin slam on you leads into a tech chase (don't techroll back towards him), and b-throw kills around ledge at high %. Sonic can also start a combo with landing nair and d-tilt like us. |
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His f-tilt is fast, reaches farther than you may expect, and does plenty knockback (angles up too). Can bait this if he uses it often. His up B is also a good combo breaker on stage, so be prepared to end combos a little early just in case. |
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He can airdodge and attack after his up B, but is possible to edgeguard him, like when hitting at the end of his spring jump. |
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===== Disadvantage ===== |
===== Disadvantage ===== |
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Sonic can two frame Ridley or pressure his ledge hang with these attacks:<small> |
Sonic can two frame Ridley or pressure his ledge hang with these attacks:<small> |
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Line 3,932: | Line 5,040: | ||
* {{clr|special|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. |
* {{clr|special|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. |
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''Most of these two frame options can be beaten out by doing a beefy up special (especially Sonic's spring).''</small> |
''Most of these two frame options can be beaten out by doing a beefy up special (especially Sonic's spring).''</small> |
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Also respect his edgeguarding, between fair, bair, dair spike (tech it), uair, Homing Attack, and spring (up B) which may gimp if not careful like after an airdodge. His recovery's good, so can go deeper than you'd might expect. Watch as he comes out, don't do anything predictable like an immediate jump, and mix up your recovery, especially when it's easier for him to do a Homing Attack edgeguard on bigger characters. You can preemptively nair off stage to beat it or at least trade with it, although a good Sonic can just preemptively beat your up B with Homing. |
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===== Advantage ===== |
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When Sonic's off stage, mostly try to stick to ledgetrapping. Don't just spam f-tilt or nair and hope it works; be patient and react accordingly to Sonic. |
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You can attempt to edgeguard, as he can't contest us with any attacks, but if you mess up, expect to die since he can reverse it easily. |
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Sonic can airdodge our combos at 0%, though will usually opt not to but is a option to keep in mind. He has plenty options to mixup what he can do, his light weight and small hurtbox makes most combos not go up to very high %; d-throw > u-tilt at 25-50% will trap him into a grab or hit him with u-tilt. |
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Attempting to juggle him is mostly pointless unless he has already used his jump or up B (can't use specials or jump after using up B, but he can aerial or airdodge as mentioned). |
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For Sonic's options in disadvantage, he has a frame 2 airdodge, frame 4 spring (many Sonic's like to up B past the ledge and surprise the opponent with a bair which you can space around and punish), dair mixup, and all his specials will mixup his movement with Homing Attack stalling him in the air, Spin Dash doing a small hop with invulnerability and then charging right forward, with him being able to cancel spin dash/spin charge with a jump to move around. |
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===== Miscellaneous and frame data ===== |
===== Miscellaneous and frame data ===== |
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Can exploit grabbing ledge when they’re off stage so that when they commit to Homing Attack, they just shoot straight into the lower blast zone. |
Can exploit grabbing ledge when they’re off stage so that when they commit to Homing Attack, they just shoot straight into the lower blast zone. |
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If they like to do an uncharged Homing Attack at first, just spot dodge. Whiff punishing through that will force them to start charging it and mix up their timings. |
If they like to do an uncharged Homing Attack at first, just spot dodge. Whiff punishing through that will force them to start charging it and mix up their timings. If he doesn't charge his Homing Attack for long and goes straight at you, can punish with f-smash but mainly as a read. Likewise, if he misses a Homing Attack and slams against the floor, is good to know to Skewer punish it. |
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Shorthop SPR beats Spin Dash from the corner. Otherwise though, dash attack can be more consistent. Also remember our grab is active for 3 frames which can be used and timed consistently as well. Of course, Sonic can choose to jump and escape the threat range of all such grounded options before spin dashing. |
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Shorthop SPR beats Spin Dash from the corner. |
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One thing that lets you know easier when Sonic is using spindash instead of spincharge is that as he is spindashing, he moves a little backwards, while in spincharge, he stays in place. |
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Sonic's dash attack as expected crosses up on shield, but is pretty punishable. |
Sonic's dash attack as expected crosses up on shield, but is pretty punishable. |
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When he has to recover from high, he’s stuck in a momentum since his air acceleration is bad; just have to watch out for his aerials if you go out to attack him. |
When he has to recover from high, he’s stuck in a momentum since his air acceleration is bad; just have to watch out for his aerials if you go out to attack him. Otherwise, take advantage of his bad air acceleration by juggling him. |
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If he doesn't charge his homing attack for long and goes straight at you, can punish with f-smash but mainly as a read. Likewise, if he misses a homing attack and slams against the floor, is good to know to skewer punish it. |
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Wait until hearing the sound effect of their up B and then f-tilt soon after; not immediately but a bit after. That's how you 2 frame him. |
Wait until hearing the sound effect of their up B and then f-tilt soon after; not immediately but a bit after. That's how you 2 frame him. |
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Sonic multihits- u-tilt (2 hits), u-smash (~6 hits), fair (~5 hits) |
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His u-smash is invulnerable on frames 14-18, side B on frames 17-22 during chargeup, and up B on frames 5-7. |
His u-smash is invulnerable on frames 14-18, side B on frames 17-22 during chargeup, and up B on frames 5-7. |
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You can do a beefy side B (hold down during SPR to bypass ledge) to catch their up B recovery, along with any directional airdodge toward ledge. Be ready to tech though in the case of a trade situation. Beefy side B won't grab if they still have intangibility while at ledge, but unlikely to happen if they're at high %. |
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Sonic multihits- u-tilt (2 hits), u-smash (~6 hits), fair (~5 hits) |
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His d-smash is whiff punished by Wing Blitz forward in terms of end lag. |
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Our uair comes out six frames faster than his dair, so it's possible to uair him as he's getting into position to dair spike with the right timing, although situational. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
Skewer > d-tilt > insert followup here, for covering delayed getup. |
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His normals are punished by our OoS aerials and shield grab. His jab 3 is -26 & can be shorthop SPR OoS punished, while dash attack is -38 on shield and so can be punished with shorthop turnaround skewer OoS, etc. Likewise his u-smash is -29 which is f-smash punishable, and d-smash is -34 which is skewer punishable with some shield pushback (shorthop skewer OoS may be better). His landing aerials besides fair and dair are too safe on shield though, so reset there. Same goes for spin dash (side B) which is + on everything, but shielding’s still better than being hit by it. Homing attack however can be from -22 to -16 on shield, and spin charge (down B) is -33 unless it’s the jump aerial version which is -1. |
His normals are punished by our OoS aerials and shield grab. His jab 3 is -26 & can be shorthop SPR OoS punished, while dash attack is -38 on shield and so can be punished with shorthop turnaround skewer OoS, etc. Likewise his u-smash is -29 which is f-smash punishable, and d-smash is -34 which is skewer punishable with some shield pushback (shorthop skewer OoS may be better). His landing aerials besides fair and dair are too safe on shield though, so reset there. Same goes for spin dash (side B) which is + on everything, but shielding’s still better than being hit by it. Homing attack however can be from -22 to -16 on shield, and spin charge (down B) is -33 unless it’s the jump aerial version which is -1. |
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His jab 3, f-tilt, u-tilt, dash attack, smashes, possibly |
His jab 3, f-tilt, u-tilt, dash attack, smashes, possibly Homing Attack (but have to move in with how it bounces off shield a little), grounded Spin Charge (-33), and ledge getup attack (-27) are also shield punished by u-tilt should he be at u-tilt > uair kill %. |
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Ridley kill confirm: |
Ridley kill confirm: |
||
Line 3,964: | Line 5,089: | ||
* u-tilt > fullhop uair (81-84%) |
* u-tilt > fullhop uair (81-84%) |
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* u-tilt > double jump uair (85-92%) |
* u-tilt > double jump uair (85-92%) |
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Credit to the Ridcord JMU section for a certain chunk of this info. |
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}} |
}} |
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Line 3,976: | Line 5,103: | ||
Skewer comes out before Sora's counter, but can still counter it if timed right. Like K Rool, his only works in front, not from behind. Projectiles get reflected behind him, not back at you. If he counters horizontal Wing Blitz, can airdodge through the counter and continue to ledge as normal, though may not always work. He may use counter as a landing mixup. |
Skewer comes out before Sora's counter, but can still counter it if timed right. Like K Rool, his only works in front, not from behind. Projectiles get reflected behind him, not back at you. If he counters horizontal Wing Blitz, can airdodge through the counter and continue to ledge as normal, though may not always work. He may use counter as a landing mixup. |
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When he spams with Firaga by mashing B, our rapid jab & d-tilt are good consistent clank options, and full charged plasma can get through to him, although barely. Another way is to shield & jump in (OoS) occasionally, and shield again when you think they’ll stop fireballing and use Thundaga and punish with an OoS option. |
When he spams with Firaga by mashing B, our rapid jab & d-tilt are good consistent clank options, and full charged plasma can get through to him, although barely. Another way is to shield & jump in (OoS) occasionally, and shield again when you think they’ll stop fireballing and use Thundaga and punish with an OoS option. He may also go for a dash grab after Firaga if close enough. |
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As far as such projectile spam goes, just ask yourself what are they accomplishing by doing that. Keeping you away, but should they want to do that? No, they want to be able to press buttons in your face, so just don't be bothered by it. It'll interrupt your flow only as much as you let it. |
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A lot of zoning boils down to unnerving the opponent. If you're not unnerved then they accomplish nothing. |
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Always be aware against zoners or players that are using non-zoners as zoners that their job is not to keep you out but to let you in in a way they can punish. If you don't fall for the pitfall traps they lay out then their leverage against you becomes nothing. |
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That all said, when shielding Thundaga, be aware that he can run up and grab during the last hit, so evade accordingly. Delay your recovery to ledge if he has Thundaga active. |
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* He may also go for dash grab after fire. |
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If Blizzaga is active, be more wary about throwing out long range hitboxes (d-tilt, etc) than you otherwise would in neutral since even the tip of those moves can allow him to freeze you if he's close enough. That said, if you use a spaced d-tilt and it's not close enough to hit him, it may bait Sora to throw out Blizzaga, making it whiff. When frozen by it, mix up your mashing speed. At high %, may want to mash out slower so that you don't pop out right when Sora uses his up B to KO you and instead break free after that move is done. After the ice though, some Sora's also go for a landing uair since even if you mash out slower, they can still punish, so gotta mix up the timing. |
If Blizzaga is active, be more wary about throwing out long range hitboxes (d-tilt, etc) than you otherwise would in neutral since even the tip of those moves can allow him to freeze you if he's close enough. That said, if you use a spaced d-tilt and it's not close enough to hit him, it may bait Sora to throw out Blizzaga, making it whiff. When frozen by it, mix up your mashing speed. At high %, may want to mash out slower so that you don't pop out right when Sora uses his up B to KO you and instead break free after that move is done. After the ice though, some Sora's also go for a landing uair since even if you mash out slower, they can still punish, so gotta mix up the timing. Blizzaga also does a lot of shield damage. |
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Line 3,996: | Line 5,130: | ||
* Dash attack has intangibility on foot during frames 7-18. |
* Dash attack has intangibility on foot during frames 7-18. |
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Otherwise, just anti-air Sora whenever you can, being a floaty who will spend most of his time in the air. Even just up tilt can keep him juggled for awhile if you play it patiently with him. Sora has one of the worst grab ranges too. His key blade itself also isn't as long as that of other swordies. For ledgetrapping with Rid d-smash, do so mid range with how quick his ledge roll is. |
Otherwise, just anti-air Sora whenever you can, being a floaty who will spend most of his time in the air, although he also has bad airspeed and ground speed. Even just up tilt can keep him juggled for awhile if you play it patiently with him. Sora has one of the worst grab ranges too. His key blade itself also isn't as long as that of other swordies. For ledgetrapping with Rid d-smash, do so mid range with how quick his ledge roll is. |
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Line 4,004: | Line 5,138: | ||
When Sora mashes side B near ledge without yet grabbing it, we can 2 frame him with f-smash and such. |
When Sora mashes side B near ledge without yet grabbing it, we can 2 frame him with f-smash and such. |
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Aerial sweep (Sora's up B) does not hit behind him on startup, and Sora is vulnerable to spikes (i.e. our dair) since the move does not hit directly above him; except during the last hit where the keyblade aims upward, so be fast if you're going to spike him before that or before he transitions into his side B. It's still possible to dair him during the 1st hit of his side B at least depending on the timing. Also, may want to delay your dair in case he stalls off stage with a magic spell first, which is common before he does up B. |
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===== Miscellaneous and frame data ===== |
===== Miscellaneous and frame data ===== |
||
Sonic blade slows down slightly upon hitting a shield (although given the short amount of time it takes to transition between hits, punishing the move can prove to be difficult), while Sora cannot input any actions if the move concludes in the air, making him very vulnerable. |
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For SDI on Sora, wait until the last hit of multi-hits like f-tilt, u-tilt, nair, fair, and up B, because those give you considerably more hitlag frames to perform needed SDI inputs, while the first couple hits only give you 1 hitlag frame to do so. That said, the single hit version of f-tilt and all three hits of sonic blade are more generous with their hitlag frames for you to SDI. |
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* Only the tipper hitbox covering the end of the keyblade makes nair looping possible, as it gives more frames of hitstun than the other two hitboxes. The tipper is also the lowest priority hitbox, so if it overlaps any with the other two, Sora will lose a good few frames of hitstun advantage, making nair loops not true. Sora having enough rage also messes up his nair loop game. |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Sora has a fast grab to compensate for his earlier mentioned lack of range compared to other swordsmen and short grab range, with b-throw at ledge being a potential kill move at high %, and his other throws that combo. |
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Despite his high amount of active attack frames, he has below average frame data in his moveset, making it hard for him to escape from combos. With that and the earlier mentioned low fall speed, air speed, and ground speeds, he is particularly susceptible to wall of pain combos like with our f-air. |
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With them being floaty, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource, and if they manage to airdodge a followup, you can typically land with an autocancel to frame trap them and punish if you read their trajectory. Even with Ridley's up throw still having no true followup at times, can do an empty jump + fastfall to bait them to use a resource and catch their landing accordingly, which floaties have a harder time dealing with. |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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Our jab 1 starts faster than his, allowing us to get out of scramble situations better. |
Our jab 1 starts faster than his, allowing us to get out of scramble situations better. |
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Line 4,023: | Line 5,175: | ||
* u-tilt > fullhop uair (82-89%) |
* u-tilt > fullhop uair (82-89%) |
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* u-tilt > double jump uair (83-94%) |
* u-tilt > double jump uair (83-94%) |
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Proof of concept on skewer OoS punishing 3rd hit of side B- |
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https://x.com/TheZepDragon/status/1450334042860183553 |
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}} |
}} |
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Line 4,088: | Line 5,243: | ||
Standing on blocks appears to cancel the end lag of skewer, after the animation at least which you can use against him like when he's on a platform. |
Standing on blocks appears to cancel the end lag of skewer, after the animation at least which you can use against him like when he's on a platform. |
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Then there's using SPR to slam him against block walls or the side of stage depending on where he places his blocks, and while situational, it can be good if it catches him off guard. |
Then there's using SPR to slam him against block walls or the side of stage depending on where he places his blocks, and while situational, it can be good if it catches him off guard. Another use is Steve going to ledge and mining with a wall which is a matchup check where if you jump over and use your multi-jumps to safely go over Steve if they try to up smash like they would for other characters who attempt, jump all the way over then side B them into their own wall, at ledge this will kill at 60% which also takes advantage of Steve's often shielding when someone tries to jump over said wall. |
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Plasma gets nullified if it hits the corner of a block, so just be aware. Other than that, it is recommended to pick stages with platforms (Battlefield and such) when possible, which makes it easier to avoid Steve's minecart, and don't try to shield it; just dodge it, though don't roll. Found that if you get caught in the cart even at high % and sent off stage with it, can roll your left stick quickly to mash out of it, and when you pop out of the cart, you still have your jumps that you can use to recover. If you hit Steve with a powerful attack first, it can destroy the minecart. D-tilt is good at covering it at a reactable burst range. |
Plasma gets nullified if it hits the corner of a block, so just be aware. Other than that, it is recommended to pick stages with platforms (Battlefield and such) when possible, which makes it easier to avoid Steve's minecart, and don't try to shield it; just dodge it, though don't roll. Found that if you get caught in the cart even at high % and sent off stage with it, can roll your left stick quickly to mash out of it, and when you pop out of the cart, you still have your jumps that you can use to recover. If you hit Steve with a powerful attack first, it can destroy the minecart. D-tilt is good at covering it at a reactable burst range. |
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* Skewering a Steve hitting the crafting table is relevant sometimes. Not needing to stale any other move helps. Only go for it though when you know he has a lot of mixups and won't react in time. Tilts also work if you need to quickly remove the table and reset (safely break the table with them though, don't constantly give up positioning but breaking it with your pressure), but the skewer one hit is nice. |
* Skewering a Steve hitting the crafting table is relevant sometimes. Not needing to stale any other move helps. Only go for it though when you know he has a lot of mixups and won't react in time. Tilts also work if you need to quickly remove the table and reset (safely break the table with them though, don't constantly give up positioning but breaking it with your pressure), but the skewer one hit is nice. |
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Depending on the timing, you might be able to ledge jump over a ledge placed TNT explosion, and then do a landing aerial to continue disrupting his mining. |
Depending on the timing, you might be able to ledge jump over a ledge placed TNT explosion, and then do a landing aerial to continue disrupting his mining. Doing a ledge getup attack cancels the TNT ignition too (specifically, attacking a TNT that has redstone coming off of it which gets rid of the redstone and renders the pressure plate useless), while plasma ignites it. Also too, a beefy Wing Blitz up will displace a TNT at ledge and push it a little further back, making it go off. Just keep the pressure up which is his main weakness. |
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* One interesting kill mixup is if Steve has a block above him but is below it and he’s at high %, can grab & d-throw him so he slams in to said block, and then finish off with a smash attack. |
* One interesting kill mixup is if Steve has a block above him but is below it and he’s at high %, can grab & d-throw him so he slams in to said block, and then finish off with a smash attack. |
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https://x.com/5AIT0ART/status/1582114913107181568 |
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* Up and down smash on top of a block at early % can lead into air skewer- |
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https://x.com/SteveTechSSBU/status/1681721075799867397 |
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* If you see him approaching with a block, get out of there and don’t shield because he can melt it with d-tilt & minecart for pressure. |
* If you see him approaching with a block, get out of there and don’t shield because he can melt it with d-tilt & minecart for pressure. |
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* Use a ceiling/wall tech when it comes to blocks. Unlike wall techs however, ceiling techs leave you unactionable until 25+ frames, leaving you free for a big punish. That said, when the Steve places a block diagonally above you like when you're cornered, expect him to try and grab, avoid it, and whiff punish him to knock toward the block instead; whiff punishing with fullhop nair followed by f-smash is good for instance. Even if they don't outright die from it, you're in a good position afterward. |
* Use a ceiling/wall tech when it comes to blocks. Unlike wall techs however, ceiling techs leave you unactionable until 25+ frames, leaving you free for a big punish. That said, when the Steve places a block diagonally above you like when you're cornered, expect him to try and grab, avoid it, and whiff punish him to knock toward the block instead; whiff punishing with fullhop nair followed by f-smash is good for instance. Even if they don't outright die from it, you're in a good position afterward. |
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@ 9:58 |
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https://www.youtube.com/watch?v=1u96g0xM6wY |
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* Alternate way of recovering against blocks as Ridley; the wing blitz wall bounce- |
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https://x.com/RockManSSB/status/1690963353714503680 |
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Aside from breaking a corner block with an aerial where necessary (like if there's 4 blocks), mainly remember to hug the stage when recovering lower to get through the blocks, which you should be doing anyway in some other matchup situations. |
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* The SPR wall slam can even catch Steve if he's standing at ledge rather than standing on the block- |
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https://x.com/WeNeed2BanSonic/status/1754001232409289061 |
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* If you see Steve anvil dair and place a block next to himself, watch out since him attacking it gives him a big aerial boost which he can set up a combo off of. |
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* How you can fullhop nair over the three block wall as Ridley- |
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https://x.com/Mezcaul/status/1777037430081609949 |
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* Proof of concept for using anvil as a wall for SPR wall slam before it disappears- |
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https://x.com/oke_kyoki/status/1813697880525328556 |
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If shielding an unsafe move, roll away/jump OoS, making his tether grab whiff. |
If shielding an unsafe move, roll away/jump OoS, making his tether grab whiff. |
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If Steve lands with the minecart on a platform and you're under it, can punish with u-tilt or u-smash. Likewise with ledgetrapping, you can up smash OoS punish the ledge jump minecart if it starts next to you and you won't get hit. |
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Steve multihits- d-tilt (5 hits), u-smash (9 hits), d-smash (3 hits) |
Steve multihits- d-tilt (5 hits), u-smash (9 hits), d-smash (3 hits) |
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A good chunk of Steve's moves (jab/f-tilt, u-tilt, fair, bair, uair) require either about or at least 2 SDI inputs, but they have plenty frames of hitlag (varies) for you to perform said SDI's. |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Our uair comes out nine frames faster than his dair, so it's possible to uair him as he's getting into position to anvil dair with the right timing, although situational. |
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With them being floaty, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource, and if they manage to airdodge a followup, you can typically land with an autocancel to frame trap them and punish if you read their trajectory. Even with Ridley's up throw still having no true followup at times, can do an empty jump + fastfall to bait them to use a resource and catch their landing accordingly, which floaties have a harder time dealing with. |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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Steve's normals are mostly too safe on shield. His dash attack is punishable with nair and grab OoS though, except when he has gold and diamond. F-smash and d-smash are at least punished by our OoS aerials and shield grab too, while his up smash is -11, so can only nair OoS against it. |
Steve's normals are mostly too safe on shield. His dash attack is punishable with nair and grab OoS though, except when he has gold and diamond. F-smash and d-smash are at least punished by our OoS aerials and shield grab too, while his up smash is -11, so can only nair OoS against it. |
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When Terry's at 100%, he has two command input moves. Buster Wolf with 8% and Power Geyser with 5% worth of armor respectively. Unlike Kazuya's rage ability, Terry maintains the ability to use GO moves until his stock ends. Power Geyser can KO anyone before 100% vertically and does high shield damage, but has more startup and ending lag than Buster Wolf, making it punishable especially if parried. Buster Wolf is a burst option that KO's anyone before 120%, but can be shielded if timed right. Also of note, Terry cannot use his GO moves while in the air |
When Terry's at 100%, he has two command input moves. Buster Wolf with 8% and Power Geyser with 5% worth of armor respectively. Unlike Kazuya's rage ability, Terry maintains the ability to use GO moves until his stock ends. Power Geyser can KO anyone before 100% vertically and does high shield damage, but has more startup and ending lag than Buster Wolf, making it punishable especially if parried. Buster Wolf is a burst option that KO's anyone before 120%, but can be shielded if timed right. Also of note, Terry cannot use his GO moves while in the air which you can use to your advantage by keeping him in the air with moves like d-tilt, in addition to him being floaty. Also take advantage of him looking for an opening to use his GO moves when he's over 100%, but don't give it to him. Be aggressive in finishing him off, within reason. |
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Like other fighting game characters, has low speed & poor recovery. Also a poor grab game. |
Like other fighting game characters, has low speed & poor recovery. Also a poor grab game. |
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===== Miscellaneous and frame data ===== |
===== Miscellaneous and frame data ===== |
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Power Geyser is whiff punished by Wing Blitz forward in terms of end lag. |
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Burning Knuckle can crossup on our shield, so punish accordingly. |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Our uair comes out a frame faster than his dair, so it's possible to uair him as he's getting into position to dair spike with the right timing, although situational. Also note the inputted version of Power Dunk will spike during the descent. |
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With them being floaty, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource, and if they manage to airdodge a followup, you can typically land with an autocancel to frame trap them and punish if you read their trajectory. Even with Ridley's up throw still having no true followup at times, can do an empty jump + fastfall to bait them to use a resource and catch their landing accordingly, which floaties have a harder time dealing with. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Can OoS attack and anti-air plenty in this matchup, as he's a floaty. |
Can OoS attack and timely anti-air plenty in this matchup, as he's a floaty that loves his specials. Also remember retreating nair to neutralize some of his specials while remaining mobile. |
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His normals besides f-tilt and d-tilt are punished by at least nair OoS (some by our other OoS aerials and shield grab). His tackle dash attack can crossup your shield a bit, so react and punish accordingly. His landing aerials are too safe on shield though, so reset there. |
His normals besides f-tilt and d-tilt are punished by at least nair OoS (some by our other OoS aerials and shield grab). His tackle dash attack can crossup your shield a bit, so react and punish accordingly. His landing aerials are too safe on shield though, so reset there. |
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His jab 3, f-smash, u-smash, d-smash, point-blank Power Wave, Burning Knuckle, Power Dunk, the two GO moves, and ledge getup attack are also shield punished by u-tilt should he be at u-tilt > uair kill %. |
His jab 3, f-smash, u-smash, d-smash, point-blank Power Wave, Burning Knuckle, Power Dunk, the two GO moves, and ledge getup attack are also shield punished by u-tilt should he be at u-tilt > uair kill %. |
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Also remember retreating nair to neutralize some of his specials while remaining mobile. |
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Ridley kill confirm: |
Ridley kill confirm: |
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Ridley's goal seems to be get into mid range of Tink since it seems like Tink has very limited tools to deal with Ridley at this range. Only consistent tool seems to be zair. Being mid range of Tink allows Ridley to outrange his normals and cause it to be too risky to use projectiles, giving him the only option of trying to retreat which will give up more stage control to Ridley. |
Ridley's goal seems to be get into mid range of Tink since it seems like Tink has very limited tools to deal with Ridley at this range. Only consistent tool seems to be zair. Being mid range of Tink allows Ridley to outrange his normals and cause it to be too risky to use projectiles, giving him the only option of trying to retreat which will give up more stage control to Ridley. |
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Toon Link's bombs seem to be the most threatening out of all the Link's, whether it's due to the explosion blocking the visuals or the way they interact with things along with the long fuse time. |
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Main things on fighting bomb is since it bounces off of shield, many Tink's will throw the bomb then jump and fair to grab it while attacking your shield. If they keep drifting in after the fair and you're are quick enough, you should have time to up smash OoS immediately which can help as they go for this even when they are at a high %. |
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You can also shield and try shorthop fair OoS to catch the bomb yourself after it bounces off your shield, but you would need to be quicker than the Tink running to grab the bomb themselves while also needing to be aware of if they see you do it they might just wait outside our fair range and punish hard. |
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===== Disadvantage ===== |
===== Disadvantage ===== |
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Tink’s bair has a wall of pain combo like we do with fair. |
Tink’s bair has a wall of pain combo like we do with fair. |
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Respect Tink zair which does more than Yink’s. |
Respect Tink zair which does more than Yink’s. Tink's d-throw doesn't have as much combo potential as the other two Link's, but his b-throw at ledge kills at high enough %. |
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Tink's bombs explode on impact instead of lingering like the other Link's, and his grounded spin attack (10 hits) is the fastest and deals the most knockback, but is -25 on shield. |
Tink's bombs explode on impact instead of lingering like the other Link's, and his grounded spin attack (10 hits) is the fastest and deals the most knockback, but is -25 on shield. |
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Remember too if you grab him when a boomerang is still going, timely use d-throw to take advantage of the invincibility frames so it doesn't hit you on the way back. Can pummel while waiting. |
Remember too if you grab him when a boomerang is still going, timely use d-throw to take advantage of the invincibility frames so it doesn't hit you on the way back. Can pummel while waiting. |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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Our uair comes out six frames faster than his dair, so it's possible to uair him as he's getting into position to dair spike with the right timing, although situational. |
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With them being floaty, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource, and if they manage to airdodge a followup, you can typically land with an autocancel to frame trap them and punish if you read their trajectory. Even with Ridley's up throw still having no true followup at times, can do an empty jump + fastfall to bait them to use a resource and catch their landing accordingly, which floaties have a harder time dealing with. |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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Our jab 1 starts faster than his, allowing us to get out of scramble situations better. |
Our jab 1 starts faster than his, allowing us to get out of scramble situations better. |
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Tink's normals besides d-tilt can be punished by at least nair OoS (some by our other OoS aerials and shield grab). His landing aerials besides dair are too safe on shield though, so reset there. Said dair you may be able to u-smash OoS depending on altitude, but otherwise nair OoS it. His jab 3, up B (grounded), and ledge getup attack (-25) are punished by shorthop SPR OoS. |
Tink's normals besides d-tilt can be punished by at least nair OoS (some by our other OoS aerials and shield grab). His landing aerials besides dair are too safe on shield though, so reset there. Said dair you may be able to u-smash OoS depending on altitude, but otherwise nair OoS it. His jab 3, up B (grounded), and ledge getup attack (-25) are punished by shorthop SPR OoS. |
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Note his grab is 12 frames in startup and 34 frames of end lag, so can potentially whiff punish with |
Note his grab is 12 frames in startup and 34 frames of end lag, so can potentially whiff punish with Skewer, Wing Blitz forward, and such. Also, zair's 53 frames of end lag allows you to SPR after if you were stuffed out by it before. Mainly zair from a fullhop, as shorthop zair would cancel the end lag when they go to ground. |
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His jab 3, smashes, grounded up B, and ledge getup attack are shield punished by u-tilt should he be at u-tilt > uair kill %. Remember not to shield too obviously though because of the tether grab (expect an up throw and immediately maneuver/jump the other way to avoid u-smash/uair/up B & pick your landing) which you may be better off whiff punishing than trying to shield punish the other mentioned moves. |
His jab 3, smashes, grounded up B, and ledge getup attack are shield punished by u-tilt should he be at u-tilt > uair kill %. Remember not to shield too obviously though because of the tether grab (expect an up throw and immediately maneuver/jump the other way to avoid u-smash/uair/up B & pick your landing) which you may be better off whiff punishing than trying to shield punish the other mentioned moves. |
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* u-tilt > double jump uair (88-96%) |
* u-tilt > double jump uair (88-96%) |
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Major credit to the Ridcord JMU section for much of this info. |
Major credit to the Ridcord JMU section for much of this info, and to Sapphire on how we can potentially OoS punish Toon Link's that are harassing our shield with bombs + aerials. |
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}} |
}} |
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With lloid rocket, options for it are jump (most common one which Villager expects and counters with slingshot, so be ready to double jump or aerial/airdodge through it), shield (a decent option, but watch out for Villager trying to grab if you do and spot-dodge the grab), roll (the rocket is slow enough to avoid with it, but Villager could easily attack you if you roll, so wouldn't do it), and attack (aside from beating rocket with a couple fireballs, can also attack both it and Villager which makes the rocket explode, but have to make sure your timing is right or you'll get hit instead). |
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For lloid rocket, you can easily destroy Isabelle's mine before it comes out like with neutral moves, but with Villager's rocket that goes horizontal and can ride on as a recovery mixup, is more tricky. |
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Also, lloid rocket doesn’t become an active hitbox as soon as it spawns, so you actually have more room to hold forward; 52 frames of startup to be precise, and can also grab him during that. When he uses rocket in the air, he pauses for a second. When he does it on stage, it's usually to bait you to attack him and his landing, but he usually hits you instead, so stand your ground. |
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Options for it are jump (most common one which Villager expects and counters with slingshot, so be ready to double jump or aerial/airdodge through it), shield (a decent option, but watch out for Villager trying to grab if you do and spot-dodge the grab), roll (the rocket is slow enough to avoid with it, but Villager could easily attack you if you roll, so wouldn't do it), and attack (aside from beating rocket with a couple fireballs, can also attack both it and Villager which makes the rocket explode, but have to make sure your timing is right or you'll get hit instead). |
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Also, lloid rocket doesn’t become an active hitbox as soon as it spawns, so you actually have more room to hold forward. When he uses rocket in the air, he pauses for a second. When he does it on stage, it's usually to bait you to attack him and his landing, but he usually hits you instead, so stand your ground. |
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===== Miscellaneous and frame data ===== |
===== Miscellaneous and frame data ===== |
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Their dair hits us under plats, so still shield or avoid it. |
Their dair hits us under plats, so still shield or avoid it. Same with his dash attack on a plat due to being a projectile that hits at mid range on someone underneath him. |
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Villager multi-hits: u-tilt (2 hits), u-smash (6 hits) |
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Villager d-smash can bury, so watch out. Also try to SDI out of his u-smash. |
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Timber axe is whiff punished by Wing Blitz forward in terms of end lag. |
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You can do a beefy side B (hold down during SPR to bypass ledge) to catch their up B recovery, along with any directional airdodge toward ledge. Be ready to tech though in the case of a trade situation. Beefy side B won't grab if they still have intangibility while at ledge, but unlikely to happen if they're at high %. |
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This character can consistently airdodge over ledge after getting ledge trumped, so may be best to do ledge trump > drop ledge > double jump to stage + falling bair. We can also hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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With them being floaty, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource, and if they manage to airdodge a followup, you can typically land with an autocancel to frame trap them and punish if you read their trajectory. Even with Ridley's up throw still having no true followup at times, can do an empty jump + fastfall to bait them to use a resource and catch their landing accordingly, which floaties have a harder time dealing with. |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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Villager d-smash can bury, so watch out. |
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Villager rapid jab finisher is punished by dash attack, dash grab, and shorthop OoS into SPR. His normals are punished by more of our OoS aerials & shield grab, except his smashes. His landing aerials are also too safe. Axe is unsafe enough for us to f/d-smash punish, but it does much shield damage. His grab is 14 frames in startup and 27 in end lag. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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His rapid jab finisher, u-tilt, dash attack, and axe are shield punished by u-tilt should he be at kill confirm %. |
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Ridley kill confirm: |
Ridley kill confirm: |
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===== Advantage ===== |
===== Advantage ===== |
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Ridley can hit Wario on ledge with basically anything he wants. Wario’s ledge drop aerials aren’t that good either. Fair is fast but is stubby and you’ll be ledgetrapping from further ranges anyway. This means Wario is pretty standard on the ledge. He’s gotta mixup the default options to find his openings. Abuse plasma and tilts to condition and trap him. |
Ridley can hit Wario on ledge with basically anything he wants. Wario’s ledge drop aerials aren’t that good either. Fair is fast but is stubby and you’ll be ledgetrapping from further ranges anyway. This means Wario is pretty standard on the ledge. He’s gotta mixup the default options to find his openings. Abuse plasma and tilts to condition and trap him. His go-to option tends to be ledge jump since he struggles on ledge. |
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If Wario has bike off stage, he can easily get back to stage for free by going high. Ridley has a hard time intercepting this form of recovery. Wario off stage without his bike though is food for us due to not being able to contest nair, fair, or bair off stage, along with his linear recovery without bike. |
If Wario has bike off stage, he can easily get back to stage for free by going high. Ridley has a hard time intercepting this form of recovery. Wario off stage without his bike though is food for us due to not being able to contest nair, fair, or bair off stage, along with his linear recovery without bike. |
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===== Miscellaneous and frame data ===== |
===== Miscellaneous and frame data ===== |
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If you're being combo'd, you want to SDI away from plats, and if you're getting combo'd on a plat you want to SDI up. If Wario still has waft, you want to SDI towards center. |
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Keep in mind he can do uair > waft as a shield break if your shield’s not at full health. |
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If you do a landing pivot (holding the other direction as you land which makes you turn that direction in the process), you can punish his lingering nair with the back hit of our up smash. |
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Remember that Wario will play patiently by floating in and out of your range while gathering waft, an example being floating in and out with his aerials to safely poke in neutral. Also be careful of moves that whiff against smaller characters which he can whiff punish with his up tilt and then combo. |
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Up throw is his combo throw, making it dangerous on platform stages. |
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His fair OoS puts you in a tech chase situation, so be ready to tech when you see that stubby jump kick. |
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D-tilt > dash attack is a Wario kill confirm, so watch out at higher %, and jump OoS since d-tilt's safe on shield. His up tilt, nair, and uair also confirm into waft. Keep in mind he can do uair > waft as a shield break if your shield’s not at full health. Also, fully charged waft on its own that passively charges over time has super armor. |
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Bite is mashable. |
Bite is mashable. |
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His up smash has head intangibility on frames 8-14. |
His up smash has head intangibility on frames 8-14. |
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If you get him off his bike, can help to not use it up against him or destroy it instantly, and instead keep it on the ground like near the corner as long as possible to keep it out of play. |
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Dair is 7 hits, so remember when shielding with it being unsafe. It also hits us easily under platforms. |
Dair is 7 hits, so remember when shielding with it being unsafe. It also hits us easily under platforms. |
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His f-smash, u-smash, bair, uair, and Waft are whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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This character can consistently airdodge over ledge after getting ledge trumped, so may be best to do ledge trump > drop ledge > double jump to stage + falling bair. |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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Our jab 1 comes out well before his, so always use up close. |
Our jab 1 comes out well before his, so always use up close. |
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* u-tilt > double jump uair (96-106%) |
* u-tilt > double jump uair (96-106%) |
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Major credit to the Ridcord JMU doc for a good chunk of this info. |
Major credit to the Ridcord JMU doc for a good chunk of this info, and credit to Capo on SDI against Wario. |
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}} |
}} |
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Their nair is probably their best combo starter. It deals plenty damage (especially with deep breathing), and is decent at shield poking, so angle your shield if needed. Also remember their other weird hitboxes, as their initial jab, u-tilt, f-tilt, and f-smash can hit from behind too. Their fair can hit normally in the front, but spike in the back. |
Their nair is probably their best combo starter. It deals plenty damage (especially with deep breathing), and is decent at shield poking, so angle your shield if needed. Also remember their other weird hitboxes, as their initial jab, u-tilt, f-tilt, and f-smash can hit from behind too. Their fair can hit normally in the front, but spike in the back. |
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While Wii Fit fights well in both short range and long range due to their strong projectiles and hard-hitting normals, they struggle at mid-range as a result of lack of range on their tilts and aerials. This of course is where Ridley excels and can give them difficulty in approaching, with them having to rely more on the ball to do so. Wii Fit's also pretty floaty. |
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They're floaty, so don't have the best approach. |
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===== Miscellaneous and frame data ===== |
===== Miscellaneous and frame data ===== |
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Their u-tilt has arm intangibility on frames 3-12, while their u-smash has invulnerability on frames 9-12, so don't try to land on top of Wii Fit Trainer. |
Their u-tilt has arm intangibility on frames 3-12, while their u-smash has invulnerability on frames 9-12, so don't try to land on top of Wii Fit Trainer. |
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Don't do a ledge neutral getup if they're charging a full sun salutation, since our hurtbox is likely still big enough to be hit by it. |
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Wii Fit has one of the longest techrolls and ledge rolls in the game, which can make her hard to punish even if a roll is expected. |
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The ball is still an active hitbox even after shielding or parrying it, so watch your space. |
The ball is still an active hitbox even after shielding or parrying it, so watch your space. |
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With them being floaty, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource, and if they manage to airdodge a followup, you can typically land with an autocancel to frame trap them and punish if you read their trajectory. Even with Ridley's up throw still having no true followup at times, can do an empty jump + fastfall to bait them to use a resource and catch their landing accordingly, which floaties have a harder time dealing with. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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Their jab 3, f-smash, u-smash, and bair are mostly whiff punished by Wing Blitz forward in terms of end lag. |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Our uair comes out four frames faster than their dair, so it's possible to uair them as they're getting into position to dair spike with the right timing, although situational. |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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Their jab 3, f-smash, and u-smash is shield punishable by our own f-smash. Their other normals and two projectile specials are punished by our OoS aerials and shield grab. Their d-smash & ledge getup attack (-27) are punished by shorthop SPR OoS. |
Their jab 3, f-smash, and u-smash is shield punishable by our own f-smash. Their other normals and two projectile specials are punished by our OoS aerials and shield grab. Their d-smash & ledge getup attack (-27) are punished by shorthop SPR OoS. |
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===== Miscellaneous and frame data ===== |
===== Miscellaneous and frame data ===== |
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Wolf dair requires about 2 SDI inputs, which has 14 hitlag frames for you to perform said SDI. |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Our uair comes out five frames faster than his dair, so it's possible to uair him as he's getting into position to dair spike with the right timing, although situational. His side B that spikes is 18 frames in startup. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
Skewer > jab 2 > insert followup here, for covering delayed getup. |
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|oneliner= |
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|summary= |
|summary= |
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===== Gameplan ===== |
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The neutral is bait & punish 101. Yoshi almost always has to approach from the air due to having one of the lowest shorthops in the game, and Ridley has a good enough dash speed to avoid it. Dash back, f-tilt (up angle included), d-tilt, nair, f-smash, etc. Yoshi's love flying in with dair's and fair's to try to get a ton of damage on you. Angle your shield accordingly to avoid getting poked by the multi-hits. |
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Bait & punish 101. Yoshi almost always has to approach from the air due to having one of the lowest shorthops in the game, and Ridley has a good enough dash speed to avoid it. Dash back, f-tilt (up angle included), d-tilt, nair, f-smash, etc. Yoshi's love flying in with dair's and fair's to try to get a ton of damage on you. Angle your shield accordingly to avoid getting poked by the multi-hits. |
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Hold shield at ledge when they're trying to recover. Lots of Yoshi's try to throw eggs and then jump over you. That’s a free up smash out of shield. Slightly past mid %, a bair can hit Yoshi's egg throw and hit Yoshi himself through his double jump armor, making d-throw/d-tilt > bair much effective. If a Yoshi uses an aerial during or after their DJ, their DJ armor is cancelled and you're free to challenge him with an edgeguard aerial of your own. They may do it as a get-off-me when feeling pressured. If a Yoshi uses down B to grab ledge, can react with an aerial beforehand. |
Hold shield at ledge when they're trying to recover. Lots of Yoshi's try to throw eggs and then jump over you. That’s a free up smash out of shield. Slightly past mid %, a bair can hit Yoshi's egg throw and hit Yoshi himself through his double jump armor, making d-throw/d-tilt > bair much effective. If a Yoshi uses an aerial during or after their DJ, their DJ armor is cancelled and you're free to challenge him with an edgeguard aerial of your own. They may do it as a get-off-me when feeling pressured. If a Yoshi uses down B to grab ledge, can react with an aerial beforehand. |
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For stages, ban PS2 or any stage with plats when possible. His down B goes through them too. |
For stages, ban PS2 or any stage with plats when possible. His down B goes through them too. |
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===== Neutral ===== |
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While the tongue grabs (grab and neutral B) are mixups to punish shielding, also watch out for B-reverse neutral B that he may use to fade in with from the air. |
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With platform pressuring in neutral, also remain aware of Egg Lay as a mixup which mostly punishes spamming moves in place due to its tongue disjoint. Likewise, if you're sitting on a platform, two unique options Yoshi has are using egg throw upward through the plat for a disjointed hitbox that provides generous hitstun, and then jumping into an Egg Lay to punish shielding. |
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===== Advantage ===== |
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Juggles and ledgetrapping are easier than off-stage edgeguarding due to DJ armor. |
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While juggling, Yoshi can down B to break through it, though this is very punishable if you are grounded and wait out the stars to run in with a tilt, dash attack, or SPR (window is about 30 frames once the stars go away). Yoshi’s best landing move is dair, but the lagginess of it means that it's rarely preferable. Just otherwise watch out for whiff punishes from him when in this situation. |
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When edgeguarding Yoshi, you'll have to account for his three recovery resources: double jump, first egg throw tossed since last touching the ground, and airdodge. Egg throw stalls Yoshi’s fall and allows normal drift, with the first throw giving a slight boost in height, the second keeping him level, and the third onward providing no benefit. Yoshi’s airdodge is decent and best used neutrally to carry momentum forward through attacks. Its upward range is about that of egg throw boost, so expect it will fail if the Yoshi uses it about 1.5 Yoshi-heights below ledge. |
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When going off stage to hit him, just make sure you don't drift into a fair (thus getting spiked) or bair, and stay patient so as to avoid whiffs which Yoshi can easily convert from. A simple trick if you want to apply pressure is to nair during an extra jump and quickly fastfall if it whiffs to retreat out of their threat zone (just make sure you’re not SDing in the process). Can use off-stage SPR if you’re feeling it, as Yoshi can’t repeat his recovery options a 2nd time, but keep in mind this may be the worst character in the game to whiff such a move against, and since edgeguarding is otherwise much riskier than ledgetrapping, it should be reserved more for high recoveries where you aren’t as likely to be spiked on stage or get the chance to ledgetrap. |
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Ledgetrapping Yoshi is the most profitable advantage state with that said. He has few tools for beating out plasma, and his slow fall speed means that you can follow the arc of a ledge jump to convert into a juggle fairly easily. Generally, just space your plasma over the ledge, two or three at a time, and wait to see what they do. If they drop into a fade-in egg throw, shield and punish the end lag. Be ready for roll-in with big or highly-active hitboxes. If they hang out too long and lose invincibility, space a d-smash to cover every option except ledge jump (which you may still get). |
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Don’t spam f-tilt except to bait an option, as you will be within Yoshi’s getup attack range. If your plasma connects and sends them below ledge, keep doing small bursts to shorten the window Yoshi can climb through, and start doing full charge once they’re far down. Yoshi has no quick burst movement off-stage besides double-jump, so you are basically guaranteed the kill. |
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===== Disadvantage ===== |
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This is the easiest state to understand because the logic is consistent throughout: Wait to see what Yoshi does, never mash a panic option, and save your jumps to recover low. You still have to deal with egg throw which can complicate mostly any situation while you’re in the air. Its hitstun is generous and will stall you or pop you up to allow him to move in or reset position, though the endlag is enough to mean that maneuvering around/nair-ing it can put you in almost-neutral frames. Its confirms are endless; fear the egg. |
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Unlike Ridley in this matchup, edgeguarding and aerial engagements in general are where Yoshi will be at his strongest. While disadvantaged in the air, fade back from Yoshi as soon as possible to force him to read your movement, airdodging through his attacks when he chases with a hitbox. If he doesn’t immediately chase, find the clearest way back to stage and ready a nair to box him out. |
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Yoshi’s air acceleration is better than ours of course, so you’ll have to time these options carefully to ensure they don’t subtly weave into position to catch you. Lingering off-stage or moving predictably is asking to be fair spiked. The spacing is somewhat difficult on Yoshi’s part though, but landing it nearly guarantees a kill after 25%. However you choose to act, don’t try to do anything cute while using up your recovery resources. |
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When recovering low against Yoshi, the only realistic option he has to beat Wing Blitz is to fade-in bair. It’s exceedingly dangerous for him to use the other small hitboxes available to him, and even the threat of a fair spike is minimized because of Wing Blitz's disjoint. Be ready to tech this option and if you can react quickly enough, throw out a nair to potentially gimp him in return. You should still be able to Wing Blitz back up with plenty of space if you do it near immediately. An interesting note about WB in this scenario is that egg lay has a grab disjoint twice the length of Yoshi’s bair which can safely snatch you out of it, so look out for that. |
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When being juggled, much of our survival is dependent on making ourselves harder to follow. It’s sometimes better to try and drift away gradually and force Yoshi to execute with greater difficulty than to always airdodge through him. This is especially true if Yoshi has platforms to reset his strings. Airdodging away from Yoshi, instead of through, can sometimes be beneficial to creating a gap they can’t effectively close. |
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If there is adequate space to land on the main stage and not a platform, you can make an attempt to nair your way through (for less end lag and a hitbox) or skirt their approach with dair (for faster movement to stage). If you don’t have much room to land, or there are platforms in the way, retreating to ledge is always a good option. |
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Aside from reading your ledge option, getting off ledge versus Yoshi is fairly simple. Spaced egg throw can cover getup options but it’s not fast enough to work on reaction, so make sure you’re not buffering an option that sends you straight into it. Reserve things like ledge drop SPR or forward Wing Blitz as a once per game mixup, as Yoshi is well equipped to catch repeat attempts. Neutral getup can be dangerous if Yoshi is about one Ridley-sized dash attack from ledge as he can run up into a fade back nair to catch you with no risk. Hanging on ledge is fine, as Yoshi has no options but egg throw to hit Ridley’s good ledge hang. |
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Last but not least, for times when Yoshi successfully lands Egg Lay and you need to mash out, make sure you're only rotating the left stick and not performing button inputs. Because the mash required is generally not very demanding until well past 100%, focusing entirely on the stick is all you should need. |
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On mashing out, you receive 7 frames of intangibility and a slight vertical boost, so buffering an input isn't necessary or wise. Keep in mind that the first button input you do during this state, or during any bury for that matter, will be what your character does when they regain control. If you input neutral attack first, then Ridley will start a nair as he pops out of the egg. That said, if you think you can manage it, try inputting a simultaneous jump + aerial to boost Ridley before landing cancels the attack. Airdodging away can also be decent, but it's difficult to ensure you have the right direction before starting stick rotations. |
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There's not much definitive counterplay on Yoshi's part as the invincibility frames prevent attacks from immediately connecting unless they read the pop-out and delay their assault. Because of this, they will mostly likely attempt a fullhop aerial or 2nd aerial Egg Lay. Ridley's only option that outright loses in most cases is buffering a jump with no aerial as Yoshi is going to be in the process of throwing the egg for damage and may clip you, or they will be up in the air prepared to catch you. |
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* F-smash on head during frames 12-16 and and u-smash on foot during frames 11-13. |
* F-smash on head during frames 12-16 and and u-smash on foot during frames 11-13. |
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* During neutral B. |
* During neutral B. |
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With them being floaty, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource, and if they manage to airdodge a followup, you can typically land with an autocancel to frame trap them and punish if you read their trajectory. Even with Ridley's up throw still having no true followup at times, can do an empty jump + fastfall to bait them to use a resource and catch their landing accordingly, which floaties have a harder time dealing with. |
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Other notes- |
Other notes- |
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* Ridley's non-jab grounded attacks all break it past 86% with no rage. |
* Ridley's non-jab grounded attacks all break it past 86% with no rage. |
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* Ridley's aerial attacks all break it past 105% with no rage. |
* Ridley's aerial attacks all break it past 105% with no rage. |
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* While on a platform, skewer can catch Yoshi double jumping onto it while ignoring the DJ armor. |
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* F-tilt and nair beat every hitbox Yoshi has except tongue grabs. |
* F-tilt and nair beat every hitbox Yoshi has except tongue grabs. |
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* All of Yoshi's aerials can cross up shield when at full airspeed. |
* All of Yoshi's aerials can cross up shield when at full airspeed. |
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* Yoshi neutral B is mashable. |
* Yoshi neutral B is mashable. |
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* Yoshi multihits- bair (3 hits), dair (~13 hits) |
* Yoshi multihits- bair (3 hits), dair (~13 hits) |
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* Yoshi dair hits require about 2 SDI inputs, each of which have 3 hitlag frames for you to perform said SDI's. |
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* Yoshi’s grounded down B starts killing at 125% |
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* Respect his grab range. |
* Respect his grab range. |
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* His f-smash and bair are whiff punished by Wing Blitz forward in terms of end lag. |
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* We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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* Although his fair can spike, it has 16 frames of startup, so is possible to hit him with aerials beforehand. Likewise, our uair comes out five frames faster than the first hit of his dair, so it's possible to uair him as he's getting into position to dair with the right timing, although situational. |
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* Skewer > jab 1 > f-smash, for covering delayed getup. |
* Skewer > jab 1 > f-smash, for covering delayed getup. |
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* u-tilt > double jump uair (97-103%) |
* u-tilt > double jump uair (97-103%) |
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Major credit to Ridcord for much of this info. |
Major credit to Ridcord for much of this info, and especially to Rex for the particular things on neutral, advantage, and disadvantage. |
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}} |
}} |
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Be quicker to whiff punish his u-smash than other moves. |
Be quicker to whiff punish his u-smash than other moves. |
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Yink's arrows require about 2 SDI inputs, which have 3 hitlag frames for you to perform said SDI's. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Our uair comes out a couple frames faster than his dair, so it's possible to uair him as he's getting into position to dair spike with the right timing, although situational. |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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Remember if you grab him when a boomerang is still going, timely use d-throw to take advantage of the invincibility frames so it doesn't hit you on the way back. Can pummel while waiting. |
Remember if you grab him when a boomerang is still going, timely use d-throw to take advantage of the invincibility frames so it doesn't hit you on the way back. Can pummel while waiting. |
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Besides rapid jab skewer punish (with shorthop skewer OoS being more consistent, though shield drop > d-smash also works), Yink's normals apart from d-tilt are punished by at least nair OoS (some by our other OoS aerials and shield grab), while his f-smash 2 is punished by Rid f-smash when shielded. His jab 3 & ledge getup attack (-25) are punished by shorthop SPR OoS. His landing aerials besides dair are insanely safe though as previously mentioned (as well as rising bair), so reset there. |
Besides rapid jab skewer punish (with shorthop skewer OoS being more consistent, though shield drop > d-smash also works), Yink's normals apart from d-tilt are punished by at least nair OoS (some by our other OoS aerials and shield grab), while his f-smash 2 is punished by Rid f-smash when shielded. His jab 3 & ledge getup attack (-25) are punished by shorthop SPR OoS. His landing aerials besides dair are insanely safe though as previously mentioned (as well as rising bair), so reset there. |
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Already covered his specials on shield, though note his grab is 12 frames in startup and 33 frames of end lag, so can potentially whiff punish with |
Already covered his specials on shield, though note his grab is 12 frames in startup and 33 frames of end lag, so can potentially whiff punish with Skewer, Wing Blitz forward, and such (same with f-smash 2). Also, zair's 55 frames of end lag allows you to SPR after if you were stuffed out by it before. Mainly zair from a fullhop, as shorthop zair would cancel the end lag when they go to ground. |
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His gentleman jab/rapid jab finisher, smashes, and ledge getup attack are also shield punished by u-tilt should he be at u-tilt > uair kill %. Remember not to shield too obviously though because of the tether grab (expect an up throw and immediately jump/maneuver the other way to avoid u-smash/uair/up B & pick your landing) which you may be better off whiff punishing than trying to shield punish the other mentioned moves. |
His gentleman jab/rapid jab finisher, smashes, and ledge getup attack are also shield punished by u-tilt should he be at u-tilt > uair kill %. Remember not to shield too obviously though because of the tether grab (expect an up throw and immediately jump/maneuver the other way to avoid u-smash/uair/up B & pick your landing) which you may be better off whiff punishing than trying to shield punish the other mentioned moves. |
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|game=SSBU |
|game=SSBU |
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|character=Zelda |
|character=Zelda |
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|favorability= |
|favorability=Slightly Losing |
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|oneliner= |
|oneliner= |
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|summary= |
|summary= |
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===== Gameplan ===== |
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Zelda is a trap character archetype and as such you need to fight her patiently. Not just with Ridley but as anyone, but Ridley isn't especially screwed by her I find. Approach slowly, or outcamp her (not so much with plasma as she counters that, though can do it when she’s off stage but be ready to shield her up B after like in other instances) and force her to approach you. She usually wants to camp because her approach game isn't very good, so play her game, while shielding her up B. Whenever you do approach though, try and bait her to use Nayru's Love before attacking. If correctly spaced, doing so will allow a free punish with skewer or any spaced move. When you've got her in a combo or tech chase, she may do a panic neutral B as a get-off-me tool, so be sure you space your moves as well as possible in those instances (tilts, aerials, etc) to mitigate being punished by it, or just delay your followup move altogether if you’re sure she’ll neutral B, and then continue your attack string. She may also neutral B as an OoS mixup where she does a jump OoS followed by pressing B, but her up B OoS is much more threatening. More on that later. |
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Zelda uses a set-up archetype, which forces Ridley to fight her patiently. Screw up her spacing by approaching slowly or force her to to commit to an approach. Since Zelda has the lack of approach options, more often than not you will have to rely on spacing in neutral to counter her. Zelda relies on covering a certain part of each stage to get her set-ups going. The main goal is to understand the positions she uses her specials and respect her options that cover grounded and aerial approaches. |
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Platforms will give you more wiggle room to work around her set-ups. Allowing access to more movement options and positioning. Note that, you do not want to rely on being on the platform but rather use them as a tool to bait Zelda. Having to shield on platforms gives Zelda an opportunity for stronger positioning making it harder to pressure her. Using a mixture of dashes on and off platforms, full and short hops, and shields on stage and on platforms. Creating a dynamic of pushing stage control on the ground or creating pressure from above. |
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Din's Fire she'll mainly use to edgeguard (when neutral airdodging it while recovering high, be careful of her trying to aerial you after and try to react with an aerial of your own) but if she uses it on stage or from ledge jump, take the opportunity to close in on her with a burst option with how laggy it is (clanking with it while approaching if she uses it from further away) or even skewer if you time and space it right while closing in on her, but watch out if she switches back to Phantom Knight after the Din's Fire. She's also one of the characters that rapid jab skewer punish can apply to, but frame wise f-smash is a more consistent punish for hers, or up smash if you shield the rapid jab from behind and doesn't push you too far back. If you use SPR on her at all, don't do the jump release in hope for an aerial setup (unless you’re at higher % than her where she can mash out), as she can counter most attempts with her specials/aerials. |
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Farore's Wind is her fastest option out of shield, at frame 6. So be ready for it when you are trying to pressure her shield at close range. It is also a kill move and movement option that is unreactable. It can be used to snipe us from far range as a whiff punish or a way to retreat. Use movement to bait her into using Farore's wind depending on the position she is trying to be in. Which can be for a kill out of shield or from a set-up. It can also be from a platform, from an offstage recovery, or from a juggle. Note that the final hit is safer in the air than it is when done on the ground. |
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<br> |
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<br> |
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'''Dealing With Phantom Slash''' |
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<br> |
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Phantom Slash has 5 stages of charge. All having different hitboxes, ranges, and additional properties gained. |
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Stage 1 - A low kick. |
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She's another character that needs to be fought on platform stages if anything, giving you more room to work with around the phantom knight, though when on plats you still need to shield the knight's attacks, or even if you're below a plat the knight is on since we're a big body; attack from above or below while she's charging the knight and occasionally rushdown her when she’s charging it as a mixup like when she’s off stage to keep her guessing (fullhop > dair is good in this instance as well as run off stage and uair if she's recovering & charging knight from above), and while at ledge do a normal getup when the knight strikes like with other ledge traps, or if being edgeguarded above stage, nair through Din's Fire and neutral airdodge the knight on your way down; can also plank temporarily by timing ledge drops to avoid the knight. |
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* 15-19 Charge Frames |
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* HP |
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Stage 2 - A high punich. Has a windbox. |
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* 20-27 Charge Frames |
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* HP |
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Stage 3 - An outward sword slash. Has a windbox. |
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* 28-37 Charge Frames |
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* HP |
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Stage 4 - A downward sword swing. Has a windbox. |
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* 38-44 Charge Frames |
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* HP |
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Stage 5- A downward sword slash with shield. Has a windbox. Can reflect projectiles. |
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* 45-49 Charge Frames |
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* HP |
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Stage 6 - An upward sword slash with shield. Has a windbox. Can reflect projectiles. |
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* 50-120 Charge Frames |
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* HP |
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The 4th stage with overhead slash when the shoulder pads appear can also catch a jump or ledge jump and if summoned off stage, it can hit you from underneath. The 5th stage when the helmet appears can also hit ledge and 2 frame (though only hits ledge hang if summoned closer than center stage and you can ledge drop on reaction to avoid being hit), and once the phantom is fully assembled at its 6th stage, Zelda can move and attack freely, while the knight momentarily remains still until attacking with a dashing upward slash. |
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Be careful about simply jumping over the knight though, as she will expect that and meet you with an aerial kick. Wing Blitz backward can be used in that instance as a mixup read if you expect a jump, or to catch her sleeping when charging a knight on a platform if you're diagonally below her. Sometimes too it can be good to just do a ledge jump/fullhop or double jump plasma on her while avoiding the knight, as she may fade back and neutral B during an aerial approach which'll stop you in your tracks and launch you into the swing of the knight, and even if she does reflect the plasma, it won't matter while you're in the air. |
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During the phantom knight's charging state, as soon as the helmet is conjured (semi-final stage), Zelda can't release it early or mix up her timing; only before the helmet appears. |
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If she has a knight ready and you're off stage, fastfall or airdodge while drifting forward to recover low and avoid the strike. Don’t always recover low though like in the case of her going off stage to dair spike; for clarification, the knight has six different charge stages, those being a kick, a punch, an outward slash when the sword first appears, an overhead slash when the shoulder pads appear (can catch a jump/ledge jump and if summoned off stage, it can hit you from underneath), an upward slash when the helmet appears (this can hit ledge and 2 frame), and once the phantom is fully assembled at its 6th stage, Zelda can move and attack freely, while the knight momentarily remains still until attacking with a dashing upward slash. |
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Aside from interrupting Zelda's charge, the knight can also be destroyed by dealing enough damage with like projectiles such as our plasma breath, a fully charge plasma which can destroy a full charged knight if you think you can risk it depending on the timing and distance, but dodging it will be a better option when in doubt. Also too, she may try to counter with an up B before the full charged plasma comes out, but if you're positioned well enough to destroy the knight with it, can try it and see what she does. |
Aside from interrupting Zelda's charge, the knight can also be destroyed by dealing enough damage with like projectiles such as our plasma breath, a fully charge plasma which can destroy a full charged knight if you think you can risk it depending on the timing and distance, but dodging it will be a better option when in doubt. Also too, she may try to counter with an up B before the full charged plasma comes out, but if you're positioned well enough to destroy the knight with it, can try it and see what she does. |
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Be careful about simply jumping over the knight though, as she will expect that and meet you with an aerial kick. Sometimes it can be good to just do a ledge jump/fullhop or double jump plasma on her while avoiding the knight, as she may fade back and neutral B during an aerial approach which'll stop you in your tracks and launch you into the swing of the knight, and even if she does reflect the plasma, it won't matter while you're in the air. |
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