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===== Frame data ===== |
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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 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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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. |
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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. |
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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 ===== |
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===== Advantage ===== |
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At zero down throw into forward air isn't true. But down throw into up angle ftilt will always be. If down throw is unstale, pummeling before throwing, will make the fair true. With max staling, down throw will always combo into fair if the Bayonetta is at 7% minimum. |
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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 ===== |
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===== Disadvantage ===== |
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===== Miscellaneous and frame data ===== |
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===== Miscellaneous and frame data ===== |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Bayo's f-tilt and f-air have up to three hits like Sora's. |
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Our jab 1 starts faster than hers, allowing us to get out of scramble situations better. |
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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 SH skewer 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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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 SH skewer 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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Gentlemen jab/rapid jab finisher, f-tilt 2/3, smashes, dair, point-blank neutral B, heel slide (first part), 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: |
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Ridley kill confirm: |
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* u-tilt > fullhop uair (78-84%) |
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* u-tilt > fullhop uair (78-84%) |
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* u-tilt > double jump uair (85-90%) |
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* 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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}} |
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Jr multihits- d-tilt (3 hits), DA (6 hits), f-smash & u-smash (6 hits), dair (8 hits) |
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Jr multihits- d-tilt (3 hits), DA (6 hits), f-smash & u-smash (6 hits), dair (8 hits) |
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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. |
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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. |
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===== Miscellaneous and frame data ===== |
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===== Miscellaneous and frame data ===== |
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Respect his ledge getup attack range. |
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Respect his ledge getup attack range. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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His normals, regular three-hit CS, and regular blade beam up close are pretty punishable by our OoS aerials and shield grab. Jab 1/2/3, crossup d-tilt, DA, 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, DA, and ledge GUA are punished by SH 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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His normals, regular three-hit CS, and regular blade beam up close are pretty punishable by our OoS aerials and shield grab. Jab 1/2/3, crossup d-tilt, DA, 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, DA, and ledge GUA are punished by SH 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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Corrin side B is mashable; cancels the pin and causes you to be knocked down instead. |
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Corrin side B is mashable; cancels the pin and causes you to be knocked down instead. |
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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. |
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Our jab 1 starts faster than theirs, allowing us to get out of scramble situations better. |
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|summary= |
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|summary= |
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* Doc Tornado is 7 hits and -30 on shield, so can be punished by Ridley f-smash OoS. |
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* Doc Tornado is 7 hits and -30 on shield, so can be punished by Ridley f-smash OoS. |
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Skewer > jab 1 > f-smash, for covering delayed getup. |
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Ridley kill confirm: |
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Ridley kill confirm: |
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===== Miscellaneous and frame data ===== |
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===== Miscellaneous and frame data ===== |
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Hero dair hits us under plats, so still shield or avoid. |
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Hero 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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Our jab 1 starts faster than his. |
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Our jab 1 starts faster than his. |
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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. |
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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. |
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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. |
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Our jab 1 starts faster than theirs, allowing us to get out of scramble situations better. |
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===== Miscellaneous and frame data ===== |
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===== Miscellaneous and frame data ===== |
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Her dair hits us under plats, so still shield or avoid it. |
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Her dair hits us under plats, so still shield or avoid it. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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Isabelle's normals are punished by nair OoS and her f-tilt/DA/f-smash/d-smash are punished by u-tilt. Her landing aerials are too safe on shield. Her d-smash & ledge getup attack (-25) are punished by shorthop SPR OoS. |
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Isabelle's normals are punished by nair OoS and her f-tilt/DA/f-smash/d-smash are punished by u-tilt. Her landing aerials are too safe on shield. Her d-smash & ledge getup attack (-25) are punished by shorthop SPR OoS. |
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===== Miscellaneous and frame data ===== |
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===== 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. |
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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. |
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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). |
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SPR Joker on plats if worried about him tetrakarn countering our attacks from underneath (i.e. u-tilt). |
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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. |
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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. |
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===== Frame data ===== |
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===== Miscellaneous and frame data ===== |
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Our jab 1 starts faster than his, allowing us to get out of scramble situations better. |
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Our jab 1 starts faster than his, allowing us to get out of scramble situations better. |
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On a somewhat related side note, Kazuya can use his double jump after up B (typically used in the form of aerials), but he can’t use his DJ again until after landing. |
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On a somewhat related side note, Kazuya can use his double jump after up B (typically used in the form of aerials), but he can’t use his DJ again until after landing. |
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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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Ridley kill confirm: |
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|summary= |
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|summary= |
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===== Gameplan ===== |
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===== Gameplan ===== |
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'''Belly Armor and it's Properities''' |
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'''Belly Armor and it's Properties''' |
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<br> |
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<br> |
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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 theoritically at 0, then it would take roughly around 60 seconds to regain belly armor. |
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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> |
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<small> |
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* 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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* 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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</small> |
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</small> |
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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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Notes: |
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* Dash attack will beat King K. Rool's short hop if spaced. |
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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 ===== |
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===== Advantage ===== |
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* Sweetspot {{clr|aerial|down air}} |
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* Sweetspot {{clr|aerial|down air}} |
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</small> |
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</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 ===== |
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===== Disadvantage ===== |
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King K. Rool can two frame Ridley with: |
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King K. Rool can two frame Ridley with: |
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* {{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. |
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* {{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. |
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</small> |
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</small> |
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The suction ledgetrapping is mostly fake, in that he 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 ===== |
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===== Miscellaneous and frame data ===== |
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Dash attack will beat King K. Rool's shorthop if spaced. |
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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. |
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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. |
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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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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. The landing aerials are too safe on shield though, so reset there. |
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SDI against his up B when he uses propeller against you offensively to KO you into the upper blast zone. 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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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. 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. |
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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. |
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* u-tilt > fullhop uair (107-112%) |
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* u-tilt > fullhop uair (107-112%) |
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* u-tilt > double jump uair (113-127%) |
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* 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, and credit to smub on some of the details on neutral and advantage state. |
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}} |
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}} |
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* The attacking arm during nair. |
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* The attacking arm during nair. |
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* At various frames during her neutral & up B. |
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* At various frames during her neutral & up B. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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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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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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Palu multihits- f-tilt (2 hits), u-tilt (6 hits), nair (7 hits), uair (6 hits, DI one way and then the other) |
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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) |
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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 remember if up close. |
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Our jab 1 comes out before hers, so remember if up close. |
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* u-tilt > fullhop uair (94-100%) |
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* u-tilt > fullhop uair (94-100%) |
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* u-tilt > double jump uair (101-108%) |
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* u-tilt > double jump uair (101-108%) |
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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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}} |
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Respect his ledge getup attack range. |
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Respect his ledge getup attack range. |
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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. |
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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. |
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* u-tilt > fullhop uair (93-99%) |
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* u-tilt > fullhop uair (93-99%) |
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* u-tilt > double jump uair (100-107%) |
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* u-tilt > double jump uair (100-107%) |
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Major credit to Sapphire on how we can punish Belmont f-tilt. |
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}} |
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}} |
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* Can only autocancel bair from full hop. |
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* Can only autocancel bair from full hop. |
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* Can double jump out of a full hop bair or dair. |
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* 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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* u-tilt > fullhop uair (93-97%) |
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* u-tilt > fullhop uair (93-97%) |
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* u-tilt > double jump uair (98-108%) |
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* 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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}} |
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* 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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* 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> |
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</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 ===== |
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===== Disadvantage ===== |
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Sonic can two frame Ridley or pressure his ledge hang with these attacks:<small> |
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Sonic can two frame Ridley or pressure his ledge hang with these attacks:<small> |
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* {{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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* {{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> |
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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> |
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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. |
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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). |
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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 ===== |
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===== Miscellaneous and frame data ===== |
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* u-tilt > fullhop uair (81-84%) |
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* u-tilt > fullhop uair (81-84%) |
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* u-tilt > double jump uair (85-92%) |
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* 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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}} |
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===== Miscellaneous and frame data ===== |
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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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Our jab 1 starts faster than his, allowing us to get out of scramble situations better. |
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Our jab 1 starts faster than his, allowing us to get out of scramble situations better. |
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Steve multihits- d-tilt (5 hits), u-smash (9 hits), d-smash (3 hits) |
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Steve multihits- d-tilt (5 hits), u-smash (9 hits), d-smash (3 hits) |
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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. |
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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. |