SSBU/Ridley/Matchups

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Ridley



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Banjo & Kazooie


Bayonetta

Bayonetta Drag her into her own twisted hell.
Losing
Gameplan

While in the air, Bayonetta can:

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

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

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

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

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

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

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

Advantage

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.

Disadvantage

Bayonetta can two frame Ridley with:

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


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Bowser


Bowser Jr.


Byleth


Captain Falcon


Chrom


Cloud


Corrin

Corrin
Slightly Losing

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

Neutral

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

Disadvantage

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


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Diddy Kong


Donkey Kong


Dr. Mario


Duck Hunt


Falco


Fox


Ganondorf


Greninja


Hero


Ice Climbers


Ike


Incineroar


Inkling


Isabelle


Jigglypuff


Joker

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


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Kazuya


Ken


King Dedede


King K. Rool


Kirby


Link

Link Destroy the courage of a hero
Slightly Losing

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

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


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Little Mac


Lucario


Lucas


Lucina


Luigi


Mario


Marth


Mega Man


Meta Knight


Mewtwo


Mii Brawler

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


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Mii Gunner

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


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Mii Swordfighter


Min Min


Mr. Game & Watch


Ness


Olimar


Pac-Man


Palutena

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


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Peach


Pichu


Pikachu


Piranha Plant


Pit

Pokemon Trainer

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Aegis (Pyra/Mythra)

Pyra & Mythra
Slightly Winning

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Flame Nova

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

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

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Ridley

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

Counterpick to Sephiroth and watch them crumble.


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R.O.B.


Robin


Rosalina & Luma


Roy


Ryu

Ryu Dragon's fist meets the Dragon's wrath
Winning


Samus

Sephiroth


Sheik


Shulk

Shulk Those who can defy their future
Even

Jump Art -

Speed Art -

Shield Art -

Buster Art -

Smash Art -


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


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Belmonts (Simon & Richter)


Snake

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


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Sonic

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

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

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

Gameplan

Notes:

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

Disadvantage

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

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

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


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Sora


Steve


Terry


Toon Link


Villager

Villager
Slightly Winning

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

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


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Wario


Wii Fit Trainer


Wolf


Yoshi


Young Link


Zelda


Zero Suit Samus


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