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======<span style="visibility:hidden;font-size:0">Overview</span>====== |
======<span style="visibility:hidden;font-size:0">Overview</span>====== |
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{{Overview |
{{Overview |
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|overview= {{StockIcon|SSBU|Ridley|25px}} '''{{tt|(リドリー)|Ridorī}}''' is the second newcomer added to Super Smash Bros. Ultimate. Bringing terror with a unique goofiness to Ultimate due to his huge size and attacks. Much like his personality, simply acting must have sadistic intent. Carefully playing around the opponent and waiting for the perfect time to strike. A level of prowess befitting only to thee Cunning God of Death. |
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|overview= {{StockIcon|SSBU|Ridley}} (Japanese: リドリー, Ridorī) is a character in smash bros. |
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A fighter with a great advantage state that is synergized by strong disjointed tools. Many attacks have a decent amount of hurtbox shifting that |
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can create reversals from incoming threats. Ledgetrapping is a vital asset, as attacks such as {{clr|tilt|Forward Tilt}}, {{clr|smash|Up Smash}}, and {{clr|aerial|Neutral Aerial}} can cover most or even all options at the ledge, extending his advantage further. Having plenty of moves that two-frame. Making coming back to the stage a nightmare for the opponent. Also, he can go deep off-stage for extensive edgeguards because of his two double jumps and far-reaching recovery options, {{clr|special|Wing Blitz}} and {{clr|special|Space Pirate Rush}}. |
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Ridley is a true video game boss with laggy attacks that hit in linear directions and additionally having a huge hurtbox. Making his attacks easy to scuffed out. Relying on pokes to get in, using his tail attacks ({{clr|aerial|Neutral Aerial}}, {{clr|tilt|Forward Tilt}}, and {{clr|tilt|Down Tilt}}), creating predictability to his approaches. Playing defensive can be very volatile as he folds to shield pressure because of below average out of shield options. This also applies to his recovery options, which have subpar startup, making him a sitting target for easy edgeguards. And if a successful recovery occurs, that's still half the battle. |
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|summary= , the Cunning God of Death , wreaks havoc against foes using disastrous attacks that strikes fear into the opponents eyes as he tediously stabs and claws his way into his unrivaled aerial game to get the finishing blow. |
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Having a proper understanding of the fighter is crucial. Being able to hone in Ridley’s high damage yield and disjointed attack range can lead into an exceptional advantage other fighters can hardly rival. A simple fighter that takes much to master is great for those who are willing to invest time on learning an unconventional character that has a kit centered around tedious poking tools and brutal punishes. |
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|summary= has the mixed stats of a heavyweight and a superheavyweight. A distance demon with scary damage output and amazing evasion, but suffers being a big body with the weight of a heavy. |
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|pros= |
|pros= |
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*'''Wall of Tails:''' Use disjointed tail attacks that cover long distances to wall out an opponent's approach. |
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*'''High Range & Damage:''' The latter half of his tail being a disjoint combined with his massive range and high damage output allows him to deny opponent's approaches, contend other disjoints, and the ability to string or combo with most attacks. |
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*'''Explosive Evasion:''' Devious hurtbox shifting on many attacks, multiple double jumps, and long reaching attacks creates an uncanny topnotch punish game. |
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*'''Consistent Slaughter:''' Almost every attack having disastrous damage output and intense launch power creates a fighter who can kill in any situation they may be in. |
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*'''Ledgetrapper Pioneer''': Force an uncomfortable disadvantage with attacks that cover every option near ledge diminishing resets in matches. |
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*'''Edgeguarding Expert:''' Master two-framing with many attacks that can catch almost any opponent's recovery as well as exploiting many recoveries with a great offstage game taking stocks early and consistently. |
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|cons= |
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*'''Sadistic Strategist:''' Deceptively hard to master for having unorthodoxly lack luster options necessitating creative layers to gameplans where most players don't have to think about. |
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*'''High Precision:''' Having committal attacks that mainly reach in only cardinal directions requires impeccable positioning and timing. |
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*'''Pressured on Shield:''' Lacking out of shield options with the fastest being frame 11. Attacks safe on shield allow opponents to abuse hit and runs or aggressive mix-ups. |
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*'''Glass Canon:''' Likely to take a lot of damage for being easy to combo as a large body and a higher chance on dying because of his weight compared to his superheavyweight counterparts. |
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*'''Exploitable Recovery:''' Susceptible to easy edgeguards offstage because of telegraphed and long startup recovery options that'll most likely lead to a lost of a stock. |
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|footnote= ★Ridley's size is a pro and a con. Hurtbox shifting may allow him to evade attacks or sometimes fall out of combos... Or be more reliably comboed or attacked. |
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|weight=107 |
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*'''Tippers:''' All moves that use his tail or wings, besides Down Smash, have a tipper mechanic attached to them. This allows him to use tippers to kill early and use sourspots to combo or string into more moves. |
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|spotDodge=28 TF (3-18F intangible) |
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|airDodge=3-31F intangible (Neutral)<br>3-22F intangible (Directional) |
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|fastestOOS={{clr|aerial|Neutral Aerial}} (f11) |
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|uro=Two Double Jumps<br>{{clr|special|Space Pirate Rush}} (Once) |
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}} |
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*'''Strong Ledge Game:''' Broad aerials, multiple jumps, and Plasma Breath allow Ridley to easily challenge recovering opponents and pressure them at and/or off ledge forcing opponents to recover uncomfortably. Also has access to many two frame attacks. |
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<small>''Inputs are assuming the player is facing right''</small> |
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== Normal Attacks == |
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=== {{clr|tilt|Jab Sequence}} === |
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{{SSBU Move Card |
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|attack=Jab 1 |
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|specificHits=yes |
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|description=<small> |
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* Far 1 / Far 2 are separate hitboxes that overlap each other that serve two different purposes. Far 1 is meant to send the opponent back towards Ridley for an easier follow up into Jab 2. Being only able to hit fighter hurtboxes and has more priority compared to the overlapping hitbox Far 2. Which interacts with anything besides a fighter, like items or stage elements. |
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* Transitions to Jab 2 on frames 6 to 30 (can buffer with the attack button). If attack button is held, transitions to Jab 2 on frame 16 if hitboxes didn't interact with a hurtbox. |
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* For some reason, when transitioning to Jab 2 when on a frame that is considered a total frame, there is a 1 frame delay. Meaning if Jab 1 transitions to Jab 2 on frames 6 to 23 it'll wait 1 frame before going into Jab 2. |
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* Hitbox priority goes close, midway, far 1, and then far 2. |
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</small> |
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Ridley's quickest move in his toolkit. An amazing get-off-me tool that can get him out of many hard pressured scrambles. A safe option to use from a successful parry if the opponent is close by but are unsure the parried attack is punishable. It's a great option after a {{clr|aerial|Neutral Aerial}} at zero to low percents. This attack is notably great for jablocking into almost every move Ridley has, most notably {{clr|smash|Forward Smash}} around mid percent or higher. |
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|cons= |
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*'''Glass Cannon:''' Gets comboed or zoned easily and susceptible to loads of damage or even stock lost for having one of the largest hurtboxes and lack of a superheavy's weight. Most moves have high startup and endlag with most tending to cover cardinal directions making him vulnerable diagonally, forcing him to play safe with spacing as much as possible. |
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}} |
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*'''Predictable Recovery:''' While having one of the best ledge games, Ridley's Side and Up Special’s long startup make his recovery path predictable and easy to intercept. Up special’s lack interchangeable angles add to this issue and make recovering with Ridley a skill to master. |
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{{SSBU Move Card |
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|attack=Jab 2 |
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|specificHits=yes |
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|description=<small> |
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* Transitions to Jab 3 (can buffer with the attack button) on frames 9 to 30 and Rapid Jab on frames 9 to 11. If attack button is held, transitions to Jab 3 on frame 18 if hitbox didn't interact with a hurtbox. |
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* Input the attack button four or more total times to get rapid jab (buffer before frame 9 or input attack on frames 9 to 11). |
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* For some reason, has a 1 frame delay when transitioning to Jab 3 on a frame still considered total frames of Jab 2 (frames 6 to 26). |
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* Hitbox priority goes close, midway, and then far. |
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</small> |
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A mediocre Jab 2 that's only justifiably used to transition into Jab 3 or Rapid Jab. Stopping the jab sequence after Jab 2 can be used as a mix up, however it still has a lot of shield disadvantage, so use it sparingly. Not recommended to use Jab 2 on jablocks as it won’t true combo into any hard punishes that Ridley has, like {{clr|smash|Forward Smash}}. |
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*'''Lack of Shield Progression:''' Ridley’s out of shield options are pitiful with his fastest move, Neutral Air, being frame 11. Shielding forces him to reposition after blocking giving additional unwanted pressure. The majority of his moves do mitigative shield damage limiting his shield pressure to mixing up with a combination of movement. |
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}} |
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|weight = 107 |
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{{SSBU Move Card |
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|attack=Jab 3 |
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|specificHits=yes |
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|description=<small> |
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* Hitbox priority goes close then far. |
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</small> |
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A strong attack that has respectable knockback. At low percentages, it can lead into forced tech scenarios on platforms. Use this as a way to extend combos. It'll most likely kill near ledge a little after the opponent gains max rage in the corner. Use this as a mix up in corner pressure scenarios to confirm a stock that may otherwise be hard to get. Otherwise, it sends in an uncomfortable angle offstage, forcing the opponent to go high or recover low. |
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|spotDodge = 28F (Intangible F3-18) |
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}} |
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|airDodge = Neutral 46F (Intang. F3-31) <br> Directional Up 103F (Intang. F3-22) <br> Diagonal Up 90F (Intang. F3-22) <br> Directional Side 78F (Intang. F3-22) <br> Diagonal Down 73F (Intang. F3-22) <br> Directional Down 64F (Intang. F3-22) |
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=== {{clr|tilt|Rapid Jab}} === |
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|fastestOOS = Neutral Air (11F) <br> Up Smash (12F) |
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{{SSBU Move Card |
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|attack=Rapid Jab |
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|specificHits=yes |
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|description=<small> |
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* Is active frame 4 and then every 3 frames there is 1 active frame. (example: 4 + 3 + 3 + 3 + 3 + 3 = active frame 19 for consecutive hit six). |
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** Hits minimum of six times before being able to transition to {{clr|tilt|Rapid Jab Finisher}} and transitions 2 frames after a hitbox is active; Frame 21 being the earliest transition frame. |
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* Hitbox priority goes close, midway, and then far. |
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* This attack can be teched. |
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</small> |
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A great way to rack up damage at low percentages if committed to the jab sequence. Fighters who have short roll distances may not be able to roll through it when pressured on shield. Making it harder to do reversals from a roll. Though not as practical — but is less committal for having the transcendent property — Rapid Jab can be used to catch attacks that do not snap to ledge right away like {{StockIcon|SSBU|Chrom|25px}}''''s''' {{clr|special|Soaring Slash}}. |
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|uro = Three Total Jumps <br> Space Pirate Rush (Once) |
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There are three hitboxes on this attack. The further the attack is, the less base knockback it does. Because of this, {{StockIcon|SSBU|Bowser|25px}} and {{StockIcon|SSBU|Kazuya|25px}} will have an easier time getting out of Rapid Jab due to their unique mechanics, Tough Guy and Tough Body. Typically with {{StockIcon|SSBU|Bowser|25px}}, it won't be worth during Rapid Jab against him. However, around mid percents or higher, it is possible to be done on {{StockIcon|SSBU|Kazuya|25px}}, but must be released before they too far apart. |
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}} |
}} |
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{{SSBU Move Card |
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|attack=Rapid Jab Finisher |
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|specificHits=yes |
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|description=<small> |
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* Hitbox priority goes close, middle, and then far. |
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</small> |
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This attack sends at an awkward angle that can allow mistechs or forced techs on platform, though can be situational. Other than that, this move is mainly used to gain more damage Jab 3 otherwise wouldn't do. Also, has the transcendent property that {{clr|tilt|Rapid Jab}} has, so it may be used to beat moves out. |
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==Normal Attacks== |
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{{TOClimit|2}} |
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}} |
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{{#vardefine:cargoTable|SSBU_MoveData}} |
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===Jab 1=== |
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=== {{clr|tilt|Dash Attack}} === |
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{{Prompt|A}} |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack= |
|attack=Dash Attack |
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|specificHits=yes |
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|description=<small> |
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* This move can grab items immediately upon using the move, allowing Ridley to dash far and attack while also grabbing an item directly in front of him before leaping forward. |
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</small> |
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An attack with high knockback growth and decent damage that can lead to early stocks near ledge. Also, an unreactable strong burst option that could hit opponents from far away that otherwise wouldn't be possible by {{clr|tilt|Forward Tilt}} or {{clr|tilt|Down Tilt}}. It also helps that during the Dash attack animation, Ridley gets a momentum shift putting his hurtbox heavily forward, allowing for skewed interactions to happen in Ridley's favor. The momentum shift gives a long reach that can be used to put a hitbox past ledge to catch opponents trying to grab ledge from above the stage. Dash attack also catch high ledge hangs or two-frame. The attack also sends the opponent into tumble starting at 0%. Combined with the fact that Dash Attack is unreactable, it can create bad DI that can catch opponents lacking, putting them in forced tech chase scenarios from it. |
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}} |
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== Tilt Attacks == |
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=== {{clr|tilt|Forward Tilt Attack}} === |
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{{FP Box |
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|content= |
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<tabber> |
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|-|Neutral= |
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{{SSBU Move Card |
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|attack=Neutral Forward Tilt |
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|specificHits=yes |
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|description= |
|description= |
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* Hitbox priority goes sourspot hitboxes (middle then close) then sweetspot hitbox (far). |
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An amazing get off me tool that can get Ridley out of many hard pressured situations. Having an average jab 1 compared to other fighters, being active starting frame 4. This move is great for jablocking into almost every move Ridley has, most notably Side Smash. |
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One of Ridley’s most important moves in general with the move’s sweetspot being one of Ridley’s greatest poke tools due it’s high range, power, and relative safety on shield. Each angle of the move also serves a critical purpose in Ridley’s gameplan outside of its role as a kill move. Angled straight is a great grounded poke tool in neutral. Ridley notably leans back before thrusting his tail forward, allowing him to shift his own hurtbox and dodge attacks. While this move’s sweetspot has respectable kill power, the sourspot has very poor knockback scaling that can send the opponent far but only kills at really high percents. The sweetspot on the tip of Ridley’s tail has a small overlap with sourspot, causing hits with the base of Ridley’s tail tip to often register as a sourspot hit. It is recommended that Ridley players visualize the sweetspot being the upper half of Ridley’s tail tip to land the sweetspot better. |
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}} |
}} |
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|-|Upward= |
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{{SSBU Move Card |
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|attack=Upward Forward Tilt |
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|specificHits=yes |
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|description= |
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* Hitbox priority goes sourspot hitboxes (middle then close) then sweetspot hitbox (far). |
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Allows Ridley to stuff out short hop air approaches from very far away. Can be punished by sliding moves, such as {{StockIcon|SSBU|Cloud}}'s Down Tilt very easily. |
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===Jab 2=== |
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{{Prompt|A}} + {{Prompt|A}} |
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}} |
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|-|Downward= |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack= |
|attack=Downward Forward Tilt |
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|specificHits=yes |
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|description= |
|description= |
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* Hitbox priority goes sourspot hitboxes (middle then close) then sweetspot hitbox (far). |
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A mediocre Jab 2, it only does justice leading into Jab 3 and Rapid Jab. Never use Jab 2 on jablocks as it won’t true combo into any hard punishes like Side Smash. |
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Amazing two framing tool that gimp any recovery and make those who have a hard time getting back to stage suffering. The move is also deceptively large inside Ridley with a big sourspot allowing it to catch mis-spaced rolls. This is particularly useful for ledgetrapping when the opponent tries to roll from ledge through Ridley only to be sent back out. |
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}} |
}} |
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</tabber> |
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}} |
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===Jab 3=== |
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=== {{clr|tilt|Up Tilt Attack}} === |
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{{Prompt|A}} + {{Prompt|A}} + {{Prompt|A}} |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack= |
|attack=Up Tilt |
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|specificHits=yes |
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|description= |
|description= |
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* Hitbox priority goes sourspot 1 (close-top), then sweetspot (middle), then sourspot 2 and 3 (far-middle and far-topleft), and then coverage sourspot (close-bottom). Easy way visualize hitbox priority is to imagine a flipped "Γ" shape going from the bottom to top across the right wing. |
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This move actually has respectable knockback and at high percents is even a kill move near ledge. |
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Up tilt is a good anti-air when the opponent is directly above Ridley and is hard to deal with as it hits high and a large portion of the wing is disjointed. This is especially apparent when the opponent is on a platform above Ridley, allowing him to pressure the opponent to jump which can then be read by a full hop aerial depending on positioning. |
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Despite Up Tilt’s strength in covering directly above Ridley, this move can be somewhat poor in covering diagonally in front of him. The move is frame 8, but starts behind him and takes a couple frames to reach diagonally in front of him at frame 11. This limits its use as an anti-air on reaction to characters attempting to jump in on Ridley diagonally to start a combo, something that which is unfortunately a common scenario. It can be more useful against opponents jumping in if Ridley turns around before doing it, but risks being slower to input and exposes Ridley’s back towards the opponent where his already poor out of shield game is at its weakest. |
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At very early percentages, it doesn’t immediately true combo into Ridley’s aerials, and requires a bit of percent before follow-ups become guaranteed. Landing an Up Tilt on a grounded opponent at mid-percents allows Ridley to combo into other moves including Up Air which can serve as a kill confirm (insert chart here for Utilt Uair kill confirm chart). Has intangibility on Ridley’s head and arm on frames 8 and 9 to help it anti-air better but comes up very rarely and does not help the anti-air weaknesses explained above. |
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}} |
}} |
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=== {{clr|tilt|Down Tilt Attack}} === |
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{{SSBU Move Card |
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|attack=Down Tilt |
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|specificHits=yes |
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|description= |
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* Hitbox priority goes sourspot hitbox (close) then sweetspot hitbox (far). |
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Down Tilt has extremely long reach and can be used to poke and stuff out grounded approaches from very far away, making this one of Ridley’s best neutral tools on the ground, especially after a dash back pivot. |
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===Rapid Jab === |
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{{Prompt|A}} + {{Prompt|A}} + {{Prompt|A}} × 4... |
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Unfortunately, the move’s sweetspot at the end of Ridley’s tail does not have great knockback and props the opponent straight up, making any true follow-ups at all percents impossible. Despite its lack of true follow ups, sweetspot Down Tilt at low percentages is a good way to check how your opponent reacts to being hit as it gives the opponent limited frames to act before Ridley can close the gap. If Ridley discovers the opponent tends to airdodge in this scenario, it can be used to read or bait an airdodge before following up with another attack, grab, or even {{clr|special|Skewer}} if reading a neutral airdodge at the right distance. Keep in mind however that the opponent jumping away prevents any kind of follow up but can then be used to chase down their landing or reposition. |
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}} |
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== Smash Attacks == |
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=== {{clr|smash|Forward Smash Attack}} === |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack= |
|attack=Forward Smash |
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|specificHits=yes |
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|description= |
|description= |
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* Charge hold on frame 6. Max charge is reached frame 60 of hold and can be held up to 180 frames. Max charge has a 1.4x damage multiplier. |
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This move actually has respectable knockback and at high percents is even a kill move near ledge. |
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You're a crackhead. One of Ridley’s scariest moves as it has no sourspots and has a lot of power while also being slightly faster than most heavy smash attacks in the same power range. Due to it's animation, it is very good at whiff punishing after a dash back or simply timing it to dodge the opponent jumping in. Positioning this move properly at ledge so that the bottom of this move’s hitbox touches ledge allows it to be a nasty 2-framing option that can end the opponent’s stock at mid percents. The top this move’s hitbox has the opposite effect in the sense that it actually hits relatively high making this move difficult to short hop over. |
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}} |
}} |
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=== {{clr|smash|Up Smash Attack}} === |
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{{SSBU Move Card |
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|attack=Up Smash |
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|specificHits=yes |
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|description= |
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* Charge hold on frame 7. Max charge is reached frame 60 of hold and can be held up to 180 frames. Max charge has a 1.4x damage multiplier. |
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* Hitbox priority goes close, middle, and then far. |
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Due to its hitbox, its recommended that players reverse up smash to catch opponents in front of them as the start of the hitbox is slightly lower. This isn’t perfect however and some characters in landing animations, especially small characters can still bypass this move if they land in time. Ridley’s entire leg is a disjoint during this move making it one of his best, albeit slow anti-airs that can challenge anything directly above him. This move has extremely long range above Ridley, essentially creating a semi-circle of hitbox that, when positioned properly, allow Ridley to cover entire platforms with proper timing to add more percent or kill off of a mistech. |
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=== Dash Attack === |
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<big>{{Prompt|Analog Smash Right}} > {{Prompt|A}}</big> |
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}} |
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=== {{clr|smash|Down Smash Attack}} === |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack= |
|attack=Down Smash |
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|specificHits=yes |
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|description= |
|description= |
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* Charge hold on frame 3. Max charge is reached frame 60 of hold and can be held up to 180 frames. Max charge has a 1.4x damage multiplier. |
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This move can grab items immediately upon using the move, allowing Ridley to dash far and attack while also grabbing an item directly in front of him before leaping forward. As Ridley’s body shifts forward during the move, Dash Attack’s long dash can be used to put a hitbox past ledge to catch opponents trying to grab ledge from above the stage. Although not recommended, this move can actually two frame certain characters on ledge. This makes it good as a burst option to catch ledge regrabs if needed. |
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This move has an absolutely massive hitbox hitting nearly 1 Ridley away on both sides alongside hitting deep below Ridley and somewhat above the ground to not make it entirely useless against opponents on the ground. This of course makes it a strong 2framing option with its 4 frames of hit detection, although the move’s slow speed can hinder it as the charge of the move happens frame 2, requiring the user to let go 22 frames ahead of time. A whiffed down smash at ledge is also much more easily punished. It’s recommended that this move be reserved for covering opponents attempting to recover high to ledge or as a “checkmate” move after a ledge regrab. Unsurprisingly, this move’s large hop can jump over and high profile low hitting moves making it a premier option for dodging get up attacks after mistechs or a skewer. In the corner with proper timing this move can even cover every option. |
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On most competitive stages, Down Smash can cover the entire platform which can allow near guaranteed followups after a mistech/skewer. This can also be a niche bait option for players underneath Ridley who try to hit from below with an aerial only for Ridley to hop over their move during down smash’s start up and slam down for hard hit capable of occasionally stealing stocks around 90-100%. |
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}} |
}} |
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== Air Attacks == |
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=== {{clr|aerial|Neutral Air Attack}} === |
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{{Prompt|Analog Left}} + {{Prompt|A}} / {{Prompt|Analog Right}} + {{Prompt|A}} |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack= |
|attack=Neutral Air |
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|specificHits=yes |
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|description= |
|description= |
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* Grabs ledge on frame 64+. |
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Ridley notably leans back before thrusting his tail forward, allowing him to shift his own hurtbox and dodge attacks |
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* Hitbox priority goes sourspot (close), sweetspot (far), and then sourspot (middle). |
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While high range, Ridley can only angle the sweetspot in one direction making punishing the angled straight version susceptible to being short hopped over by smaller character while the angled up version can be punished by sliding moves, such as Cloud Down Tilt, very easily. This move is deceptively large inside Ridley with a big sourspot allowing it to catch misspaced rolls. This is particularly useful for ledgetrapping when the opponent tries to roll from ledge through Ridley only to be sent back out. While this move’s sweetspot has respectable kill power, the sourspot has very poor knockback scaling that can send the opponent far but only kills at really high percents. This move’s sweetspot, while on the tip of Ridley’s tail, has a small overlap with sourspot causing hits with the base of Ridley’s tail tip to often register as a sourspot hit. It is recommended that Ridley players visualize the sweetspot being the upper half of Ridley’s tail tip to land the sweetspot better. Ridley’s forward tilt is one of Ridley’s most important moves in general with the move’s sweetspot being one of Ridley’s greatest poke tools due it’s high range, power, and relative safety on shield. Each angle of the move also serves a critical purpose in Ridley’s gameplan outside of its role as a kill move. Angled straight is a great grounded poke tool in neutral, Angled Up allows Ridley to stuff out short hop air approaches from very far away, and Angled Down’s sweetspot can hit ledge making it Ridley’s premier 2frame tool. |
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* Earliest you can autocancel short hop fast fall nair is frame 23. Short hop, full hop, and full hop fast fall nair will always autocancel nair. |
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The move Ridley is most known for, it’s disjointed going nearly all around Ridley who is already pretty massive himself. Autocancels towards the end of the move and serves a plethora of uses in all parts of Ridley’s gameplay as a space-control option from neutral, a common combo move, and a hard to avoid edgeguard move. The back hit of Nair is important for setting up combos at low percents while also putting the opponent in a really scary position at mid percents offstage as it can link into BAir for an early KO |
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Despite this move’s strengths, it has its fair share of weaknesses. Firstly, while this move is -8 on shield at best, this is at the beginning of the move making it more punishable as Ridley won’t have time to autocancel. Never use NAir rising against an opponent on shield. Like with Up Tilt, NAir also takes time to reach diagonally in front of Ridley at frame 12 making it not perfect for instantly stuffing aerial approaches from a short hop. |
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}} |
}} |
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=== |
=== {{clr|aerial|Forward Air Attack}} === |
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{{SSBU Move Card |
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<big>{{Prompt|Analog Up}} + {{Prompt|A}}</big> |
|||
|attack=Forward Air |
|||
{{MoveDataCargo |
|||
|specificHits=yes |
|||
| title = Up Tilt |
|||
|description= |
|||
| subtitle = |
|||
* Hitbox priority goes sweetspot hitbox (far) and then sourspot hitboxes (middle then close) for all three multi-hits. |
|||
| input = Up Tilt |
|||
** The first multi-hit has six hitboxes. Three hitboxes hit aerial opponents only, then three more hitboxes that overlap them hitting ground opponents only. However, the ground only middle sourspot is different then the ground only sourspot closest to Ridley. The differences are listed with a slash symbol. Note that if both ground sourspot hitboxes hit, the middle one takes the most priority. The aerial sourspot hitboxes have no differences to them. |
|||
| images = |
|||
* Grabs ledge on frame 66+. |
|||
{{MoveDataCargoImage|RidleyUTilt_0|1}} |
|||
| hitboxes = |
|||
An interesting multi-tail stab attacks that does very high damage for one move alongside having high base knockback. However, it does not have good knockback scaling making this move not very good for actually killing. The first hit of fair when landing can always combo into Jab, making it good for racking up some damage at low percents. It is also the starter of one of Ridley’s kill confirms at high percent by linking FAir 1 into Jab 1 > Jab 2 > Jab 3. |
|||
{{MoveDataCargoImage|RidleyUTilt_0|1|hitbox=yes}} |
|||
| info = |
|||
Has an extreme disjoint in front of Ridley that’s nigh-impossible to challenge from directly in front of him, but has a weakness in only hitting directly in front of him, meaning moves coming from diagonal angles can hit Ridley out of this move. This is especially apparent when trying to land with Fair as the opponent can hit Ridley’s foot that sticks out downward during this move before Ridley can hit the opponent. |
|||
{{AttackDataCargo-SSBU/Query|RidleyUTilt_0}} |
|||
Up tilt is a good anti-air when the opponent is directly above Ridley and is hard to deal with as it hits high and a large portion of the wing is disjointed. This is especially apparent when the opponent is on a platform above Ridley, allowing him to pressure the opponent to jump which can then be read by a full hop aerial depending on positioning. Despite Up Tilt’s strength in covering directly above Ridley, this move can be somewhat poor in covering diagonally in front of him. The move is frame 8, but starts behind him and takes a couple frames to reach diagonally in front of him at frame 11. This limits its use as an anti-air on reaction to characters attempting to jump in on Ridley diagonally to start a combo, something that which is unfortunately a common scenario. It can be more useful against opponents jumping in if Ridley turns around before doing it, but risks being slower to input and exposes Ridley’s back towards the opponent where his already poor out of shield game is at its weakest. This move at very early percentages doesn’t immediately true combo into Ridley’s aerials and requires a bit of percent before follow-ups become guaranteed. Landing an Up Tilt on a grounded opponent at mid-percents allows Ridley to combo into other moves including Up Air which can serve as a kill confirm (insert chart here for Utilt Uair kill confirm chart). This move has intangibility on Ridley’s head and arm on frames 8 and 9 to help it anti-air better but comes up very rarely and does not help the anti-air weaknesses explained above. |
|||
}} |
}} |
||
=== |
=== {{clr|aerial|Backward Air Attack}} === |
||
{{SSBU Move Card |
|||
<big>{{Prompt|Analog Down}} + {{Prompt|A}}</big> |
|||
|attack=Backward Air |
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{{MoveDataCargo |
|||
|specificHits=yes |
|||
| title = Down Tilt |
|||
|description= |
|||
| subtitle = |
|||
* Grabs ledge on frame 53+. |
|||
| input = Down Tilt |
|||
* Hitbox priority goes close, middle, and then far. |
|||
| images = |
|||
{{MoveDataCargoImage|RidleyDTilt_0|1}} |
|||
This is one of Ridley’s most preferred methods of KOing the opponent as back air not only has extremely high range and power, but also has no sourspots at all. When it hits, it will always hit hard. The hitbox for this move is so large on Ridley’s thigh that it actually goes into his body and even a tiny bit in the front,allowing Ridley to directly land on top of the opponent and connect the hit rather than them being behind him. An example of this in use is short hopping, then at the apex of the short hop, input a fast fall and then land on top of the opponent. Fast falling can be tricky however since you risk canceling the move. |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|RidleyDTilt_0|1|hitbox=yes}} |
|||
Despite its power, this move is not well suited to be used at low percents and can even be unsafe on hit at extremely low percents. |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|RidleyDTilt_0}} |
|||
This move has extremely long reach and can be used to poke and stuff out grounded approaches from very far away, making this one of Ridley’s best neutral tools on the ground, especially after a dash back pivot. The move’s sweetspot at the end of Ridley’s tail unfortunately does not have great knockback and props the opponent straight up, making any true follow-ups at all percents impossible. Despite its lack of true follow ups, sweetspot Down Tilt at low percentages is a good way to check how your opponent reacts to being hit as it gives the opponent limited frames to act before Ridley can close the gap. If Ridley discovers the opponent tends to airdodge in this scenario, it can be used to read or bait an airdodge before following up with another attack, grab, or even Skewer if reading a neutral airdodge at the right distance. Keep in mind however that the opponent jumping away prevents any kind of follow up but can then be used to chase down their landing or reposition. |
|||
}} |
}} |
||
=== {{clr|aerial|Up Air Attack}} === |
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{{SSBU Move Card |
|||
|attack=Up Air |
|||
|specificHits=yes |
|||
|description= |
|||
* Grabs ledge on frame 51+. |
|||
* Hitbox priority goes sourspot (close) then sweetspot (far). |
|||
Up Air has great kill power at its sweetspot making being directly above Ridley that much scarier in conjunction with up tilt and up smash. It is, however, somewhat narrow making it more suited to sniping the opponent out of the air with its long reach. It's high range can be deceptive due to Ridley shifting his body upwards a bit for the duration of the move somewhat similar to Wario’s Back Air. |
|||
== Smash Attacks == |
|||
=== Side Smash === |
|||
{{Prompt|Analog Smash Left}} + {{Prompt|A}} / {{Prompt|Analog Smash Right}} + {{Prompt|A}} |
|||
{{MoveDataCargo |
|||
| title = Side Smash |
|||
| subtitle = |
|||
| input = Side Smash |
|||
| images = |
|||
{{MoveDataCargoImage|RidleyFSmash_0|1}} |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|RidleyFSmash_0|1|hitbox=yes}} |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|RidleyFSmash_0}} |
|||
One of Ridley’s scariest moves as it has no sourspots and has a lot of power while also being slightly faster than most heavy smash attacks in the same power range. Ridley leans back before the hitbox comes out, making very good at whiff punishing after a dash back or simply timing it to dodge the opponent jumping in. Positioning this move properly at ledge so that the bottom of this move’s hitbox touches ledge allows it to be a nasty 2framing option that can end the opponent’s stock at mid percents. The top this move’s hitbox has the opposite effect in the sense that it actually hits relatively high making this move difficult to short hop over. |
|||
}} |
}} |
||
=== {{clr|aerial|Down Air Attack}} === |
|||
{{SSBU Move Card |
|||
|attack=Down Air |
|||
|specificHits=yes |
|||
|description= |
|||
* Grabs ledge on frame 80+. |
|||
* Hitbox priority goes meteor (far) then sourspot (close). |
|||
Although Down Air is actually an extremely strong spike knockback-wise that lasts 8 frames, the strangely small sweetspot inside the move’s sourspot causes the spike to be unreliable. Furthermore, at all percent Ridley has 0 true follow-ups from hitting a Down Air spike on stage as the end lag on the move is too high. |
|||
If the opponent is directly below Ridley and/or is rising with a move or jump is when the sweetspot can actually hit from decently far up, but this is so exceedingly rare that purposefully going for it is a huge risk.This move’s high end lag on whiff and on shield as well as its poor shield damage makes it highly inadvisable to use this move on stage where the opponent can easily block and retaliate. |
|||
For all of Down Air’s flaws, it has 2 saving graces. The first is that the sourspot is actually decently strong and has respectable kill power at later percents especially when used offstage while the second is that this move is actually the fastest “stall and fall” type down air coming out at frame 12. It’s recommended that this move be used mainly offstage as an edgeguard option where the opponent cannot shield Down Air. Ridley can use this move after a full hop and still recover (except on Smashville and Yoshi’s Story, though Town & City is possible but with very tight timing). Ridley can also gain height and then use this move after jumping from a platform or alternatively jumping after jump releasing his Side Special. Ridley can use this move as a movement option after being sent very high in the air offstage to reposition and recover faster rather than float down slowly. Although fast, this option shouldn’t be overused as the opponent can simply wait around where Ridley ends up at the end of the move and punish |
|||
=== Up Smash === |
|||
{{Prompt|Analog Smash Up}} + {{Prompt|A}} |
|||
{{MoveDataCargo |
|||
| title = Up Smash |
|||
| subtitle = |
|||
| input = Up Smash |
|||
| images = |
|||
{{MoveDataCargoImage|RidleyUSmash_0|1}} |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|RidleyUSmash_0|1|hitbox=yes}} |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|RidleyUSmash_0}} |
|||
Due to its hitbox, its recommended that players reverse up smash to catch opponents in front of them as the start of the hitbox is slightly lower. This isn’t perfect however and some characters in landing animations, especially small characters can still bypass this move if they land in time. Ridley’s entire leg is a disjoint during this move making it one of his best, albeit slow anti-airs that can challenge anything directly above him. This move has extremely long range above Ridley, essentially creating a semi-circle of hitbox that, when positioned properly, allow Ridley to cover entire platforms with proper timing to add more percent or kill off of a mistech. |
|||
}} |
}} |
||
== Special Attacks == |
|||
=== {{clr|special|Plasma Breath}} === |
|||
{{Prompt|Analog Smash Down}} + {{Prompt|A}} |
|||
{{SSBU Move Card |
|||
{{MoveDataCargo |
|||
|attack=Neutral Special |
|||
| title = Down Smash |
|||
|specificHits=yes |
|||
| subtitle = |
|||
|description= |
|||
| input = Down Smash |
|||
* Reversible frame 4 and Ridley turns around frame 5. |
|||
| images = |
|||
* Max charge has roughly ~1.26x damage modifier (has an unknown formula so there is no proper way to calculate damage). |
|||
{{MoveDataCargoImage|RidleyDSmash_0|1}} |
|||
| hitboxes = |
|||
A fully charged plasma breath fires at a slightly further arc than other charge times. With proper positioning at ledge this lets ridley contest horizontal recoveries with non-full charge plasma breath while also being able to use full charge to go over ledge cover low without needing to reposition. |
|||
{{MoveDataCargoImage|RidleyDSmash_0|1|hitbox=yes}} |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|RidleyDSmash_0}} |
|||
Recommend reading highlighted data for more information and checking the exact frame data for Plasma Breath below. |
|||
This move has an absolutely massive hitbox hitting nearly a Ridley away on both sides alongside hitting deep below Ridley and somewhat above the ground to not make it entirely useless against opponents on the ground. This of course makes it a strong 2framing option with its 4 frames of hit detection, although the move’s slow speed can hinder it as the charge of the move happens frame 2, requiring the user to let go 22 frames ahead of time. A whiffed down smash at ledge is also much more easily punished. It’s recommended that this move be reserved for covering opponents attempting to recover high to ledge or as a “checkmate” move after a ledge regrab. Unsurprisingly, this move’s large hop can jump over and high profile low hitting moves making it a premier option for dodging get up attacks after mistechs or a skewer. In the corner with proper timing this move can even cover every option. One most competitive stages, down smash can cover the entire platform which can allow near guaranteed followups after a mistech/skewer. This can also be a niche bait option for players underneath Ridley who try to hit from below with an aerial only for Ridley to hop over their move during down smash’s start up and slam down for hard hit capable of occasionally stealing stocks around 90-100%. |
|||
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Plasma Breath Exact Frame Data" data-collapsetext="Hide Plasma Breath Exact Frame Data"> |
|||
<br> |
|||
{{#lst:SSBU/Ridley/Data|Ridley Plasma Breath Data}} |
|||
</div> |
|||
<br> |
|||
}} |
}} |
||
=== {{clr|special|Space Pirate Rush}} === |
|||
== Aerial Attacks == |
|||
{{SSBU Move Card |
|||
=== Neutral Aerial === |
|||
|attack=Side Special Grab |
|||
{{Prompt|Y}} + {{Prompt|A}} |
|||
|specificHits=yes |
|||
{{MoveDataCargo |
|||
|description= |
|||
| title = Neutral Aerial |
|||
* Reversible frame 4 and Ridley turns around frame 5. |
|||
| subtitle = |
|||
* Ridley jumps and becomes airborne on frame 20 (if attack is done on the ground). Enables gravity on Ridley starting frames 40+. |
|||
| input = Neutral Aerial |
|||
* Grab rebounds from frames 21-34. |
|||
| images = |
|||
* Grabs ledge starting frames 29+ (if front facing). |
|||
{{MoveDataCargoImage|RidleyNAir_0|1}} |
|||
* Has 6 freeze frames when catching an opponent. |
|||
{{MoveDataCargoImage|RidleyNAir_1|1}} |
|||
| hitboxes = |
|||
Funny grab |
|||
{{MoveDataCargoImage|RidleyNAir_0|1|hitbox=yes}} |
|||
{{MoveDataCargoImage|RidleyNAir_1|1|hitbox=yes}} |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|RidleyNAir_0}}{{AttackDataCargo-SSBU/Query|RidleyNAir_1}} |
|||
Placeholder |
|||
}} |
}} |
||
{{SSBU Move Card |
|||
|attack=Side Special Drag |
|||
|specificHits=yes |
|||
|description= |
|||
* Starts dragging the opponent frame 16 onwards until interrupted. |
|||
* Ridley and the opponent are in a 29 total frame grab release animation after the opponent mashes out. Earliest the opponent can mash out of drag is frame 11. |
|||
Max Damage Dragging can do (this includes 1v1 damage and staling, excludes any throw damage): |
|||
* Battlefield - 27.7% |
|||
* Small Battlefield - 27.7% |
|||
* Final Destination - 27.7% |
|||
* Pokémon Stadium 2 - 30.2% |
|||
* Smashville - 25.2% |
|||
* Kalos Pokémon League - 27.7% |
|||
* Town & City - 27.7% |
|||
* Hollow Bastion - 27.7% |
|||
=== Forward Aerial === |
|||
{{Prompt|Y}} + {{Prompt|Analog Right}} + {{Prompt|A}} |
|||
{{MoveDataCargo |
|||
| title = Forward Aerial |
|||
| subtitle = |
|||
| input = Forward Aerial |
|||
| images = |
|||
{{MoveDataCargoImage|RidleyFAir_0|1}} |
|||
{{MoveDataCargoImage|RidleyFAir_1|1}} |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|RidleyFAir_0|1|hitbox=yes}} |
|||
{{MoveDataCargoImage|RidleyFAir_1|1|hitbox=yes}} |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|RidleyFAir_0}}{{AttackDataCargo-SSBU/Query|RidleyFAir_1}} |
|||
Placeholder |
|||
}} |
}} |
||
{{SSBU Move Card |
|||
|attack=Side Special Aerial Throw Jump |
|||
|specificHits=yes |
|||
|description= |
|||
* Aerial jump throw gives 27 frames of base hitstun to the opponent (scales with percent). |
|||
* "Throw Release" is the frame that launches an opponent. "Forced Release" is when a throw is interrupted. |
|||
Funny aerial throw |
|||
=== Backward Aerial === |
|||
{{Prompt|Y}} + {{Prompt|Analog Left}} + {{Prompt|A}} |
|||
{{MoveDataCargo |
|||
| title = Backward Aerial |
|||
| subtitle = |
|||
| input = Backward Aerial |
|||
| images = |
|||
{{MoveDataCargoImage|RidleyBAir_0|1}} |
|||
{{MoveDataCargoImage|RidleyBAir_1|1}} |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|RidleyBAir_0|1|hitbox=yes}} |
|||
{{MoveDataCargoImage|RidleyBAir_1|1|hitbox=yes}} |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|RidleyBAir_0}}{{AttackDataCargo-SSBU/Query|RidleyBAir_1}} |
|||
Placeholder |
|||
}} |
}} |
||
{{SSBU Move Card |
|||
|attack=Side Special Drag Throw Jump |
|||
|specificHits=yes |
|||
|description= |
|||
* Drag jump throw gives 34 frames of base hitstun to the opponent (scales with percent). |
|||
* "Throw Release" is the frame that launches an opponent. "Forced Release" is when a throw is interrupted. |
|||
Funny ground jump throw |
|||
=== Upward Aerial === |
|||
{{Prompt|Y}} + {{Prompt|Analog Up}} + {{Prompt|A}} |
|||
{{MoveDataCargo |
|||
| title = Upward Aerial |
|||
| subtitle = |
|||
| input = Upward Aerial |
|||
| images = |
|||
{{MoveDataCargoImage|RidleyUAir_0|1}} |
|||
{{MoveDataCargoImage|RidleyUAir_1|1}} |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|RidleyUAir_0|1|hitbox=yes}} |
|||
{{MoveDataCargoImage|RidleyUAir_1|1|hitbox=yes}} |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|RidleyUAir_0}}{{AttackDataCargo-SSBU/Query|RidleyUAir_1}} |
|||
Placeholder |
|||
}} |
}} |
||
{{SSBU Move Card |
|||
|attack=Side Special Drag Throw Cliff |
|||
|specificHits=yes |
|||
|description= |
|||
* Cliff throw gives 34 frames of base hitstun to the opponent (scales with percent). |
|||
* "Throw Release" is the frame that launches an opponent. "Forced Release" is when a throw is interrupted. |
|||
Funny drag throw at ledge |
|||
=== Downward Aerial === |
|||
{{Prompt|Y}} + {{Prompt|Analog Down}} + {{Prompt|A}} |
|||
{{MoveDataCargo |
|||
| title = Downward Aerial |
|||
| subtitle = |
|||
| input = Downward Aerial |
|||
| images = |
|||
{{MoveDataCargoImage|RidleyDAir_0|1}} |
|||
{{MoveDataCargoImage|RidleyDAir_1|1}} |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|RidleyDAir_0|1|hitbox=yes}} |
|||
{{MoveDataCargoImage|RidleyDAir_1|1|hitbox=yes}} |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|RidleyDAir_0}}{{AttackDataCargo-SSBU/Query|RidleyDAir_1}} |
|||
Placeholder |
|||
}} |
}} |
||
{{SSBU Move Card |
|||
|attack=Side Special Drag Throw Wall |
|||
|specificHits=yes |
|||
|description= |
|||
* Wall throw gives 37 frames of base hitstun to the opponent (scales with percent). Wall throw has 12 freeze frames between frames 4-15 and the opponent is invulnerable during the freeze frames. |
|||
* "Throw Release" is the frame that launches an opponent. "Forced Release" is when a throw is interrupted. |
|||
Move only useable competitively against Steve with using his blocks as a wall. |
|||
==Specials== |
|||
=== Plasma Breath === |
|||
{{Prompt|B}} (Hold) |
|||
{{MoveDataCargo |
|||
| title = Plasma Breath |
|||
| subtitle = |
|||
| input = Neutral Special |
|||
| images = |
|||
{{MoveDataCargoImage|RidleyPlasmaBreath_0|1|caption= No Charge}} |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|RidleyPlasmaBreath_0|1||caption= No Charge}} |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|RidleyPlasmaBreath_0}} |
|||
Placeholder |
|||
}} |
}} |
||
=== |
=== {{clr|special|Wing Blitz}} === |
||
{{FP Box |
|||
{{Prompt|Analog Right}} + {{Prompt|B}} |
|||
|content= |
|||
{{MoveDataCargo |
|||
<tabber> |
|||
| title = Space Pirate Rush |
|||
|-|Upward= |
|||
| subtitle = |
|||
{{SSBU Move Card |
|||
| input = Side Special |
|||
|attack=Up Special Upward |
|||
| images = |
|||
|specificHits=yes |
|||
{{MoveDataCargoImage|RidleySpacePirateRush_0|1|caption= }} |
|||
|description= |
|||
| hitboxes = |
|||
* Can grab ledge starting frame 35 onwards. |
|||
{{MoveDataCargoImage|RidleySpacePirateRush_0|1||caption= }} |
|||
* Goes into special fall starting frame 59. |
|||
| info = |
|||
* Can bounce on ceilings which lasts for 29 total frames (goes into special fall). |
|||
{{AttackDataCargo-SSBU/Query|RidleySpacePirateRush_0}} |
|||
Placeholder |
|||
Ridley’s main recovery move alongside Space Pirate Rush. This move allows Ridley to cover a huge distance alongside a large disjoint (with the exception of Wing Blitz Down), making it difficult to contest from the direction the hitbox is coming from. This comes at the cost of having high startup and endlag as well as having only 4 angles to choose from. |
|||
Players can hold down after using Wing Blitz Upwards in order to poke through the stage. Although one must be aware of how low they are when doing this as holding down for too long will make Ridley go past ledge and leave himself vulnerable if the move misses. Some characters can also bypass/trade with this move with a spike like Captain Falcon or Pyra, making poking from underneath the stage inadvisable versus those characters in most scenarios. A nice trick to optimize this technique is to stop holding down once the move actually connects/hits shield in order to use the hitstun to be able to grab ledge afterwards |
|||
}} |
}} |
||
|-|Forward= |
|||
{{SSBU Move Card |
|||
|attack=Up Special Forward |
|||
|specificHits=yes |
|||
|description= |
|||
* Can grab ledge starting frame 37 onwards. |
|||
* Can skid across the floor during frames 36-64 for a 39 total frame animation. |
|||
* Goes into special fall starting frame 59. |
|||
* Can bounce on walls for a 54 total frame animation (goes into special fall afterwards) and can grab ledge starting frame 34 onwards. |
|||
When using Wing Blitz Forward to recover, remember that despite the hitbox in front of ridley being at a slight angle downward, his ledge grab box remains the same and allows Ridley to snap to ledge with the forward angle lower than what you would think. To snap to the ledge properly, act as if the move is heading straight horizontally rather than at an angle and line up the top of Ridley’s head to the ledge. A very low example (I’ll record an easier standalone sample clip another time -Zeta5) |
|||
=== Wing Blitz === |
|||
{{Prompt|Analog Up}} + {{Prompt|B}} |
|||
{{MoveDataCargo |
|||
| title = Wing Blitz |
|||
| subtitle = |
|||
| input = Up Special |
|||
| images = |
|||
{{MoveDataCargoImage|RidleyWingBlitz_0|1|caption= }} |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|RidleyWingBlitz_0|1||caption= }} |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|RidleyWingBlitz_0}} |
|||
Placeholder |
|||
}} |
}} |
||
|-|Backward= |
|||
{{SSBU Move Card |
|||
|attack=Up Special Backward |
|||
|specificHits=yes |
|||
|description= |
|||
* Can grab ledge starting frame 37 onwards. |
|||
* Can skid across the floor during frames 36-64 for a 39 total frame animation. |
|||
* Goes into special fall starting frame 59. |
|||
* Can bounce on walls for a 54 total frame animation (goes into special fall afterwards) and can grab ledge starting frame 30 onwards. |
|||
Description |
|||
=== Skewer === |
|||
{{Prompt|Analog Down}} + {{Prompt|B}} |
|||
{{MoveDataCargo |
|||
| title = Skewer |
|||
| subtitle = |
|||
| input = Down Special |
|||
| images = |
|||
{{MoveDataCargoImage|RidleySkewer_0|1|caption= }} |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|RidleySkewer_0|1||caption= }} |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|RidleySkewer_0}} |
|||
Placeholder |
|||
}} |
}} |
||
|-|Downward= |
|||
{{SSBU Move Card |
|||
|attack=Up Special Downward |
|||
|specificHits=yes |
|||
|description= |
|||
* Can grab ledge starting frame 40 onwards. |
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* Goes into special fall starting frame 59. When in special fall, Ridley suffers landing lag and does not go into Wing Blitz's Downward Landing Attack. |
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Wing Blitz Down can be used above ledge and still snap as long as the player lets go of the down direction in time. This takes a bit of getting used to but is one of Ridley’s most dangerous edgeguards as this can gimp at low percents or just outright kill at low-mid percents depending on the stage. |
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}} |
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{{SSBU Move Card |
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|attack=Up Special Downward Landing |
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|specificHits=yes |
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|description= |
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Description |
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}} |
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</tabber> |
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}} |
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=== {{clr|special|Skewer}} === |
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{{SSBU Move Card |
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|attack=Down Special Attack |
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|specificHits=yes |
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|description= |
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* Reversible frame 4 and Ridley turns around frame 5. |
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* Ridley suffers only one frame of hitlag (or shieldlag) max. |
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* The first hitbox (success hitbox) on Skewer leads into the throw attack the next frame. |
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A high risk, high reward special. Skewer does a staggering 69% in singles that can turn around games through sheer percent gain even if the Ridley player fails the follow up read. However, Ridley needs to space this move well such that it lands the sweet spot. VERY unsafe when shielded, and very easy to whiff punish. While slow at frame 30, this does not make the move totally unusable and can be very threatening when used in conjunction with b-reverses and wavebounces to shift Ridley around turning the move’s start up. |
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This move has a very small sourspot at the very tip of Ridley’s tail which causes seemingly sweetspot hits to fail. To counteract this, it’s important to visualize the move’s sweetspot being at the base half of the tip of Ridley’s tail in order to get the full hit, even if the actual hitbox is a little bit bigger. |
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}} |
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{{SSBU Move Card |
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|attack=Down Special Success Ground |
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|specificHits=yes |
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|description= |
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* The "stab" effect sends the opponent into a crumple. |
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* The crumple animation is 33 total frames long. Does not include hitlag. |
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* The frame advantage for throw release (ground) is -6 frames. |
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Down Smash is a common follow up due to how it covers neutral getup, get up attack, and roll in, but the opponent can counterplay by delaying their option to use invincibility frames, or just roll away. It is recommended Ridley players take into account stage positioning when choosing a follow up, or take into account a small mental profile of their opponent before choosing an option. |
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If the opponent is high percent center stage when skewer finishes, they might be more inclined to roll out to avoid down smash to which Ridley can dash attack to get a kill. If Ridley hits a skewer as a reversal with the opponent center stage, they may choose to neutral get up/get up attack as to try and keep stage control to which down smash/forward smash(depending on the character) will work. |
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}} |
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{{SSBU Move Card |
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|attack=Down Special Success Aerial |
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|specificHits=yes |
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|description= |
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* The "stab" effect sends the opponent into a crumple. |
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* The crumple animation is 33 total frames long. Does not include hitlag. |
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* The frame advantage for throw release (aerial) is -2 frames. |
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If Ridley crumples the opponent on a platform with Ridley in the air (such as after a tech read), a simple reposition on the ground after and an Up Smash will cover all options for an impossible to escape followup outside of human error. |
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}} |
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== Grabs & Pummel == |
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=== {{clr|grab|Standing Grab}} === |
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{{SSBU Move Card |
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|attack=Standing Grab |
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|specificHits=yes |
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|description= |
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* Can catch rebound frames 7-10. |
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* Cannot grab after suffering shieldstun for 4 frames. |
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}} |
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=== {{clr|grab|Dash Grab}} === |
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{{SSBU Move Card |
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|attack=Dash Grab |
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|specificHits=yes |
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|description= |
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* Can catch rebound frames 10-13. |
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}} |
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=== {{clr|grab|Pivot Grab}} === |
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{{SSBU Move Card |
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|attack=Pivot Grab |
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|specificHits=yes |
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|description= |
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* Can catch rebound frames 11-14. |
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}} |
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=== {{clr|grab|Pummel}} === |
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{{SSBU Move Card |
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|attack=Pummel |
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|specificHits=yes |
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|description= |
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* Does not include hitlag. Has a base hitlag of 15 frames. |
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}} |
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== Throws == |
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=== {{clr|grab|Forward Throw}} === |
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{{SSBU Move Card |
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|attack=Forward Throw |
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|specificHits=yes |
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|description= |
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* Does not have hitlag. |
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* "Throw Release" is the frame that launches the opponent during a throw. "Forced Release" is when the throw is interrupted before completed. |
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}} |
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=== {{clr|grab|Backward Throw}} === |
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{{SSBU Move Card |
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|attack=Backward Throw |
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|specificHits=yes |
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|description= |
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* Does not have hitlag. |
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* "Throw Release" is the frame that launches the opponent during a throw. "Forced Release" is when the throw is interrupted before completed. |
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}} |
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=== {{clr|grab|Upward Throw}} === |
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{{SSBU Move Card |
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|attack=Upward Throw |
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|specificHits=yes |
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|description= |
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* "Throw Release" is the frame that launches the opponent during a throw. "Forced Release" is when the throw is interrupted before completed. |
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* Does not have hitlag. |
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Ridley’s most damaging throw which should be considered when raw damage is what you’re looking for. Has high base knockback but no combo potential at any percent, only acting as a frame trap to maybe land Uair at 0 which is still inadvisable. Can be used to get a kill at high percentages if on the top platform of battlefield/yoshi’s. At extremely high percents Dthrow actually kills earlier than Uthrow, but depending on the circumstances, especially if a skewer was involved, a Uthrow can be optimal to try and kill when Dthrow is too staled to KO. |
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}} |
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=== {{clr|grab|Downward Throw}} === |
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{{SSBU Move Card |
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|attack=Downward Throw |
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|specificHits=yes |
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|description= |
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* "Throw Release" is the frame that launches the opponent during a throw. "Forced Release" is when the throw is interrupted before completed. |
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* Does not have hitlag. |
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Ridley’s most useful throw being one of his main combo tools while actually also killing slightly before Upthrow at really high percents. Combos into Ftilt angled up, Fair, and Nair (frame perfect) at 0%. Between 5-20% short hop into Nair or Fair work with Bair opening up as well as an option. |
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Past 25% is short hop combos begin to break versus middleweights with proper DI out, but on heavier characters you can keep applying more damage. |
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Around 40% is when full hops are required to combo into Nair/Fair/Bair although again proper DI out can break these links. |
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Around 60-70% is where full hop Bair becomes very scary as improper DI in or no DI can lead to Bair sneaking a kill, especially on heavies around 80% |
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}} |
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== Misc. Attacks == |
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=== Ledge Attack === |
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{{SSBU Move Card |
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|attack=Ledge Attack |
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|specificHits=yes |
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|description= |
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One of the longest reaching ledge getup attacks in the game. |
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}} |
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=== Getup Attack === |
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{{FP Box |
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|content= |
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<tabber> |
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|-|Faceup= |
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{{SSBU Move Card |
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|attack=Getup Attack Faceup |
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|specificHits=yes |
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|description= |
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Always attacks from the front first then attacks to the back. |
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}} |
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|-|Facedown= |
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{{SSBU Move Card |
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|attack=Getup Attack Facedown |
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|specificHits=yes |
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|description= |
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Always attacks from the front first then attacks to the back. |
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}} |
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</tabber> |
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}} |
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=== Trip Attack === |
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{{SSBU Move Card |
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|attack=Trip Attack |
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|specificHits=yes |
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|description= |
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Always attacks from the back first then attacks to the front. |
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}} |
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==Navigation== |
==Navigation== |
Latest revision as of 14:47, 8 June 2024
![](http://static.miraheze.org/dragdownwiki/thumb/e/ef/SSBU_Ridley_Stock.png/25px-SSBU_Ridley_Stock.png)
A fighter with a great advantage state that is synergized by strong disjointed tools. Many attacks have a decent amount of hurtbox shifting that can create reversals from incoming threats. Ledgetrapping is a vital asset, as attacks such as Forward Tilt, Up Smash, and Neutral Aerial can cover most or even all options at the ledge, extending his advantage further. Having plenty of moves that two-frame. Making coming back to the stage a nightmare for the opponent. Also, he can go deep off-stage for extensive edgeguards because of his two double jumps and far-reaching recovery options, Wing Blitz and Space Pirate Rush.
Ridley is a true video game boss with laggy attacks that hit in linear directions and additionally having a huge hurtbox. Making his attacks easy to scuffed out. Relying on pokes to get in, using his tail attacks (Neutral Aerial, Forward Tilt, and Down Tilt), creating predictability to his approaches. Playing defensive can be very volatile as he folds to shield pressure because of below average out of shield options. This also applies to his recovery options, which have subpar startup, making him a sitting target for easy edgeguards. And if a successful recovery occurs, that's still half the battle.
Having a proper understanding of the fighter is crucial. Being able to hone in Ridley’s high damage yield and disjointed attack range can lead into an exceptional advantage other fighters can hardly rival. A simple fighter that takes much to master is great for those who are willing to invest time on learning an unconventional character that has a kit centered around tedious poking tools and brutal punishes.
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Pros | Cons |
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Inputs are assuming the player is facing right
Normal Attacks
Jab Sequence
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Close/Middle | 2.0% | 4-5 | 23 | 361 | -16 to -15-2 to -3 Transitioning into Jab 2 | - |
Far 1 | 2.0% | 4-5 | 23 | 180 | -16 to -15-2 to -3 Transitioning into Jab 2 | - |
Far 2 | 2.0% | 4-5 | 23 | 361 | -16 to -15-2 to -3 Transitioning into Jab 2 | - |
- Far 1 / Far 2 are separate hitboxes that overlap each other that serve two different purposes. Far 1 is meant to send the opponent back towards Ridley for an easier follow up into Jab 2. Being only able to hit fighter hurtboxes and has more priority compared to the overlapping hitbox Far 2. Which interacts with anything besides a fighter, like items or stage elements.
- Transitions to Jab 2 on frames 6 to 30 (can buffer with the attack button). If attack button is held, transitions to Jab 2 on frame 16 if hitboxes didn't interact with a hurtbox.
- For some reason, when transitioning to Jab 2 when on a frame that is considered a total frame, there is a 1 frame delay. Meaning if Jab 1 transitions to Jab 2 on frames 6 to 23 it'll wait 1 frame before going into Jab 2.
- Hitbox priority goes close, midway, far 1, and then far 2.
Ridley's quickest move in his toolkit. An amazing get-off-me tool that can get him out of many hard pressured scrambles. A safe option to use from a successful parry if the opponent is close by but are unsure the parried attack is punishable. It's a great option after a Neutral Aerial at zero to low percents. This attack is notably great for jablocking into almost every move Ridley has, most notably Forward Smash around mid percent or higher.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Close/Middle | 30 | 0 | 20 | - | - | 3 | 7 | 0 | Direct | Rebound | 0 | ×1.6 | ×1.0 |
Far 1 | 25 | 0 | 15 | - | - | 3 | 7 | 0 | Direct | Rebound | 0 | ×1.6 | ×1.0 |
Far 2 | 25 | 0 | 15 | - | - | 3 | 7 | 0 | Direct | Rebound | 0 | ×1.6 | ×1.0 |
Close/Middle:
- Each hitbox launches the opponent facing the direction of Ridley.
<br/>Far 1:
- Hitbox launches the opponent facing the direction of Ridley.
<br/>Far 2:
- Hitbox launches the opponent facing the direction of Ridley.
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Close/Middle | 1.5% | 5-6 | 26 | 361 | -18 to -17-4 to -5 Transitioning into Jab 3/Rapid Jab | - |
Far | 1.5% | 5-6 | 26 | 361 | -18 to -17-4 to -5 Transitioning into Jab 3/Rapid Jab | - |
- Transitions to Jab 3 (can buffer with the attack button) on frames 9 to 30 and Rapid Jab on frames 9 to 11. If attack button is held, transitions to Jab 3 on frame 18 if hitbox didn't interact with a hurtbox.
- Input the attack button four or more total times to get rapid jab (buffer before frame 9 or input attack on frames 9 to 11).
- For some reason, has a 1 frame delay when transitioning to Jab 3 on a frame still considered total frames of Jab 2 (frames 6 to 26).
- Hitbox priority goes close, midway, and then far.
A mediocre Jab 2 that's only justifiably used to transition into Jab 3 or Rapid Jab. Stopping the jab sequence after Jab 2 can be used as a mix up, however it still has a lot of shield disadvantage, so use it sparingly. Not recommended to use Jab 2 on jablocks as it won’t true combo into any hard punishes that Ridley has, like Forward Smash.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Close/Middle | 30 | 0 | 20 | - | - | 3 | 5 | 0 | Direct | Rebound | 0 | ×1.2 | ×1.0 |
Far | 25 | 0 | 20 | - | - | 3 | 5 | 0 | Direct | Rebound | 0 | ×1.2 | ×1.0 |
Close/Middle:
- Each hitbox launches the opponent facing the direction of Ridley.
<br/>Far:
- Hitbox launches the opponent facing the direction of Ridley.
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Hitboxes | 5.0% | 4-5 | 35 | 42 | -25 to -24 | - |
- Hitbox priority goes close then far.
A strong attack that has respectable knockback. At low percentages, it can lead into forced tech scenarios on platforms. Use this as a way to extend combos. It'll most likely kill near ledge a little after the opponent gains max rage in the corner. Use this as a mix up in corner pressure scenarios to confirm a stock that may otherwise be hard to get. Otherwise, it sends in an uncomfortable angle offstage, forcing the opponent to go high or recover low.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hitboxes | 50 | 0 | 128 | - | - | 6 | 12 | 0 | Direct | Rebound | 0 | ×2.0 | ×1.0 |
Hitboxes:
- Each hitbox launches the opponent facing the direction of Ridley.
Rapid Jab
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Close | 0.7% | 4 + per 3 | - | 361 | +1 | - |
Middle | 0.7% | 4 + per 3 | - | 361 | +1 | - |
Far | 0.7% | 4 + per 3 | - | 361 | +1 | - |
- Is active frame 4 and then every 3 frames there is 1 active frame. (example: 4 + 3 + 3 + 3 + 3 + 3 = active frame 19 for consecutive hit six).
- Hits minimum of six times before being able to transition to Rapid Jab Finisher and transitions 2 frames after a hitbox is active; Frame 21 being the earliest transition frame.
- Hitbox priority goes close, midway, and then far.
- This attack can be teched.
A great way to rack up damage at low percentages if committed to the jab sequence. Fighters who have short roll distances may not be able to roll through it when pressured on shield. Making it harder to do reversals from a roll. Though not as practical — but is less committal for having the transcendent property — Rapid Jab can be used to catch attacks that do not snap to ledge right away like Chrom's Soaring Slash.
There are three hitboxes on this attack. The further the attack is, the less base knockback it does. Because of this, Bowser and
Kazuya will have an easier time getting out of Rapid Jab due to their unique mechanics, Tough Guy and Tough Body. Typically with
Bowser, it won't be worth during Rapid Jab against him. However, around mid percents or higher, it is possible to be done on
Kazuya, but must be released before they too far apart.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Close | 14 | 0 | 10 | - | - | 4 | 4 | 0 | Direct | Transcendent | 0 | ×0.5 | ×0.7 |
Middle | 12 | 0 | 10 | - | - | 4 | 4 | 0 | Direct | Transcendent | 0 | ×0.5 | ×0.7 |
Far | 8 | 0 | 10 | - | - | 4 | 4 | 0 | Direct | Transcendent | 0 | ×0.5 | ×0.7 |
Close:
- Hitbox has +2 frames of additional hitstun. Hitbox has a custom ×5.0 shieldstun multiplier. Hitbox launches the opponent facing the direction of Ridley.
<br/>Middle:
- Hitbox has +2 frames of additional hitstun. Hitbox has a custom ×5.0 shieldstun multiplier. Hitbox launches the opponent facing the direction of Ridley.
<br/>Far:
- Hitbox has +2 frames of additional hitstun. Hitbox has a custom ×5.0 shieldstun multiplier. Hitbox launches the opponent facing the direction of Ridley.
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Close/Middle | 2.0% | 4-5 | 45 | 50 | -38 to -37 | - |
Far | 2.0% | 4-5 | 45 | 50 | -38 to -37 | - |
- Hitbox priority goes close, middle, and then far.
This attack sends at an awkward angle that can allow mistechs or forced techs on platform, though can be situational. Other than that, this move is mainly used to gain more damage Jab 3 otherwise wouldn't do. Also, has the transcendent property that Rapid Jab has, so it may be used to beat moves out.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Close/Middle | 110 | 0 | 60 | - | - | 3 | 9 | 0 | Direct | Transcendent | 0 | ×2.0 | ×1.0 |
Far | 100 | 0 | 60 | - | - | 3 | 9 | 0 | Direct | Transcendent | 0 | ×2.0 | ×1.0 |
Close/Middle:
- Each hitbox launches the opponent facing the direction of Ridley.
<br/>Far:
- Hitbox launches the opponent facing the direction of Ridley.
Dash Attack
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Hitbox | 13.5% | 12-13 | 39 | 42 | -15 to -14 | - |
- This move can grab items immediately upon using the move, allowing Ridley to dash far and attack while also grabbing an item directly in front of him before leaping forward.
An attack with high knockback growth and decent damage that can lead to early stocks near ledge. Also, an unreactable strong burst option that could hit opponents from far away that otherwise wouldn't be possible by Forward Tilt or Down Tilt. It also helps that during the Dash attack animation, Ridley gets a momentum shift putting his hurtbox heavily forward, allowing for skewed interactions to happen in Ridley's favor. The momentum shift gives a long reach that can be used to put a hitbox past ledge to catch opponents trying to grab ledge from above the stage. Dash attack also catch high ledge hangs or two-frame. The attack also sends the opponent into tumble starting at 0%. Combined with the fact that Dash Attack is unreactable, it can create bad DI that can catch opponents lacking, putting them in forced tech chase scenarios from it.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hitbox | 70 | 0 | 67 | - | - | 12 | 11 | 0 | Direct | Rebound | 0 | ×1.2 | ×1.0 |
Hitbox:
- Hitbox launches the opponent facing the direction of Ridley.
Tilt Attacks
Forward Tilt Attack
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Sourspot | 10.0% | 10-11 | 32 | 361 | -12 to -11 | - |
Sweetspot | 13.0% | 10-11 | 32 | 361 | -10 to -9 | - |
- Hitbox priority goes sourspot hitboxes (middle then close) then sweetspot hitbox (far).
One of Ridley’s most important moves in general with the move’s sweetspot being one of Ridley’s greatest poke tools due it’s high range, power, and relative safety on shield. Each angle of the move also serves a critical purpose in Ridley’s gameplan outside of its role as a kill move. Angled straight is a great grounded poke tool in neutral. Ridley notably leans back before thrusting his tail forward, allowing him to shift his own hurtbox and dodge attacks. While this move’s sweetspot has respectable kill power, the sourspot has very poor knockback scaling that can send the opponent far but only kills at really high percents. The sweetspot on the tip of Ridley’s tail has a small overlap with sourspot, causing hits with the base of Ridley’s tail tip to often register as a sourspot hit. It is recommended that Ridley players visualize the sweetspot being the upper half of Ridley’s tail tip to land the sweetspot better.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sourspot | 50 | 0 | 71 | - | - | 10 | 8 | 0 | Direct | Rebound | 0 | ×1.0 | ×1.0 |
Sweetspot | 55 | 0 | 71 | - | - | 12 | 12 | 0 | Direct | Rebound | 0 | ×1.3 | ×1.0 |
Sourspot:
- Each hitbox launches the opponent facing the direction of Ridley.
<br/>Sweetspot:
- Hitbox launches the opponent facing the direction of Ridley.
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Sourspot | 10.0% | 10-11 | 32 | 361 | -12 to -11 | - |
Sweetspot | 13.0% | 10-11 | 32 | 361 | -10 to -9 | - |
- Hitbox priority goes sourspot hitboxes (middle then close) then sweetspot hitbox (far).
Allows Ridley to stuff out short hop air approaches from very far away. Can be punished by sliding moves, such as Cloud's Down Tilt very easily.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sourspot | 50 | 0 | 71 | - | - | 10 | 8 | 0 | Direct | Rebound | 0 | ×1.0 | ×1.0 |
Sweetspot | 55 | 0 | 71 | - | - | 12 | 12 | 0 | Direct | Rebound | 0 | ×1.3 | ×1.0 |
Sourspot:
- Each hitbox launches the opponent facing the direction of Ridley.
<br/>Sweetspot:
- Hitbox launches the opponent facing the direction of Ridley.
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Sourspot | 10.0% | 10-11 | 32 | 361 | -12 to -11 | - |
Sweetspot | 13.0% | 10-11 | 32 | 361 | -10 to -9 | - |
- Hitbox priority goes sourspot hitboxes (middle then close) then sweetspot hitbox (far).
Amazing two framing tool that gimp any recovery and make those who have a hard time getting back to stage suffering. The move is also deceptively large inside Ridley with a big sourspot allowing it to catch mis-spaced rolls. This is particularly useful for ledgetrapping when the opponent tries to roll from ledge through Ridley only to be sent back out.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sourspot | 50 | 0 | 71 | - | - | 10 | 8 | 0 | Direct | Rebound | 0 | ×1.0 | ×1.0 |
Sweetspot | 55 | 0 | 71 | - | - | 12 | 12 | 0 | Direct | Rebound | 0 | ×1.3 | ×1.0 |
Sourspot:
- Each hitbox launches the opponent facing the direction of Ridley.
<br/>Sweetspot:
- Hitbox launches the opponent facing the direction of Ridley.
Up Tilt Attack
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Sourspot | 7.0% | 8-12 | 29 | 88 | -14 to -10 | 8-12 Intangibility (Right Wing) |
Sweetspot | 9.0% | 8-12 | 29 | 88 | -12 to -8 | - |
Coverage Sourspot | 7.0% | 8-9 | 29 | 88 | -14 to -13 | 8-9 Intangibility (Head & Mouth) |
- Hitbox priority goes sourspot 1 (close-top), then sweetspot (middle), then sourspot 2 and 3 (far-middle and far-topleft), and then coverage sourspot (close-bottom). Easy way visualize hitbox priority is to imagine a flipped "Γ" shape going from the bottom to top across the right wing.
Up tilt is a good anti-air when the opponent is directly above Ridley and is hard to deal with as it hits high and a large portion of the wing is disjointed. This is especially apparent when the opponent is on a platform above Ridley, allowing him to pressure the opponent to jump which can then be read by a full hop aerial depending on positioning.
Despite Up Tilt’s strength in covering directly above Ridley, this move can be somewhat poor in covering diagonally in front of him. The move is frame 8, but starts behind him and takes a couple frames to reach diagonally in front of him at frame 11. This limits its use as an anti-air on reaction to characters attempting to jump in on Ridley diagonally to start a combo, something that which is unfortunately a common scenario. It can be more useful against opponents jumping in if Ridley turns around before doing it, but risks being slower to input and exposes Ridley’s back towards the opponent where his already poor out of shield game is at its weakest.
At very early percentages, it doesn’t immediately true combo into Ridley’s aerials, and requires a bit of percent before follow-ups become guaranteed. Landing an Up Tilt on a grounded opponent at mid-percents allows Ridley to combo into other moves including Up Air which can serve as a kill confirm (insert chart here for Utilt Uair kill confirm chart). Has intangibility on Ridley’s head and arm on frames 8 and 9 to help it anti-air better but comes up very rarely and does not help the anti-air weaknesses explained above.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sourspot | 30 | 0 | 130 | - | - | 7 | 7 | 0 | Direct | Rebound | 0 | ×0.8 | ×1.0 |
Sweetspot | 30 | 0 | 110 | - | - | 9 | 7 | 0 | Direct | Rebound | 0 | ×0.8 | ×1.0 |
Coverage Sourspot | 30 | 0 | 130 | - | - | 7 | 7 | 0 | Direct | Rebound | 0 | ×0.8 | ×1.0 |
Sourspot:
- Each hitbox launches the opponent facing the direction they were before getting hit.
<br/>Sweetspot:
- Hitbox launches the opponent facing the direction they were before getting hit.
<br/>Coverage Sourspot:
- Hitbox launches the opponent facing the direction they were before getting hit.
Down Tilt Attack
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Sourspot | 6.0% | 9-11 | 30 | 78 | -15 to -13 | - |
Sweetspot | 9.0% | 9-11 | 30 | 80 | -12 to -10 | - |
- Hitbox priority goes sourspot hitbox (close) then sweetspot hitbox (far).
Down Tilt has extremely long reach and can be used to poke and stuff out grounded approaches from very far away, making this one of Ridley’s best neutral tools on the ground, especially after a dash back pivot.
Unfortunately, the move’s sweetspot at the end of Ridley’s tail does not have great knockback and props the opponent straight up, making any true follow-ups at all percents impossible. Despite its lack of true follow ups, sweetspot Down Tilt at low percentages is a good way to check how your opponent reacts to being hit as it gives the opponent limited frames to act before Ridley can close the gap. If Ridley discovers the opponent tends to airdodge in this scenario, it can be used to read or bait an airdodge before following up with another attack, grab, or even Skewer if reading a neutral airdodge at the right distance. Keep in mind however that the opponent jumping away prevents any kind of follow up but can then be used to chase down their landing or reposition.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sourspot | 65 | 0 | 80 | - | - | 6 | 6 | 0 | Direct | Rebound | 0 | ×1.0 | ×1.0 |
Sweetspot | 65 | 0 | 80 | - | - | 9 | 7 | 0 | Direct | Rebound | 0 | ×1.0 | ×1.0 |
Sourspot:
- Hitbox launches the opponent facing the direction they were before getting hit.
<br/>Sweetspot:
- Hitbox launches the opponent facing the direction they were before getting hit.
Smash Attacks
Forward Smash Attack
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Hitbox | 20.0%28.0% Max Charge | 18-21 | 53 | 361 | -22 to -19-17 to -14 Max Charge | - |
- Charge hold on frame 6. Max charge is reached frame 60 of hold and can be held up to 180 frames. Max charge has a 1.4x damage multiplier.
You're a crackhead. One of Ridley’s scariest moves as it has no sourspots and has a lot of power while also being slightly faster than most heavy smash attacks in the same power range. Due to it's animation, it is very good at whiff punishing after a dash back or simply timing it to dodge the opponent jumping in. Positioning this move properly at ledge so that the bottom of this move’s hitbox touches ledge allows it to be a nasty 2-framing option that can end the opponent’s stock at mid percents. The top this move’s hitbox has the opposite effect in the sense that it actually hits relatively high making this move difficult to short hop over.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hitbox | 58 | 0 | 80 | - | - | 1318 Max Charge | 1216 Max Charge | 0 | Direct | Transcendent | 0 | ×1.0 | ×1.0 |
Hitbox:
- Hitbox launches the opponent facing the direction of Ridley.
Up Smash Attack
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Hitboxes | 17.0%23.8% Max Charge | 12-17 | 47 | 82 | -24 to -19-20 to -15 Max Charge | 12-17 Intangibility (Full Right Leg) |
- Charge hold on frame 7. Max charge is reached frame 60 of hold and can be held up to 180 frames. Max charge has a 1.4x damage multiplier.
- Hitbox priority goes close, middle, and then far.
Due to its hitbox, its recommended that players reverse up smash to catch opponents in front of them as the start of the hitbox is slightly lower. This isn’t perfect however and some characters in landing animations, especially small characters can still bypass this move if they land in time. Ridley’s entire leg is a disjoint during this move making it one of his best, albeit slow anti-airs that can challenge anything directly above him. This move has extremely long range above Ridley, essentially creating a semi-circle of hitbox that, when positioned properly, allow Ridley to cover entire platforms with proper timing to add more percent or kill off of a mistech.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hitboxes | 58 | 0 | 78 | - | - | 1115 Max Charge | 1114 Max Charge | 0 | Direct | Rebound | 0 | ×1.0 | ×1.0 |
Hitboxes:
- Each hitbox launches the opponent facing the direction they were before getting hit.
Down Smash Attack
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Hitbox | 16.0%22.4% Max Charge | 24-27 | 57 | 85 | -22 to -19-19 to -16 Max Charge | - |
- Charge hold on frame 3. Max charge is reached frame 60 of hold and can be held up to 180 frames. Max charge has a 1.4x damage multiplier.
This move has an absolutely massive hitbox hitting nearly 1 Ridley away on both sides alongside hitting deep below Ridley and somewhat above the ground to not make it entirely useless against opponents on the ground. This of course makes it a strong 2framing option with its 4 frames of hit detection, although the move’s slow speed can hinder it as the charge of the move happens frame 2, requiring the user to let go 22 frames ahead of time. A whiffed down smash at ledge is also much more easily punished. It’s recommended that this move be reserved for covering opponents attempting to recover high to ledge or as a “checkmate” move after a ledge regrab. Unsurprisingly, this move’s large hop can jump over and high profile low hitting moves making it a premier option for dodging get up attacks after mistechs or a skewer. In the corner with proper timing this move can even cover every option.
On most competitive stages, Down Smash can cover the entire platform which can allow near guaranteed followups after a mistech/skewer. This can also be a niche bait option for players underneath Ridley who try to hit from below with an aerial only for Ridley to hop over their move during down smash’s start up and slam down for hard hit capable of occasionally stealing stocks around 90-100%.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hitbox | 69 | 0 | 76 | - | - | 1114 Max Charge | 1013 Max Charge | 0 | Direct | Rebound | 0 | ×1.0 | ×1.0 |
Hitbox:
- Hitbox launches the opponent facing the direction they were before getting hit.
Air Attacks
Neutral Air Attack
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early Sweetspot | 12.0%10.2% Short Hop | 8-14 | 39 | 44 | -26 to -20-7 Landing | - |
Early Sourspot | 9.0%7.65% Short Hop | 8-14 | 39 | 44 | -27 to -21-8 Landing | - |
Late Sweetspot | 8.0%6.8% Short Hop | 15-20 | 39 | 44 | -20 to -15-8 Landing | - |
Late Sourspot | 5.0%4.25% Short Hop | 15-20 | 39 | 44 | -21 to -16-9 Landing | - |
- Grabs ledge on frame 64+.
- Hitbox priority goes sourspot (close), sweetspot (far), and then sourspot (middle).
- Earliest you can autocancel short hop fast fall nair is frame 23. Short hop, full hop, and full hop fast fall nair will always autocancel nair.
The move Ridley is most known for, it’s disjointed going nearly all around Ridley who is already pretty massive himself. Autocancels towards the end of the move and serves a plethora of uses in all parts of Ridley’s gameplay as a space-control option from neutral, a common combo move, and a hard to avoid edgeguard move. The back hit of Nair is important for setting up combos at low percents while also putting the opponent in a really scary position at mid percents offstage as it can link into BAir for an early KO
Despite this move’s strengths, it has its fair share of weaknesses. Firstly, while this move is -8 on shield at best, this is at the beginning of the move making it more punishable as Ridley won’t have time to autocancel. Never use NAir rising against an opponent on shield. Like with Up Tilt, NAir also takes time to reach diagonally in front of Ridley at frame 12 making it not perfect for instantly stuffing aerial approaches from a short hop.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early Sweetspot | 55 | 0 | 62 | 12 | 1-2 / 28+ | 5 | 11 | 0 | Direct | Rebound | 0 | ×1.2 | ×1.0 |
Early Sourspot | 55 | 0 | 62 | 12 | 1-2 / 28+ | 4 | 7 | 0 | Direct | Rebound | 0 | ×1.0 | ×1.0 |
Late Sweetspot | 55 | 0 | 62 | 12 | 1-2 / 28+ | 4 | 7 | 0 | Direct | Rebound | 0 | ×1.0 | ×1.0 |
Late Sourspot | 55 | 0 | 62 | 12 | 1-2 / 28+ | 3 | 6 | 0 | Direct | Rebound | 0 | ×1.0 | ×1.0 |
Early Sweetspot:
- Hitbox launches the opponent facing the direction they were before getting hit.
<br/>Early Sourspot:
- Each hitbox launches the opponent facing the direction they were before getting hit.
<br/>Late Sweetspot:
- Hitbox launches the opponent facing the direction they were before getting hit.
<br/>Late Sourspot:
- Each hitbox launches the opponent facing the direction they were before getting hit.
Forward Air Attack
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Hit 1, (A) Sweetspot | 5.0%4.25% Short Hop | 10-11 | 41 | 367 | Aerial Opp. Only | - |
Hit 1, (G) Sweetspot | 5.0%4.25% Short Hop | 10-11 | 41 | 367 | -28 to -27-13 Landing | - |
Hit 1, (A) Sourspot | 3.0%2.55% Short Hop | 10-11 | 41 | 367 | Aerial Opp. Only | - |
Hit 1, (G) Sourspot | 3.0%2.55% Short Hop | 10-11 | 41 | 367/66Middle 2 / Close 2 "2" meaning that these hitboxes overlap with their aerial counterparts |
-29 to -28-14 Landing | - |
Hit 2, Sweetspot | 5.0%4.25% Short Hop | 13-14 | 41 | 367 | -25 to -24-13 Landing | - |
Hit 2, Sourspot | 3.0%2.55% Short Hop | 13-14 | 41 | 367 | -26 to -25-14 Landing | - |
Final Hit, Sweetspot | 7.0%5.95% Short Hop | 16-17 | 41 | 361 | -22 to -21-13 Landing | - |
Final Hit, Sourspot | 5.0%4.25% Short Hop | 16-17 | 41 | 361 | -22 to -21-13 Landing | - |
- Hitbox priority goes sweetspot hitbox (far) and then sourspot hitboxes (middle then close) for all three multi-hits.
- The first multi-hit has six hitboxes. Three hitboxes hit aerial opponents only, then three more hitboxes that overlap them hitting ground opponents only. However, the ground only middle sourspot is different then the ground only sourspot closest to Ridley. The differences are listed with a slash symbol. Note that if both ground sourspot hitboxes hit, the middle one takes the most priority. The aerial sourspot hitboxes have no differences to them.
- Grabs ledge on frame 66+.
An interesting multi-tail stab attacks that does very high damage for one move alongside having high base knockback. However, it does not have good knockback scaling making this move not very good for actually killing. The first hit of fair when landing can always combo into Jab, making it good for racking up some damage at low percents. It is also the starter of one of Ridley’s kill confirms at high percent by linking FAir 1 into Jab 1 > Jab 2 > Jab 3.
Has an extreme disjoint in front of Ridley that’s nigh-impossible to challenge from directly in front of him, but has a weakness in only hitting directly in front of him, meaning moves coming from diagonal angles can hit Ridley out of this move. This is especially apparent when trying to land with Fair as the opponent can hit Ridley’s foot that sticks out downward during this move before Ridley can hit the opponent.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1, (A) Sweetspot | 0 | 35 | 100 | 16 | 1-2 / 43+ | (A) | (A) | 0 | Direct | Rebound | 0 | ×0.8 | ×1.0 |
Hit 1, (G) Sweetspot | 0 | 40 | 100 | 16 | 1-2 / 43+ | 3 | 6 | 0 | Direct | Rebound | 0 | ×0.8 | ×1.0 |
Hit 1, (A) Sourspot | 0 | 40 | 100 | 16 | 1-2 / 43+ | (A) | (A) | 0 | Direct | Rebound | 0 | ×0.8 | ×1.0 |
Hit 1, (G) Sourspot | 0 | 45/55Middle 2 / Close 2 "2" meaning that these hitboxes overlap with their aerial counterparts |
100 | 16 | 1-2 / 43+ | 2 | 5 | 0 | Direct | Rebound | 0 | ×0.8 | ×1.0 |
Hit 2, Sweetspot | 0 | 35 | 100 | 16 | 1-2 / 43+ | 3 | 6 | 0 | Direct | Rebound | 0 | ×0.8 | ×1.0 |
Hit 2, Sourspot | 0 | 40 | 100 | 16 | 1-2 / 43+ | 2 | 5 | 0 | Direct | Rebound | 0 | ×0.8 | ×1.0 |
Final Hit, Sweetspot | 45 | 0 | 87 | 16 | 1-2 / 43+ | 3 | 8 | 0 | Direct | Rebound | 0 | ×1.2 | ×1.0 |
Final Hit, Sourspot | 45 | 0 | 90 | 16 | 1-2 / 43+ | 3 | 6 | 0 | Direct | Rebound | 0 | ×1.0 | ×1.0 |
Hit 1, (A) Sweetspot:
- Hitbox has the set weight property. Hitbox launches the opponent facing the direction of Ridley.
<br/>Hit 1, (G) Sweetspot:
- Hitbox has the set weight property. Hitbox launches the opponent facing the direction of Ridley.
<br/>Hit 1, (A) Sourspot:
- Each hitbox has the set weight property. Each hitbox launches the opponent facing the direction of Ridley.
<br/>Hit 1, (G) Sourspot:
- Each hitbox has the set weight property. Each hitbox launches the opponent facing the direction of Ridley.
<br/>Hit 2, Sweetspot:
- Hitbox has the set weight property. Hitbox launches the opponent facing the direction of Ridley.
<br/>Hit 2, Sourspot:
- Each hitbox has the set weight property. Each hitbox launches the opponent facing the direction of Ridley.
<br/>Final Hit, Sweetspot:
- Hitbox launches the opponent facing the direction of Ridley.
<br/>Final Hit, Sourspot:
- Each hitbox launches the opponent facing the direction of Ridley.
Backward Air Attack
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Hitboxes | 16.0%13.6% Short Hop | 10-12 | 43 | 361 | -27 to -25-11 Landing | - |
- Grabs ledge on frame 53+.
- Hitbox priority goes close, middle, and then far.
This is one of Ridley’s most preferred methods of KOing the opponent as back air not only has extremely high range and power, but also has no sourspots at all. When it hits, it will always hit hard. The hitbox for this move is so large on Ridley’s thigh that it actually goes into his body and even a tiny bit in the front,allowing Ridley to directly land on top of the opponent and connect the hit rather than them being behind him. An example of this in use is short hopping, then at the apex of the short hop, input a fast fall and then land on top of the opponent. Fast falling can be tricky however since you risk canceling the move.
Despite its power, this move is not well suited to be used at low percents and can even be unsafe on hit at extremely low percents.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hitboxes | 35 | 0 | 83 | 17 | 38+ | 6 | 10 | 0 | Direct | Rebound | 0 | ×1.0 | ×1.0 |
Hitboxes:
- Each hitbox launches the opponent facing away from Ridley.
Up Air Attack
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Sourspot | 12.0%10.2% Short Hop | 11-13 | 39 | 86 | -23 to -21-11 Landing | - |
Sweetspot | 14.0%11.9% Short Hop | 11-12 | 39 | 90 | -23 to -22-11 Landing | - |
- Grabs ledge on frame 51+.
- Hitbox priority goes sourspot (close) then sweetspot (far).
Up Air has great kill power at its sweetspot making being directly above Ridley that much scarier in conjunction with up tilt and up smash. It is, however, somewhat narrow making it more suited to sniping the opponent out of the air with its long reach. It's high range can be deceptive due to Ridley shifting his body upwards a bit for the duration of the move somewhat similar to Wario’s Back Air.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sourspot | 70 | 0 | 62 | 14 | 1-3 / 53+ | 5 | 9 | 0 | Direct | Rebound | 0 | ×1.0 | ×1.0 |
Sweetspot | 70 | 0 | 64 | 14 | 1-3 / 53+ | 5 | 14 | 0 | Direct | Rebound | 0 | ×1.4 | ×1.0 |
Sourspot:
- Hitbox launches the opponent facing the direction they were before getting hit.
<br/>Sweetspot:
- Hitbox launches the opponent facing the direction they were before getting hit.
Down Air Attack
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Meteor | 14.0%11.9% Short Hop | 11-18 | 55 | 275 | -39 to -32-27 Landing | - |
Sourspot | 12.0%10.2% Short Hop | 11-39 | 55 | 50 | -39 to -11-27 Landing | - |
- Grabs ledge on frame 80+.
- Hitbox priority goes meteor (far) then sourspot (close).
Although Down Air is actually an extremely strong spike knockback-wise that lasts 8 frames, the strangely small sweetspot inside the move’s sourspot causes the spike to be unreliable. Furthermore, at all percent Ridley has 0 true follow-ups from hitting a Down Air spike on stage as the end lag on the move is too high. If the opponent is directly below Ridley and/or is rising with a move or jump is when the sweetspot can actually hit from decently far up, but this is so exceedingly rare that purposefully going for it is a huge risk.This move’s high end lag on whiff and on shield as well as its poor shield damage makes it highly inadvisable to use this move on stage where the opponent can easily block and retaliate.
For all of Down Air’s flaws, it has 2 saving graces. The first is that the sourspot is actually decently strong and has respectable kill power at later percents especially when used offstage while the second is that this move is actually the fastest “stall and fall” type down air coming out at frame 12. It’s recommended that this move be used mainly offstage as an edgeguard option where the opponent cannot shield Down Air. Ridley can use this move after a full hop and still recover (except on Smashville and Yoshi’s Story, though Town & City is possible but with very tight timing). Ridley can also gain height and then use this move after jumping from a platform or alternatively jumping after jump releasing his Side Special. Ridley can use this move as a movement option after being sent very high in the air offstage to reposition and recover faster rather than float down slowly. Although fast, this option shouldn’t be overused as the opponent can simply wait around where Ridley ends up at the end of the move and punish
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Meteor | 55 | 0 | 75 | 32 | 1-3 / 50+ | 5 | 12 | 0 | Direct | Rebound | 0 | ×1.2 | ×1.0 |
Sourspot | 45 | 0 | 95 | 32 | 1-3 / 50+ | 5 | 9 | 0 | Direct | Rebound | 0 | ×1.0 | ×1.0 |
Meteor:
- Hitbox launches the opponent facing the direction they were before getting hit.
<br/>Sourspot:
- Hitbox launches the opponent facing the direction they were before getting hit.
Special Attacks
Plasma Breath
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early (Uncharged) | 4.5%After 30 frames of activity, damage becomes 3.5% base damage. Damage is multiplied by each frame charged (max multiplier of roughly 1.26x). | f14 + per 8FUpon releasing, the first active frame is frame 14 (e.g. no charge: active on frame 29; charge frame 16 [1 frame of charge]: active on frame 30. While a plasma ball comes out every 8 frames (max total of 4 additional). | CHECK EXACT DATA | 361 | -18 to +12 | 16-42 / 1-9 Recoil HurtboxWhile charging (frames 16 through 42) a hurtbox appears that does a variable amount of damage to Ridley if stricken. Hurtbox scales in size by each frame held. Upon releasing button, the scale of the recoil hurtbox remains (appears if uncharged) for the first 9 frames. Recoil hurtbox has priority. If hit, does a 56 frame stun animation. |
Late (Uncharged) | 3.5%Damage becomes 3.5% base damage after 30 frames of activity. Damage is multiplied by each frame charged (max multiplier of roughly 1.26x). | f31+After 30 frames, each ball's damage becomes weaker (doing 3.5% damage instead) and hitbox scales smaller. | CHECK EXACT DATA | 361 | +7... | 16-42 / 1-9 Recoil HurtboxWhile charging (frames 16 through 42) a hurtbox appears that does a variable amount of damage to Ridley if stricken. Hurtbox scales in size by each frame held. Upon releasing button, the scale of the recoil hurtbox remains (appears if uncharged) for the first 9 frames. Recoil hurtbox has priority. If hit, does a 56 frame stun animation. |
- Reversible frame 4 and Ridley turns around frame 5.
- Max charge has roughly ~1.26x damage modifier (has an unknown formula so there is no proper way to calculate damage).
A fully charged plasma breath fires at a slightly further arc than other charge times. With proper positioning at ledge this lets ridley contest horizontal recoveries with non-full charge plasma breath while also being able to use full charge to go over ledge cover low without needing to reposition.
Recommend reading highlighted data for more information and checking the exact frame data for Plasma Breath below.
Charge Frame | Plasma Breath Launch FramesThe frame each ball comes out after releasing charge on a certain frame. | Endlag | FAFFirst Actionable Frame | Shield Advantage | Plasma Breath Ball 1v1 DamageHow much damage each plasma ball does after charging Plasma Breath for a certain amount of frames. Includes 1v1 damage. Does not include staling. | Total Damage | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Ball 1 | Ball 2 | Ball 3 | Ball 4 | Ball 5 | Ball 1 | Ball 2 | Ball 3 | Ball 4 | Ball 5 | |||||
Frame 15Uncharged | 29 | - | - | - | - | 27 | 56 | -18 to +12 | 5.4% | - | - | - | - | 5.4% |
Frame 16 | 30 | - | - | - | - | 27 | 57 | -18 to +12 | 5.4% | - | - | - | - | 5.4% |
Frame 17 | 31 | - | - | - | - | 27 | 58 | -18 to +12 | 5.5% | - | - | - | - | 5.5% |
Frame 18 | 32 | - | - | - | - | 27 | 59 | -18 to +12 | 5.5% | - | - | - | - | 5.5% |
Frame 19 | 33 | - | - | - | - | 27 | 60 | -18 to +12 | 5.6% | - | - | - | - | 5.6% |
Frame 20 | 34 | - | - | - | - | 27 | 61 | -18 to +12 | 5.6% | - | - | - | - | 5.6% |
Frame 21 | 35 | - | - | - | - | 27 | 62 | -18 to +12 | 5.7% | - | - | - | - | 5.7% |
Frame 22 | 36 | 44 | - | - | - | 19 | 63 | -10 to +20 | 5.7% | 5.8% | - | - | - | 11.5% |
Frame 23 | 37 | 45 | - | - | - | 19 | 64 | -10 to +20 | 5.8% | 5.8% | - | - | - | 11.6% |
Frame 24 | 38 | 46 | - | - | - | 19 | 65 | -10 to +20 | 5.8% | 5.9% | - | - | - | 11.7% |
Frame 25 | 39 | 47 | - | - | - | 19 | 66 | -10 to +20 | 5.9% | 5.9% | - | - | - | 11.8% |
Frame 26 | 40 | 48 | - | - | - | 19 | 67 | -10 to +20 | 5.9% | 6.0% | - | - | - | 11.9% |
Frame 27 | 41 | 49 | - | - | - | 19 | 68 | -10 to +20 | 6.0% | 6.0% | - | - | - | 12.0% |
Frame 28 | 42 | 50 | 58 | - | - | 17 | 75 | -8 to +22 | 6.0% | 6.1% | 6.1% | - | - | 18.2% |
Frame 29 | 43 | 51 | 59 | - | - | 17 | 76 | -8 to +22 | 6.1% | 6.1% | 6.1% | - | - | 18.3% |
Frame 30 | 44 | 52 | 60 | - | - | 17 | 77 | -8 to +22 | 6.1% | 6.2% | 6.2% | - | - | 18.5% |
Frame 31 | 45 | 53 | 61 | - | - | 17 | 78 | -8 to +22 | 6.2% | 6.2% | 6.2% | - | - | 18.6% |
Frame 32 | 46 | 54 | 62 | - | - | 17 | 79 | -8 to +22 | 6.2% | 6.3% | 6.3% | - | - | 18.8% |
Frame 33 | 47 | 55 | 63 | - | - | 17 | 80 | -8 to +22 | 6.3% | 6.3% | 6.4% | - | - | 19.0% |
Frame 34 | 48 | 56 | 64 | - | - | 17 | 81 | -8 to +22 | 6.3% | 6.4% | 6.4% | - | - | 19.1% |
Frame 35 | 49 | 57 | 65 | 73 | - | 17 | 90 | -8 to +22 | 6.4% | 6.4% | 6.5% | 6.4% | - | 25.7% |
Frame 36 | 50 | 58 | 66 | 74 | - | 17 | 91 | -8 to +22 | 6.4% | 6.5% | 6.5% | 6.5% | - | 25.9% |
Frame 37 | 51 | 59 | 67 | 75 | - | 17 | 92 | -8 to +22 | 6.5% | 6.5% | 6.6% | 6.5% | - | 26.1% |
Frame 38 | 52 | 60 | 68 | 76 | - | 17 | 93 | -8 to +22 | 6.5% | 6.6% | 6.6% | 6.6% | - | 26.3% |
Frame 39 | 53 | 61 | 69 | 77 | - | 17 | 94 | -8 to +22 | 6.6% | 6.6% | 6.7% | 6.6% | - | 26.5% |
Frame 40 | 54 | 62 | 70 | 78 | - | 17 | 95 | -8 to +22 | 6.6% | 6.7% | 6.7% | 6.7% | - | 26.7% |
Frame 41 | 55 | 63 | 71 | 79 | 87 | 17 | 104 | -8 to +22 | 6.7% | 6.8% | 6.7% | 6.8% | 6.7% | 33.7% |
Frame 42Full Charge | 56 | 64 | 72 | 80 | 88 | 17 | 105 | -8 to +22 | 6.8% | 6.8% | 6.8% | 6.8% | 6.8% | 34.0% |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early (Uncharged) | 25 | 0 | 48 | - | - | 3 | 5 | -3 | Indirect | Rebound | 0 | ×0.6 | ×1.0 |
Late (Uncharged) | 25 | 0 | 48 | - | - | 2 | 5 | -3 | Indirect | Rebound | 0 | ×0.6 | ×1.0 |
Early (Uncharged):
- Hitbox launches the opponent based on the direction the projectile is moving.
<br/>Late (Uncharged):
- Hitbox launches the opponent based on the direction the projectile is moving.
Space Pirate Rush
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Ground/Aerial Grabbox | - | 22-34 | 60 | - | - | - |
Ground Grabbox Coverage | - | 22 | 60 | - | - | - |
- Reversible frame 4 and Ridley turns around frame 5.
- Ridley jumps and becomes airborne on frame 20 (if attack is done on the ground). Enables gravity on Ridley starting frames 40+.
- Grab rebounds from frames 21-34.
- Grabs ledge starting frames 29+ (if front facing).
- Has 6 freeze frames when catching an opponent.
Funny grab
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Ground/Aerial Grabbox | - | - | - | +18Adds an additional 18 frames of lag upon landing on the ground. | - | - | - | - | - | - | - | - | - |
Ground Grabbox Coverage | - | - | - | +18Adds an additional 18 frames of lag upon landing on the ground. | - | - | - | - | - | - | - | - | - |
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Landing Hitbox | 4.0% | 3 | Variable | 75 | -12 | 21+ Guard ArmorSpecial damage-based armor with a threshold of 9.0% on frames 21 onward. If Ridley gets hit by a hitbox lower than 9.0% base damage, then takes x0.75 amount of damage, or else he is knocked out of Space Pirate Rush. |
Initial Drag Hitbox | 2.0% | 17 | Variable | 100 | -2 | 21+ Guard ArmorSpecial damage-based armor with a threshold of 9.0% on frames 21 onward. If Ridley gets hit by a hitbox lower than 9.0% base damage, then takes x0.75 amount of damage, or else he is knocked out of Space Pirate Rush. |
Drag Rehit | 2.0% | 21+ | Variable | 100 | Variable | 21+ Guard ArmorSpecial damage-based armor with a threshold of 9.0% on frames 21 onward. If Ridley gets hit by a hitbox lower than 9.0% base damage, then takes x0.75 amount of damage, or else he is knocked out of Space Pirate Rush. |
- Starts dragging the opponent frame 16 onwards until interrupted.
- Ridley and the opponent are in a 29 total frame grab release animation after the opponent mashes out. Earliest the opponent can mash out of drag is frame 11.
Max Damage Dragging can do (this includes 1v1 damage and staling, excludes any throw damage):
- Battlefield - 27.7%
- Small Battlefield - 27.7%
- Final Destination - 27.7%
- Pokémon Stadium 2 - 30.2%
- Smashville - 25.2%
- Kalos Pokémon League - 27.7%
- Town & City - 27.7%
- Hollow Bastion - 27.7%
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Landing Hitbox | 90 | 0 | 100 | - | - | 5 | 5 | 0 | Direct | Trample | 0 | ×0.5 | ×1.0 |
Initial Drag Hitbox | 50 | 100 | 100 | - | - | 2 | 4 | 0 | Indirect | Transcendent | 0 | ×0.0 | ×0.0 |
Drag Rehit | 50 | 100 | 100 | - | - | 2 | 4 | 0 | Indirect | Transcendent | 4 | ×0.0 | ×0.0 |
Landing Hitbox:
- Opponent does not experience any hitlag upon attacked by hitbox. Hitbox launches the opponent facing the direction they were before getting hit.
<br/>Initial Drag Hitbox:
- Opponent does not experience any hitlag upon attacked by hitbox. Hitbox launches the opponent facing the direction of Ridley.
<br/>Drag Rehit:
- Hitbox launches the opponent facing the direction of Ridley.
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Throw Release | 7.0% | 2 | 38 | 75 | - | - |
Catch Release | 3.0% | 1-2 | 38 | 75 | - | - |
- Aerial jump throw gives 27 frames of base hitstun to the opponent (scales with percent).
- "Throw Release" is the frame that launches an opponent. "Forced Release" is when a throw is interrupted.
Funny aerial throw
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Throw Release | 55 | 0 | 75 | - | - | - | - | - | - | - | - | ×0.0 | - |
Catch Release | 55 | 0 | 75 | - | - | - | - | - | - | - | - | ×0.0 | - |
Throw Release:
- Throw launches the opponent facing the direction of Ridley.
<br/>Catch Release:
- Throw launches the opponent facing the direction of Ridley.
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Throw Release | 7.0% | 2 | 38 | 45 | - | - |
Catch Release | 3.0% | 1-2 | 38 | 45 | - | - |
- Drag jump throw gives 34 frames of base hitstun to the opponent (scales with percent).
- "Throw Release" is the frame that launches an opponent. "Forced Release" is when a throw is interrupted.
Funny ground jump throw
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Throw Release | 85 | 0 | 46 | - | - | - | - | - | - | - | - | ×0.0 | - |
Catch Release | 85 | 0 | 46 | - | - | - | - | - | - | - | - | ×0.0 | - |
Throw Release:
- Throw launches the opponent facing the direction of Ridley.
<br/>Catch Release:
- Throw launches the opponent facing the direction of Ridley.
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Throw Release | 7.0% | 7 | 42 | 50 | - | - |
Catch Release | 3.0% | 1-7 | 42 | 50 | - | - |
- Cliff throw gives 34 frames of base hitstun to the opponent (scales with percent).
- "Throw Release" is the frame that launches an opponent. "Forced Release" is when a throw is interrupted.
Funny drag throw at ledge
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Throw Release | 75 | 0 | 90 | - | - | - | - | - | - | - | - | ×0.0 | - |
Catch Release | 75 | 0 | 90 | - | - | - | - | - | - | - | - | ×0.0 | - |
Throw Release:
- Throw launches the opponent facing the direction of Ridley.
<br/>Catch Release:
- Throw launches the opponent facing the direction of Ridley.
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Throw Release | 12.0% | 16 | 56 | 145 | - | - |
Catch Release | 3.0% | 1-16 | 56 | 145 | - | - |
- Wall throw gives 37 frames of base hitstun to the opponent (scales with percent). Wall throw has 12 freeze frames between frames 4-15 and the opponent is invulnerable during the freeze frames.
- "Throw Release" is the frame that launches an opponent. "Forced Release" is when a throw is interrupted.
Move only useable competitively against Steve with using his blocks as a wall.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Throw Release | 100 | 0 | 65 | - | - | - | - | - | - | - | - | ×0.0 | - |
Catch Release | 50 | 0 | 100 | - | - | - | - | - | - | - | - | ×0.0 | - |
Throw Release:
- Throw launches the opponent facing the direction of Ridley.
<br/>Catch Release:
- Throw launches the opponent facing the direction of Ridley.
Wing Blitz
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Hitboxes | 18.0% | 34-57 | 90+ | 64 | Variable | 34-57 Intangibility (Left & Right Wing) |
- Can grab ledge starting frame 35 onwards.
- Goes into special fall starting frame 59.
- Can bounce on ceilings which lasts for 29 total frames (goes into special fall).
Ridley’s main recovery move alongside Space Pirate Rush. This move allows Ridley to cover a huge distance alongside a large disjoint (with the exception of Wing Blitz Down), making it difficult to contest from the direction the hitbox is coming from. This comes at the cost of having high startup and endlag as well as having only 4 angles to choose from.
Players can hold down after using Wing Blitz Upwards in order to poke through the stage. Although one must be aware of how low they are when doing this as holding down for too long will make Ridley go past ledge and leave himself vulnerable if the move misses. Some characters can also bypass/trade with this move with a spike like Captain Falcon or Pyra, making poking from underneath the stage inadvisable versus those characters in most scenarios. A nice trick to optimize this technique is to stop holding down once the move actually connects/hits shield in order to use the hitstun to be able to grab ledge afterwards
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hitboxes | 85 | 0 | 46 | 32 | - | 16 | 11 | 0 | Direct | Trample | 0 | ×1.0 | ×1.0 |
Hitboxes:
- Each hitbox launches the opponent facing the direction they were before getting hit.
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Hitbox | 16.0% | 36-55 | 90+ | 40 | Variable | 36-55 Intangibility (Left & Right Wing) |
- Can grab ledge starting frame 37 onwards.
- Can skid across the floor during frames 36-64 for a 39 total frame animation.
- Goes into special fall starting frame 59.
- Can bounce on walls for a 54 total frame animation (goes into special fall afterwards) and can grab ledge starting frame 34 onwards.
When using Wing Blitz Forward to recover, remember that despite the hitbox in front of ridley being at a slight angle downward, his ledge grab box remains the same and allows Ridley to snap to ledge with the forward angle lower than what you would think. To snap to the ledge properly, act as if the move is heading straight horizontally rather than at an angle and line up the top of Ridley’s head to the ledge. A very low example (I’ll record an easier standalone sample clip another time -Zeta5)
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hitbox | 75 | 0 | 66 | 32 | - | 14 | 10 | 0 | Direct | Trample | 0 | ×1.0 | ×1.0 |
Hitbox:
- Hitbox launches the opponent facing the direction of Ridley.
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Hitboxes | 16.0% | 36-55 | 90+ | 78 | Variable | 36-55 Intangibility (Left & Right Wing) |
- Can grab ledge starting frame 37 onwards.
- Can skid across the floor during frames 36-64 for a 39 total frame animation.
- Goes into special fall starting frame 59.
- Can bounce on walls for a 54 total frame animation (goes into special fall afterwards) and can grab ledge starting frame 30 onwards.
Description
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hitboxes | 80 | 0 | 60 | 32 | - | 14 | 10 | 0 | Direct | Trample | 0 | ×1.0 | ×1.0 |
Hitboxes:
- Each hitbox launches the opponent facing away from Ridley.
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Aerial Opponents | 15.0% | 37-56 | 90+ | 295 | Aerial Opp. Only | - |
Ground Opponents | 15.0% | 37-56 | 90+ | 44 | Variable | - |
- Can grab ledge starting frame 40 onwards.
- Goes into special fall starting frame 59. When in special fall, Ridley suffers landing lag and does not go into Wing Blitz's Downward Landing Attack.
Wing Blitz Down can be used above ledge and still snap as long as the player lets go of the down direction in time. This takes a bit of getting used to but is one of Ridley’s most dangerous edgeguards as this can gimp at low percents or just outright kill at low-mid percents depending on the stage.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Aerial Opponents | 50 | 0 | 75 | 32 | - | (A) | (A) | 0 | Direct | Trample | 0 | ×1.0 | ×1.0 |
Ground Opponents | 85 | 0 | 50 | 32 | - | 14 | 10 | 0 | Direct | Trample | 0 | ×0.8 | ×1.0 |
Aerial Opponents:
- Hitbox launches the opponent facing the direction of Ridley.
<br/>Ground Opponents:
- Hitbox launches the opponent facing the direction they were before getting hit.
-
+
+
> Floor State
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Hitboxes | 5.0% | 1-2 | 35 | 42 | -28 to -27 | - |
Description
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hitboxes | 80 | 0 | 70 | - | - | 6 | 6 | 0 | Direct | Trample | 0 | ×1.0 | ×1.0 |
Hitboxes:
- Each hitbox launches the opponent facing the direction they were before getting hit.
Skewer
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Successful Hitbox | 45.0% | 30 | 67 | 361 | - | - |
Unsuccessful Hitbox | 45.0% | 30 | 67 | 361 | -27 | - |
Sourspot | 5.0% | 30-31 | 67 | 361 | -29 to -28 | - |
- Reversible frame 4 and Ridley turns around frame 5.
- Ridley suffers only one frame of hitlag (or shieldlag) max.
- The first hitbox (success hitbox) on Skewer leads into the throw attack the next frame.
A high risk, high reward special. Skewer does a staggering 69% in singles that can turn around games through sheer percent gain even if the Ridley player fails the follow up read. However, Ridley needs to space this move well such that it lands the sweet spot. VERY unsafe when shielded, and very easy to whiff punish. While slow at frame 30, this does not make the move totally unusable and can be very threatening when used in conjunction with b-reverses and wavebounces to shift Ridley around turning the move’s start up.
This move has a very small sourspot at the very tip of Ridley’s tail which causes seemingly sweetspot hits to fail. To counteract this, it’s important to visualize the move’s sweetspot being at the base half of the tip of Ridley’s tail in order to get the full hit, even if the actual hitbox is a little bit bigger.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Successful Hitbox | 0 | 20 | 100 | - | - | - | - | -37 | Direct | Trample | 0 | ×0.0 | ×1.0 |
Unsuccessful Hitbox | 50 | 0 | 30 | - | - | 9 | 1 | -37 | Direct | Trample | 0 | ×0.6 | ×1.0 |
Sourspot | 30 | 0 | 50 | - | - | 2 | 6 | 0 | Direct | Trample | 0 | ×1.0 | ×1.0 |
Successful Hitbox:
- Hitbox launches the opponent facing the direction they were before getting hit.
<br/>Unsuccessful Hitbox:
- Hitbox launches the opponent facing the direction of Ridley.
<br/>Sourspot:
- Hitbox launches the opponent facing the direction of Ridley.
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Throw Release | 10.0% | 18 | 79 | 57 | - | 1-18 Invulnerability |
- The "stab" effect sends the opponent into a crumple.
- The crumple animation is 33 total frames long. Does not include hitlag.
- The frame advantage for throw release (ground) is -6 frames.
Down Smash is a common follow up due to how it covers neutral getup, get up attack, and roll in, but the opponent can counterplay by delaying their option to use invincibility frames, or just roll away. It is recommended Ridley players take into account stage positioning when choosing a follow up, or take into account a small mental profile of their opponent before choosing an option.
If the opponent is high percent center stage when skewer finishes, they might be more inclined to roll out to avoid down smash to which Ridley can dash attack to get a kill. If Ridley hits a skewer as a reversal with the opponent center stage, they may choose to neutral get up/get up attack as to try and keep stage control to which down smash/forward smash(depending on the character) will work.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Throw Release | 0 | 150 | 100 | - | - | - | - | - | - | - | - | ×2.0 | - |
Throw Release:
- Throw launches the opponent facing the direction of Ridley.
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Throw Release | 10.0% | 18 | 75 | 57 | - | 1-18 Invulnerability |
- The "stab" effect sends the opponent into a crumple.
- The crumple animation is 33 total frames long. Does not include hitlag.
- The frame advantage for throw release (aerial) is -2 frames.
If Ridley crumples the opponent on a platform with Ridley in the air (such as after a tech read), a simple reposition on the ground after and an Up Smash will cover all options for an impossible to escape followup outside of human error.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Throw Release | 0 | 150 | 100 | - | - | - | - | - | - | - | - | ×2.0 | - |
Throw Release:
- Throw launches the opponent facing the direction of Ridley.
Grabs & Pummel
Standing Grab
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Ground/Aerial Grabbox | - | 8-10 | 34 | - | - | - |
- Can catch rebound frames 7-10.
- Cannot grab after suffering shieldstun for 4 frames.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Ground/Aerial Grabbox | - | - | - | - | - | - | - | - | - | - | - |
Dash Grab
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Ground/Aerial Grabbox | - | 11-13 | 42 | - | - | - |
- Can catch rebound frames 10-13.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Ground/Aerial Grabbox | - | - | - | - | - | - | - | - | - | - | - | - | - |
Pivot Grab
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Ground/Aerial Grabbox | - | 12-14 | 39 | - | - | - |
- Can catch rebound frames 11-14.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Ground/Aerial Grabbox | - | - | - | - | - | - | - | - | - | - | - | - | - |
Pummel
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Hitbox | 1.6% | 2 | 7 | 361 | -2 | - |
- Does not include hitlag. Has a base hitlag of 15 frames.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hitbox | 0 | 30 | 100 | - | - | 3 | 10 | 0 | Direct | Transcendent | 0 | ×2.0 | ×1.0 |
Hitbox:
- Hitbox launches the opponent facing the direction of Ridley.
Throws
Forward Throw
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Throw Release | 9.0% | 13 | 37 | 42 | - | 1-13 Invulnerability |
Catch Release | 3.0% | 1-13 | 37 | 361 | - | 1-13 Invulnerability |
- Does not have hitlag.
- "Throw Release" is the frame that launches the opponent during a throw. "Forced Release" is when the throw is interrupted before completed.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Throw Release | 60 | 0 | 56 | - | - | - | - | - | - | - | - | ×0.0 | - |
Catch Release | 60 | 0 | 100 | - | - | - | - | - | - | - | - | ×0.0 | - |
Throw Release:
- Throw launches the opponent facing the direction of Ridley.
<br/>Catch Release:
- Throw launches the opponent facing the direction of Ridley.
Backward Throw
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Throw Release | 11.0% | 18 | 45 | 47 | - | 1-18 Invulnerability |
Catch Release | 11.0% | 1-18 | 45 | 361 | - | 1-18 Invulnerability |
- Does not have hitlag.
- "Throw Release" is the frame that launches the opponent during a throw. "Forced Release" is when the throw is interrupted before completed.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Throw Release | 70 | 0 | 48 | - | - | - | - | - | - | - | - | ×0.0 | - |
Catch Release | 40 | 0 | 100 | - | - | - | - | - | - | - | - | ×0.0 | - |
Throw Release:
- Throw launches the opponent facing the direction of Ridley.
<br/>Catch Release:
- Throw launches the opponent facing the direction of Ridley.
Upward Throw
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Hitboxes | 8.0% | 14-15 | 43 | 89 | -21 to -20 | 1-19 Invulnerability |
Throw Release | 4.0% | 19 | 43 | 89 | - | 1-19 Invulnerability |
Catch Release | 3.0% | 1-19 | 43 | 361 | - | 1-19 Invulnerability |
- "Throw Release" is the frame that launches the opponent during a throw. "Forced Release" is when the throw is interrupted before completed.
- Does not have hitlag.
Ridley’s most damaging throw which should be considered when raw damage is what you’re looking for. Has high base knockback but no combo potential at any percent, only acting as a frame trap to maybe land Uair at 0 which is still inadvisable. Can be used to get a kill at high percentages if on the top platform of battlefield/yoshi’s. At extremely high percents Dthrow actually kills earlier than Uthrow, but depending on the circumstances, especially if a skewer was involved, a Uthrow can be optimal to try and kill when Dthrow is too staled to KO.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hitboxes | 55 | 0 | 100 | - | - | 8 | 7 | 0 | Direct | Transcendent | 0 | ×0.0 | ×1.0 |
Throw Release | 55 | 0 | 120 | - | - | - | - | - | - | - | - | ×0.0 | - |
Catch Release | 40 | 0 | 100 | - | - | - | - | - | - | - | - | ×0.0 | - |
Hitboxes:
- Each hitbox launches the opponent facing the direction of Ridley.
<br/>Throw Release:
- Throw launches the opponent facing the direction of Ridley.
<br/>Catch Release:
- Throw launches the opponent facing the direction of Ridley.
Downward Throw
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Throw Release | 7.0% | 25 | 35 | 74 | - | 1-25 Invulnerability |
Catch Release | 3.0% | 1-25 | 35 | 361 | - | 1-25 Invulnerability |
- "Throw Release" is the frame that launches the opponent during a throw. "Forced Release" is when the throw is interrupted before completed.
- Does not have hitlag.
Ridley’s most useful throw being one of his main combo tools while actually also killing slightly before Upthrow at really high percents. Combos into Ftilt angled up, Fair, and Nair (frame perfect) at 0%. Between 5-20% short hop into Nair or Fair work with Bair opening up as well as an option.
Past 25% is short hop combos begin to break versus middleweights with proper DI out, but on heavier characters you can keep applying more damage. Around 40% is when full hops are required to combo into Nair/Fair/Bair although again proper DI out can break these links. Around 60-70% is where full hop Bair becomes very scary as improper DI in or no DI can lead to Bair sneaking a kill, especially on heavies around 80%
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Throw Release | 40 | 0 | 115 | - | - | - | - | - | - | - | - | ×0.0 | - |
Catch Release | 40 | 0 | 100 | - | - | - | - | - | - | - | - | ×0.0 | - |
Throw Release:
- Throw launches the opponent facing the direction of Ridley.
<br/>Catch Release:
- Throw launches the opponent facing the direction of Ridley.
Misc. Attacks
Ledge Attack
-
Ledge State +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Hitbox | 10.0% | 21-23 | 55 | 45 | -24 to -22 | 1-23 Intangibility |
One of the longest reaching ledge getup attacks in the game.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hitbox | 90 | 0 | 20 | - | - | 10 | 8 | 1 | Direct | Transcendent | 0 | ×1.0 | ×1.0 |
Hitbox:
- Hitbox launches the opponent facing the direction of Ridley.
Getup Attack
-
Floor State (Faceup) +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Front Hit | 7.0% | 19-20 | 45 | 48 | -19 to -18 | 1-25 Intangibility |
Back Hit | 7.0% | 24-25 | 45 | 48 | -14 to -13 | 1-25 Intangibility |
Always attacks from the front first then attacks to the back.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Front Hit | 80 | 0 | 48 | - | - | 7 | 7 | 8 | Direct | Transcendent | 0 | ×1.0 | ×1.0 |
Back Hit | 80 | 0 | 48 | - | - | 7 | 7 | 8 | Direct | Transcendent | 0 | ×1.0 | ×1.0 |
Front Hit:
- Hitbox launches the opponent facing the direction they were before getting hit.
<br/>Back Hit:
- Hitbox launches the opponent facing the direction they were before getting hit.
-
Floor State (Facedown) +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Front Hit | 7.0% | 19-20 | 45 | 48 | -19 to -18 | 1-25 Intangibility |
Back Hit | 7.0% | 24-25 | 45 | 48 | -14 to -13 | 1-25 Intangibility |
Always attacks from the front first then attacks to the back.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Front Hit | 80 | 0 | 48 | - | - | 7 | 7 | 8 | Direct | Transcendent | 0 | ×1.0 | ×1.0 |
Back Hit | 80 | 0 | 48 | - | - | 7 | 7 | 8 | Direct | Transcendent | 0 | ×1.0 | ×1.0 |
Front Hit:
- Hitbox launches the opponent facing the direction they were before getting hit.
<br/>Back Hit:
- Hitbox launches the opponent facing the direction they were before getting hit.
Trip Attack
-
Trip State +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Back Hit | 5.0% | 19-20 | 49 | 361 | -24 to -23 | 1-7 Intangibility |
Front Hit | 5.0% | 24-25 | 49 | 361 | -19 to -18 | 1-7 Intangibility |
Always attacks from the back first then attacks to the front.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Back Hit | 60 | 0 | 50 | - | - | 6 | 6 | 8 | Direct | Transcendent | 0 | ×1.0 | ×1.0 |
Front Hit | 60 | 0 | 50 | - | - | 6 | 6 | 8 | Direct | Transcendent | 0 | ×1.0 | ×1.0 |
Back Hit:
- Hitbox launches the opponent facing the direction they were before getting hit.
<br/>Front Hit:
- Hitbox launches the opponent facing the direction they were before getting hit.
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To edit frame data, edit values in SSBU/Ridley/Data. |
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Essentials
• Controls • FAQ •
The Basics
• Movement •
Offense •
Defense •
Detailed & Advanced Information
• Damage/Knockback • Frame Data Explanations • States of Play • Universal Strategy • Esoterica •
Archived Information
• Patch Notes • Tier Lists • Alternate Resources • Discords •
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