More actions
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack=Side Tilt |
|attack=Side Tilt |
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|specificHits=yes |
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|description= |
|description= |
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Ridley notably leans back before thrusting his tail forward, allowing him to shift his own hurtbox and dodge attacks |
Ridley notably leans back before thrusting his tail forward, allowing him to shift his own hurtbox and dodge attacks |
Revision as of 21:25, 12 October 2022
Ridley , 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. | |
Pros | Cons |
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Normal Attacks
Jab 1
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. |
---|---|---|---|---|---|
2.0% | 4-5 | 23 | 361 | -16 to -15-2 to -3 Transitioning into Jab 2 | - |
2.0% | 4-5 | 23 | 180 | -16 to -15-2 to -3 Transitioning into Jab 2 | - |
2.0% | 4-5 | 23 | 361 | -16 to -15-2 to -3 Transitioning into Jab 2 | - |
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.
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|
30 | 0 | 20 | - | - | 3 | 7 | 0 | Direct | Rebound | 0 | ×1.6 | ×1.0 |
25 | 0 | 15 | - | - | 3 | 7 | 0 | Direct | Rebound | 0 | ×1.6 | ×1.0 |
25 | 0 | 15 | - | - | 3 | 7 | 0 | Direct | Rebound | 0 | ×1.6 | ×1.0 |
- Each hitbox launches the opponent facing the direction of Ridley.
<br/>
- Hitbox launches the opponent facing the direction of Ridley.
<br/>
- Hitbox launches the opponent facing the direction of Ridley.
Jab 2
+
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. |
---|---|---|---|---|---|
1.5% | 5-6 | 26 | 361 | -18 to -17-4 to -5 Transitioning into Jab 3/Rapid Jab | - |
1.5% | 5-6 | 26 | 361 | -18 to -17-4 to -5 Transitioning into Jab 3/Rapid Jab | - |
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.
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|
30 | 0 | 20 | - | - | 3 | 5 | 0 | Direct | Rebound | 0 | ×1.2 | ×1.0 |
25 | 0 | 20 | - | - | 3 | 5 | 0 | Direct | Rebound | 0 | ×1.2 | ×1.0 |
- Each hitbox launches the opponent facing the direction of Ridley.
<br/>
- Hitbox launches the opponent facing the direction of Ridley.
Jab 3
+ +
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. |
---|---|---|---|---|---|
5.0% | 4-5 | 35 | 42 | -25 to -24 | - |
This move actually has respectable knockback and at high percents is even a kill move near ledge.
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|
50 | 0 | 128 | - | - | 6 | 12 | 0 | Direct | Rebound | 0 | ×2.0 | ×1.0 |
- Each hitbox launches the opponent facing the direction of Ridley.
Rapid Jab
+ + × 4...
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. |
---|---|---|---|---|---|
0.7% | 4 + per 3 | - | 361 | +1 | - |
0.7% | 4 + per 3 | - | 361 | +1 | - |
0.7% | 4 + per 3 | - | 361 | +1 | - |
This move actually has respectable knockback and at high percents is even a kill move near ledge.
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|
14 | 0 | 10 | - | - | 4 | 4 | 0 | Direct | Transcendent | 0 | ×0.5 | ×0.7 |
12 | 0 | 10 | - | - | 4 | 4 | 0 | Direct | Transcendent | 0 | ×0.5 | ×0.7 |
8 | 0 | 10 | - | - | 4 | 4 | 0 | Direct | Transcendent | 0 | ×0.5 | ×0.7 |
- 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/>
- 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/>
- Hitbox has +2 frames of additional hitstun. Hitbox has a custom ×5.0 shieldstun multiplier. Hitbox launches the opponent facing the direction of Ridley.
Dash Attack
>
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. |
---|---|---|---|---|---|
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. 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.
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|
70 | 0 | 67 | - | - | 12 | 11 | 0 | Direct | Rebound | 0 | ×1.2 | ×1.0 |
- Hitbox launches the opponent facing the direction of Ridley.
Side Tilt
+ / +
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. |
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Ridley notably leans back before thrusting his tail forward, allowing him to shift his own hurtbox and dodge attacks 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.
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 |
---|
Up Tilt
+
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'RidleyUTilt_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'RidleyUTilt_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Down Tilt
+
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'RidleyDTilt_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'RidleyDTilt_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Smash Attacks
Side Smash
+ / +
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'RidleyFSmash_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'RidleyFSmash_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Up Smash
+
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'RidleyUSmash_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'RidleyUSmash_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Down Smash
+
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'RidleyDSmash_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'RidleyDSmash_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Aerial Attacks
Neutral Aerial
+
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'RidleyNAir_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'RidleyNAir_1' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'RidleyNAir_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'RidleyNAir_1' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Forward Aerial
+ +
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'RidleyFAir_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'RidleyFAir_1' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'RidleyFAir_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'RidleyFAir_1' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Backward Aerial
+ +
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'RidleyBAir_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'RidleyBAir_1' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'RidleyBAir_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'RidleyBAir_1' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Upward Aerial
+ +
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'RidleyUAir_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'RidleyUAir_1' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'RidleyUAir_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'RidleyUAir_1' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Downward Aerial
+ +
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'RidleyDAir_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'RidleyDAir_1' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'RidleyDAir_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'RidleyDAir_1' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Specials
Plasma Breath
(Hold)
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'RidleyPlasmaBreath_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.No Charge
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'RidleyPlasmaBreath_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.No Charge
Space Pirate Rush
+
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'RidleySpacePirateRush_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'RidleySpacePirateRush_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Wing Blitz
+
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'RidleyWingBlitz_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'RidleyWingBlitz_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Skewer
+
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'RidleySkewer_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'RidleySkewer_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.To edit frame data, edit values in SSBU/Ridley/Data. |
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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