More actions
A more concise and detailed summary of Ridley functions and adds a con about Ridley's learning curve. |
Updating pros and cons to be more descriptive and in depth. |
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|summary=
|pros=
*'''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.
*'''Tippers:''' All moves that use his tail or wings, besides Down Smash, have a tipper mechanic attached to them
*'''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 which if mastered, can lead to Ridley killing his opponent ridiculously early.
|cons=
*'''Glass Cannon:'''
*'''
*'''Lack of Shield Progression:''' Ridley’s out of shield options are pitiful with his fastest move, {{clr|aerial|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.
*'''
|weight = 107
|
Revision as of 18:04, 18 April 2023
Ridley , the Cunning God of Death, is the speed demon of the heavyweights, using his superior mobility, range, and aerials to punish poor aggression and evasion. | |
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. An average jab 1 compared to other fighters. 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...
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 | - |
This move actually has respectable knockback and at high percents is even a kill move near 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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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.
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, it can also be used to 2-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. |
---|
- Ridley notably leans back before thrusting his tail forward, allowing him to shift his own hurtbox and dodge attacks
Ridley’s F-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.
While long ranged, Ridley can only angle the sweetspot in one direction. This makes the angled neutral version susceptible to being SH'd over by smaller characters, while the angled up version can be punished by sliding moves, such as Cloud's Down Tilt very easily.
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. 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 |
---|
Up Tilt
+
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. |
---|---|---|---|---|---|
7.0% | 8-12 | 29 | 88 | -14 to -10 | 8-12 Intangibility (Right Wing) |
9.0% | 8-12 | 29 | 88 | -12 to -8 | - |
7.0% | 8-9 | 29 | 88 | -14 to -13 | 8-9 Intangibility (Head & Mouth) |
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.
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 | 130 | - | - | 7 | 7 | 0 | Direct | Rebound | 0 | ×0.8 | ×1.0 |
30 | 0 | 110 | - | - | 9 | 7 | 0 | Direct | Rebound | 0 | ×0.8 | ×1.0 |
30 | 0 | 130 | - | - | 7 | 7 | 0 | Direct | Rebound | 0 | ×0.8 | ×1.0 |
- Each hitbox launches the opponent facing the direction they were before getting hit.
<br/>
- Hitbox launches the opponent facing the direction they were before getting hit.
<br/>
- Hitbox launches the opponent facing the direction they were before getting hit.
Down Tilt
+
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. |
---|---|---|---|---|---|
6.0% | 9-11 | 30 | 78 | -15 to -13 | - |
9.0% | 9-11 | 30 | 80 | -12 to -10 | - |
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.
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|
65 | 0 | 80 | - | - | 6 | 6 | 0 | Direct | Rebound | 0 | ×1.0 | ×1.0 |
65 | 0 | 80 | - | - | 9 | 7 | 0 | Direct | Rebound | 0 | ×1.0 | ×1.0 |
- Hitbox launches the opponent facing the direction they were before getting hit.
<br/>
- Hitbox launches the opponent facing the direction they were before getting hit.
Smash Attacks
Side Smash
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. |
---|---|---|---|---|---|
20.0%28.0% Max Charge | 18-21 | 53 | 361 | -22 to -19-17 to -14 Max Charge | - |
- Ridley leans back before the hitbox comes out
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.
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|
58 | 0 | 80 | - | - | 1318 Max Charge | 1216 Max Charge | 0 | Direct | Transcendent | 0 | ×1.0 | ×1.0 |
- Hitbox launches the opponent facing the direction of Ridley.
Up Smash
+
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. |
---|---|---|---|---|---|
17.0%23.8% Max Charge | 12-17 | 47 | 82 | -24 to -19-20 to -15 Max Charge | 12-17 Intangibility (Full Right Leg) |
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.
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|
58 | 0 | 78 | - | - | 1115 Max Charge | 1114 Max Charge | 0 | Direct | Rebound | 0 | ×1.0 | ×1.0 |
- Each hitbox launches the opponent facing the direction they were before getting hit.
Down Smash
+
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. |
---|---|---|---|---|---|
16.0%22.4% Max Charge | 24-27 | 57 | 85 | -22 to -19-19 to -16 Max Charge | - |
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%.
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|
69 | 0 | 76 | - | - | 1114 Max Charge | 1013 Max Charge | 0 | Direct | Rebound | 0 | ×1.0 | ×1.0 |
- Hitbox launches the opponent facing the direction they were before getting hit.
Aerial Attacks
Neutral Aerial
+
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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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 | - |
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 Aerial
+ +
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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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 | - |
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 |
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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 Aerial
+ +
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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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.
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 |
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Upward Aerial
+ +
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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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 | - |
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.
Downward Aerial
+ +
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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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 | - |
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.
Specials
Plasma Breath
(Hold OK)
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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- PlaceHolder
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 |
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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. |
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- PlaceHolder
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 |
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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. |
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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
- 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 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 |
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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. |
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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.
After the move connects, both Ridley and the opponent are frame neutral making it a total guessing game for what the opponent does after and how Ridley can punish. 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.
- While these situations can be clues as to what the opponent might choose, keep in mind that these aren’t guaranteed methods of figuring out what the opponent will do after skewer.
- 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.
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 |
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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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