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![](http://static.miraheze.org/dragdownwiki/thumb/e/ef/SSBU_Ridley_Stock.png/25px-SSBU_Ridley_Stock.png)
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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. |
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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 |
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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.
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- Hitbox launches the opponent facing the direction of Ridley.
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- Hitbox launches the opponent facing the direction of Ridley.
Jab 2
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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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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 |
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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.
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- 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. |
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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 |
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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
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+
× 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. |
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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 |
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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. |
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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 |
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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 |
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Up Tilt
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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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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. 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.
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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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.
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- Hitbox launches the opponent facing the direction they were before getting hit.
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- 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. |
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6.0% | 9-11 | 30 | 78 | -15 to -13 | - |
9.0% | 9-11 | 30 | 80 | -12 to -10 | - |
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.
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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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.
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- 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. |
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20.0%28.0% Max Charge | 18-21 | 53 | 361 | -22 to -19-17 to -14 Max Charge | - |
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.
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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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
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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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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 |
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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
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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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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 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%.
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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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
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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 | - |
- 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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. |
---|---|---|---|---|---|---|
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 | - |
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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 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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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 |
---|
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. |
---|---|---|---|---|---|---|
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 | - |
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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. |
---|---|---|---|---|---|---|
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 | - |
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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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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 |
---|
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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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 |
---|
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. |
---|
- 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 |
---|
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. |
---|
- 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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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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