SSBU Icon.png

Ridley (SSBU)/Forward tilt

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Ridley forward tilt hitbox visualizations.
RidleyFTiltUp.gif
RidleyFTilt.gif
RidleyFTiltDown.gif

Overview[edit]

Ridley uses his tail to stab in front of him, as if it were a lance. This move is very important for Ridley's spacing game, as the tip of the tail is a disjoint. It can also be angled. Thanks to the low FAF, this move can be seen as a low commitment to make. This move is often seen being used in neutral for these qualities, as well as the tipper's shield safety (-10 Tipper, -12 Early).

Forward tilt's main asset is the downward angle, as it can 2-frame and hit opponent's ledgehangs. This is a large asset in edgeguarding and ledgetrapping opponents. This is also useful for poking through shields. The upward angle can be used against jump-ins to get the opponent to back off as well, giving the move a great deal of versatility. Forward tilt can also be used to get tech chase situations, which Ridley can exploit well with locks, neutral aerial and more.

The move has very few flaws, but they do exist. Even when angled up, forward tilt tends to lose to attacks from above, and even upper-diagonal jump-ins. The sourspot also tends to be a problem, as it doesn't send into tumble until unreasonable percentages (488.2% on Mario, rounded down). As such, good spacing is necessary to make good use of the move. It is also whiff punishable like any other move, so due diligence is needed.

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx FFx T% Clang Rebound Type Effect G A Sound Direct
0 0 10.0% 0 AngleIcon361.png 50 71 0 5.5 tail7 3.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Tail).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png
1 0 10.0% 0 AngleIcon361.png 50 71 0 7.5 top 0.0 7.0 7.3 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Tail).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png
2 0 13.0% 0 AngleIcon361.png 55 71 0 5.0 tail8 6.8 0.0 0.0 1.0x 1.3x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Tail).png EffectIcon(Stab).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash SpecialsDirect.png

Timing[edit]

Hitboxes 10-11
Interruptible 33
Animation length 42
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox
FrameIcon(Interruptible).png
Interruptible