Ridley (SSBU): Difference between revisions

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Ridley, unsurprisingly for being a large character with powerful attacks, is a [[weight|heavyweight]] character, although his attributes compared to other archetypal heavyweights are noticeably different. Ridley is tied for the 12th heaviest character (same as {{SSBU|Wario}}, {{SSBU|Ike}}, {{SSBU|Simon}}, and {{SSBU|Richter}}), weighing much less than a super heavyweight like {{SSBU|Bowser}} despite his similar size to them. Ridley also has overall good mobility, especially compared to most of his fellow heavyweights: with two midair jumps, slightly above average [[walk]] speed, tied with {{SSBU|Charizard}} for the 10th fastest [[dash]]ing speed, average [[air speed]], [[air acceleration]] and [[gravity]], and the 17th fastest [[falling speed]]. However, he has the third lowest [[traction]]. Ridley also boasts a faster frame data than most heavyweights, further setting him apart from them.
Ridley, unsurprisingly for being a large character with powerful attacks, is a [[weight|heavyweight]] character, although his attributes compared to other archetypal heavyweights are noticeably different. Ridley is tied for the 12th heaviest character (same as {{SSBU|Wario}}, {{SSBU|Ike}}, {{SSBU|Simon}}, and {{SSBU|Richter}}), weighing much less than a super heavyweight like {{SSBU|Bowser}} despite his similar size to them. Ridley also has overall good mobility, especially compared to most of his fellow heavyweights: with two midair jumps, slightly above average [[walk]] speed, tied with {{SSBU|Charizard}} for the 10th fastest [[dash]]ing speed, average [[air speed]], [[air acceleration]] and [[gravity]], and the 17th fastest [[falling speed]]. However, he has the third lowest [[traction]]. Ridley also boasts a faster frame data than most heavyweights, further setting him apart from them.


Ridley's most defining trait is his potent and varied [[punishment|punish]] game and his aerial pressure. With overall remarkable range, power and decent speed throughout his moveset, as well as a [[projectile]], Ridley poses as a serious threat once he gets the advantage; those unaware of Ridley's danger factor can find themselves being quickly overwhelmed and/or find it difficult to get in. His key strength about his moveset is his strong air game. Boasting overall quick, powerful, and long-ranged aerials, having two midair jumps, and decent air mobility give Ridley overall excellent air pressure potential. Thanks to his additional jump and relatively high fast fall speed, he has superb vertical flexibility, and can use additional jumps or surprise fastfalls to fake out and punish his opponents with his far-reaching aerials. His [[neutral aerial]] is unarguably his most effective aerial, due to having low all-around lag, good range, and average knockback. It is a good comboing, spacing, and [[edge-guarding]] tool, while also being fast enough to break out opposing pressure if positioned correctly; these traits make it among the best of it's kind and one of Ridley's most commonly used moves. [[Forward aerial]], while having merely average power, has the highest damage output of Ridley's aerials when all hits are sweetspotted, and is infamous for being able to perform a [[wall of pain]] at low percentages, especially due to Ridley's aforementioned two midair jumps. [[Back aerial]] is decently quick, long-ranged and has consistently high damage and knockback, which makes it a deadly KO move, especially if used off-stage for edge-guarding. [[Up aerial]] is a good, disjointed juggling move with decent startup and good KO potential when sweetspotted, but requires opponents to be very close to or above Ridley to land. Lastly, [[down aerial]] is a stall-and-fall that powerfully [[meteor smash]]es opponents when sweetspotted, and can potentially be recovered from if initiated slightly above the ground. Even when sourspotted, it has high KO potential, similar to Bowser's own down aerial.
Ridley's most defining trait is his potent and varied [[punishment|punish]] game and his aerial pressure. With overall remarkable range, power and decent speed throughout his moveset, as well as a [[projectile]], Ridley poses as a serious threat once he gets the advantage; those unaware of Ridley's danger factor can find themselves being quickly overwhelmed and/or find it difficult to get in. His key strength about his moveset is his strong air game. Boasting overall quick, powerful, and long-ranged aerials, having two midair jumps, and decent air mobility give Ridley overall excellent air pressure potential. Thanks to his additional jump and relatively high fast fall speed, he has superb vertical flexibility, and can use additional jumps or surprise fastfalls to fake out and punish his opponents with his far-reaching aerials. His [[neutral aerial]] is unarguably his most effective aerial, due to having low all-around lag, good range, and average knockback. It is a good comboing, spacing, and [[edge-guarding]] tool, while also being fast enough to break out opposing pressure if positioned correctly; these traits make it among the best of its kind and one of Ridley's most commonly used moves. [[Forward aerial]], while having merely average power, has the highest damage output of Ridley's aerials when all hits are sweetspotted, and is infamous for being able to perform a [[wall of pain]] at low percentages, especially due to Ridley's aforementioned two midair jumps. [[Back aerial]] is decently quick, long-ranged and has consistently high damage and knockback, which makes it a deadly KO move, especially if used off-stage for edge-guarding. [[Up aerial]] is a good, disjointed juggling move with decent startup and good KO potential when sweetspotted, but requires opponents to be very close to or above Ridley to land. Lastly, [[down aerial]] is a stall-and-fall that powerfully [[meteor smash]]es opponents when sweetspotted, and can potentially be recovered from if initiated slightly above the ground. Even when sourspotted, it has high KO potential, similar to Bowser's own down aerial.


Ridley also has an abundance of powerful moves like his fellow heavyweights, with his tail-based moves having higher power if sweetspotted with the bladed end of his tail. His power also leads into one of his other primary strengths: his edge-guarding ability. His powerful air game gives him the innate ability to edge-guard offstage effectively, as many of his attacks have great KO or gimping potential, while his long-distanced recovery makes coming back to the stage a non-issue. His neutral aerial has decent range and is powerful when sweetspotted at the tip. Forward aerial boasts great wall of pain potential with enough reach and a long enough duration to effectively gimp most recovering opponents. Finally, as mentioned before, his back aerial has the strongest and most consistent knockback of his aerials. Ridley also has easy ways to set up edge-guards; his down tilt and down throw are both reliable combo starters that launch at favorable angles, and he has plenty of other attacks that deal high horizontal knockback, such as forward tilt and dash attack.
Ridley also has an abundance of powerful moves like his fellow heavyweights, with his tail-based moves having higher power if sweetspotted with the bladed end of his tail. His power also leads into one of his other primary strengths: his edge-guarding ability. His powerful air game gives him the innate ability to edge-guard offstage effectively, as many of his attacks have great KO or gimping potential, while his long-distanced recovery makes coming back to the stage a non-issue. His neutral aerial has decent range and is powerful when sweetspotted at the tip. Forward aerial boasts great wall of pain potential with enough reach and a long enough duration to effectively gimp most recovering opponents. Finally, as mentioned before, his back aerial has the strongest and most consistent knockback of his aerials. Ridley also has easy ways to set up edge-guards; his down tilt and down throw are both reliable combo starters that launch at favorable angles, and he has plenty of other attacks that deal high horizontal knockback, such as forward tilt and dash attack.
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