Ridley (SSBU): Difference between revisions

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{{cquote|Ridley Hits the Big Time!|cite=Introduction tagline}}
{{cquote|Ridley Hits the Big Time!|cite=Introduction tagline}}
'''Ridley''' ({{ja|リドリー|Ridorī}}, ''Ridley'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was revealed as a [[newcomer]] alongside {{SSBU|Inkling}} and {{SSBU|Daisy}} from Nintendo's 2018 E3 press conference, on June 12th, 2018, with an animated trailer. Ridley is classified as [[Fighter number|Fighter #65]].
'''Ridley''' ({{ja|リドリー|Ridorī}}, ''Ridley'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was revealed as a [[newcomer]] alongside {{SSBU|Inkling}} and {{SSBU|Daisy}} during Nintendo's 2018 E3 press conference on June 12th, 2018. Ridley is classified as [[Fighter number|Fighter #65]].


Similar to {{SSBU|Bowser}}, {{SSBU|Donkey Kong}}, {{SSBU|Diddy Kong}}, and {{SSBU|King K. Rool}}, Ridley lacks a voice actor in favor of computer-generated, realistic roars and screeches that sound akin to his appearances in ''[[Super Smash Bros. Brawl]]'', ''[[Super Smash Bros. for Wii U]]'', and the {{uv|Metroid}} series.
Like in ''[[Super Smash Bros. Brawl]]'', ''[[Super Smash Bros. for Wii U]]'', and the {{uv|Metroid}} series, Ridley's voice clips consist of computer-generated, realistic roars and screeches.


==How to unlock==
==How to unlock==
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Ridley received a mix of buffs, nerfs and glitch fixes via game updates, but was buffed overall. Update {{SSBU|1.1.0}} adjusted the mobility attributes of both [[Space Pirate Rush]] and [[Wing Blitz]] to varying degrees. However, the only remotely useful buffs among these changes were Ridley incurring less landing lag after jumping out of Space Pirate Rush, and his faster traveling speed during the beginning of Wing Blitz's forward and backward flights. Update {{SSBU|2.0.0}} was also uneventful for Ridley, since it negligibly buffed neutral, forward and down aerials by slightly decreasing their edge lockout times. Update {{SSBU|3.0.0}} marked Ridley's first nerf, in which [[Plasma Breath]]'s [[shield damage]] output was decreased as part of a near-universal nerf to [[projectile]]s.
Ridley received a mix of buffs, nerfs and glitch fixes via game updates, but was buffed overall. Update {{SSBU|1.1.0}} adjusted the mobility attributes of both [[Space Pirate Rush]] and [[Wing Blitz]] to varying degrees. However, the only remotely useful buffs among these changes were Ridley incurring less landing lag after jumping out of Space Pirate Rush, and his faster traveling speed during the beginning of Wing Blitz's forward and backward flights. Update {{SSBU|2.0.0}} was also uneventful for Ridley, since it negligibly buffed neutral, forward and down aerials by slightly decreasing their edge lockout times. Update {{SSBU|3.0.0}} marked Ridley's first nerf, in which [[Plasma Breath]]'s [[shield damage]] output was decreased as part of a near-universal nerf to [[projectile]]s.


However, update {{SSBU|4.0.0}} marked a noteworthy turnaround for Ridley. Most notably, Wing Blitz has less start-up lag, propels him faster and covers more distance, to the point that it now allows Ridley to recover from the [[magnifying glass]] range of the bottom blast line when it is angled upward. Ridley's inconsistent KO potential was also improved noticeably: up smash, back aerial and Space Pirate Rush's throw at the edge were strengthened, and up aerial's sweetspot became much easier to land thanks to it being enlarged and given more priority over its sourspot. Aside from these buffs, up smash became more reliable as an anti-air attack and [[out of shield]] option thanks to its additional active frame, and Ridley incurs less ending lag after jumping out of Space Pirate Rush.
However, update {{SSBU|4.0.0}} marked a noteworthy turnaround for Ridley. Most notably, Wing Blitz has less start-up lag, propels him faster, and covers more distance to the point that it now allows Ridley to recover from the [[magnifying glass]] range of the bottom blast line when it is angled upward. Ridley's inconsistent KO potential was also improved noticeably: up smash, back aerial and Space Pirate Rush's edge throw were strengthened, and up aerial's sweetspot became much easier to land thanks to it being enlarged and out-prioritizing the sourspot. Aside from these buffs, up smash became more reliable as an anti-air attack and [[out of shield]] option thanks to its additional active frame, and Ridley incurs less ending lag after jumping out of Space Pirate Rush.


Following this, update {{SSBU|7.0.0}} adjusted Ridley's posture while he is shielding himself. On a related note, a portion of Ridley's wings now possess [[intangibility]] when he activates and deactivates his shield, while a portion of his tail also possesses intangibility when he deactivates his shield. Although these buffs are minor in general, Ridley benefits from them by a fairly noticeable degree, since his status as the tallest character in ''Ultimate'' resulted in him being very susceptible to [[shield stab]]bing even with a full shield.
Following this, update {{SSBU|7.0.0}} adjusted Ridley's posture while he is shielding himself. On a related note, a portion of Ridley's wings now possess [[intangibility]] when he activates and deactivates his shield, while a portion of his tail also possesses intangibility when he deactivates his shield. While these buffs are minor compared to the ones Ridley received in update 4.0.0, they nevertheless benefit him quite noticeably; Ridley's status as the tallest character in ''Ultimate'' previously resulted in him being very susceptible to [[shield stab]]bing, even with a full shield.


Update {{SSBU|8.0.0}} granted [[Skewer]] a buff and a nerf, although the former is outweighed significantly by the latter. Its sweetspot deals slightly more damage, making it far more rewarding if successfully landed. However, if Skewer hits an opponent who has grab immunity, it inflicts minimal knockback instead of [[crumpling]] them. In addition to removing a set-up into the move from down throw, which instead causes Skewer to be unsafe on hit in this case, it removes Skewer's infamous infinite combo in doubles matches when paired with a character that has a [[bury]]ing throw.
Update {{SSBU|8.0.0}} granted [[Skewer]] a buff and a nerf, although the former is outweighed significantly by the latter. Its sweetspot deals more damage, making it far more rewarding if successfully landed. However, if Skewer hits an opponent who has grab immunity, it inflicts minimal knockback instead of [[crumpling]] them. In addition to making it unsafe as a follow-up from down throw, this change removes Skewer's infamous infinite combo in doubles matches when paired with a character that has a [[bury]]ing throw.


Update {{SSBU|9.0.0}} improved the consistency of Wing Blitz's downward angled landing hitbox and, as part of a near-universal buff, granted [[transcendent priority]] to neutral infinite and its finisher. Update {{SSBU|13.0.0}} would then buff Space Pirate Rush by shortening the amount of time between its slamming and dragging animations and when a jump and be inputted. Lastly, update {{SSBU|13.0.1}} improved dash attack's KO potential by increasing its damage output at the negligible cost of its knockback scaling being decreased slightly.
Update {{SSBU|9.0.0}} improved the consistency of Wing Blitz's downward angled landing hitbox and, as part of a near-universal buff, granted [[transcendent priority]] to neutral infinite and its finisher. Update {{SSBU|13.0.0}} would then buff Space Pirate Rush by shortening the amount of time between its slamming and dragging animations and when a jump and be inputted. Lastly, update {{SSBU|13.0.1}} improved dash attack's KO potential by increasing its damage output at the negligible cost of its knockback scaling being decreased slightly.
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|ftiltname=Tail Spear ({{ja|テイルスピアー|Teiru Supiā}})
|ftiltname=Tail Spear ({{ja|テイルスピアー|Teiru Supiā}})
|ftiltdmg=10% (tail), 13% (tip)
|ftiltdmg=10% (tail), 13% (tip)
|ftiltdesc=Grabs his tail and thrusts it forward. Can be [[angle]]d, and the tip of Ridley's tail acts as a [[sweetspot]]. The up-angled version can act as a low altitude anti-air with respectable horizontal reach, while the downward-angled version can act as a ledge pressuring tool, with the sweetspot reaching low enough to catch any opponent in a [[2 frame punish]], a ledge regrab, or a missed ledge sweetspot. Has long range and moderately low ending lag, making it a powerful [[spacing]] tool. The sweetspot KOs at around 155% from center stage.
|ftiltdesc=Grabs his tail and thrusts it forward. Can be [[angle]]d, and the tip of Ridley's tail acts as a [[sweetspot]]. The up-angled version can act as a low altitude anti-air with respectable horizontal reach, while the downward-angled version can act as a ledge pressuring tool, with the sweetspot reaching low enough to catch any opponent in a [[2 frame punish]], a ledge re-grab, or a missed ledge sweetspot. Has long range and moderately low ending lag, making it a powerful [[spacing]] tool. The sweetspot KOs at around 155% from center stage.
|utiltname=Wing Slicer ({{ja|ウイングスライサー|Uingu Suraisā}})
|utiltname=Wing Slicer ({{ja|ウイングスライサー|Uingu Suraisā}})
|utiltdmg=7% (wing), 9% (tip)
|utiltdmg=7% (wing), 9% (tip)
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|dsmashdesc=Leaps and slams his open wings onto the ground. Hits Ridley's both sides simultaneously with large coverage, allowing it to punish tech rolls in certain instances. The leap during startup can allow him to dodge some ground attacks if timed right (especially floor attacks that may be used after hitting with Skewer, or ledge attacks), while the edges of the attack utilize the intangible half of Ridley's wings. However, it has the slowest startup out of Ridley's smash attacks, and deals the least damage, while being only slightly stronger than his up smash. Launches opponents upward, KOing at around 100%.
|dsmashdesc=Leaps and slams his open wings onto the ground. Hits Ridley's both sides simultaneously with large coverage, allowing it to punish tech rolls in certain instances. The leap during startup can allow him to dodge some ground attacks if timed right (especially floor attacks that may be used after hitting with Skewer, or ledge attacks), while the edges of the attack utilize the intangible half of Ridley's wings. However, it has the slowest startup out of Ridley's smash attacks, and deals the least damage, while being only slightly stronger than his up smash. Launches opponents upward, KOing at around 100%.
|nairname=Ridley Spin ({{ja|リドリースピン|Ridorī Supin}})
|nairname=Ridley Spin ({{ja|リドリースピン|Ridorī Supin}})
|nairdmg={{ShortHopDmgSSBU|9}} (clean, tail), {{ShortHopDmgSSBU|12}} (clean, tip), {{ShortHopDmgSSBU|5}} (late)
|nairdmg={{ShortHopDmgSSBU|9}} (clean tail), {{ShortHopDmgSSBU|12}} (clean tip), {{ShortHopDmgSSBU|5}} (late)
|nairdesc=Backflips and swings his tail around himself, similarly to {{SSBU|Charizard}}'s neutral aerial albeit backwards instead of forwards. Has the lowest startup, ending lag and landing lag out of Ridley's aerials, as well as a long duration and a large hitbox, making it widely considered one of his most viable approach options. Upon landing, it can also combo into a jab, forward tilt, down tilt or grab at low percents, and another neutral aerial or a forward aerial at mid percents, especially if the sourspot is landed.
|nairdesc=Backflips and swings his tail around himself, similarly to {{SSBU|Charizard}}'s neutral aerial albeit backwards instead of forwards. Has the lowest startup, ending lag and landing lag out of Ridley's aerials, as well as a long duration and a large hitbox, making it widely considered one of his most viable approach options. Upon landing, it can also combo into a jab, forward tilt, down tilt or grab at low percents, and another neutral aerial or a forward aerial at mid percents, especially if the sourspot is landed.
|fairname=Triple Thrust ({{ja|トリプルスラスト|Toripuru Surasuto}})
|fairname=Triple Thrust ({{ja|トリプルスラスト|Toripuru Surasuto}})
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|uairdesc=Thrusts his closed wings upward. Has a sweetspot at the tip of the wings, which can KO at around 120% in the air. Its moderate startup and landing lag alongside Ridley's speed make it effective for [[juggling]]. On landing, it can also combo into an up tilt or up smash at low percents, as well as any aerial (except down aerial) up to high percents, including a sweetspotted up aerial as a potential KO setup.
|uairdesc=Thrusts his closed wings upward. Has a sweetspot at the tip of the wings, which can KO at around 120% in the air. Its moderate startup and landing lag alongside Ridley's speed make it effective for [[juggling]]. On landing, it can also combo into an up tilt or up smash at low percents, as well as any aerial (except down aerial) up to high percents, including a sweetspotted up aerial as a potential KO setup.
|dairname=Heel Dive ({{ja|ヒールダイブ|Hīru Daibu}})
|dairname=Heel Dive ({{ja|ヒールダイブ|Hīru Daibu}})
|dairdmg={{ShortHopDmgSSBU|14}} (clean, feet), {{ShortHopDmgSSBU|12}} (clean, legs; late)
|dairdmg={{ShortHopDmgSSBU|14}} (clean feet), {{ShortHopDmgSSBU|12}} (clean legs, late)
|dairdesc=A double foot stomp. A [[stall-then-fall]] with a sweetspot on its clean hit that [[meteor smash]]es opponents. Unlike most other moves of its kind, Ridley can also recover from it offstage if initiated at least at some height above the stage. However, it has very high landing lag, leaving it unsafe as a landing option and preventing any followups out of its meteor smash onstage. It resembles a move Meta Ridley uses in ''Metroid Prime''.
|dairdesc=A double foot stomp. A [[stall-then-fall]] with a sweetspot on its clean hit that [[meteor smash]]es opponents. Unlike most other moves of its kind, Ridley can also recover from it offstage if initiated at least at some height above the stage. However, it has very high landing lag, leaving it unsafe as a landing option and preventing any followups out of its meteor smash onstage. It resembles a move Meta Ridley uses in ''Metroid Prime''.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=Grab ({{ja|つかみ|Tsukami}})
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|nsname=Plasma Breath
|nsname=Plasma Breath
|nsdmg=4.5%-5.6682692% (clean), 3.5%-4.4086542% (late)
|nsdmg=4.5%-5.6682692% (clean), 3.5%-4.4086542% (late)
|nsdesc=Expels a fireball from his mouth forward, which bounces along the ground. It can be charged to have Ridley launch a maximum of five fireballs, which also increase in size and damage, dealing up to 28.341346% if all of them connect. When charged, it is fairly effective for camping and edgeguarding due to its low ending lag and sheer amount of projectiles, and can rack up damage quickly if uninterrupted. However, it has rather high startup, and hitting Ridley's mouth while he is charging the move causes [[recoil damage]] to him depending on how much it had been charged. The recoil animation lasts 56 frames.
|nsdesc=Expels a fireball from his mouth, which bounces forward along the ground. It can be charged to have Ridley launch a maximum of five fireballs, which also increase in size and damage, dealing up to 28.341346% if all of them connect. When charged, it is fairly effective for camping and edgeguarding due to its low ending lag and sheer amount of projectiles, and can rack up damage quickly if uninterrupted. However, it has rather high startup, and hitting Ridley's mouth while he is charging the move causes [[recoil damage]] to him depending on how much it had been charged. The recoil animation lasts 56 frames.
|ssname=Space Pirate Rush
|ssname=Space Pirate Rush
|ssdmg=4% (slam), 2% (drag loop), 7% (throw)
|ssdmg=4% (slam), 2% (drag loop), 7% (throw)
|ssdesc=Rushes forward to grab an opponent, functioning as a [[command grab]]. If successful, Ridley slams them onto the ground and drags them forward along it, dealing continuous damage, then throws them either upon reaching an edge or if the special move button is held. After frame 22 (just after Ridley starts sliding), he gains [[damage-based armor]] that withstand up to 8%. The move deals more damage the more distance the opponent is dragged along the ground, dealing 17% minimum when throwing manually, and can rack up a lot of damage in a short span of time. However, they can [[mash]] out of the move before Ridley throws them, with how fast they can escape depending on the difference between their percent and Ridley's. In midair, it doesn't incur [[helpless]]ness, allowing it to extend Ridley's recovery, and grabbing an opponent causes him to fall down with them until landing or throwing them manually, allowing it to be used for a [[sacrificial KO]]. However, it has some startup lag, and the aerial version causes Ridley to drop downwards after its horizontal momentum ends, making it possible to mistime a recovery.
|ssdesc=Rushes forward to grab an opponent, functioning as a [[command grab]]. If successful, Ridley slams them onto the ground and drags them forward along it, dealing continuous damage, then throws them either upon reaching an edge or if the special move button is held. After frame 22 (just after Ridley starts sliding), he gains [[damage-based armor]] that withstand up to 8%. The move deals more damage the more distance the opponent is dragged along the ground, dealing 17% minimum when throwing manually, and can rack up a lot of damage in a short span of time. However, they can [[mash]] out of the move before Ridley throws them, with how fast they can escape depending on the difference between their percent and Ridley's. In midair, it doesn't incur [[helpless]]ness, allowing it to extend Ridley's recovery, and grabbing an opponent causes him to fall down with them until landing or throwing them manually, allowing it to be used for a [[sacrificial KO]]. However, it has some startup lag, and the aerial version causes Ridley to drop downwards after its horizontal momentum ends, making it possible to mistime a recovery.
|usname=Wing Blitz
|usname=Wing Blitz
|usdmg=18% (up), 16% (forward/back), 15% (down), 5% (down, landing)
|usdmg=18% (up), 16% (forward, backward), 15% (down), 5% (down, landing)
|usdesc=Propels himself in any of four possible directions: straight up by default; forward and slightly down; backward and slightly up; and down and slightly forward. The move travels a long distance, does not lose power while traveling, has a wide ledge grabbing range throughout, and lets Ridley drift significantly when done. It is also noticeably powerful: the forward and upward tackles KO under 130% from center stage, whereas the diving stomp meteor smashes aerial targets while also allowing Ridley to save himself by grabbing an edge, making it potentially deadly for [[edgeguard]]ing. However, the move has very slow startup, and its few angles limit the positions from which Ridley can safely recover with it. Hitting a wall or ceiling with any angle will cause Ridley to bump away foregoing [[helplessness]].
|usdesc=Propels himself in any of four possible directions: straight up by default; forward and slightly down; backward and slightly up; and down and slightly forward. The move travels a long distance, does not lose power while traveling, has a wide ledge grabbing range throughout, and lets Ridley drift significantly when done. It is also noticeably powerful: the forward and upward tackles KO under 130% from center stage, whereas the diving stomp meteor smashes aerial targets while also allowing Ridley to save himself by grabbing an edge, making it potentially deadly for [[edgeguard]]ing. However, the move has very slow startup, and its few angles limit the positions from which Ridley can safely recover with it. Hitting a wall or ceiling with any angle will cause Ridley to bump away foregoing [[helplessness]].
|dsname=Skewer
|dsname=Skewer
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|fsname=Plasma Scream
|fsname=Plasma Scream
|fsdmg=15% (dash), 40% (cutscene), 15% (ending)
|fsdmg=15% (dash), 40% (cutscene), 15% (ending)
|fsdesc=Roars and then dashes forward. Upon hitting an opponent, a cinematic sequence begins with Ridley headbutting them onto {{SSBU|Samus}}'s [[metroidwiki:Samus Aran's Gunship|gunship]]; as the gunship flies off, he expels an energy beam from his mouth that engulfs both the ship and the target in an explosion. After the cutscene ends, the opponent is meteor smashed and the gunship can be seen crashing in the background of the stage. This Final Smash is an [[instant KO]] on opponents at 100% or higher before the cutscene ends.
|fsdesc=Roars and then dashes forward. Upon hitting an opponent, a cinematic sequence begins with Ridley headbutting them onto {{SSBU|Samus}}' [[metroidwiki:Samus Aran's Gunship|gunship]]; as the gunship flies off, he expels an energy beam from his mouth that engulfs both the ship and the target in an explosion. After the cutscene ends, the opponent is meteor smashed and the gunship can be seen crashing in the background of the stage. This Final Smash is an [[instant KO]] on opponents at 100% or higher before the cutscene ends.
}}
}}


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==In [[competitive play]]==
==In [[competitive play]]==
Being a widely requested character, there was a lot of hype when Ridley was first announced to be playable. However, initial opinions of Ridley’s viability in the E3 Demo Build were very negative. Due to him having the largest hurtbox in the game while not being a super heavyweight like similarly large characters, along with his attacks suffering from poor frame data, many people claimed that Ridley’s disadvantage state was too risky for him to make a significant impact towards the meta. As such, he was initially considered to be a low or even bottom tier character.
Being a widely requested character, there was a lot of hype when Ridley was first announced to be playable. However, initial opinions of Ridley's viability in the E3 demo build were very negative. Due to him having the largest hurtbox in the game while not being a super heavyweight like similarly large characters, along with his attacks suffering from poor frame data, many people claimed that Ridley's disadvantage state was too risky for him to make a significant impact towards the meta. As such, he was initially considered to be a low or even bottom tier character.


However, when the game was released, Ridley achieved notable successes despite having low representation, thanks to impressive results from players such as {{Sm|Nair^}}, {{Sm|OverLade}}, {{Sm|adom}}, and {{Sm|Vreyvus}}, Nair^ in particular placed 2nd at {{Trn|Mexican Gaming Championship}} with a notable win over {{Sm|Dark Wizzy}}, as well as 5th at {{Trn|Smash Fest to the Sky}}. This has led to most professionals to re-evaluate their opinions on Ridley, stating that he’s a “high risk, high reward”, which is indicated by Ridley’s excellent advantage state, where he can utilize his range, speed, and power to provide him a strong and versatile neutral game, though mistakes can lead him to his poor disadvantage state, which demonstrates his relatively high learning curve. Overall, Ridley's reception is significantly better than initially thought, as he is often considered to be a mid- or even high-tier character perceived to be very potent once mastered.
However, when the game was released, Ridley achieved notable successes despite having low representation, thanks to impressive results from players such as {{Sm|Nair^}}, {{Sm|OverLade}}, {{Sm|adom}}, and {{Sm|Vreyvus}}, Nair^ in particular placed 2nd at {{Trn|Mexican Gaming Championship}} with a notable win over {{Sm|Dark Wizzy}}, as well as 5th at {{Trn|Smash Fest to the Sky}}. This has led to most professionals to re-evaluate their opinions on Ridley, stating that he is a "high risk, high reward", which is indicated by Ridley's excellent advantage state, where he can utilize his range, speed, and power to provide him a strong and versatile neutral game, though mistakes can lead him to his poor disadvantage state, which demonstrates his relatively high learning curve. Overall, Ridley's reception is significantly better than initially thought, as he is often considered to be a mid tier or even high tier character perceived to be very potent once mastered.
===Most historically significant players===
===Most historically significant players===
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
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SSBU Ridley Number.png|Ridley's fighter card.
SSBU Ridley Number.png|Ridley's fighter card.
Ridley unlock notice SSBU.jpg|Ridley's unlock notice.
Ridley unlock notice SSBU.jpg|Ridley's unlock notice.
SSBUWebsiteRidley1.jpg|Using [[Plasma Breath]] on [[Mario Galaxy]].
SSBUWebsiteRidley1.jpg|Perparing to use [[Plasma Breath]] on [[Mario Galaxy]].
SSBUWebsiteRidley2.jpg|Jumping on [[Wrecking Crew]].
SSBUWebsiteRidley2.jpg|Jumping on [[Wrecking Crew]].
SSBUWebsiteRidley3.jpg|Using [[Wing Blitz]] on [[Midgar]].
SSBUWebsiteRidley3.jpg|Using [[Wing Blitz]] on [[Midgar]].
SSBUWebsiteRidley4.jpg|Using a [[Hammer]] on Wrecking Crew.
SSBUWebsiteRidley4.jpg|Using a [[Hammer]] on Wrecking Crew.
SSBUWebsiteRidley5.jpg|Using [[Skewer]] against {{SSBU|Fox}} on {{SSBU|Battlefield}}.
SSBUWebsiteRidley5.jpg|Using [[Skewer]] against {{SSBU|Fox}} on {{SSBU|Battlefield}}.
SSBUWebsiteRidley6.jpg|In his [[Meta Ridley]]<!--Not Proteus Ridley. Note that Proteus's jaw, neck, chest, right arm, and wings are much more organic compared to this costume.--> costume with {{SSBU|Samus}} on [[Castle Siege]].
SSBUWebsiteRidley6.jpg|As [[Meta Ridley]]<!--Not Proteus Ridley. Note that Proteus's jaw, neck, chest, right arm, and wings are much more organic compared to this costume.--> alongside {{SSBU|Samus}} on [[Castle Siege]].
Meta ridley costume.jpg|Performing his [[On-screen appearance]] in his Meta Ridley costume on [[Coliseum]].
Meta ridley costume.jpg|Performing his [[on-screen appearance]] as Meta Ridley on [[Coliseum]].
SSBUWebsiteMarth4.jpg|Ridley attempting to burn {{SSBU|Marth}} with his neutral special on [[3D Land]].
SSBUWebsiteMarth4.jpg|Using Plasma Breath as {{SSBU|Marth}} [[spot dodge]]s it on [[3D Land]].
SSBUWebsiteZeroMM2.jpg|Ridley about to be hit by {{b|Zero|Mega Man}}'s Genmu Zero on Midgar.
SSBUWebsiteZeroMM2.jpg|Ridley about to be hit by {{b|Zero|Mega Man}}'s Genmu Zero on Midgar.
SSBUWebsiteSummit.jpg|Ridley, {{SSBU|Jigglypuff}}, {{SSBU|Ice Climbers}}, and {{SSBU|Zelda}} on [[Summit]].
SSBUWebsiteSummit.jpg|Ridley, {{SSBU|Jigglypuff}}, {{SSBU|Ice Climbers}}, and {{SSBU|Zelda}} on [[Summit]].
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==Trivia==
==Trivia==
*With his debut in August 1986, Ridley is the oldest newcomer in the base game for ''[[Super Smash Bros. Ultimate]]'', beating out {{SSBU|Simon}} by one month.
*Due to debuting in August 1986, Ridley is the oldest newcomer in the base version of ''[[Super Smash Bros. Ultimate]]'', beating out {{SSBU|Simon}} by one month.
*Ridley's model appears to be based on his ''Super Metroid'' sprite with additional details and embellishments, some of which loosely resemble his clone's design in ''{{iw|metroidwiki|Metroid: Other M}}''. His size is significantly reduced to that of his appearance in the original ''Metroid'' for the NES, where his hunched posture is only slightly taller than [[Samus Aran]].
*Ridley's model appears to be based on his ''Super Metroid'' sprite with additional details and embellishments, some of which loosely resemble his clone's design in ''{{iw|metroidwiki|Metroid: Other M}}''. His size is significantly reduced to that of his appearance in the original ''Metroid'' for the NES, where his hunched posture is only slightly taller than [[Samus Aran]].
**[[Masahiro Sakurai]] was reported to have heavily based Ridley on his depiction in the original ''Metroid'', specifically how the sprite appeared hunched over even while flying.<ref>https://www.eventhubs.com/news/2018/jul/23/masahiro-sakurai-designed-ridley-super-smash-bros-ultimate-based-his-appearance-original-metroid-nes/</ref>
**[[Masahiro Sakurai]] was reported to have heavily based Ridley on his depiction in the original ''Metroid'', specifically how his sprite appeared hunched over even while flying.<ref>https://www.eventhubs.com/news/2018/jul/23/masahiro-sakurai-designed-ridley-super-smash-bros-ultimate-based-his-appearance-original-metroid-nes/</ref>
*His fighter tagline, "Ridley Hits the Big Time!", likely references Ridley's exclusion in previous games due to being too big according to Sakurai.
*Ridley's fighter tagline, "Ridley Hits the Big Time!", likely references his exclusion in previous games due to Sakurai's prior perception of him being too large to implement as a fighter.
**Sakurai stated in a Nintendo Dream Magazine interview that Ridley was added because of his popularity on the Smash Bros. Fighter Ballot.<ref>http://www.japanesenintendo.com/post/182181277319</ref>
**Sakurai stated in a Nintendo Dream Magazine interview that Ridley was added because of his popularity on the Smash Bros. Fighter Ballot.<ref>http://www.japanesenintendo.com/post/182181277319</ref>
*Since this is his playable ''Super Smash Bros.'' debut, this also marks Ridley's debut as a playable character in any game.
*''Ultimate'' marks Ridley's debut as a playable character in any capacity.
*Ridley's pose in his official artwork resembles the pose {{SSB4|Bowser}} makes in his official art for ''[[Super Smash Bros. 4]]'', albeit mirrored.
*Ridley's pose in his official artwork resembles {{SSB4|Bowser}}'s pose in his official art for ''[[Super Smash Bros. 4]]'', albeit mirrored.
*His animated reveal trailer is the first time since Ridley's role in the ''Metroid'' manga where Ridley has displayed a dark sense of humor, playfully twirling the hat of a defeated Mario when revealing himself to Samus while flashing a grin.
*His animated reveal trailer is the first time since Ridley's role in the ''Metroid'' manga where Ridley has displayed a sense of humor, playfully twirling the hat of a defeated {{SSBU|Mario}} when revealing himself to {{SSBU|Samus}} while grinning.
**The way Ridley twirls Mario's hat is a callback to Mario in the beginning of the reveal trailer of ''{{iw|mariowiki|Super Mario Odyssey}}''.
**The way Ridley twirls Mario's hat is a callback to [[Mario]] doing the same in the beginning of ''{{iw|mariowiki|Super Mario Odyssey}}''{{'}}s reveal trailer.
**The part where a {{b|Metroid|creature}} attacks Ridley before a [[stun]]ned {{SSBU|Pikachu}} resembles a pivotal point in his boss fight in ''{{iw|metroidwiki|Metroid: Samus Returns}}'', where the Baby Metroid saves Samus from Ridley by leeching some of his energy.
**The part where a {{b|Metroid|creature}} attacks Ridley while he is near a [[stun]]ned {{SSBU|Pikachu}} resembles a pivotal point in his boss fight in ''{{iw|metroidwiki|Metroid: Samus Returns}}'' in which the Baby Metroid saves Samus from Ridley by leeching some of his energy. On an extended note, Pikachu and Samus teamed up to fight Ridley in [[The Subspace Emmisary]].
*The moment Ridley appears in his introductory trailer resembles his appearance in ''{{iw|metroidwiki|Metroid: Zero Mission}}'', just before his fight. This includes the way Samus looks at the screen, Ridley's reflection in her visor, his entrance animation, and music timing.
*The moment Ridley appears in his introductory trailer resembles his appearance in ''{{iw|metroidwiki|Metroid: Zero Mission}}'' just before Samus fights him. This includes the way Samus looks at the screen, Ridley's reflection in her visor, his entrance animation, and the music's timing.
**On a similar note, during the zoom-in on Samus's eyes during this scene shows her irises jittering in a state of panic, indirectly referencing the scene where Samus ends up freezing up from PTSD at the sight of Ridley's clone at the end of Chapter 17 of ''Metroid: Other M'', and to a lesser extent a similar reaction from Samus regarding Ridley himself in the Magazine Z prequel manga to ''Metroid: Zero Mission''.
**On a similar note, the zoom-in on Samus' eyes during this scene shows her irises jittering in a state of panic, indirectly referencing the scene where Samus ends up freezing up from PTSD at the sight of Ridley's clone at the end of Chapter 17 of ''Metroid: Other M'', and to a lesser extent, a similar reaction from Samus regarding Ridley himself in the Magazine Z prequel manga to ''Metroid: Zero Mission''.
*Ridley (and by extension, Meta Ridley) is the second ''Super Smash Bros.'' boss character to become playable in the series after [[Giga Bowser]], and the only boss character to be playable at all times, as Giga Bowser is limited to [[Giga Bowser (Final Smash)|Bowser's Final Smash]]. He is also one of the only two [[stage hazard]]s to become playable in the series, the other being {{SSBU|Piranha Plant}}.
*Ridley (and by extension, Meta Ridley) is the second ''Super Smash Bros.'' boss character to become playable in the series after [[Giga Bowser]], and the only boss character to be playable at all times, as Giga Bowser is limited to [[Giga Bowser (Final Smash)|Bowser's Final Smash]]. He is also one of the only two [[stage hazard]]s to become playable in the series, the other being {{SSBU|Piranha Plant}}.
*There was an error on Ridley's page on the Latin American and Canadian French version of the ''Super Smash Bros.'' website. The reveal trailer videos were unavailable, with the Latin American version mistakenly linking to a Japanese ''{{iw|mariowiki|Mario Tennis Aces}}'' video. This has since been corrected.
*There was an error on Ridley's page on the Latin American and Canadian French version of the ''Super Smash Bros.'' website. The reveal trailer videos were unavailable, with the Latin American version mistakenly linking to a Japanese ''{{iw|mariowiki|Mario Tennis Aces}}'' video. This has since been corrected.
*Ridley is the only playable character from the {{uv|Metroid}} series whose animations are mirrored.
*Ridley is the only playable character from the {{uv|Metroid}} series whose animations are mirrored.
*Masahiro Sakurai stated in an interview that Ridley's down taunt (where he stands upright) is among his favorite taunts in the game.<ref>https://nintendoeverything.com/sakurai-on-smash-bros-ultimate-tempo-items-changes-and-additions-choosing-taunts-much-more/2/</ref>
*Masahiro Sakurai stated in an interview that Ridley's down taunt is among his favorite taunts in ''Ultimate''.<ref>https://nintendoeverything.com/sakurai-on-smash-bros-ultimate-tempo-items-changes-and-additions-choosing-taunts-much-more/2/</ref>
*Due to his eyes being yellow by default, Ridley is the only character in ''Ultimate'' to not receive a significant eye color change after obtaining a Smash Ball or during a perfect shield animation.
*Due to his eyes being yellow by default, Ridley is the only character in ''Ultimate'' to not receive a significant eye color change after obtaining a Smash Ball or upon [[perfect shield]]ing.
**Although {{SSBU|Meta Knight}}'s default eye color is also yellow, his eyes turn red in these circumstances.
**Although {{SSBU|Meta Knight}}'s default eye color is also yellow, his eyes turn red in these circumstances.
*When zooming in behind Meta Ridley's wings, his right wing does not fully connect to his back.<ref>[https://imgur.com/a/HmR6YGf]</ref>
*When zooming in behind Meta Ridley's wings, his right wing does not fully connect to his back.<ref>[https://imgur.com/a/HmR6YGf]</ref>
*Ridley's [[damage meter]] portrait protrudes downward the most out of every fighter.
*Ridley's [[damage meter]] portrait protrudes downward the most out of every fighter.
*Strangely, Ridley has code for [[gliding]], despite the mechanic not returning from ''[[Super Smash Bros. Brawl]]'', and Ridley himself not being playable or cloned from a playable character in ''Brawl''.
*Strangely, Ridley has code for [[gliding]], despite the mechanic not returning from ''[[Super Smash Bros. Brawl]]'' and Ridley himself not being playable or cloned from a playable character in ''Brawl''.
**Upon further inspection, the code is identical to {{SSBU|Charizard}}'s, which has been carried over since ''Brawl''. This suggests that Charizard was used as a template for some aspects of Ridley's creation.
**Upon further inspection, the code is identical to {{SSBU|Charizard}}'s, which has been carried over since ''Brawl''. This suggests that Charizard was used as a template for some aspects of Ridley's implementation as a fighter.
*Ridley is the one of few characters who has only two knockback voice clips (with the others being the {{SSBU|Ice Climbers}} and {{SSBU|Duck Hunt}}) and one blast KO voice clip (with the others being {{SSBU|Jigglypuff}} in the international versions, {{SSBU|Mewtwo}}, {{SSBU|Roy}}, the {{SSBU|Mii Fighter}}s, {{SSBU|Bayonetta}}, and {{SSBU|Sephiroth}}.
*Ridley is the one of few characters who has only two knockback voice clips (with the others being the {{SSBU|Ice Climbers}} and {{SSBU|Duck Hunt}}) and one blast KO voice clip (with the others being {{SSBU|Jigglypuff}} in the international versions, {{SSBU|Mewtwo}}, {{SSBU|Roy}}, the {{SSBU|Mii Fighter}}s, {{SSBU|Bayonetta}}, and {{SSBU|Sephiroth}}.
*Sometimes, when Ridley takes damage, he may display a similar pose to {{iw|metroidwiki|Neo-Ridley}}'s when he flies.<ref>[https://imgur.com/a/OgQem6N]</ref>
*When Ridley receives damage, he may assume a pose similar to {{iw|metroidwiki|Neo-Ridley}}'s flying pose.<ref>[https://imgur.com/a/OgQem6N]</ref>
*Ridley and {{SSBU|Corrin}} appear in the most Legend-rank spirit battles as the main opponent, at a total of four.
*Ridley and {{SSBU|Corrin}} appear in the most Legend-rank spirit battles as the main opponent, at a total of four.
**Specifically, Ridley appears in the Omega Ridley, Dark Emperor, Ender Dragon, and Bahamut ZERO spirit battles.
**Specifically, Ridley appears in the Omega Ridley, Dark Emperor, Ender Dragon, and Bahamut ZERO spirit battles.
**Counting ally spirits, he appears in the most Legend-rank spirit battles, at a total of six.
**When counting ally spirits, he appears in the most Legend-rank spirit battles, at a total of six.
*Ridley and {{SSBU|Daisy}} are the only newcomers who were not shown being added to the panoramic group artwork. This does not include {{SSBU|Inkling}}, who was featured on the artwork when it debuted.
*Ridley and {{SSBU|Daisy}} are the only newcomers who were not shown being added to the panoramic group artwork. This does not include {{SSBU|Inkling}}, who was featured on the artwork when it debuted.


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