Ridley (SSBU)/Down throw: Difference between revisions
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{{ArticleIcons|ssbu=y}} | {{ArticleIcons|ssbu=y}} | ||
{|class="wikitable" style="float:right; margin:4pt;" | {|class="wikitable" style="float:right; margin:4pt;" | ||
!colspan=5|Ridley down throw hurtbox visualization | !colspan=5|Ridley down throw hurtbox visualization | ||
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|[[File:RidleyDThrow.gif| | |[[File:RidleyDThrow.gif|400px]] | ||
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==Overview== | ==Overview== | ||
{{SSBU|Ridley}} slams the opponent to the ground. Down throw is an extremely strong combo tool at 0%, as it doesn't send into [[tumble]] until around 18.4% on average<ref>https://docs.google.com/spreadsheets/d/1R5ySyUmikOzboKGqYyjGZ_dgJeer_r-gVX5jOWRnepY/edit?usp=sharing Ridley DThrow Tumble%s</ref>. Due to this, as well as it being a throw, the opponent cannot interact with [[DI]] or even [[ASDI]]. Ridley removes all interaction bar their option out of [[hitstun]], enabling every combo at this point to be consistent. | |||
Down throw can be used to set up for [[Skewer]], which catches panic [[airdodge]]s. However, waiting and using [[shield]] can prevent this and leave Ridley at -29 on shield frame advantage. Most Ridley players will use a full momentum [[short hop fast fall]] [[Ridley (SSBU)/Neutral aerial|neutral aerial]] to try and regrab, or [[Ridley (SSBU)/Forward aerial|forward aerial]] for its high damage with a tipper while being able to combo into itself. Both of these combo routes should end with the opponent at around 50%, giving Ridley a fair opener. | |||
Down throw can be confirmed through moves such as landing forward or neutral aerial, or a half-charged [[Plasma Breath]] (which has less endlag than a fully charged one). However, the latter tends to leave the opponent out of the tumble [[percentage]] range, which can make it more difficult to get a good combo. | |||
With the assistance of platforms, down throw can also [[KO]] at higher percentages. This is Ridley's main kill throw in circumstances where it's necessary. | |||
<!-- Kill%s were done in Ruben's Calculator, which while very accurate does not consider model hurtboxes. As such, give them a 5% margin of error. --> | |||
{| class="wikitable" | |||
|- | |||
! colspan="2" | Ridley Down Throw KO%s on [[Battlefield]] VS {{SSBU|Mario}} w/Optimal DI | |||
|- | |||
! Circumstance !! Kill% | |||
|- | |||
| Stage Base || 216.28% | |||
|- | |||
| Stage Base (max [[rage]]) || 188.5% | |||
|- | |||
| Side Platform || 200.92% | |||
|- | |||
| Side Platform (max rage) || 174.52% | |||
|- | |||
| Top Platform || 185.06% | |||
|- | |||
| Top Platform (max rage) || 160.12% | |||
|} | |||
Optimal DI is a 314° angle on the control stick. | |||
==Throw Data== | ==Throw Data== | ||
{{UltimateThrowTableHeader}} | {{UltimateThrowTableHeader}} | ||
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|fkv=0 | |fkv=0 | ||
|ff=0.0 | |ff=0.0 | ||
|effect=Normal | |||
|sfx=None | |||
|slvl=S | |||
}} | |||
{{UltimateThrowTableRow | |||
|kind=1 | |||
|id=0 | |||
|type=Throwing | |||
|damage=3.0% | |||
|angle=361 | |||
|bk=40 | |||
|ks=100 | |||
|fkv=0 | |||
|effect=Normal | |effect=Normal | ||
|sfx=None | |sfx=None | ||
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==Timing== | ==Timing== | ||
During frame 18, the move inflicts 4 frames of [[hitlag]] to both Ridley and the opponent, during which the opponent is invincible. This section shows its timing without the hitlag. | |||
{|class="wikitable" | {|class="wikitable" | ||
!Invincibility | !Invincibility | ||
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|- | |- | ||
!Interruptible | !Interruptible | ||
| | |36 | ||
|- | |- | ||
!Animation length | !Animation length | ||
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|} | |} | ||
{{FrameStripStart}} | {{FrameStripStart}} | ||
{{FrameStrip|t=Lag|c=21|e=LagThrowS}}{{FrameStrip|t=Lag|c= | {{FrameStrip|t=Lag|c=21|e=LagThrowS}}{{FrameStrip|t=Lag|c=14|s=LagThrowE}}{{FrameStrip|t=Interruptible|c=20}} | ||
|- | |- | ||
{{FrameStrip|t=Invincible|c=22}}{{FrameStrip|t=Vulnerable|c=33}} | {{FrameStrip|t=Invincible|c=22}}{{FrameStrip|t=Vulnerable|c=33}} |
Latest revision as of 17:51, August 7, 2022
Ridley down throw hurtbox visualization | ||||
---|---|---|---|---|
Overview[edit]
Ridley slams the opponent to the ground. Down throw is an extremely strong combo tool at 0%, as it doesn't send into tumble until around 18.4% on average[1]. Due to this, as well as it being a throw, the opponent cannot interact with DI or even ASDI. Ridley removes all interaction bar their option out of hitstun, enabling every combo at this point to be consistent.
Down throw can be used to set up for Skewer, which catches panic airdodges. However, waiting and using shield can prevent this and leave Ridley at -29 on shield frame advantage. Most Ridley players will use a full momentum short hop fast fall neutral aerial to try and regrab, or forward aerial for its high damage with a tipper while being able to combo into itself. Both of these combo routes should end with the opponent at around 50%, giving Ridley a fair opener.
Down throw can be confirmed through moves such as landing forward or neutral aerial, or a half-charged Plasma Breath (which has less endlag than a fully charged one). However, the latter tends to leave the opponent out of the tumble percentage range, which can make it more difficult to get a good combo.
With the assistance of platforms, down throw can also KO at higher percentages. This is Ridley's main kill throw in circumstances where it's necessary.
Ridley Down Throw KO%s on Battlefield VS Mario w/Optimal DI | |
---|---|
Circumstance | Kill% |
Stage Base | 216.28% |
Stage Base (max rage) | 188.5% |
Side Platform | 200.92% |
Side Platform (max rage) | 174.52% |
Top Platform | 185.06% |
Top Platform (max rage) | 160.12% |
Optimal DI is a 314° angle on the control stick.
Throw Data[edit]
Kind | ID | Damage | Angle | Angle type | BK | KS | FKV | H× | Effect | Type | Sound |
---|---|---|---|---|---|---|---|---|---|---|---|
Throw | 0 | 7.0% | Forward | 40 | 115 | 0 | 0.0× | None | |||
Break | 0 | 3.0% | Forward | 40 | 100 | 0 | 0.0× | None |
Timing[edit]
During frame 18, the move inflicts 4 frames of hitlag to both Ridley and the opponent, during which the opponent is invincible. This section shows its timing without the hitlag.
Invincibility | 1-22 |
---|---|
Throw Release | 22 |
Interruptible | 36 |
Animation length | 55 |
Lag time |
Vulnerable |
Invincible |
Throw point |
Interruptible |
|