Ridley (SSBU): Difference between revisions

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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 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 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 aforementioned 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 aforementioned 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.


Ridley's grounded game is also noteworthy in terms of utility. His [[neutral attack]] is his fastest attack, and has both great damage potential thanks to its infinite, and surprising power due to the regular third hit. His [[forward tilt]] has good range and low lag overall, while dealing high knockback if the tip connects, with the low aim version being a reliable two-framing option. Meanwhile, his [[up tilt|up]] and [[down tilt]]s offer varied potential, with up tilt being a great anti-air that chains into itself, most aerials, and even up smash, whereas down tilt allows Ridley to combo off from a safe distance and position the opponent into very vulnerable spots ripe for punishing or juggling. His [[dash attack]] is one of the few to have no sourspots throughout, and has respectable power. [[Forward smash]] has below-average startup (around the same as {{SSBU|Mr. Game & Watch}} and {{SSBU|Palutena}}) and is short ranged, but is one of the strongest of its kind in both damage and knockback, and is just fast enough to two frame and punish whiffs, landings, or be a more situational follow up, like off a late hit of a landing neutral aerial, or a frame tight execution after a gentleman jab. [[Down smash]] has slow start up and less raw power, but has very large, mostly disjointed range as it makes use of the invulnerable parts of Ridley's wings, along with totally lacking a sourspot. It also has the added trait of Ridley hopping high during the start-up; this can allow Ridley to completely dodge attacks, even sometimes those with center aim, making it especially effective in fields like punishing a get up attack or punishing grab whiffs. It is also a notoriously effective punishment option after a successful Skewer sweetspot, as the short hop itself can cover most get-up options. This more commonly is used to cover ledge get-up options from the opponent, as with proper timing, Down Smash can cover almost the entire cast's options to return to stage, only being checked by moves that can hit from below stage (like Ridley's own uair). Finally, [[up smash]] is Ridley's fastest and most reliable smash attack; while not having the sheer power of the other two, it is still powerful in its own right, and is also a very effective anti-air as it makes Ridley's foot invulnerable. Overall, each of Ridley's grounded moves have different attributes that make them useful, while still giving him the typical great power of a heavyweight.
Ridley's grounded game is also noteworthy in terms of utility. His [[neutral attack]] is his fastest attack, and has both great damage potential thanks to its infinite, and surprising power due to the regular third hit. His [[forward tilt]] has good range and low lag overall, while dealing high knockback if the tip connects, with the low aim version being a reliable two-framing option. Meanwhile, his [[up tilt|up]] and [[down tilt]]s offer varied potential, with up tilt being a great anti-air that chains into itself, most aerials, and even up smash, whereas down tilt allows Ridley to combo off from a safe distance and position the opponent into very vulnerable spots ripe for punishing or juggling. His [[dash attack]] is one of the few to have no sourspots throughout, and has respectable power. [[Forward smash]] has below-average startup (around the same as {{SSBU|Mr. Game & Watch}} and {{SSBU|Palutena}}) and is short ranged, but is one of the strongest of its kind in both damage and knockback, and is just fast enough to two frame and punish whiffs, landings, or be a more situational follow up, like off a late hit of a landing neutral aerial, or a frame tight execution after a gentleman jab. [[Down smash]] has slow start up and less raw power, but has very large, mostly disjointed range as it makes use of the invulnerable parts of Ridley's wings, along with totally lacking a sourspot. It also has the added trait of Ridley hopping high during the start-up; this can allow Ridley to completely dodge attacks, even sometimes those with center aim, making it especially effective in fields like punishing a get up attack or punishing grab whiffs. It is also a notoriously effective punishment option after a successful Skewer sweetspot, as the short hop itself can cover most get-up options. This more commonly is used to cover ledge get-up options from the opponent, as with proper timing, Down Smash can cover almost the entire cast's options to return to stage, only being checked by moves that can hit from below stage (like Ridley's own uair). Finally, [[up smash]] is Ridley's fastest and most reliable smash attack; while not having the sheer power of the other two, it is still powerful in its own right, and is also a very effective anti-air as it makes Ridley's foot invulnerable. Overall, each of Ridley's grounded moves have different attributes that make them useful, while still giving him the typical great power of a heavyweight.