Ridley (SSBU): Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
No edit summary
(Undid edit by 139.164.154.34: Unnecessary)
Tag: Undo
Line 22: Line 22:


==Attributes==
==Attributes==
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. In actuality, Ridley is the tallest character in the game,(9'7 feet/2.9 meters when using his up taunt), though still, this is far from a giant he is represented in the Metroid Prime games. This is of course to make Ridley more fitting to the other cast of Smash, therefore he also stands at a crouched pose. Ironically, he also has a lower weight value than his adversary, Samus. 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 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'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.
Line 36: Line 36:
Ridley's large frame also gives him remarkable range. Many of Ridley's moves have large, disjointed hitboxes, some even eclipsing sword users like {{SSBU|Marth}} and {{SSBU|Ike}}. Ridley's disjoints can even challenge and beat out incoming projectiles when timed right, and can even sometimes break him out of disadvantage. This is all on top of the aforementioned projectile he has. Finally, and thanks to his range, Ridley possesses a surprisingly dangerous combo game. His down throw, up tilt, down tilt, neutral aerial, and Plasma Breath can lead into various strings and combos that can rack up huge damage with only a few hits, with some even leading to kill confirms (such as Plasma Breath to dash attack, late hit neutral aerial to forward smash, and up tilt into back or up aerial). Combined with the aforementioned power and utility on his moves, this allows Ridley to pile up damage as quickly as his fellow heavyweights, and also makes it risky for opponents to regain the advantage, as Ridley's ability to start combos and break a defense even while in a disadvantage forces the opponent to be cautious of Ridley's options. All of Ridley's traits make him a strangely varied fighter for his weight and size, allowing him to play differently depending on the situation.
Ridley's large frame also gives him remarkable range. Many of Ridley's moves have large, disjointed hitboxes, some even eclipsing sword users like {{SSBU|Marth}} and {{SSBU|Ike}}. Ridley's disjoints can even challenge and beat out incoming projectiles when timed right, and can even sometimes break him out of disadvantage. This is all on top of the aforementioned projectile he has. Finally, and thanks to his range, Ridley possesses a surprisingly dangerous combo game. His down throw, up tilt, down tilt, neutral aerial, and Plasma Breath can lead into various strings and combos that can rack up huge damage with only a few hits, with some even leading to kill confirms (such as Plasma Breath to dash attack, late hit neutral aerial to forward smash, and up tilt into back or up aerial). Combined with the aforementioned power and utility on his moves, this allows Ridley to pile up damage as quickly as his fellow heavyweights, and also makes it risky for opponents to regain the advantage, as Ridley's ability to start combos and break a defense even while in a disadvantage forces the opponent to be cautious of Ridley's options. All of Ridley's traits make him a strangely varied fighter for his weight and size, allowing him to play differently depending on the situation.


While it's an understated attribute, Ridley functioning like a Swiss army knife archetype allows Ridley to have a valuable tool or playstyle in all his match ups, which plays very well to highlight Ridley's strength in bait-and-punishing and frame trapping. Ridley's disjointed range allows him to check characters that struggle with range or rely on grabs, and his command grab can check characters that are highly defensive or have difficulty recovering, and his projectile checks characters that lack one in return. Ridley's surprising defensive capabilities often crop up in matches that would seemingly favor the aggressor, such as his rather impressively low ledge hang (which can even evade moves like Marth and Lucina's forward smash), the surprisingly low profile of his crouch, and the previously mentioned intangible tips of his Wing Blitz recovery. In the end, while many characters can give Ridley trouble, few characters are equipped to avoid being checked by his tools, and even fewer are able to negate all of them.
While it's an understated attribute, Ridley functioning like a Swiss army knife archetype allows Ridley to have a valuable tool or playstyle in almost all match ups, which plays very well to highlight Ridley's strength in bait-and-punishing and frame trapping. Ridley's disjointed range allows him to check characters that struggle with range or rely on grabs, and his command grab can check characters that are highly defensive or have difficulty recovering, and his projectile checks characters that lack one in return. Ridley's surprising defensive capabilities often crop up in matches that would seemingly favor the aggressor, such as his rather impressively low ledge hang (which can even evade moves like Marth and Lucina's forward smash), the surprisingly low profile of his crouch, and the previously mentioned intangible tips of his Wing Blitz recovery. In the end, while many characters can give Ridley trouble, few characters are equipped to avoid being checked by his tools, and even fewer are able to negate all of them.


While Ridley has amazing strengths, he also has some critical and easy-to-exploit weaknesses. The most notable of them is his size; Ridley has among the largest, most awkward hurtboxes out of the cast, which combined with his heavy weight and fast falling speed makes him very easy to combo, juggle, and hit in general. On top of that, his lower weight compared to characters of a similar size also negatively affects his survivability, as he is often at a considerably higher risk of dying much earlier from being in disadvantage than other heavy characters due his mixture of very large size and only moderately heavy weight. While Ridley's frame data is rather poor, although good for a heavyweight, he has below average startup and above average ending lag overall on his toolkit, so he lacks a tool fast enough to break combos effectively; this makes him one of the most affected characters by average combo strings, and he is rather easy to finish off. Quite literally any character can defeat Ridley with basic edgeguarding tools and Ridley being out of his comfortable recovery position. Ridley’s options against projectile users and zoning are virtually nonexistent despite having a projectile himself; Plasma Breath is laggy, its projectiles travel slowly, and are useless against more powerful projectiles, and the move's recoil property on Ridley's mouth can easily open up opportunities for more attacks against him that would end a stock, even if said recoil would prevent knockback especially on emergency situations like being at KO percent. Ridley's disjointed moves are seldom capable of beating out projectiles, and he has few moves that boast enough range to challenge zoners, and these options usually require a great deal of effort to execute right compared to what they're challenging, which can quickly lead to Ridley being cornered into a worse situation. All of this is further worsened with how tricky it can be to land with Ridley, despite being a fast-faller.
While Ridley has amazing strengths, he also has some critical and easy-to-exploit weaknesses. The most notable of them is his size; Ridley has among the largest, most awkward hurtboxes out of the cast, which combined with his heavy weight and fast falling speed makes him very easy to combo, juggle, and hit in general. On top of that, his lower weight compared to characters of a similar size also negatively affects his survivability, as he is often at a considerably higher risk of dying much earlier from being in disadvantage than other heavy characters due his mixture of very large size and only moderately heavy weight. While Ridley's frame data is rather poor, although good for a heavyweight, he has below average startup and above average ending lag overall on his toolkit, so he lacks a tool fast enough to break combos effectively; this makes him one of the most affected characters by average combo strings, and he is rather easy to finish off. Quite literally any character can defeat Ridley with basic edgeguarding tools and Ridley being out of his comfortable recovery position. Ridley’s options against projectile users and zoning are virtually nonexistent despite having a projectile himself; Plasma Breath is laggy, its projectiles travel slowly, and are useless against more powerful projectiles, and the move's recoil property on Ridley's mouth can easily open up opportunities for more attacks against him that would end a stock, even if said recoil would prevent knockback especially on emergency situations like being at KO percent. Ridley's disjointed moves are seldom capable of beating out projectiles, and he has few moves that boast enough range to challenge zoners, and these options usually require a great deal of effort to execute right compared to what they're challenging, which can quickly lead to Ridley being cornered into a worse situation. All of this is further worsened with how tricky it can be to land with Ridley, despite being a fast-faller.
Line 44: Line 44:
Another critical flaw to Ridley is how drastically his moves vary in quality, which can lead to Ridley becoming quite predictable to even the most unaware player. While he has plenty of amazing moves, some of them still have significant flaws; these can range from slow startup (Plasma Breath and down smash), to absurd blindspots (up tilt and sometimes up smash), overly situational and/or strict (Skewer), or being overall unreliable (down aerial). On the other side of spectrum, some of Ridley's moves like neutral aerial, up smash, down tilt, and depending on the match-up, the aforementioned Plasma Breath are so favorable that it becomes easy to over-centralize on their use. Ridley is a character that finds the most success in being unpredictable, which can be difficult when a player subconsciously checks off using so many moves. This, combined with his aforementioned trouble at dealing with fast and/or zoning characters, and with recovering under pressure, makes Ridley one of the most susceptible characters to pressure, as Ridley's disadvantage state makes him easy to overwhelm, and failure to overwhelm or control aggression could force him to take heavy damage or even be KOed outright.
Another critical flaw to Ridley is how drastically his moves vary in quality, which can lead to Ridley becoming quite predictable to even the most unaware player. While he has plenty of amazing moves, some of them still have significant flaws; these can range from slow startup (Plasma Breath and down smash), to absurd blindspots (up tilt and sometimes up smash), overly situational and/or strict (Skewer), or being overall unreliable (down aerial). On the other side of spectrum, some of Ridley's moves like neutral aerial, up smash, down tilt, and depending on the match-up, the aforementioned Plasma Breath are so favorable that it becomes easy to over-centralize on their use. Ridley is a character that finds the most success in being unpredictable, which can be difficult when a player subconsciously checks off using so many moves. This, combined with his aforementioned trouble at dealing with fast and/or zoning characters, and with recovering under pressure, makes Ridley one of the most susceptible characters to pressure, as Ridley's disadvantage state makes him easy to overwhelm, and failure to overwhelm or control aggression could force him to take heavy damage or even be KOed outright.


A notable downside of Ridley's kit is his mediocre grab game. His grab range is somewhat short for his size, to begin with, alongside very mediocre to poor frame data for all variants of the grab input, and a character like him can greatly suffer from whiffing it, its only saving grace being Ridley's fast dash speed. While down throw functions as a strong and reliable combo tool from low to mid percentages, and at very high percentages (around 150%) is capable of KOing middleweights, none of Ridley's other throws provide much usage beyond repositioning the opponent. Forward and back throws don't KO at reasonable percentages, even with ideal positioning, and up throw, while being his most damaging throw and a passable kill throw with low ceiling stages, is best as a mediocre set up for juggling the opponent. The up throw has Ridley heave his opponent overhead and viciously stab them in the back with his spear-like tail. While visually brutal, it demonstrates how truly lacking his grab game is, considering it is the most "prominent" throw. Even Ridley's down throw doesn't combo into entirely unique strings, and his down tilt can sometimes service some of the same use while being much safer to execute, despite down throw into forward tilt being a noteworthy frame trap set up. Unlike other normally reliable down throws, however, Ridley's is noticeably easy to simply DI away from to severely limit Ridley's follow ups. While the existence of Space Pirate Rush somewhat mitigates his lack of a strong throw due to its ability to KO at the ledge at high percentages, overall, Ridley's grab game is almost entirely centralized by his down throw's utility, with his other throws being situational at best and a complete waste of risks at worst.
A notable downside of Ridley's kit is his mediocre grab game. His grab range is somewhat short for his size to begin with, alongside very mediocre to poor frame data for all variants of the grab input, and a character like him can greatly suffer from whiffing it, its only saving grace being Ridley's fast dash speed. While down throw functions as a strong and reliable combo tool from low to mid percentages, and at very high percentages (around 150%) is capable of KOing middleweights, none of Ridley's other throws provide much usage beyond repositioning the opponent. Forward and back throws don't KO at reasonable percentages, even with ideal positioning, and up throw, while being his most damaging throw and a passable kill throw with low ceiling stages, is best as a mediocre set up for juggling the opponent. Even Ridley's down throw doesn't combo into entirely unique strings, and his down tilt can sometimes service some of the same use while being much safer to execute, despite down throw into forward tilt being a noteworthy frame trap set up. Unlike other normally reliable down throws, however, Ridley's is noticeably easy to simply DI away from to severely limit Ridley's follow ups. While the existence of Space Pirate Rush somewhat mitigates his lack of a strong throw due to its ability to KO at the ledge at high percentages, overall, Ridley's grab game is almost entirely centralized by his down throw's utility, with his other throws being situational at best and a complete waste of risks at worst.


Lastly, while Ridley's advantage state is unarguably very oppressive, one key attribute holding this back is his middling air speed. For his additional midair jump and impressive aerials, their full potential is greatly held back by Ridley's surprising difficulty in staying airborne. He generally needs to gain some distance while grounded to approach with his aerials, and while his dash speed is very impressive, it's restrictive regardless, and Ridley lacks the number of jumps that characters like {{SSBU|King Dedede}} and {{SSBU|Pit}} have to help circumvent their air speed issues. Various combos usually are unable to extend in the air for long thanks to this, as his aerials may deal too much knockback to follow up after one or two attacks. This is further shown in his recovery, as Wing Blitz and Space Pirate Rush are usually options he must use to recover, even if Ridley isn't that far from the stage. While Ridley's air speed is definitely better than most other fellow characters with multiple jumps, it's still merely average compared to the whole cast, which tones down his overall effectiveness in the air, and this is further exacerbated by him being a fast-faller.
Lastly, while Ridley's advantage state is unarguably very oppressive, one key attribute holding this back is his middling air speed. For his additional midair jump and impressive aerials, their full potential is greatly held back by Ridley's surprising difficulty in staying airborne. He generally needs to gain some distance while grounded to approach with his aerials, and while his dash speed is very impressive, it's restrictive regardless, and Ridley lacks the number of jumps that characters like {{SSBU|King Dedede}} and {{SSBU|Pit}} have to help circumvent their air speed issues. Various combos usually are unable to extend in the air for long thanks to this, as his aerials may deal too much knockback to follow up after one or two attacks. This is further shown in his recovery, as Wing Blitz and Space Pirate Rush are usually options he must use to recover, even if Ridley isn't that far from the stage. While Ridley's air speed is definitely better than most other fellow characters with multiple jumps, it's still merely average compared to the whole cast, which tones down his overall effectiveness in the air, and this is further exacerbated by him being a fast-faller.