Ridley (SSBU): Difference between revisions

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Additionally, his special moveset offers interesting options. [[Plasma Breath]] is a chargeable projectile move that fires small, bouncing balls of fire, and when fully charged, it can deal substantial damage if it hits with every projectile. These traits make it a useful edgeguarding, damage-racking, combo-starting, and gimping tool. The recoil of Plasma Breath can even serve as a niche defensive option due to Ridley not suffering any knockback from it, especially when offstage. [[Space Pirate Rush]] is a command grab with some unique perks; it can be cancelled into a throw at any time that puts both Ridley and the opponent into the air. This allows for easy gimps offstage as Ridley can drag opponents closer to a blast zone, potentially leaving them too far to recover. Onstage, when performed from one ledge to another, deals substantial damage and launches opponents offstage when Ridley reaches the edge of a floor, with the launch being capable of KOing at high percentages. [[Wing Blitz]] is Ridley's primary recovery move that can be aimed in four directions, and has impressive offensive potential. The up, forward, and back inputs all have high KO potential, and the down input meteor smashes opponents, with all variants having the ability to snap the ledge during the move, making it a risky, yet rewarding edgeguarding tool. Lastly, [[Skewer]] is a "high risk, high reward" punishment move that, when sweetspotted, deals extremely high damage and crumples enemies, where Ridley can then read an opponent's reaction to put them in a dangerous position.
Additionally, his special moveset offers interesting options. [[Plasma Breath]] is a chargeable projectile move that fires small, bouncing balls of fire, and when fully charged, it can deal substantial damage if it hits with every projectile. These traits make it a useful edgeguarding, damage-racking, combo-starting, and gimping tool. The recoil of Plasma Breath can even serve as a niche defensive option due to Ridley not suffering any knockback from it, especially when offstage. [[Space Pirate Rush]] is a command grab with some unique perks; it can be cancelled into a throw at any time that puts both Ridley and the opponent into the air. This allows for easy gimps offstage as Ridley can drag opponents closer to a blast zone, potentially leaving them too far to recover. Onstage, when performed from one ledge to another, deals substantial damage and launches opponents offstage when Ridley reaches the edge of a floor, with the launch being capable of KOing at high percentages. [[Wing Blitz]] is Ridley's primary recovery move that can be aimed in four directions, and has impressive offensive potential. The up, forward, and back inputs all have high KO potential, and the down input meteor smashes opponents, with all variants having the ability to snap the ledge during the move, making it a risky, yet rewarding edgeguarding tool. Lastly, [[Skewer]] is a "high risk, high reward" punishment move that, when sweetspotted, deals extremely high damage and crumples enemies, where Ridley can then read an opponent's reaction to put them in a dangerous position.


Another one of Ridley's best attributes is his range, courtesy of his very large frame. Many of Ridley's moves have large, disjointed hitboxes, some even eclipsing sword users like Marth and Ike. Ridley also has a surprising lack of sourspots across his toolkit, with examples like his down smash being the only "hopping" down smash to have a consistently powerful hitbox with no sourspot. Ridley's disjoints can even challenge and beat out incoming projectiles when timed right. This is all on top of the aforementioned projectile he has, and plays into what makes Ridley a strangely varied fighter. Ridley has the tools to gradually poke and pressure from a fair distance away, but also aggressively punish whiffs or what would be normally inconsequential slip ups.
Another one of Ridley's best attributes is his range, courtesy of his very large frame. Many of Ridley's moves have large, disjointed hitboxes, some even eclipsing sword users like Marth and Ike. Ridley also has a surprising lack of sourspots across his toolkit, with examples like his down smash being the only "hopping" down smash to have a consistently powerful hitbox with no sourspot. Ridley's disjoints can even challenge and beat out incoming projectiles when timed right, and can even break him out of disadvantage. This is all on top of the aforementioned projectile he has, and plays into what makes Ridley a strangely varied fighter. Ridley has the tools to gradually poke and pressure from a fair distance away, but also aggressively punish whiffs or what would be normally inconsequential slip ups.


Lastly, Ridley is a character with a surprisingly dangerous combo game and an oppressive advantage state, and those unaware of Ridley's danger factor can find themselves being quickly and heavily overwhelmed and/or find it difficult to get in. Down throw, down tilt 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 easy kill moves. Due to the disjointed hitboxes on his tail and wings, this gives him an impressive amount of defense even while on the offense. Overall, this allows Ridley to pile up damage very quickly 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 and aware of Ridley's options.
Lastly, Ridley is a character with a surprisingly dangerous combo game and an oppressive advantage state, and those unaware of Ridley's danger factor can find themselves being quickly and heavily overwhelmed and/or find it difficult to get in. Down throw, up tilt, down tilt, neutral air, 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 easy kill moves (such as Plasma Breath -> Dash attack, or late hit Nair -> Forward Smash). Due to the disjointed hitboxes on his tail and wings, this gives him an impressive amount of defense even while on the offense. Overall, this allows Ridley to pile up damage very quickly 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 and aware of Ridley's options.


While Ridley has amazing strengths, he also has some weaknesses. Ridley has the largest hurtbox out of all characters, combined with his heavy weight and fast falling speed makes him very easy to combo, juggle, and hit in general, and while Ridley's frame data is decent, especially for a heavyweight, he is nevertheless rather easy to [[punishment|punish]] due to some of his best attacks having noticeable ending lag. Ridley's moveset is so focused on accumulating damage, netting kills, and sustaining advantage that he lacks tools to prevent these very things from happening to him. Because of this, Ridley's disadvantage state is not only torturous to endure, but easy to slip into. Failure to overwhelm or control aggression will be a death sentence. His options against projectile users and zoning is rather limited, despite having zoning tools and a projectile himself; Plasma Breath is laggy and its projectiles travel slowly, while the move also possesses a hurtbox on Ridley's mouth that damages and stuns him if he is hit there, and even if said recoil prevents knockback, it can easily open up opportunities for more attacks against him that would end a stock. This trick also has virtually no beneficial use outside surprising unfamiliar opponents or emergency situations during kill percent. Ridley's disjointed moves are capable of beating out projectiles, and he has a few moves that boast enough range to challenge zoners, but these options usually require a great deal of effort to execute right compared to what they're challenging, and can quickly lead to Ridley being cornered into a worse situation. This is further expressed with how tricky it is to land with Ridley despite being a fast faller, as even his versatile neutral aerial has difficulty covering directly below him. Overall, Ridley's vulnerabilities give him difficulty against characters with better frame data and/or edge-guarding/pressuring tools.
While Ridley has amazing strengths, he also has some weaknesses. Ridley has the largest hurtbox out of all characters, combined with his heavy weight and fast falling speed makes him very easy to combo, juggle, and hit in general, and while Ridley's frame data is decent, especially for a heavyweight, he is nevertheless rather easy to [[punishment|punish]] due to some of his best attacks having noticeable ending lag. Ridley's moveset is so focused on accumulating damage, netting kills, and sustaining advantage that he lacks tools to prevent these very things from happening to him. Because of this, Ridley's disadvantage state is not only torturous to endure, but easy to slip into. Failure to overwhelm or control aggression will be a death sentence. His options against projectile users and zoning is rather limited, despite having zoning tools and a projectile himself; Plasma Breath is laggy and its projectiles travel slowly, while the move also possesses a hurtbox on Ridley's mouth that damages and stuns him if he is hit there, and even if said recoil prevents knockback, it can easily open up opportunities for more attacks against him that would end a stock. This trick also has virtually no beneficial use outside surprising unfamiliar opponents or emergency situations during kill percent. Ridley's disjointed moves are capable of beating out projectiles, and he has a few moves that boast enough range to challenge zoners, but these options usually require a great deal of effort to execute right compared to what they're challenging, and can quickly lead to Ridley being cornered into a worse situation. This is further expressed with how tricky it is to land with Ridley despite being a fast faller, as even his versatile neutral aerial has difficulty covering directly below him. Overall, Ridley's vulnerabilities give him difficulty against characters with better frame data and/or edge-guarding/pressuring tools.
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