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Ridley (SSBU)/Down special

Hitbox visualization showing Ridley's down special, Skewer.

Overview

Ridley pulls his tail back and winds up for a bit before violently stabbing with it. The move is high-risk, high reward, with the sweetspot causing the opponent to crumple if it lands, as well as dealing massive damage, with 45% from the first stab followed up with an extra 10% when he retracts his tail. The attack also ignores Super Armor. The high damage output and crumple allow Ridley to deliver a devastating punish upon landing with the attacks sweetspot.

A notable issue with the attack is the sweetspot allows the opponent to act a bit before Ridley can, meaning that Ridley will often need to read the opponent's getup option to get a meaningful follow up. The sweetspot is also only active for an extremely narrow window and only sweetspots at the center of his tail barb, meaning the positioning to land this attack is narrow, with the sourspot dealing pitiful damage and being rather useless and dangerous to connect with. Additionally the move deals negligible shield damage, meaning a opponent can shield the attack upon seeing it coming. The move is also classified as a grab, meaning reads off of throws are completely useless when trying to land the attack due to grab immunity. Finally, the move is slow, taking a half-second for the sweetspot to come out, meaning it can be easily dodged outside of hard reads. However, due to it's marginally faster startup compared to other powerful and slow moves, such as Warlock Punch, Ridley can sometimes force the attack to land via tech chasing the opponent.

Overall, Skewer rarely sees use in professional settings due to the extreme risk and commitment that comes with using it. However, it does occasionally see use in hard read and tech chase situations, albeit rarely.

Update history

  8.0.0

  •   The tipper hitbox deals more damage (40% → 45%).
  •   The tipper no longer triggers a Special Zoom nor crumples opponents with grab immunity. This significantly worsens a hard read into the move from Ridley's down throw at low percents, which is now unsafe on hit, and removes the infamous Skewer bury infinite in doubles matches.

Hitboxes

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless Shieldstun
0 0 0 45.0% -37   Standard 0 100 20   2.1 top 3.0 7.0 24.5 0.0× 1.0× 0%               None   All All            
1 0 0 45.0% -37   Standard 50 30 0   2.1 top 3.0 7.0 24.5 0.6× 1.0× 0%               Slash   All All             x0.2
2 0 0 5.0% 0   Standard 30 50 0   2.2 top 0.0 7.0 8.0 1.0× 1.0× 0%               Slash   All All             x0.2
Kind ID Damage Angle Angle type BK KS FKV Effect Type Sound
Throw 0 10.0%   Forward 0 100 150 2.0×       None

Timing

Early hit 30
Late hit 31
Throw 76
Earliest interruptable (sourspot/miss) 68
Earliest interruptable (sweetspot) 127
Sourspot/miss                                                                                                                                           
Sweetspot                                                                                                                                                                                                                                                               
Sweetspot                                                                                                                                                                                                                                                               
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Vulnerable
 
Invincible
  
Throw point