Ridley (SSBU)/Up smash: Difference between revisions
(New Page: {{ArticleIcons|ssbu=y}} thumb|550px|Hitbox visualization showing Ridley's up smash. {{competitive expertise}} ==Overview== ==Hitboxes== {{UltimateHitboxTableHe...) |
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{{ArticleIcons|ssbu=y}} | {{ArticleIcons|ssbu=y}} | ||
[[File:RidleyUSmash.gif|thumb| | [[File:RidleyUSmash.gif|thumb|350px|Hitbox visualization showing Ridley's up smash.]] | ||
{{competitive expertise}} | {{competitive expertise}} | ||
==Overview== | ==Overview== | ||
Ridley performs an overhead kick, covering his entire overhead. Unlike most up smashes in the game this move begins behind Ridley, which can situationally aid with cross ups on his shield. However, its 12 frames of start up and blindspots beneath Ridley's active leg give it somewhat limited use as an [[out of shield]] option especially against smaller targets. Where this move excels however is as an anti-air or during platform tech chases - Ridley's up smash possesses a hitbox large enough to entirely cover one of the lower platforms on [[Battlefield]] or [[Small Battlefield]] if positioned correctly. Combined with its kill power and granting Ridley's leg [[intangibility]] while its hitbox is active, this makes it an especially dangerous tech chase option should the opponent end up on the platform, even being a checkmate situation on those stages if their [[damage]] is high enough. Additionally the aforementioned intangibility adds extra safety to challenging opponents descending onto Ridley or being in his general airspace. | |||
In regards to kill power it is slightly outclassed by Down Smash and greatly outclassed by Forward Smash, killing on average at 105% on ground level. However due to its anti-air nature, Ridley players may see more uses for this move compared to the other two. | |||
==Update History== | |||
'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}''' | |||
*{{buff|Up smash has a longer hitbox duration (frames 12-16 → 12-17), increasing its range in front of Ridley.}} | |||
*{{buff|Up smash has more knockback scaling (76 → 78).}} | |||
==Hitboxes== | ==Hitboxes== | ||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} | ||
Line 49: | Line 57: | ||
|ks=78 | |ks=78 | ||
|fkv=0 | |fkv=0 | ||
|r= | |r=6.0 | ||
|bn=footr | |bn=footr | ||
|xpos=-1.5 | |xpos=-1.5 | ||
Line 69: | Line 77: | ||
|12-17 | |12-17 | ||
|- | |- | ||
! | !Lower leg intangible | ||
|12-17 | |12-17 | ||
|- | |- | ||
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{{FrameStripStart}} | {{FrameStripStart}} | ||
{{FrameStrip|t=Lag|c=6|e=LagChargeS}}{{FrameStrip|t=Lag|c=5|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=6}}{{FrameStrip|t=Lag|c=30}}{{FrameStrip|t=Interruptible|c=21}} | !Hitboxes {{FrameStrip|t=Lag|c=6|e=LagChargeS}}{{FrameStrip|t=Lag|c=5|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=6}}{{FrameStrip|t=Lag|c=30}}{{FrameStrip|t=Interruptible|c=21}} | ||
|- | |- | ||
{{FrameStrip|t=Vulnerable|c=11}}{{FrameStrip|t=Intangible|c=6}}{{FrameStrip|t=Vulnerable|c=51}} | !Lower leg {{FrameStrip|t=Vulnerable|c=11}}{{FrameStrip|t=Intangible|c=6}}{{FrameStrip|t=Vulnerable|c=51}} | ||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
{{FrameIconLegend|lag=y|charge=y|hitbox=y|vulnerable=y|intangible=y|interruptible=y}} | {{FrameIconLegend|lag=y|charge=y|hitbox=y|vulnerable=y|intangible=y|interruptible=y}} |
Latest revision as of 15:02, November 2, 2023
Overview[edit]
Ridley performs an overhead kick, covering his entire overhead. Unlike most up smashes in the game this move begins behind Ridley, which can situationally aid with cross ups on his shield. However, its 12 frames of start up and blindspots beneath Ridley's active leg give it somewhat limited use as an out of shield option especially against smaller targets. Where this move excels however is as an anti-air or during platform tech chases - Ridley's up smash possesses a hitbox large enough to entirely cover one of the lower platforms on Battlefield or Small Battlefield if positioned correctly. Combined with its kill power and granting Ridley's leg intangibility while its hitbox is active, this makes it an especially dangerous tech chase option should the opponent end up on the platform, even being a checkmate situation on those stages if their damage is high enough. Additionally the aforementioned intangibility adds extra safety to challenging opponents descending onto Ridley or being in his general airspace.
In regards to kill power it is slightly outclassed by Down Smash and greatly outclassed by Forward Smash, killing on average at 105% on ground level. However due to its anti-air nature, Ridley players may see more uses for this move compared to the other two.
Update History[edit]
- Up smash has a longer hitbox duration (frames 12-16 → 12-17), increasing its range in front of Ridley.
- Up smash has more knockback scaling (76 → 78).
Hitboxes[edit]
Timing[edit]
Charges between | 6-7 |
---|---|
Hitboxes | 12-17 |
Lower leg intangible | 12-17 |
Interruptible | 48 |
Animation length | 68 |
Hitboxes | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Lower leg |
Lag time |
Charge interval |
Hitbox |
Vulnerable |
Intangible |
Interruptible |
|