Editing Ridley (SSBU)

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{{Infobox Character
{{Infobox Character
|name = Ridley
|name = Ridley
|image = {{tabber|title1=Normal|content1=[[File:Ridley SSBU.png|x250px]]|title2=Meta Ridley|content2=[[File:Ridley-Alt1 SSBU.png|x250px]]}}
|image = {{tabber|title1=Normal|tab1=[[File:Ridley SSBU.png|x250px]]|title2=Meta Ridley|tab2=[[File:Ridley-Alt1 SSBU.png|x250px]]}}
|game = SSBU
|game = SSBU
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = C-
|ranking = 64
}}
}}
{{cquote|''Ridley Hits the Big Time!''|cite=Introduction tagline}}
{{cquote|Ridley Hits the Big Time!|cite=Introduction tagline}}
'''Ridley''' ({{ja|リドリー|Ridorī}}, ''Ridley'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was revealed as a [[newcomer]] alongside {{SSBU|Inkling}} and {{SSBU|Daisy}} during [https://www.youtube.com/watch?v=L93H7YC-83o Nintendo's 2018 E3 press conference] on June 12th, 2018. Ridley is classified as [[Fighter number|Fighter #65]].
'''Ridley''' ({{ja|リドリー|Ridorī}}, ''Ridley'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was revealed as a newcomer alongside {{SSBU|Inkling}} and {{SSBU|Daisy}} from Nintendo's 2018 E3 press conference, on June 12th, 2018, with an animated trailer. Ridley is classified as [[Fighter number|Fighter #65]].


Like in ''[[Super Smash Bros. Brawl]]'', ''[[Super Smash Bros. for Wii U]]'', and the {{uv|Metroid}} series, Ridley's voice clips consist of computer-generated but realistic roars and screeches.
Similar to {{SSBU|Bowser}}, {{SSBU|Donkey Kong}}, {{SSBU|Diddy Kong}}, and {{SSBU|King K. Rool}}, Ridley has no voice actor and instead uses computer-generated, more realistic roars and screeches, akin to his sounds in ''Super Smash Bros. Brawl'', ''Super Smash Bros. for Wii U'', and all of his appearances in the ''Metroid'' series.
 
Ridley is ranked 64th out of 82 on the current [[tier list]], placing him in the C- tier. Ridley’s greatest strength lies in his powerful offensive game: Ridley’s neutral game is quite good, thanks to a combination of excellent mobility, multiple midair jumps, and many of his moves having excellent disjointed range and power, such as his forward tilt, which combined with his frame data being better than most heavyweights, and a long distanced command grab with Space Pirate Rush, allows Ridley to pressure opponents very effectively. His advantage state is also excellent as a result, with several effective combo starters such as neutral air, up tilt and down tilt being able lead into many of his damaging attacks. Finally, Ridley’s edge guarding abilities are among the best in the game: Plasma Breath is excellent at gimping with him being able to fire up to five fireballs at once, his forward air being capable of performing the Wall of Pain technique due to his extra midair jump, and his Wing Blitz consisting of a long lasting meteor smash when angled downwards.  
 
However, Ridley’s disadvantage state is severe enough to cripple his overall effectiveness. Ridley’s hurtbox is not only among the largest in the game, he’s also surprisingly light for a heavyweight, all while not having an effective way to break out of combos. As a result, not only is Ridley among the most susceptible to combos and juggling, he doesn’t share the same advantage as other heavyweights of being able to survive up to very high percents. Ridley’s recovery is also surprisingly limited despite having an extra midair jump, due to Space Pirate Rush having rather high startup and ending lag, as well as Wing Blitz having limited angles that makes it difficult for him to recover safely. Due to this, his endurance is quite poor, and opponents can keep Ridley in disadvantage just as long as how Ridley is able to keep them in disadvantage. Finally, Ridley suffers from a weak grab game, having no reliable KO throws until very high percents, and his down throw being greatly affected by DI, limiting its combos.
 
Overall, Ridley is considered to be the glass cannon among the heavyweights. His quick speed, large hitboxes and high power allow him to easily overpower opponents once he wins neutral, dealing heavy damage or even take stocks early. At the same time, Ridley’s undesirable combination of a large hurtbox and light weight results in opponents being able to exploit him the same way, trapping him in disadvantage for a long time. Ridley’s representation has been below average throughout Ultimate’s lifespan due to his flaws making him too risky, although he has seen success nevertheless thanks to players such as Nair^, proving that he does offer plenty of reward in spite of his shortcomings.


==How to unlock==
==How to unlock==
Complete one of the following:
Complete one of the following:
*Play [[VS. match]]es, with Ridley being the 25th character unlocked.
*Play [[VS. match]]es, with Ridley being the 25th character unlocked.
*Clear {{SSBU|Classic Mode}} with {{SSBU|Yoshi}} or any character in his unlock tree, being the 6th character unlocked after {{SSBU|Lucina}}.
*Clear {{SSBU|Classic Mode}} with {{SSBU|Yoshi}} or anyone in his unlock tree, being the 6th character unlocked after {{SSBU|Lucina}}.
*Have Ridley join the player's party in [[World of Light]].
*Have Ridley join the player's party in [[World of Light]].
With the exception of the third method, Ridley must then be defeated on [[Norfair]]. In World of Light, he is fought on the [[Ω form]] of [[Brinstar Depths]].
 
With the exception of the third method, Ridley must then be defeated on [[Norfair]].


==Attributes==
==Attributes==
Ridley is a [[weight|heavyweight]] character and the tallest fighter in the game, tied for the 13th heaviest character, and possesses the third lowest [[traction]]. Ridley has overall good mobility, especially compared to most 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 18th fastest [[falling speed]]. Ridley also boasts 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 aerial pressure. With remarkably long range, high power, and decent speed throughout his moveset, as well as a [[projectile]], Ridley is a serious threat once he gets the advantage; with opponents often overwhelmed and/or find it difficult to get in.
{{cleanup| Needs to be shortened: a lot of it is excessively verbose, making the section far longer than it should be.}}
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. He is the tallest character in the game, tied for the 12th heaviest character, and possesses the third lowest [[traction]]. 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]]. Ridley also boasts a faster frame data than most heavyweights, further setting him apart from them.


His key strength is his strong air game. Boasting overall quick, powerful, long-ranged aerials, 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 arguably his most effective aerial, having low all-around lag, good range, and average knockback. It is a good combo, spacing, and [[edge-guarding]] tool, while also being fast enough to break out opposing pressure if positioned correctly, making it among his most commonly used moves. [[Forward aerial]] has the highest damage output of Ridley's aerials when all hits are sweetspotted, but it doesn't have the KO power of his other aerials, though this allows it to perform a [[wall of pain]] at low percentages. [[Back aerial]] is decently quick and has consistently high damage and knockback, making it a deadly KO move especially if used off-stage for edge-guarding. [[Up aerial]] is a decent juggling move with decent startup and good KO potential when sweetspotted, but requires opponents to be very close to or above Ridley to land and the hitboxes don't last long. Lastly, [[down aerial]] is a stall-and-fall that powerfully [[meteor smash]]es opponents when sweetspotted while still having good KO potential when sourspotted, though he is stuck falling for a while and has a lot of landing lag.
Ridley's most defining trait is his potent and varied [[punishment|punish]] game and 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 grounded game is also noteworthy in terms of utility. His [[neutral attack]] is his fastest attack (with a 4 frame startup), leading into either a [[rapid jab]] with a finisher or a [[gentleman]] jab. His [[forward tilt]] has good range and low lag overall, while dealing high knockback if sweetspotted, with the low angled 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 can chain into itself, most aerials, and even up smash, whereas down tilt allows Ridley to combo off from a safe distance and set up punishes or juggles. His [[dash attack]] is one of the few to lack a sourspot and has respectable power, however it is only active for 2 frames and has a lot of ending lag. [[Forward smash]] has below-average startup and is short ranged, but good damage and knockback and is fast enough to punish whiffs, landings, or be a more situational follow up like off a late hit of a landing neutral aerial. [[Down smash]] has slow start up and less raw power, but is disjointed, covers a very large area, hits both sides simultaneously, and physically moves Ridley upwards, making it very useful to punish rolls and slow ledge attacks or to avoid grabs and low-to-the-ground attacks. It is also a notoriously effective punishment option after a successful Skewer sweetspot as it can cover most get-up options. [[Up smash]] is Ridley's fastest and most reliable smash attack, being an effective KO move despite being the weakest of his smash attacks, and serves as a very effective anti-air as Ridley's foot is granted invulnerability.
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 special moveset offers a variety options. [[Plasma Breath]] is Ridley's projectile: it fires a small, bouncing ball of fire, and can be charged to fire up to five, dealing substantial damage when fully charged and all fireballs connect. The fireballs can also fall when sent off-stage, making them an effective on-stage edgegaurding or gimping tool. However, landing a hit on Ridley's mouth during the move will cause it to deal damage to himself and stun him for a significant amount of time. [[Skewer]] is a "high risk, high reward" punishment move that, when sweetspotted, deals extremely high damage and crumples enemies; while situational due to the high difficulty on sweetspotting the move, it puts the opponent in a dangerous position where Ridley can read their reaction. [[Space Pirate Rush]] is a command grab with some unique perks: on land, Ridley drags the opponent on the ground, dealing damage in the process; in the air, it causes both Ridley and the opponent to quickly fall similar to {{SSBU|Ganondorf}}'s [[Flame Choke]]; it can be cancelled into a throw at any time that puts both Ridley and the opponent into the air; it can cancel itself into a throw upon reaching the edge of the platform; and the aerial version will transition into the grounded version if it reaches the ground. The grounded version has decent KO power at high percents, while the airborne version is weaker and is better suited to sending recovering opponents further from the stage without removing Ridley's own recovery options, or be used as a [[sacrificial KO]] like the aforementioned Flame Choke. Lastly, [[Wing Blitz]] is Ridley's primary recovery move. It can be aimed in four directions, with the forward input traveling at a slight downwards angle, the backward variant traveling at a slight upward one, and the down variant traveling at a slight diagonal angle in front of Ridley. All Wing Blitz variants have a large ledge sweetspot and have high knockback, with the down input having a meteor smash sweetspot; the down input is also unique in that it can be used at the edge of the stage and grab the ledge as long as the down direction is not inputted for longer, which can let Ridley potentially ledge trump an unsuspecting opponent or send them straight down, depending on their position.
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.


Due to the variety of his kit, Ridley is a jack-of-all-trades. His disjoints are effective against characters with poor range or grab-centric playstyles; his command grab is effective against highly defensive characters; and his projectile is effective against characters lacking projectiles themselves or taking out characters with lackluster recoveries. He hangs very low from the ledge, letting him avoid attacks notable for hitting hanging characters, such as Marth and Lucina's forward smash. Despite so many unique attributes, he has several attributes that fight against him.
Additionally, his special moveset offers interesting options. [[Plasma Breath]] is Ridley's projectile; it fires a small, bouncing ball of fire, and can be charged to fire from two to five; when fully charged, it can deal substantial damage if it hits with every projectile. These traits make it a useful damage-racking, combo-starting, and on-stage edgeguarding and gimping tool. However, the move also possesses a hurtbox on Ridley's mouth that damages and stuns him if he is hit there, and while sometimes the recoil can serve as a niche defensive option due to Ridley not suffering any knockback from it, especially when offstage, this is still very risky. [[Skewer]] is a "high risk, high reward" punishment move that, when sweetspotted, deals extremely high damage and crumples enemies; while situational due to the high difficulty on sweetspotting the move, it puts the opponent in a dangerous position where Ridley can read their reaction. [[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. On land, Ridley drags the opponent on the ground, dealing high damage when performed from one ledge to another, and launching opponents offstage when Ridley reaches the edge of a floor, with the launch being capable of KOing at high percentages. In the air, it makes Ridley drop down to the floor until he lands, which can allow for easy gimps offstage as Ridley can drag opponents closer to a blast zone, potentially leaving them too far to recover. Lastly, [[Wing Blitz]] is Ridley's primary recovery move. It can be aimed in four directions, with the forward input traveling at a slight downwards angle, the backward variant traveling at a slight upward one, and the down variant traveling at a slight diagonal angle in front of Ridley. All Wing Blitz variants have a large ledge sweetspot and have high knockback, with the down input meteor smashing opponents; the down input is also unique in that it can be used at the edge of the stage and grab the ledge as long as the down direction is not inputted for longer, which can let Ridley potentially ledge trump an unsuspecting opponent or send them straight down, depending on their position.


While Ridley has many strengths, he also has some critical and exploitable weaknesses. The most notable weakness 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. This combined with his lower weight compared to similarly sized super-heavyweight characters negatively affects his survivability, as he is often at a considerably higher risk of dying. Ridley's frame data, although good for a heavyweight, is still poor. He has below average startup and above average ending lag overall on his toolkit and 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 KO. Ridley's options against projectile users and zoning are virtually nonexistent and he is unable to counter-zone as his own projectile is laggy, travels slowly, are useless against more powerful projectiles, and could even backfire and leave him open to punish if an opponent's projectile hits his mouth. Another major weakness his is recovery, which primarily consists of two, long-startup, predictable moves: Space Pirate Rush and Wing Blitz. The latter only has a couple useful angles and has active hitboxes while in motion, making it very easy to land an off-stage counterattack.
Another notable aspect of Ridley's kit is his impressive, long-distanced [[recovery]]. As a multi-jumper with decent air speed, air acceleration and gravity, Ridley can naturally reposition himself to adapt to the situation. Space Pirate Rush can offer Ridley some horizontal gain, as well as threaten the opponent with a moving command grab that can put them in a very uncomfortable position, and has the benefit of not leaving Ridley [[helpless]]. Wing Blitz, however, provides a lot of unique properties. The intangible tips can prevent many attacks with the right aim, including but not limited to Villager's forward smash, Ness's down smash charge, and Mega Man's down aerial. Due to the "bounce" that occurs when Wing Blitz hits the side of a stage, Ridley can even recover while avoiding counter moves, a trait that very few recoveries have. The attack itself is also quite strong, giving it impressive guard-breaking potential, and covers a long distance relatively quickly, with the startup time being mitigated by how far Ridley can recover from. This can discourage the opponent from trying to edge-guard Ridley at all, especially if he has his extra jump in reserve, and can make Ridley surprisingly difficult to edge guard if he's in position. Lastly, his aerial moves can mitigate some of the vulnerability in his recovery due to their low lag. All in all, despite being rigid and potentially exploitable, Ridley's recovery has attributes and options that are both unique and valuable for any character, especially a heavyweight.


Another critical flaw to Ridley is how drastically his moves vary in quality, which can lead to Ridley becoming quite predictable. While he has plenty of moves offering varying amounts of utility, some of them still have significant flaws; these can range from slow startup (Plasma Breath and down smash), absurd blindspots (up tilt and up smash on some occasions), overly situational and/or strict (Skewer), to being downright unreliable (down aerial). On the other side of the spectrum, some of Ridley's moves like neutral aerial, up smash, down tilt, and Plasma Breath, depending on the match-up, is so favorable that it becomes easy to over-centralize on their use, a detriment to a character that finds the most success in being unpredictable. 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. His grab game is also poor, with down throw serving as both a combo starter at low to mid percents to a KO through at higher percents. Forward and back throw lack reasonable kill power, even with ideal positioning, and up throw, while being his most damaging throw and a passable kill throw with low ceiling stages, sends opponents too high for any true conversions. Despite down throw being one of his better throws, it is easily affected by opponent's [[directional influence]], further limiting his grab options.
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.


Lastly, Ridley's advantage state, unarguably being very oppressive, is greatly held back by his middling airspeed. Despite possessing an additional mid-air jump and impressive aerials, Ridley has a surprisingly difficult time 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 airspeed issues. Various combos are usually 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 airspeed 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. Ridley’s recovery can also be rather vulnerable to edgeguarding due to the slow startup of Space Pirate Rush and Wing Blitz, and the high damage and large hitbox of the latter makes counterattacks a particularly devastating option against it if he has to use it to recover, resulting in him having to use his resources carefully when returning to the stage.
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.


Overall, Ridley is a character of extremes with a relatively high learning curve. Similarly to what {{SSBU|Mewtwo}} is among lightweight characters, Ridley fills in the position of being a glass cannon heavyweight. He has excellent damage, pressure, and edge-guarding potential with a broad arsenal of powerful moves and tools to gain and sustain advantage, gradually poke and pressure from a fair distance away, and punish whiffs or what would normally be an inconsequential slip-up. This allows Ridley to easily make comebacks or greatly widen his lead with minimal set up should an opponent make a single error in considering Ridley's approach. However, despite possessing a powerful and highly versatile moveset, Ridley lacks strong options out of disadvantage and generally struggles to oppose pressure from opponents due to his size and the frame data on his aerials and grounded attacks. This makes top tier matchups like Snake and Palutena difficult for Ridley, as they are well-equipped to combat Ridley through oppressive walls of projectiles or strong aerial combos respectively. As such, mix-up heavy playstyles are heavily encouraged when playing Ridley to prevent opponents from capitalising on his own susceptibility as much as possible.
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.


==Update history==
Adding to the above is Ridley's recovery, which is still exploitable despite its long distance. Both of his recovery specials, Space Pirate Rush and Wing Blitz, have high startup and the latter, despite its appearance and its impressive distance, has only four angled travel routes, which means that Ridley has to properly get into a good position to recover, giving the opponent more than enough time to react. While Wing Blitz has some minor defenses while active, that being invulnerability on the spiked tips of his wings along with dealing heavy knockback on contact, it does not have a charging hitbox while his body remains vulnerable throughout the move, so it can be quite easy to aim for with prediction. This is worse when a character has a counterattack or heavily disjointed attacks, as they can safely challenge the move at any stage of its animation, though certain stages can allow Ridley to evade being countered by aiming Wing Blitz toward the stage and bouncing up to the ledge from impact. Without his midair jumps, Ridley can also have a lot of trouble recovering from below, and any low-sending attack like a [[semi-spike]] can put Ridley into an unrecoverable position. Because of this, offstage Ridley usually is forced to use his extra jumps as emergency jumps when he's in a disadvantage, which while valuable, is noticeably less useful than other multi-jumpers. As a result, Ridley's overall endurance is poor for a large heavyweight, and while his survivability isn't as poor as other lighter characters, it is unimpressive for a heavyweight and for his size.
Ridley received a mix of buffs, nerfs and glitch fixes via game updates, but was buffed overall. Update {{SSBU|1.1.0}} adjusted the mobility attributes of both [[Space Pirate Rush]] and [[Wing Blitz]] to varying degrees. However, the only remotely useful buffs among these changes were Ridley incurring less landing lag after jumping out of Space Pirate Rush, and his faster traveling speed during the beginning of Wing Blitz's forward and backward flights. Update {{SSBU|2.0.0}} was also uneventful for Ridley, since it negligibly buffed neutral, forward and down aerials by slightly decreasing their edge lockout times. Update {{SSBU|3.0.0}} marked Ridley's first nerf, in which [[Plasma Breath]]'s [[shield damage]] output was decreased as part of a near-universal nerf to [[projectile]]s.


However, update {{SSBU|4.0.0}} marked a noteworthy turnaround for Ridley. Most notably, Wing Blitz has less start-up lag, propels him faster, and covers more distance to the point that it now allows Ridley to recover from the [[magnifying glass]] range of the bottom blast line when it is angled upward. Ridley's inconsistent KO potential was also improved noticeably: up smash, back aerial and Space Pirate Rush's edge throw were strengthened, and up aerial's sweetspot became much easier to land thanks to it being enlarged and out-prioritizing the sourspot. Aside from these buffs, up smash became more reliable as an anti-air attack and [[out of shield]] option thanks to its additional active frame, and Ridley incurs less ending lag after jumping out of Space Pirate Rush.
Another critical flaw to Ridley is how drastically his moves vary in quality, which can lead to Ridley becoming quite predictable. While he has plenty of moves offering varying amounts of utility, some of them still have significant flaws; these can range from slow startup (Plasma Breath and down smash), absurd blindspots (up tilt and sometimes up smash), overly situational and/or strict (Skewer), to being downright unreliable (down aerial). On the other side of the spectrum, some of Ridley's moves like neutral aerial, up smash, down tilt, and depending on the match-up, the aforementioned Plasma Breath is 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.


Following this, update {{SSBU|7.0.0}} adjusted Ridley's posture while he is shielding himself. On a related note, a portion of Ridley's wings now possess [[intangibility]] when he activates and deactivates his shield, while a portion of his tail also possesses intangibility when he deactivates his shield. While these buffs are minor compared to the ones Ridley received in update 4.0.0, they nevertheless benefit him quite noticeably; Ridley's status as the tallest character in ''Ultimate'' previously resulted in him being very susceptible to [[shield stab]]bing, even with a full shield.
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%) are 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. Though it has a visually brutal depiction, the fact that it is Ridley's most "powerful" throw, truly demonstrates his lack of viable kill options or combo throws. 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. Though it does combo into forward air from low to high percentages and has surprising power, KOing Mii Brawler around 180%. 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.


Update {{SSBU|8.0.0}} granted [[Skewer]] a buff and a nerf, although the former is outweighed significantly by the latter. Its sweetspot deals more damage, making it far more rewarding if successfully landed. However, if Skewer hits an opponent who has grab immunity, it inflicts minimal knockback instead of [[crumpling]] them. In addition to making it unsafe as a follow-up from down throw, this change removes Skewer's infamous infinite combo in doubles matches when paired with a character that has a [[bury]]ing throw.
Lastly, while Ridley's advantage state is unarguably very oppressive, one key attribute holding this back is his middling airspeed. For his additional mid-air 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 airspeed 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 airspeed 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.


Update {{SSBU|9.0.0}} improved the consistency of Wing Blitz's downward angled landing hitbox and, as part of a near-universal buff, granted [[transcendent priority]] to neutral infinite and its finisher. Update {{SSBU|13.0.0}} would then buff Space Pirate Rush by shortening the amount of time between its slamming and dragging animations and when a jump can be inputted. Lastly, update {{SSBU|13.0.1}} improved dash attack's KO potential by increasing its damage output at the negligible cost of its knockback scaling being decreased slightly.
Overall, Ridley is a character of extremes, with a relatively high learning curve and an even higher cerebral curve. Similarly to what {{SSBU|Mewtwo}} is among its fellow lightweight characters, Ridley fills in the position of being a glass cannon among his fellow heavyweights. He has excellent damage, pressure, and edge-guarding potential with a broad arsenal of powerful moves and tools to gain and sustain advantage, gradually poke and pressure from a fair distance away, and punish whiffs or what would normally be an inconsequential slip-up. This allows Ridley to easily make comebacks or greatly widen his lead with minimal set up should an opponent make a single error in considering Ridley's approach. However, his moveset is so heavily lopsided towards accumulating damage, netting kills, and sustaining advantage that he lacks any tools to break combos and is limited in combating opposing pressure, meaning that one mistake from Ridley himself can devastate him worse than most other characters. Due to his varied amount of tools, Ridley has many playstyles applicable, but players should be able to switch said playstyles in a whim; if played recklessly or predictably, Ridley can be easily punished with a slew of combos, walls of projectiles, and general pressure he isn't built to handle, so players should be constantly aware of when and how to use Ridley's tools to take full advantage of them, while playing unpredictably to prevent the opponent from capitalizing on Ridley’s own susceptibility. This is especially true against dominating characters like Palutena or Snake, who are either well equipped to handle all of Ridley's strengths, or their own skills are so powerful that even Ridley's combined toolkit can't make up the difference on its own. However, this also means the reverse can be true, as some characters who already struggle with one of Ridley's tools may find Ridley outright insurmountable if more than one of his playstyles favors the battle.


Overall, Ridley fares better than he did at the launch of ''Ultimate'', thanks to his buffs improving his KO potential, recovery and, to a much lesser degree, his defense.
Ridley's competitive potential is subject for debate, typically hovering in the nebulous gateway between low and mid tier while sometimes being much lower or much higher. Some professional players consider him a low-tier due to his poor disadvantage state and difficulty surviving for heavyweight standards, while others like {{Sm|MkLeo}} and {{Sm|ESAM}} argue that he is a higher mid-tier thanks to his strong advantage state and wide array of options for multiple playstyles. This can be further expressed by his tournament presence; Ridley is an unpopular pick, yet displays respectable to impressive placings relative to his usage, with smashers like {{Sm|Nair^}}, {{Sm|Vreyvus}}, and {{Sm|Locus}} demonstrating his potential. Because of this, Ridley is considered a viable character, though the difficulty in learning his strengths for high level play and how punishable Ridley can be from human error make Ridley one of the more rarely seen viable characters. In casual fields, Ridley is notorious for how exploitable his weaknesses can be and the many pitfalls that beginners can fall into, especially with poor routing of Wing Blitz leading to awkward and anti-climactic finishes, proving his high learning curve for his size class.
 
==Update history==
Ridley has received a mix of buffs and nerfs via game updates, but has been buffed overall. He initially only received glitch fixes and very minor buffs, as well reduced [[shield damage]] on [[Plasma Breath]] in update {{SSBU|3.0.0}} as part of the general nerfs to [[projectile]]s in said update. However, update {{SSBU|4.0.0}} helped address his KO inconsistency and recovery issues. Up smash's knockback scaling and duration were both marginally increased, which slightly improve its KO potential and utility as both an anti-air and [[out of shield]] option, respectively. Back aerial's damage output was increased and [[Space Pirate Rush]]'s throw at the edge received more knockback scaling. Up aerial's sweetspot became much easier to land, thanks to it being enlarged and given more priority over its sourspot. Lastly and most notably, [[Wing Blitz]] is faster and covers more distance, now allowing Ridley to recover from the [[magnifying glass]] range of the bottom blast line when it is angled up.
 
Update {{SSBU|7.0.0}} provided small, but beneficial buffs. Prior to the update, it was common for Ridley to get shield poked, even with a full shield, due to a part of his wing not being fully protected. 7.0.0 fixed this issue by both adjusting his psture and making part of his wings and tail invincible after activating and deactivating shield. In update {{SSBU|8.0.0}}, [[Skewer]] received both a buff and a nerf, although the latter is more significant overall. Its sweetspot deals slightly more damage, making it far more rewarding if successfully landed. However, if it hits an opponent with grab immunity, it causes minimal knockback instead of [[crumpling]] them. In addition to removing a setup into the move from Ridley's down throw (instead causing Skewer to be unsafe on hit in this case), it removes the move's infamous infinite combo in doubles matches when paired with a character that has a [[bury]]ing throw.


'''{{GameIcon|ssbu}} {{SSBU|1.1.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|1.1.0}}'''
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'''{{GameIcon|ssbu}} {{SSBU|9.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|9.0.0}}'''
{{UpdateList (SSBU)/9.0.0|char=Ridley}}
{{UpdateList (SSBU)/9.0.0|char=Ridley}}
'''{{GameIcon|ssbu}} {{SSBU|13.0.0}}'''
{{UpdateList (SSBU)/13.0.0|char=Ridley}}
'''{{GameIcon|ssbu}} {{SSBU|13.0.1}}'''
{{UpdateList (SSBU)/13.0.1|char=Ridley}}


==Moveset==
==Moveset==
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|neutralcount=3
|neutralcount=3
|neutralinf=y
|neutralinf=y
|neutralname=Scratch ({{ja|スクラッチ|Sukuratchi}}) / Counter Scratch ({{ja|カウンタースクラッチ|Kauntā Sukuratchi}}) / Bite Off ({{ja|バイトオフ|Baito Ofu}}) / Thousand Needle ({{ja|サウザンドニードル|Sauzan Nīdoru}}) / Tail Finish ({{ja|テイルフィニッシュ|Teiru Finisshu}})
|neutralname= 
|neutral1dmg=2%
|neutral1dmg=2%
|neutral2dmg=1.5%
|neutral2dmg=1.5%
|neutral3dmg=5%
|neutral3dmg=5%
|neutralinfdmg=0.7% (loop), 2% (end)
|neutralinfdmg=0.7% (loop), 2% (end)
|neutraldesc=An alternating pair of claw swipes followed by a tearing bite. Alternatively, if the attack button is pressed quickly for each hit, the second hit transitions into a rapid-fire tail stab that ends with a swing. The first and second hits are particularly low-hitting [[jab lock]]s, while the third hit is relatively strong for a neutral attack, KOing middleweights under 200% from the center of {{SSBU|Final Destination}}. Conversely, the neutral infinite's finisher has high base knockback, but very low knockback scaling, being unable to KO under 500% from center stage.
|neutraldesc=A double claw swipe followed by a bite. Alternatively, if the attack button is pressed quickly for each hit, the second hit transitions into a rapid-fire tail stab that ends with a swing. The first and second hits are particularly low-hitting [[jab lock]]s, while the third hit is relatively strong for a neutral attack, KOing middleweights under 200% from the center of {{SSBU|Final Destination}}. Conversely, the neutral infinite's finisher has high base knockback, but very low knockback scaling, being unable to KO under 500% from center stage.
|ftiltname=Tail Spear ({{ja|テイルスピアー|Teiru Supiā}})
|ftiltname= 
|ftiltdmg=10% (tail), 13% (tip)
|ftiltdmg=10% (tail), 13% (tip)
|ftiltdesc=Grabs his tail and thrusts it forward. Can be [[angle]]d, and the tip of Ridley's tail acts as a [[sweetspot]]. The up-angled version can act as a low altitude anti-air with respectable horizontal reach, while the downward-angled version can act as a ledge pressuring tool, with the sweetspot reaching low enough to catch any opponent in a [[2 frame punish]], a ledge re-grab, or a missed ledge sweetspot. Has long range and moderately low ending lag, making it a powerful [[spacing]] tool. The sweetspot KOs at around 155% from center stage.
|ftiltdesc=Grabs his tail and thrusts it forward. Can be [[angle]]d, and the tip of Ridley's tail acts as a [[sweetspot]]. The up-angled version can act as a low altitude anti-air with respectable horizontal reach, while the downward-angled version can act as a ledge pressuring tool, with the sweetspot reaching low enough to catch any opponent in a [[2 frame punish]], a ledge regrab, or a missed ledge sweetspot. Has long range and moderately low ending lag, making it a powerful [[spacing]] tool. The sweetspot KOs at around 155% from center stage.
|utiltname=Wing Slicer ({{ja|ウイングスライサー|Uingu Suraisā}})
|utiltname= 
|utiltdmg=7% (wing), 9% (tip)
|utiltdmg=7% (wing), 9% (tip)
|utiltdesc=Swings one wing in an overhead arcing motion, starting from behind. Has its sweetspot along the upper edge and renders Ridley's wing [[intangible]] while the hitboxes are active, which along with its coverage allows it to function as an effective anti-air. Its moderate speed also allows it to combo into itself at low to mid percents, and into any aerial attack at mid to high percents. Has blind spots beside Ridley.
|utiltdesc=Swipes one wing in an arc above himself, starting from behind. Has its sweetspot along the upper edge and renders Ridley's wing [[intangible]] while the hitboxes are active, which along with its coverage allows it to function as an effective anti-air. Its moderate speed also allows it to combo into itself at low to mid percents, and into any aerial attack at mid to high percents. Has blind spots beside Ridley.
|dtiltname=Tail Bash ({{ja|テイルバッシュ|Teiru Basshu}})
|dtiltname= 
|dtiltdmg=6% (tail), 9% (tip)
|dtiltdmg=6% (tail), 9% (tip)
|dtiltdesc=Swings his tail across the ground. Has its sweetspot on the tip of the tail with slightly longer range than his forward tilt, and launches opponents upward, allowing it to combo into aerial attacks at a wide range of percents, as well as an up-angled forward tilt, dash attack, or up tilt (against larger characters) at low percents.
|dtiltdesc=A low tail swipe. Has its sweetspot on the tip of the tail with slightly longer range than his forward tilt, and launches opponents upward, allowing it to combo into aerial attacks at a wide range of percents, as well as an up-angled forward tilt, dash attack, or up tilt (against larger characters) at low percents.
|dashname=Dash Bite ({{ja|ダッシュバイト|Dasshu Baito}})
|dashname= 
|dashdmg=13.5%
|dashdmg=12%
|dashdesc=A lunging bite. A powerful dash attack especially near edges, KOing at around 100% at the edge of Final Destination, and at around 145% from the center. Resembles [[Meta Ridley]]'s lunging attack in ''{{iw|metroidwiki|Metroid Prime}}''.
|dashdesc=A leaning bite. A powerful dash attack especially near edges, KOing at around 100% at the edge of Final Destination, and at around 160% from the center. Resembles [[Meta Ridley]]'s lunging attack in ''Metroid Prime''.
|fsmashname=Bark Explosion ({{ja|バークエクスプロージョン|Bāku Ekusupurōjon}})
|fsmashname= 
|fsmashdmg={{ChargedSmashDmgSSBU|20}}
|fsmashdmg={{ChargedSmashDmgSSBU|20}}
|fsmashdesc=Rears back and then expels a [[flame|fiery]] explosion from his mouth. Has slow startup and short range (covering less horizontal distance than his forward tilt), but deals very high damage and knockback, KOing under 80% from center stage.
|fsmashdesc=Rears back and then expels a [[flame|fiery]] explosion from his mouth in front of himself. Has slow startup and short range (covering less horizontal distance than his forward tilt), but deals very high damage and knockback, KOing under 80% from center stage.
|usmashname=Air Kick ({{ja|エアキック|Ea Kikku}})
|usmashname= 
|usmashdmg={{ChargedSmashDmgSSBU|17}}
|usmashdmg={{ChargedSmashDmgSSBU|17}}
|usmashdesc=An outside crescent kick. It covers Ridley entirely overhead and, unlike most up smashes of its kind, its hitbox starts from behind, making it more effective for covering Ridley's back if used [[out of shield]]. Has moderate startup and ending lag, but has a large overall hitbox and grants intangibility on Ridley's leg while the hitboxes are active, making it a powerful anti-air similarly to his up tilt. Has blind spots directly in front and behind Ridley, though it may hit taller characters directly on either side. Can KO at around 105% from ground level.
|usmashdesc=A frontflip kick, covering Ridley's entire overhead. Has moderate startup and ending lag, but has a large overall hitbox and grants intangibility on Ridley's leg while the hitboxes are active, making it a powerful anti-air similarly to his up tilt. Has blind spots directly in front and behind Ridley, though it may hit taller characters directly on either side. Can KO at around 105% from ground level.
|dsmashname=Wing Press ({{ja|ウイングプレス|Uingu Puresu}})
|dsmashname= 
|dsmashdmg={{ChargedSmashDmgSSBU|16}}
|dsmashdmg={{ChargedSmashDmgSSBU|16}}
|dsmashdesc=Leaps and slams his open wings onto the ground. Hits Ridley's both sides simultaneously with large coverage, allowing it to punish tech rolls in certain instances. The leap during startup can allow him to dodge some ground attacks if timed right (especially floor attacks that may be used after hitting with Skewer, or ledge attacks), while the edges of the attack utilize the intangible half of Ridley's wings. However, it has the slowest startup out of Ridley's smash attacks, and deals the least damage, while being only slightly stronger than his up smash. Launches opponents upward, KOing at around 100%.
|dsmashdesc=Leaps and slams his open wings onto the ground. Hits Ridley's both sides simultaneously with large coverage, allowing it to punish tech rolls in certain instances. The leap during startup can allow him to dodge some ground attacks if timed right (especially floor attacks that may be used after hitting with Skewer, or ledge attacks), while the edges of the attack utilize the intangible half of Ridley's wings. However, it has the slowest startup out of Ridley's smash attacks, and deals the least damage, while being only slightly stronger than his up smash. Launches opponents upward, KOing at around 100%.
|nairname=Ridley Spin ({{ja|リドリースピン|Ridorī Supin}})
|nairname= 
|nairdmg={{ShortHopDmgSSBU|9}} (clean tail), {{ShortHopDmgSSBU|12}} (clean tip), {{ShortHopDmgSSBU|5}} (late)
|nairdmg={{ShortHopDmgSSBU|9}} (clean, tail), {{ShortHopDmgSSBU|12}} (clean, tip), {{ShortHopDmgSSBU|5}} (late)
|nairdesc=Backflips and swings his tail around himself, similarly to {{SSBU|Charizard}}'s neutral aerial albeit backwards instead of forwards. Has the lowest startup, ending lag and landing lag out of Ridley's aerials, as well as a long duration and a large hitbox, making it widely considered one of his most viable approach options. Upon landing, it can also combo into a jab, forward tilt, down tilt or grab at low percents, and another neutral aerial or a forward aerial at mid percents, especially if the sourspot is landed.
|nairdesc=Backflips and swings his tail around himself, similar to {{SSBU|Charizard}}'s neutral aerial except backwards instead of forwards. Has the lowest startup, ending lag and landing lag out of Ridley's aerials, as well as a long duration and a large hitbox, making it widely considered one of his most viable approach options. Upon landing, it can also combo into a jab, forward tilt, down tilt or grab at low percents, and another neutral aerial or a forward aerial at mid percents, especially if the sourspot is landed.
|fairname=Triple Thrust ({{ja|トリプルスラスト|Toripuru Surasuto}})
|fairname= 
|fairdmg={{ShortHopDmgSSBU|3}} (hits 1-2, tail), {{ShortHopDmgSSBU|5}} (hits 1-2, tip; hit 3, tail), {{ShortHopDmgSSBU|7}} (hit 3, tip)
|fairdmg={{ShortHopDmgSSBU|3}} (hits 1-2, tail), {{ShortHopDmgSSBU|5}} (hits 1-2, tip; hit 3, tail), {{ShortHopDmgSSBU|7}} (hit 3, tip)
|fairdesc=Thrusts his tail forward three times in quick succession. Deals the most damage out of Ridley's aerials if all hits are sweetspotted (17% total); however, it is also his weakest aerial knockback-wise, while its hitboxes are small compared to his other moves. Has moderate landing lag, albeit the first hit can set up into a neutral attack.
|fairdesc=Stabs with his tail forward three times in quick succession. Deals the most damage out of Ridley's aerials if all hits are sweetspotted (17% total); however, it is also his weakest aerial knockback-wise, while its hitboxes are small compared to his other moves. Has moderate landing lag, albeit the first hit can set up into a neutral attack.
|bairname=Sobat ({{ja|ソバット|Sobatto}})
|bairname= 
|bairdmg={{ShortHopDmgSSBU|16}}
|bairdmg={{ShortHopDmgSSBU|16}}
|bairdesc=A hook kick. Ridley's strongest aerial, KOing at around 130% from center stage. Its horizontal range and high damage also make it a relatively safe approach option, despite its moderate landing lag.
|bairdesc=A hook kick. Ridley's strongest aerial, KOing at around 130% from center stage. Its horizontal range and high damage also make it a relatively safe approach option, despite its moderate landing lag.
|uairname=Wing Stab ({{ja|ウイングスタッブ|Uingu Sutabbu}})
|uairname= 
|uairdmg={{ShortHopDmgSSBU|12}} (wings), {{ShortHopDmgSSBU|14}} (tip)
|uairdmg={{ShortHopDmgSSBU|12}} (wings), {{ShortHopDmgSSBU|14}} (tip)
|uairdesc=Thrusts his closed wings upward. Has a sweetspot at the tip of the wings, which can KO at around 120% in the air. Its moderate startup and landing lag alongside Ridley's speed make it effective for [[juggling]]. On landing, it can also combo into an up tilt or up smash at low percents, as well as any aerial (except down aerial) up to high percents, including a sweetspotted up aerial as a potential KO setup.
|uairdesc=Thrusts his closed wings upward. Has a sweetspot at the tip of the wings, which can KO at around 120% in the air. Its moderate startup and landing lag alongside Ridley's speed make it effective for [[juggling]]. On landing, it can also combo into an up tilt or up smash at low percents, as well as any aerial (except down aerial) up to high percents, including a sweetspotted up aerial as a potential KO setup.
|dairname=Heel Dive ({{ja|ヒールダイブ|Hīru Daibu}})
|dairname= 
|dairdmg={{ShortHopDmgSSBU|14}} (clean feet), {{ShortHopDmgSSBU|12}} (clean legs, late)
|dairdmg={{ShortHopDmgSSBU|14}} (clean, feet), {{ShortHopDmgSSBU|12}} (clean, legs; late)
|dairdesc=A double foot stomp. A [[stall-then-fall]] with a sweetspot on its clean hit that [[meteor smash]]es opponents. Unlike most other moves of its kind, Ridley can also recover from it offstage if initiated at least at some height above the stage. However, it has very high landing lag, leaving it unsafe as a landing option and preventing any followups out of its meteor smash onstage. It resembles a move Meta Ridley uses in ''Metroid Prime''.
|dairdesc=A double foot stomp. A [[stall-then-fall]] with a sweetspot on its clean hit that [[meteor smash]]es opponents. Unlike most other moves of its kind, Ridley can also recover from it offstage if initiated at least at some height above the stage. However, it has very high landing lag, leaving it unsafe as a landing option and preventing any followups out of its meteor smash onstage. It resembles a move Meta Ridley uses in ''Metroid Prime.''
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname= 
|grabdesc=Reaches out with his right hand. Despite his size, Ridley's grab only has average range. It is also somewhat slow, although it has low ending lag to compensate.
|grabdesc=Reaches out with his right hand.
|pummelname=Grab Tail Needle ({{ja|つかみテイルニードル|Tsukami Teiru Nīdoru}})
|pummelname= 
|pummeldmg=1.6%
|pummeldmg=1.6%
|pummeldesc=Stabs his opponent with his tail. Slow but strong, although its lower hitlag makes it marginally faster than other similar pummels.
|pummeldesc=Stabs his opponent with his tail.
|fthrowname=Front Throw ({{ja|フロントスルー|Furonto Surū}})
|fthrowname= 
|fthrowdmg=9%
|fthrowdmg=9%
|fthrowdesc=Tosses the opponent forward with one arm. Has slight KO potential, being able to KO at around 181% near the ledge.
|fthrowdesc=Tosses the opponent forward with one arm. Has slight KO potential, being able to KO at around 181% near the ledge.
|bthrowname=Strike Throw ({{ja|ストライクスルー|Sutoraiku Surū}})
|bthrowname= 
|bthrowdmg=11%
|bthrowdmg=11%
|bthrowdesc=Turns around and performs an underhanded toss with one arm. Can KO at around 150% near the ledge.
|bthrowdesc=Turns around and performs an underhanded toss with one arm. Can KO at around 150% near the ledge.
|uthrowname=Backbone Breaker ({{ja|バックボーンブレイカー|Bakkubōn Bureikā}})
|uthrowname= 
|uthrowdmg=8% (hit 1), 4% (throw)
|uthrowdmg=8% (hit 1), 4% (throw)
|uthrowdesc=Sets the opponent overhead and stabs them with his tail. Ridley's most damaging throw. Has slight KO potential, being able to KO at around 190% on Final Destination.
|uthrowdesc=Sets the opponent overhead and stabs them with his tail. Ridley's most damaging throw. Has slight KO potential, being able to KO at around 190% on Final Destination.
|dthrowname=Head Fling ({{ja|ヘッドフリング|Heddo Furingu}})
|dthrowname= 
|dthrowdmg=7%
|dthrowdmg=7%
|dthrowdesc=Slams the opponent onto the ground. Has low ending lag, allowing it to combo into an upward angled forward tilt or down tilt at low percents, and a neutral, forward, back aerial or run-canceled up tilt at low to mid percents. Surprisingly, this is also Ridley's strongest throw, being able to KO at around 179% at the edge of {{SSBU|Battlefield}}.
|dthrowdesc=Slams the opponent onto the ground. Has low ending lag, allowing it to combo into an upward angled forward tilt or down tilt at low percents, and a neutral, forward, back aerial or run-canceled up tilt at low to mid percents. Surprisingly, this is also Ridley's strongest throw, being able to KO at around 179% at the edge of {{SSBU|Battlefield}}.
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|nsname=Plasma Breath
|nsname=Plasma Breath
|nsdmg=4.5%-5.6682692% (clean), 3.5%-4.4086542% (late)
|nsdmg=4.5%-5.6682692% (clean), 3.5%-4.4086542% (late)
|nsdesc=Expels a fireball from his mouth, which bounces forward along the ground. It can be charged to have Ridley launch a maximum of five fireballs, which also increase in size and damage, dealing up to 28.341346% if all of them connect. When charged, it is fairly effective for camping and edgeguarding due to its low ending lag and sheer amount of projectiles, and can rack up damage quickly if uninterrupted. However, it has rather high startup, and hitting Ridley's mouth while he is charging the move causes [[recoil damage]] to him depending on how much it had been charged. The recoil animation lasts 56 frames.
|nsdesc=Expels a fireball from his mouth forward, which bounces along the ground. It can be charged to have Ridley launch a maximum of five fireballs, which also increase in size and damage, dealing up to 28.341346% if all of them connect. When charged, it is fairly effective for camping and edgeguarding due to its low ending lag and sheer amount of projectiles, and can rack up damage quickly if uninterrupted. However, it has rather high startup, and hitting Ridley's mouth while he is charging the move causes [[recoil damage]] to him depending on how much it had been charged. The recoil animation lasts 56 frames.
|ssname=Space Pirate Rush
|ssname=Space Pirate Rush
|ssdmg=4% (slam), 2% (drag loop), 7% (ledge/jump/aerial throw), 12% (wall throw)
|ssdmg=4% (slam), 2% (drag loop), 7% (throw)
|ssdesc=Rushes forward to grab an opponent, functioning as a [[command grab]]. If successful, Ridley slams them onto the ground and drags them forward along it, dealing continuous damage, then throws them either upon reaching an edge or if the special move button is held. After frame 22 (just after Ridley starts sliding), he gains [[damage-based armor]] that withstand up to 8%. The move deals more damage the more distance the opponent is dragged along the ground, dealing 17% minimum when throwing manually, and can rack up a lot of damage in a short span of time. However, they can [[mash]] out of the move before Ridley throws them, with how fast they can escape depending on the difference between their percent and Ridley's. In midair, it doesn't incur [[helpless]]ness, allowing it to extend Ridley's recovery, and grabbing an opponent causes him to fall down with them until landing or throwing them manually, allowing it to be used for a [[sacrificial KO]]. However, it has some startup lag, and the aerial version causes Ridley to drop downwards after its horizontal momentum ends, making it possible to mistime a recovery.
|ssdesc=Rushes forward to grab an opponent, functioning as a [[command grab]]. If successful, Ridley slams them onto the ground and drags them forward along it, dealing continuous damage, then throws them either upon reaching an edge or if the special move button is held. After frame 22 (just after Ridley starts sliding) he has [[damage-based armor]] that can take up to 8%. The move deals more damage the more distance the opponent is dragged along the ground, dealing 17% minimum when throwing manually, and can rack up a lot of damage in a short span of time. However, they can [[mash]] out of the move before Ridley throws them, with how fast they can escape depending on the difference between their percent and Ridley's. In midair, it doesn't incur [[helpless]]ness, allowing it to extend Ridley's recovery, and grabbing an opponent causes him to fall down with them until landing or throwing them manually, allowing it to be used for a [[sacrificial KO]]. However, it has some startup lag, and the aerial version causes Ridley to drop downwards after its horizontal momentum ends, making it possible to mistime a recovery.
|usname=Wing Blitz
|usname=Wing Blitz
|usdmg=18% (up), 16% (forward, backward), 15% (down), 5% (down, landing)
|usdmg=18% (up), 16% (forward/back), 15% (down), 5% (down, landing)
|usdesc=Propels himself in any of four possible directions: straight up by default; forward and slightly down; backward and slightly up; and down and slightly forward. The move travels a long distance, does not lose power while traveling, has a wide ledge grabbing range throughout, and lets Ridley drift significantly when done. It is also noticeably powerful: the forward and upward tackles KO under 130% from center stage, whereas the diving stomp meteor smashes aerial targets while also allowing Ridley to save himself by grabbing an edge, making it potentially deadly for [[edgeguard]]ing. However, the move has very slow startup, and its few angles limit the positions from which Ridley can safely recover with it. Hitting a wall or ceiling with any angle will cause Ridley to bump away foregoing [[helplessness]].
|usdesc=Charges up, then propels himself in any of four possible directions: straight up by default; forward and slightly down; backward and slightly up; and down and slightly forward. The move travels a long distance, does not lose power while traveling, has a wide ledge grabbing range throughout, and lets Ridley drift significantly when done. It is also noticeably powerful: the forward and upward tackles KO under 130% from center stage, whereas the diving stomp meteor smashes aerial targets while also allowing Ridley to save himself by grabbing an edge, making it potentially deadly for [[edgeguard]]ing. However, the move has very slow startup, and its few angles limit the positions from which Ridley can safely recover with it. Hitting a wall or ceiling with any angle will cause Ridley to bump away foregoing [[helplessness]].
|dsname=Skewer
|dsname=Skewer
|dsdmg=5% (tail), 45% (tip, hit 1), 10% (tip, hit 2)
|dsdmg=5% (tail), 45% (tip, hit 1), 10% (tip, hit 2)
|dsdesc=Rears his tail back as it sparks briefly, then thrusts it forward powerfully. If hit near the tip of the tail, it causes [[Special Zoom]] and deals extremely high damage (55% total) and causes opponents to crumple if landed on the ground, akin to a fully charged [[Focus Attack]]; both the sweetspot and the sourspot deal minimal shield damage, however. It has a very slow startup of half a second (30 [[frame]]s), and conversely deals low damage and knockback if any other part of Ridley's tail hits, making it significantly hard to land especially in one-on-one battles. Additionally, the sweetspotted attack only allows Ridley to move after the opponent gets up again, making followup attacks based on reading the opponent's getup option. If Skewer lands on an airborne opponent, they will instead be sent away with weak diagonal knockback.
|dsdesc=Brings his tail back as it sparks briefly, then stabs forward with it. If hit near the tip of the tail, it causes [[Special Zoom]] and deals extremely high damage (55% total) and causes opponents to crumple if landed on the ground, akin to a fully charged [[Focus Attack]]; both the sweetspot and the sourspot deal minimal shield damage, however. It has a very slow startup of half a second (30 [[frame]]s), and conversely deals low damage and knockback if any other part of Ridley's tail hits, making it significantly hard to land especially in one-on-one battles. Additionally, the sweetspotted attack only allows Ridley to move after the opponent gets up again, making followup attacks based on reading the opponent's getup option. If Skewer lands on an airborne opponent, they will instead be sent away with weak diagonal knockback.
|fsname=Plasma Scream
|fsname=Plasma Scream
|fsdmg=15% (dash), 40% (cutscene), 15% (ending)
|fsdmg=15% (dash), 40% (cutscene), 15% (ending)
|fsdesc=Roars and then dashes forward. Upon hitting an opponent, a cinematic sequence begins with Ridley headbutting them onto {{SSBU|Samus}}' [[metroidwiki:Samus Aran's Gunship|gunship]]; as the gunship flies off, he expels an energy beam from his mouth that engulfs both the ship and the target in an explosion. After the cutscene ends, the opponent is meteor smashed and the gunship can be seen crashing in the background of the stage. This Final Smash is an [[instant KO]] on opponents at 100% or higher before the cutscene ends.
|fsdesc=Lets out a roar and dashes forward. Upon hitting an opponent, a cinematic sequence begins with Ridley headbutting them onto {{SSBU|Samus}}'s [[metroidwiki:Samus Aran's Gunship|gunship]]; as the gunship flies off, he expels an energy beam from his mouth that engulfs both the ship and the target in an explosion. After the cutscene ends, the opponent is meteor smashed and the gunship can be seen crashing in the background of the stage. This Final Smash is an [[instant KO]] on opponents at 100% or higher before the cutscene ends.
}}
 
===Stats===
{{Attributes
| cast=89
| weight=107 | rweight=14-18
| dash=1.8 | rdash=70-71
| run=2.2 | rrun=10-11
| walk=1.1 | rwalk=49
| trac=0.08 | rtrac=85-86
| airfric=0.015 | rairfric=9-30
| air=1.05 | rair=44-47
| baseaccel=0.01 | rbaseaccel=15-87
| addaccel=0.06 | raddaccel=45-49
| gravity=0.09 | rgravity=45-51
| fall=1.78 | rfall=19
| ff=2.848 | rff=19
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=34 | rjumpheight=29-31
| shorthop=14.2 | rshorthop=70-71
| djump=32 | rdjump=59-60
}}
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Ridley English Announcer SSBU.wav|English/Japanese/Chinese
</gallery>


===[[On-screen appearance]]===
===[[On-screen appearance]]===
*Swoops down at an angle before landing and then roars briefly.
*Swoops down at an angle, before landing and letting out a roar.
<gallery>
<gallery>
RidleyOnScreenAppearanceSSBU.gif|Ridley's on-screen appearance
RidleyOnScreenAppearanceSSBU.gif|Ridley's on-screen appearance
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*Caresses his chin with his claw and licks the edge of his mouth while audibly snarling.
*Caresses his chin with his claw and licks the edge of his mouth while audibly snarling.
<gallery>
<gallery>
SSBURidleyIdle1.gif|Ridley's first idle pose.
SSBURidleyIdle1.gif|Ridley's first idle pose
SSBURidleyIdle2.gif|Ridley's second idle pose.
SSBURidleyIdle2.gif|Ridley's second idle pose
</gallery>
</gallery>


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===[[Victory pose]]s===
===[[Victory pose]]s===
*'''Left:''' Flies into the scene, lands and drifts to a stop.
*'''Left:''' Flies into the scene, lands, and drifts to a stop.
*'''Up:''' Flies in from the background then roars immediately before performing a somersaulting claw swipe as he lands.
*'''Up:''' Somersaults and screeches, then lands with a slash.
*'''Right:''' Claws at the ground repeatedly and bites once afterward. He then turns toward the camera and grins. The way the camera is angled makes it appear as if Ridley is supposedly ravaging a downed opponent, but in Team Battles, it clearly shows that he is scratching at the bare ground.
*'''Right:''' Claws at the ground repeatedly and bites once afterwards. He then turns toward the camera and grins. The way the camera is angled makes it appear as if Ridley is supposedly ravaging a downed opponent, but in Team Battles, it clearly shows that he is scratching at the bare ground.
[[File:RidleyDarkSamusVictoryThemeUltimate.ogg|thumb|A sinister remix of the theme that plays when [[Samus Aran]] obtains a power-up for her {{iw|metroidwiki|Power Suit}}.]]
[[File:RidleyDarkSamusVictoryThemeUltimate.ogg|thumb|An intense and sinister variation of the ''Metroid'' victory theme.]]
<gallery>
<gallery>
RidleyVictoryPose1SSBU.gif
RidleyVictoryPose1SSBU.gif
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</gallery>
</gallery>


==In [[competitive play]]==
==In competitive play==
 
Being a widely requested character, there was a lot of hype when Ridley was first announced to be playable. However, initial expressions on Ridley’s viability in the E3 Demo Build were very negative. Due to him having the largest hurtbox in the game while also not as being as heavy as other super heavyweights, along with his attacks suffering from high startup and endlag, many people claimed that Ridley’s disadvantage state was too risky for him to make a significant impact towards the meta. As such, he was initially considered to be a low or even bottom tier character.
 
However, when the game was released, Ridley achieved notable successes despite having low representation, thanks to impressive results from players such as {{Sm|Nair^}}, {{Sm|OverLade}}, {{Sm|adom}}, and {{Sm|Vreyvus}}, Nair^ in particular placed 2nd at {{Trn|Mexican Gaming Championship}} with a notable win over {{Sm|Dark Wizzy}}, as well as 5th at {{Trn|Smash Fest to the Sky}}. This has led to most professionals to re-evaluate their opinions on Ridley, stating that he’s a “high risk, high reward”, which is indicated by Ridley’s excellent advantage state, where he can utilise his range, speed and power to provide him a strong and versatile neutral game, though mistakes can lead him to his poor disadvantage state, which shows his relatively high learning curve. Overall, Ridley's reception is significantly better than initially thought, as he is no longer considered to be a low tier, proving that he can be very potent once mastered.
===Most historically significant players===
===Most historically significant players===
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->


''See also: [[:Category:Ridley players (SSBU)]]''
''See also: [[:Category:Ridley professionals (SSBU)]]''
 
*{{Sm|Mezcaul|France}} - The best Ridley player of all-time who has been the best since the post-pandemic metagame. He is the only Ridley player ranked top 100 on a globaly ranking, ranking 88th on the [[OrionRank Ultimate: Eclipse]], and has regularly been ranked top 150 since. He has some of the best Ridley major performances, most notably placing 13th at {{Trn|Temple: Hermès Edition}} and {{Trn|King Of Fields 95 3}}. In addition, he has defeated many of Europe's best players, including {{Sm|Glutonny}} at {{Trn|WANTED S4 C3 - Saint Valentin Edition}} and {{Sm|Sisqui}} at {{Trn|DOSE2SUCRE - 2023.01}}.
*{{Sm|KORINKU1219|Japan}} - One of the best Ridley players in Japan since 2024. He first broke out onto the scene with two major upsets on top players at back-to-back events, defeating {{Sm|Snow|p=Japan}} to place 25th at {{Trn|Maesuma'U22}} and {{Sm|Doramigi}} to place 2nd at {{Trn|Kamisuma 23}}. His attendance remains scarce, and as such he was only ranked as an honorable mention to the [[LumiRank 2024.1]]'s top 100.
*{{Sm|momon|p=Japan|Japan}} - One of the best Ridley players in Japan. He is especially known for his results in 2022, where he not only took a set off {{Sm|acola}} at [https://www.start.gg/tournament/hit-25-maesumahit-25/details MaesumaHIT #25], but had several noteworthy performances at superregionals and majors, including placing 5th at {{Trn|Kamisuma 13}}, 13th at {{Trn|Sumabato SP 30}} and {{Trn|Sumabato SP 32}}, and 25th at {{Trn|Kagaribi 6}}. Although he became increasingly less consistent as time went on, he has still put up some great results, including placing 25th at {{Trn|Sumabato SP 51}} defeating {{Sm|Ron}}.
*{{Sm|Nair^|Mexico}} - The best Ridley player in the world in the early metagame. He was the most successful Ridley player at [[PGRU]] events during this time, notably defeating {{Sm|Dark Wizzy}} at {{Trn|Mexican Gaming Championship}}, placing 2nd overall, and placing 5th at {{Trn|Smash Fest to the Sky}}. He picked up {{SSBU|Hero}} as a co-main during the online metagame and gradually began using him more than Ridley, however he remains one of the best Ridley players in North America, most notably defeating {{Sm|Sparg0}} with solo-Ridley at {{Trn|SWT: Central America Ultimate Regional Finals}}.
*{{Sm|smub|USA}} - One of the best Ridley players in North America in the post-pandemic metagame and the most successful American Ridley player. Despite inconsistent major performances, he holds one of the best major placements for a Ridley player at a major, having placed 9th at {{Trn|Patchwork 2024}} defeating {{Sm|Candle}} and {{Sm|Wildz}}. In addition, he is also known for placing 13th at {{Trn|Glitch - Regen}} and defeating {{Sm|MuteAce}} at {{Trn|Set Count 2-1}}.
 
===Tier placement and history===
Being a widely requested character, there was a lot of hype when Ridley was first announced to be playable. However, initial opinions of Ridley's viability in the E3 demo build were very negative. Due to him having one of the largest hurtboxes in the game while not being a super heavyweight like similarly large characters, along with his attacks suffering from poor frame data, many people claimed that Ridley's disadvantage state was too risky for him to make a significant impact towards the meta. This perception remained in the early metagame, and although Ridley saw some success in the early months after a brief stint from {{Sm|Tweek}}, who placed 5th at {{Trn|Collision 2019}} with Ridley, many agreed that Ridley was at best a low tier character.


As time went on, dedicated mains were able to see sparks of success with the character. During the early metagame, {{Sm|Nair^}} notably defeated {{Sm|Dark Wizzy}} at {{Trn|Mexican Gaming Championship}} and was ultimately ranked top 10 in Mexico. Even after the online metagame, in which Nair^ picked up {{SSBU|Hero}}, he continued to garner solid results with Ridley, including a win over {{Sm|Sparg0}} at {{Trn|SWT: Central America Ultimate Regional Finals}}. In addition, the post-pandemic metagame saw the rise of many other Ridley players, including {{Sm|momon|p=Japan}} and {{Sm|smub}}, players who saw great success at superregionals and respectable placements at majors. Most notably, {{Sm|Mezcaul}} became a regular threat at European events, and has been regularly ranked in the top 150 globally since 2021. Furthermore, players began taking more note on Ridley's strengths, specifically his excellent advantage state, which allows Ridley to utilize his range, speed, and power to provide him with a strong and versatile neutral game. These positive developments improved Ridley's perception, leading the community to reassess Ridley as a mid tier. This is reflected in Ridley's tier list placements, as he was ranked 60th on the first tier list as a lower-mid tier character, then ranked 64th on the second tier list in the C-tier; Ridley's drop on the second tier list is mostly attributed to the rise of {{SSBU|Incineroar}} and {{SSBU|Lucario}} in the metagame.
*{{Sm|Locus|Canada}} - Plays a variety of characters alongside Ridley and is considered the best Ridley player in Canada. Placed 7th at both {{Trn|Smashfest 5: Queen City Ex}} and {{Trn|The Pinnacle 2019}}, 9th at {{Trn|Battle of BC 3}}, and 25th at {{Trn|2GG: Kongo Saga}} with wins over players such as {{Sm|Captain L}}, {{Sm|SpamCop}}, and {{Sm|Snickeldorf}}. Currently ranked 22nd on the [[Smash Canada Rankings Ultimate]].
*{{Sm|Mezcaul|France}} - One of the best Ridley players in Europe. Placed 7th at {{Trn|Ultimate WANTED 3}} and 25th at {{Trn|WANTED SAISON 4 - Chapter 2}} with wins over players such as {{Sm|Larry Lurr}}, {{Sm|Leon}}, and {{Sm|Lancelot}}. Online, placed 4th at {{Trn|Meteor 1}} and 13th at both {{Trn|EnvySnakes Crew Collab Edition}} and {{Trn|SWT: Europe Ultimate Online Qualifier}}.
*{{Sm|Nagare|Japan}} - One of the best Ridley players in Japan. Placed 3rd at {{Trn|Maesuma TOP 3}} and 13th at {{Trn|Maesuma TOP 2}}, {{Trn|Maesuma TOP 4}}, {{Trn|Shulla-bra SP 6}}, and {{Trn|Shulla-bra SP 8}} with wins over players like {{Sm|Kie}}, {{Sm|Renya}}, and {{Sm|Tatsutsuyo}}.
*{{Sm|Nair^|Mexico}} - The best Ridley player in the world. Placed 2nd at {{Trn|Mexican Gaming Championship}} and 5th at both {{Trn|Smash Fest to the Sky}} and {{Trn|ChillHouse}} with wins over players such as {{Sm|Dark Wizzy}}, {{Sm|Maister}}, {{Sm|Sparg0}} and {{Sm|Javi|p=Smash 4}}. Currently ranked 9th on the [[Mexican Power Rankings]]. Online, placed 1st at {{Trn|Maruchan Gaming Series}} and 5th at {{Trn|SWT: Mexico Ultimate Online Qualifier}}. Currently ranked 27th on the [[Wi-Fi Warrior Rank v7]].
*{{Sm|OverLade|USA}} - One of the two best Ridley players in the United States. Placed 25th at both {{Trn|2GG: Nightmare on Smashville}} and {{Trn|DreamHack Atlanta 2019}} and 49th at {{Trn|2GG: Prime Saga}} with wins over {{Sm|Blacktwins}}, {{Sm|Epic_Gabriel}}, and {{Sm|Dietsoda}}.
*{{Sm|Plup|USA}} - Co-mains Mega Man and is one of the best Ridley players in the United States Placed 49th at both {{Trn|Super Smash Con 2019}} and {{Trn|GENESIS 7}} with wins over {{Sm|Comet}}, {{Sm|Duwang}}, and {{Sm|Sonix}}. Online placed 9th at {{Trn|Block'd In}}.


=={{SSBU|Classic Mode}}: It Can't Be! Space Pirates!==
=={{SSBU|Classic Mode}}: It Can't Be! Space Pirates!==
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|''{{SSBUMusicLink|Metroid|Vs. Ridley (Brawl)}}''
|''{{SSBUMusicLink|Metroid|Vs. Ridley (Brawl)}}''
|}
|}
{{clr}}
{{-}}


==[[Spirit]]s==
==[[Spirit]]s==
Ridley's default fighter spirit can be obtained by completing {{SSBU|Classic Mode}}. It is also available periodically for purchase in the shop for 300 Gold, but only after Ridley has been unlocked. Unlocking Ridley in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. His Meta Ridley outfit has a fighter spirit of its own, available through the shop, or by completing a challenge (Smash: ''Use Ridley's down special, Skewer, for a critical hit on an opponent 4 times within a single battle''). Each fighter spirit has an alternate version that replaces them with their artwork in ''Ultimate''.
Ridley's fighter spirit can be obtained by completing [[Classic Mode]]. It is also available periodically for purchase in the shop for 500 coins. Unlocking Ridley in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. His Meta Ridley outfit has a fighter spirit of its own, available through the shop, or by completing a challenge (Smash: ''Use Ridley's down special, Skewer, for a critical hit on an opponent 4 times within a single battle''). Each fighter spirit has an alternate version that replaces them with their artwork in ''Ultimate''.


Additionally, other forms of Ridley make an appearance in a few primary and support spirits.
Additionally, other forms of Ridley make an appearance in a few primary and support spirits.
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</center>
</center>


==In Spirit Battles==
==In Spirit battles==
===As the main opponent===
===As the main opponent===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
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|•Dangerously high winds are in effect after a little while<br>•The enemy starts the battle with an [[Ore Club]]
|•Dangerously high winds are in effect after a little while<br>•The enemy starts the battle with an [[Ore Club]]
|{{SSBUMusicLink|The Legend of Zelda|Dark World (Brawl)}}
|{{SSBUMusicLink|The Legend of Zelda|Dark World (Brawl)}}
|
|Vaati
|-
|-
|277
|277
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|•The floor is sticky<br>•Hostile assist trophies will appear<br>•The enemy's melee blows will heal them when they hit
|•The floor is sticky<br>•Hostile assist trophies will appear<br>•The enemy's melee blows will heal them when they hit
|{{SSBUMusicLink|Metroid|Title Theme - Metroid}}
|{{SSBUMusicLink|Metroid|Title Theme - Metroid}}
|
|Metroid
|-
|-
|287
|287
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|•The enemy's smash attacks have increased power<br>•[[Stamina battle]]<br>•The enemy is giant
|•The enemy's smash attacks have increased power<br>•[[Stamina battle]]<br>•The enemy is giant
|{{SSBUMusicLink|Metroid|Vs. Meta Ridley}}
|{{SSBUMusicLink|Metroid|Vs. Meta Ridley}}
|
|Mecha Ridley
|-
|-
|289
|289
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|•The enemy is giant after a little while<br>•The enemy has increased attack power after a little while<br>•The enemy has increased defense after a little while
|•The enemy is giant after a little while<br>•The enemy has increased attack power after a little while<br>•The enemy has increased defense after a little while
|{{SSBUMusicLink|Metroid|Vs. Ridley}}
|{{SSBUMusicLink|Metroid|Vs. Ridley}}
|
|Little Birdie
|-
|-
|291
|291
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|•[[Stamina battle]]<br>•The enemy breathes fire<br>•The enemy is metal
|•[[Stamina battle]]<br>•The enemy breathes fire<br>•The enemy is metal
|{{SSBUMusicLink|Metroid|Vs. Meta Ridley}}
|{{SSBUMusicLink|Metroid|Vs. Meta Ridley}}
|
|Omega Ridley
|-
|-
|292
|292
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|•The enemy has increased attack power<br>•The enemy shields often<br>•The enemy is giant
|•The enemy has increased attack power<br>•The enemy shields often<br>•The enemy is giant
|{{SSBUMusicLink|Metroid|Vs. Parasite Queen}}
|{{SSBUMusicLink|Metroid|Vs. Parasite Queen}}
|
|Parasite Queen
|-
|-
|371
|371
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|•The enemy's side special has increased power<br>•The enemy has increased attack power
|•The enemy's side special has increased power<br>•The enemy has increased attack power
|{{SSBUMusicLink|Kirby|Forest/Nature Area}}
|{{SSBUMusicLink|Kirby|Forest/Nature Area}}
|
|Bugzzy
|-
|-
|403
|403
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|•Your jumping power decreases<br>•The enemy is metal<br>•The enemy has increased jump power
|•Your jumping power decreases<br>•The enemy is metal<br>•The enemy has increased jump power
|{{SSBUMusicLink|Star Fox|Space Battleground}}
|{{SSBUMusicLink|Star Fox|Space Battleground}}
|Aparoid Fortuna
|Aparoid
|-
|-
|426
|426
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|•The floor is poisonous<br>•You have reduced attack power
|•The floor is poisonous<br>•You have reduced attack power
|{{SSBUMusicLink|Pokémon|Main Theme - Pokémon Red & Pokémon Blue (Brawl)}}
|{{SSBUMusicLink|Pokémon|Main Theme - Pokémon Red & Pokémon Blue (Brawl)}}
|
|Arbok
|-
|-
|454
|454
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|•The enemy's side special has increased power<br>•The enemy favors side specials
|•The enemy's side special has increased power<br>•The enemy favors side specials
|{{SSBUMusicLink|Pokémon|Road to Viridian City - Pokémon Red / Pokémon Blue}}
|{{SSBUMusicLink|Pokémon|Road to Viridian City - Pokémon Red / Pokémon Blue}}
|
|Pinsir
|-
|-
|456
|456
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|•You have reduced attack power<br>•The enemy is giant
|•You have reduced attack power<br>•The enemy is giant
|{{SSBUMusicLink|Pokémon|Main Theme - Pokémon Red & Pokémon Blue (Brawl)}}
|{{SSBUMusicLink|Pokémon|Main Theme - Pokémon Red & Pokémon Blue (Brawl)}}
|
|Gyarados
|-
|-
|471
|471
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|•Defeat the main fighter to win<br>•The enemy is weak to water attacks<br>•The enemy favors smash attacks<br>•''The enemy has super armor when charging smash attacks''
|•Defeat the main fighter to win<br>•The enemy is weak to water attacks<br>•The enemy favors smash attacks<br>•''The enemy has super armor when charging smash attacks''
|{{SSBUMusicLink|Pokémon|Pokémon Gold / Pokémon Silver Medley}}
|{{SSBUMusicLink|Pokémon|Pokémon Gold / Pokémon Silver Medley}}
|
|Sudowoodo
|-
|-
|475
|475
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|•[[Stamina battle]]<br>•The enemy is metal
|•[[Stamina battle]]<br>•The enemy is metal
|{{SSBUMusicLink|Pokémon|Pokémon Gold / Pokémon Silver Medley}}
|{{SSBUMusicLink|Pokémon|Pokémon Gold / Pokémon Silver Medley}}
|
|Steelix
|-
|-
|490
|490
Line 552: Line 517:
|•Periodic earthquakes will shake the stage
|•Periodic earthquakes will shake the stage
|{{SSBUMusicLink|Pokémon|Victory Road - Pokémon Ruby / Pokémon Sapphire}}
|{{SSBUMusicLink|Pokémon|Victory Road - Pokémon Ruby / Pokémon Sapphire}}
|
|Flygon
|-
|-
|500
|500
Line 564: Line 529:
|•Dangerously high winds are in effect after a little while
|•Dangerously high winds are in effect after a little while
|{{SSBUMusicLink|Pokémon|Battle! (Lorekeeper Zinnia)}}
|{{SSBUMusicLink|Pokémon|Battle! (Lorekeeper Zinnia)}}
|
|Rayquaza
|-
|-
|558
|558
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|•[[Stamina battle]]<br>•Only certain Pokémon will emerge from Poké Balls (Lunala)
|•[[Stamina battle]]<br>•Only certain Pokémon will emerge from Poké Balls (Lunala)
|{{SSBUMusicLink|Pokémon|Battle! (Elite Four) / Battle! (Solgaleo/Lunala)}}
|{{SSBUMusicLink|Pokémon|Battle! (Elite Four) / Battle! (Solgaleo/Lunala)}}
|
|Lunala
|-
|-
|607
|607
Line 588: Line 553:
|•Defeat the main fighter to win<br>•The floor is frozen<br>•Timed [[stamina battle]] (1:00)
|•Defeat the main fighter to win<br>•The floor is frozen<br>•Timed [[stamina battle]] (1:00)
|{{SSBUMusicLink|Ice Climber|Ice Climber (Brawl)}}
|{{SSBUMusicLink|Ice Climber|Ice Climber (Brawl)}}
|
|Condor
|-
|-
|635
|635
Line 600: Line 565:
|•The enemy is giant after a little while<br>•[[Stamina battle]]
|•The enemy is giant after a little while<br>•[[Stamina battle]]
|{{SSBUMusicLink|Fire Emblem|Lords-Showdown}}
|{{SSBUMusicLink|Fire Emblem|Lords-Showdown}}
|Medeus (Shadow Dragon form)
|Medeus
|-
|-
|713
|713
Line 612: Line 577:
|•The enemy favors neutral specials
|•The enemy favors neutral specials
|{{SSBUMusicLink|Kid Icarus|Boss Fight 1 - Kid Icarus: Uprising}}
|{{SSBUMusicLink|Kid Icarus|Boss Fight 1 - Kid Icarus: Uprising}}
|
|Hewdraw
|-
|-
|820
|820
Line 624: Line 589:
|•[[Stamina battle]]<br>•The enemy favors side specials<br>•The enemy is giant
|•[[Stamina battle]]<br>•The enemy favors side specials<br>•The enemy is giant
|{{SSBUMusicLink|Pikmin|Garden of Hope (Remix)}}
|{{SSBUMusicLink|Pikmin|Garden of Hope (Remix)}}
|
|Peckish
|-
|-
|1,081
|1,081
Line 636: Line 601:
|•The enemy has super armor and is hard to launch or make flinch<br>•The enemy is giant
|•The enemy has super armor and is hard to launch or make flinch<br>•The enemy is giant
|{{SSBUMusicLink|Other|Dark Lord}}
|{{SSBUMusicLink|Other|Dark Lord}}
|
|Dark Emperor
|-
|-
|1,102
|1,102
Line 648: Line 613:
|•[[Stamina battle]]<br>•Hostile assist trophies will appear after a little while<br>•The enemy deals damage when falling
|•[[Stamina battle]]<br>•Hostile assist trophies will appear after a little while<br>•The enemy deals damage when falling
|{{SSBUMusicLink|Super Smash Bros.|Master Core}}
|{{SSBUMusicLink|Super Smash Bros.|Master Core}}
|
|Master Beast
|-
|-
|1,118
|1,118
Line 660: Line 625:
|•Defeat the main fighter to win<br>•The enemy favors neutral specials<br>•The enemy is invisible
|•Defeat the main fighter to win<br>•The enemy favors neutral specials<br>•The enemy is invisible
|{{SSBUMusicLink|Other|Clu Clu Land}}
|{{SSBUMusicLink|Other|Clu Clu Land}}
|
|Tamagon
|-
|-
|1,119
|1,119
Line 684: Line 649:
|•[[Stamina battle]]<br>•The enemy favors up specials in the air<br>•The enemy falls slowly
|•[[Stamina battle]]<br>•The enemy favors up specials in the air<br>•The enemy falls slowly
|{{SSBUMusicLink|Banjo-Kazooie|Spiral Mountain}}
|{{SSBUMusicLink|Banjo-Kazooie|Spiral Mountain}}
|
|Buzzbomb
|-
|-
|1,370
|1,370
Line 699: Line 664:
|-
|-
|1,438
|1,438
|{{SpiritTableName|Ender Dragon|customname=[https://minecraft.wiki/w/Ender_Dragon Ender Dragon]|size=64}}
|{{SpiritTableName|Ender Dragon|customname=[https://minecraft.gamepedia.com/Ender_Dragon Ender Dragon]|size=64}}
|''Minecraft'' Series
|''Minecraft'' Series
|•{{SSBU|Ridley}} {{Head|Ridley|g=SSBU|s=20px|cl=Blue}} (200 HP)<br>•[[Steve (SSBU)|Enderman]] {{Head|Steve|g=SSBU|s=20px|cl=Enderman}}×2 (50 HP)
|•{{SSBU|Ridley}} {{Head|Ridley|g=SSBU|s=20px|cl=Blue}} (200 HP)<br>•[[Steve (SSBU)|Enderman]] {{Head|Steve|g=SSBU|s=20px|cl=Enderman}}×2 (50 HP)
Line 708: Line 673:
|•Defeat the main fighter to win<br>•[[Stamina battle]]<br>•The enemy is healed significantly when the enemy's at high damage
|•Defeat the main fighter to win<br>•[[Stamina battle]]<br>•The enemy is healed significantly when the enemy's at high damage
|{{SSBUMusicLink|Minecraft|The Arch-Illager}}
|{{SSBUMusicLink|Minecraft|The Arch-Illager}}
|
|Ender Dragon
|-
|-
|1,449
|1,449
Line 720: Line 685:
|•The enemy will suddenly have a Final Smash when the enemy's at high damage<br>•The enemy is giant
|•The enemy will suddenly have a Final Smash when the enemy's at high damage<br>•The enemy is giant
|{{SSBUMusicLink|Final Fantasy|Those Who Fight Further (AC Version)}}
|{{SSBUMusicLink|Final Fantasy|Those Who Fight Further (AC Version)}}
|
|Bahamut ZERO
|}
|}


Line 764: Line 729:
|•Left and right controls will suddenly reverse<br>•Hostile assist trophies will appear<br>•Magic attacks aren't as effective against the enemy
|•Left and right controls will suddenly reverse<br>•Hostile assist trophies will appear<br>•Magic attacks aren't as effective against the enemy
|{{SSBUMusicLink|WarioWare|Ashley's Song}}
|{{SSBUMusicLink|WarioWare|Ashley's Song}}
|{{iw|mariowiki|Red|WarioWare series}}
|[[mariowiki:Ashley and Red|Red]]
|-
|-
|1,063
|1,063
Line 863: Line 828:
|-
|-
|rowspan="2"|1,467
|rowspan="2"|1,467
|{{SpiritTableName|Arthur|link=y|size=64|dlcalt=y}}
|{{SpiritTableName|Arthur|size=64|dlcalt=y}}
|rowspan="2"|''Ghosts 'n Goblins'' Series
|rowspan="2"|''Ghosts 'n Goblins'' Series
|•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Shuriken of Light|2]][[Gale Stab|2]][[Skyward Slash Dash|2]][[Power Thrust|3]], Black Knight Helm, Black Knight Armor)<br>•{{SSBU|Ridley}} {{Head|Ridley|g=SSBU|s=20px|cl=Red}}
|•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Shuriken of Light|2]][[Gale Stab|2]][[Skyward Slash Dash|2]][[Power Thrust|3]], Black Knight Helm, Black Knight Armor)<br>•{{SSBU|Ridley}} {{Head|Ridley|g=SSBU|s=20px|cl=Red}}
Line 872: Line 837:
|rowspan="2"|•Defeat the main fighter to win<br>•Reinforcements will appear during the battle
|rowspan="2"|•Defeat the main fighter to win<br>•Reinforcements will appear during the battle
|rowspan="2"|{{SSBUMusicLink|Other|Attack - Soma Bringer}}
|rowspan="2"|{{SSBUMusicLink|Other|Attack - Soma Bringer}}
|rowspan="2"|Satan
|rowspan="2"|Red Arremer
|-
|-
|style="background-color:#EEE;"|•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Shuriken of Light|2]][[Gale Stab|2]][[Skyward Slash Dash|2]][[Power Thrust|3]], Arthur's Helm, Arthur's Armor)<ref group="SB" name="DLC"/><br>•{{SSBU|Ridley}} {{Head|Ridley|g=SSBU|s=20px|cl=Red}}
|style="background-color:#EEE;"|•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Shuriken of Light|2]][[Gale Stab|2]][[Skyward Slash Dash|2]][[Power Thrust|3]], Arthur's Helm, Arthur's Armor)<ref group="SB" name="DLC"/><br>•{{SSBU|Ridley}} {{Head|Ridley|g=SSBU|s=20px|cl=Red}}
|-
|1,521
|{{SpiritTableName|Koraidon & Miraidon|size=64}}
|''Pokémon'' Series
|•{{SSBU|Charizard}} {{Head|Charizard|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Ridley}} {{Head|Ridley|g=SSBU|s=20px|cl=Meta}}
|{{SpiritType|Attack}}
|13,100
|{{SSBU|Final Destination}}
|•Attack Power ↑<br>•Hazard: Zap Floor
|•The floor is electrified<br>•The enemy has increased attack power<br>•The enemy loves to jump
|{{SSBUMusicLink|Pokémon|Battle! (Reshiram / Zekrom)}}
|{{iw|bulbapedia|Miraidon}}
|}
|}
<references group="SB">
<references group="SB">
Line 916: Line 869:
<gallery>
<gallery>
Ridley Hits the Big Time.png|Ridley's splash art.
Ridley Hits the Big Time.png|Ridley's splash art.
Ridley amiibo.png|Ridley's [[amiibo]].
Ridley amiibo.png|Ridley’s [[amiibo]].
SSBU Ridley Number.png|Ridley's fighter card.
SSBU Ridley Number.png|Ridley's fighter card.
Ridley unlock notice SSBU.jpg|Ridley's unlock notice.
Ridley unlock notice SSBU.jpg|Ridley's unlock notice.
SSBUWebsiteRidley1.jpg|Preparing to use [[Plasma Breath]] on [[Mario Galaxy]].
SSBUWebsiteRidley1.jpg|Using [[Plasma Breath]] on [[Mario Galaxy]].
SSBUWebsiteRidley2.jpg|Jumping on [[Wrecking Crew]].
SSBUWebsiteRidley2.jpg|Jumping on [[Wrecking Crew]].
SSBUWebsiteRidley3.jpg|Using [[Wing Blitz]] on [[Midgar]].
SSBUWebsiteRidley3.jpg|Using [[Wing Blitz]] on [[Midgar]].
SSBUWebsiteRidley4.jpg|Using a [[Hammer]] on Wrecking Crew.
SSBUWebsiteRidley4.jpg|Using a [[Hammer]] on Wrecking Crew.
SSBUWebsiteRidley5.jpg|Using [[Skewer]] against {{SSBU|Fox}} on {{SSBU|Battlefield}}.
SSBUWebsiteRidley5.jpg|Using [[Skewer]] against {{SSBU|Fox}} on {{SSBU|Battlefield}}.
SSBUWebsiteRidley6.jpg|As [[Meta Ridley]]<!--Not Proteus Ridley. Note that Proteus's jaw, neck, chest, right arm, and wings are much more organic compared to this costume.--> alongside {{SSBU|Samus}} on [[Castle Siege]].
SSBUWebsiteRidley6.jpg|In his [[Meta Ridley]]<!--Not Proteus Ridley. Note that Proteus's jaw, neck, chest, right arm, and wings are much more organic compared to this costume.--> costume with {{SSBU|Samus}} on [[Castle Siege]].
Meta ridley costume.jpg|Performing his [[on-screen appearance]] as Meta Ridley on [[Coliseum]].
Meta ridley costume.jpg|Performing his [[On-screen appearance]] in his Meta Ridley costume on [[Coliseum]].
SSBUWebsiteMarth4.jpg|Using Plasma Breath as {{SSBU|Marth}} [[spot dodge]]s it on [[3D Land]].
SSBUWebsiteMarth4.jpg|Ridley attempting to burn {{SSBU|Marth}} with his neutral special on [[3D Land]].
SSBUWebsiteZeroMM2.jpg|Ridley about to be hit by {{b|Zero|Mega Man}}'s Genmu Zero on Midgar.
SSBUWebsiteZeroMM2.jpg|Ridley about to be hit by {{b|Zero|Mega Man}}'s Genmu Zero on Midgar.
SSBUWebsiteSummit.jpg|Ridley, {{SSBU|Jigglypuff}}, {{SSBU|Ice Climbers}}, and {{SSBU|Zelda}} on [[Summit]].
SSBUWebsiteSummit.jpg|Ridley, {{SSBU|Jigglypuff}}, {{SSBU|Ice Climbers}}, and {{SSBU|Zelda}} on [[Summit]].
Line 938: Line 891:


==Trivia==
==Trivia==
*Due to his debut in August 1986, Ridley is the oldest newcomer in the base version of ''[[Super Smash Bros. Ultimate]]'', beating out {{SSBU|Simon}} by one month.
*With his debut in August 1986, Ridley is the oldest newcomer in the base game for ''Ultimate'', beating out {{SSBU|Simon}} by only one month.
**With DLC included, he is beaten by {{SSBU|Piranha Plant}}.
*Ridley's model appears to be based on his ''Super Metroid'' sprite with additional details and embellishments, some of which loosely resemble his design in ''Metroid: Other M''. His size is significantly reduced to that of his appearance in the original ''Metroid'' for the NES, where his hunched posture is only slightly taller than Samus.
*Ridley's model appears to be based on his ''Super Metroid'' sprite with additional details and embellishments, some of which loosely resemble his clone's design in ''{{iw|metroidwiki|Metroid: Other M}}''. His size is significantly reduced to that of his appearance in the original ''Metroid'' for the NES, where his hunched posture is only slightly taller than [[Samus Aran]].
** Sakurai was reported to have heavily based Ridley on his depiction in the original ''Metroid'', specifically how the sprite appeared hunched over even while flying.<ref>https://www.eventhubs.com/news/2018/jul/23/masahiro-sakurai-designed-ridley-super-smash-bros-ultimate-based-his-appearance-original-metroid-nes/</ref>
**[[Masahiro Sakurai]] was reported to have heavily based Ridley on his depiction in the original ''Metroid'', specifically how his sprite appeared hunched over even while flying.<ref>https://www.eventhubs.com/news/2018/jul/23/masahiro-sakurai-designed-ridley-super-smash-bros-ultimate-based-his-appearance-original-metroid-nes/</ref>
*His fighter tagline, "Ridley Hits the Big Time!", likely references Ridley's exclusion in previous games due to being too big according to Sakurai.
*Ridley's fighter tagline, "Ridley Hits the Big Time!", likely references his exclusion in previous games due to Sakurai's prior perception of him being too large to implement as a fighter.
**According to Sakurai from a Nintendo Dream Magazine interview, Ridley was added in due to the Smash Bros. Fighter Ballot.<ref>http://www.japanesenintendo.com/post/182181277319</ref>
**Sakurai stated in a Nintendo Dream Magazine interview that Ridley was added because of his popularity on the Smash Bros. Fighter Ballot.<ref>https://web.archive.org/web/20190124011353/http://www.japanesenintendo.com/post/182181277319/</ref>
*Since this is his playable ''Smash Bros.'' debut, this also marks Ridley's debut as a playable character in any game.
*''Ultimate'' marks Ridley's debut as a playable character in any capacity.
*Ridley's pose in his official artwork resembles the pose {{SSB4|Bowser}} makes in his official art for ''SSB4'', only mirrored.
*Ridley's pose in his official artwork resembles {{SSB4|Bowser}}'s pose in his official art for ''[[Super Smash Bros. 4]]'', albeit mirrored.
*His animated reveal trailer is the first time since Ridley's role in the ''Metroid'' manga where Ridley has displayed a dark sense of humor, playfully twirling the hat of a defeated Mario when revealing himself to Samus while flashing an inhuman grin.
*His animated reveal trailer is the first time since Ridley's role in the ''Metroid'' manga where Ridley has displayed a sense of humor, playfully twirling the hat of a defeated {{SSBU|Mario}} when revealing himself to {{SSBU|Samus}} while grinning.
**The way Ridley twirls Mario's hat is a throwback to Mario in the beginning of the reveal trailer of ''{{s|mariowiki|Super Mario Odyssey}}''.
**The way Ridley twirls Mario's hat is a callback to [[Mario]] doing the same in the beginning of ''{{iw|mariowiki|Super Mario Odyssey}}''{{'}}s reveal trailer.
**The part where a {{b|Metroid|creature}} attacks Ridley before a [[stun]]ned {{SSBU|Pikachu}} resembles a pivotal point in his boss fight in ''Metroid: Samus Returns'', where the Baby Metroid saves Samus from Ridley by leeching some of his energy.
**The part where a {{b|Metroid|creature}} attacks Ridley while he is near a [[stun]]ned {{SSBU|Pikachu}} resembles a pivotal point in his boss fight in ''{{iw|metroidwiki|Metroid: Samus Returns}}'' in which the Baby Metroid saves Samus from Ridley by leeching some of his energy. On an extended note, Pikachu and Samus teamed up to fight Ridley in [[The Subspace Emissary]].
*The moment Ridley appears in his introductory trailer resembles his appearance in ''Metroid: Zero Mission'', just before his fight. This includes the way Samus looks at the screen, Ridley's reflection in her visor, his entrance animation, and music timing.
*The moment Ridley appears in his introductory trailer resembles his appearance in ''{{iw|metroidwiki|Metroid: Zero Mission}}'' just before Samus fights him. This includes the way Samus looks at the screen, Ridley's reflection in her visor, his entrance animation, and the music's timing.
*Ridley (and by extension, Meta Ridley) is the second ''Smash Bros.'' boss character to become playable in the series after [[Giga Bowser]] and the only boss character to be playable at all times, as Giga Bowser is limited to [[Giga Bowser (Final Smash)|Bowser's Final Smash]]. He is also one of the only two [[stage hazard]]s to become playable in the series, the other being {{SSBU|Piranha Plant}}.
**On a similar note, the zoom-in on Samus' eyes during this scene shows her irises jittering in a state of panic, indirectly referencing the scene where Samus ends up freezing up from PTSD at the sight of Ridley's clone at the end of Chapter 17 of ''Metroid: Other M'', and to a lesser extent, a similar reaction from Samus regarding Ridley himself in the Magazine Z prequel manga to ''Metroid: Zero Mission''.
*There was an error on Ridley's page on the Latin American and Canadian French version of the ''Smash Bros.'' website. The reveal trailer videos were unavailable, with the Latin American version mistakenly linking to a Japanese ''Mario Tennis Aces'' video. This has since been corrected.
*Ridley (and by extension, Meta Ridley) is the second ''Super Smash Bros.'' boss character to become playable in the series after [[Giga Bowser]], and the only boss character to be playable at all times, as Giga Bowser is limited to [[Giga Bowser (Final Smash)|Bowser's Final Smash]]. He is also one of the only two [[stage hazard]]s to become playable in the series, the other being {{SSBU|Piranha Plant}}.
*Ridley is the only playable character from the ''Metroid'' universe whose animations are mirrored.
*There was an error on Ridley's page on the Latin American and Canadian French versions of the ''Super Smash Bros.'' website. The reveal trailer videos were unavailable, with the Latin American version mistakenly linking to a Japanese ''{{iw|mariowiki|Mario Tennis Aces}}'' video. This has since been corrected.
*[[Masahiro Sakurai]] has stated in an interview that Ridley's down taunt (where he stands upright) is among his favorite taunts in the game.<ref>https://nintendoeverything.com/sakurai-on-smash-bros-ultimate-tempo-items-changes-and-additions-choosing-taunts-much-more/2/</ref>
*Ridley is the only playable character from the {{uv|Metroid}} series whose animations are mirrored.
*Ridley is the only character in ''Ultimate'' to not receive a significant eye color change after obtaining a Smash Ball or during a perfect shield animation due to his eyes already being yellow.
*Masahiro Sakurai stated in an interview that Ridley's down taunt is among his favorite taunts in ''Ultimate''.<ref>https://nintendoeverything.com/sakurai-on-smash-bros-ultimate-tempo-items-changes-and-additions-choosing-taunts-much-more/2/</ref>
**{{SSBU|Meta Knight}}'s default eye color is also yellow, though his eyes do change into a crimson color in these circumstances.
*Due to his eyes being yellow by default, Ridley is the only character in ''Ultimate'' to not receive a significant eye color change after obtaining a Smash Ball or upon [[perfect shield]]ing.
**Although {{SSBU|Meta Knight}}'s default eye color is also yellow, his eyes turn red in these circumstances.
*When zooming in behind Meta Ridley's wings, his right wing does not fully connect to his back.<ref>[https://imgur.com/a/HmR6YGf]</ref>
*When zooming in behind Meta Ridley's wings, his right wing does not fully connect to his back.<ref>[https://imgur.com/a/HmR6YGf]</ref>
*Ridley's [[damage meter]] portrait protrudes downward the most out of every fighter.
*Ridley's [[damage meter]] portrait protrudes downward the most out of every fighter.
*Strangely, Ridley has code for [[gliding]], despite the mechanic not returning from ''[[Super Smash Bros. Brawl]]'' and Ridley himself not being playable or cloned from a playable character in ''Brawl''.
*Strangely, Ridley has code for [[gliding]], despite the mechanic not returning from ''Brawl'', and Ridley himself not being playable or cloned from a playable character in ''Brawl''.
**Upon further inspection, the code is identical to {{SSBU|Charizard}}'s, which has been carried over since ''Brawl''. This suggests that Charizard was used as a template for some aspects of Ridley's implementation as a fighter.
**Upon further inspection, the code is identical to {{SSBU|Charizard}}'s, which has been carried over since ''Brawl'', suggesting that Charizard was used as a template for some aspects of Ridley's creation.
*Ridley is the one of few characters who has only two knockback voice clips (with the others being the {{SSBU|Ice Climbers}} and {{SSBU|Duck Hunt}}) and one blast KO voice clip (with the others being {{SSBU|Jigglypuff}} in the international versions, {{SSBU|Mewtwo}}, {{SSBU|Roy}}, the {{SSBU|Mii Fighter}}s, {{SSBU|Bayonetta}}, and {{SSBU|Sephiroth}}).
*Ridley is the one of few characters who has only two knockback voice clips (with the others being the {{SSBU|Ice Climbers}} and {{SSBU|Duck Hunt}}) and one blast KO voice clip (with the others being {{SSBU|Jigglypuff}} in the international versions, {{SSBU|Mewtwo}}, {{SSBU|Roy}}, the {{SSBU|Mii Fighter}}s, {{SSBU|Bayonetta}}, and {{SSBU|Sephiroth}}.
*When Ridley receives damage, he may assume a pose similar to {{iw|metroidwiki|Neo-Ridley}}'s flying pose.<ref>[https://imgur.com/a/OgQem6N]</ref>
*Sometimes, when Ridley takes damage, he may display a similar pose to Neo-Ridley's when he flies.<ref>[https://imgur.com/a/OgQem6N]</ref>
*Ridley and {{SSBU|Corrin}} appear in the most Legend-rank spirit battles as the main opponent, at a total of four.
*Ridley and {{SSBU|Corrin}} appear in the most Legend-rank spirit battles as the main opponent, at a total of four.
**Specifically, Ridley appears in the Omega Ridley, Dark Emperor, Ender Dragon, and Bahamut ZERO spirit battles.
**Specifically, Ridley appears in the Omega Ridley, Dark Emperor, Ender Dragon, and Bahamut ZERO spirit battles.
**When counting ally spirits, he appears in the most Legend-rank spirit battles, at a total of six.
**Counting ally spirits, he appears in the most Legend-rank spirit battles, at a total of six.
*Ridley and {{SSBU|Daisy}} are the only newcomers who were not shown being added to the panoramic group artwork. This does not include {{SSBU|Inkling}}, who was featured on the artwork when it debuted.
*An unused spirit battle associated with the Meta Ridley fighter spirit implies that he originally was not planned to be an alternate costume. While all fighter spirits have battles associated with them, being either the [[World of Light]] unlock battles or also being unused, Meta Ridley's is the only one that is set to have the spirit displayed by the CPU's HUD, a trait that is otherwise only used for normal spirit battles.


==References==
==References==

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