Ridley (SSBU): Difference between revisions
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{{Infobox Character | {{Infobox Character | ||
|name = Ridley | |name = Ridley | ||
|image = {{tabber|title1=Normal| | |image = {{tabber|title1=Normal|content1=[[File:Ridley SSBU.png|x250px]]|title2=Meta Ridley|content2=[[File:Ridley-Alt1 SSBU.png|x250px]]}} | ||
|game = SSBU | |game = SSBU | ||
|availability = [[Unlockable character|Unlockable]] | |availability = [[Unlockable character|Unlockable]] | ||
|tier = C | |tier = C- | ||
|ranking = | |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}} 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]]. | ||
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 | 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. | ||
Ridley is ranked | 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== | ||
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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. | 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. | ||
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 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. | 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 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. | 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. | ||
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. | 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. | ||
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. | 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. | ||
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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. | 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. | ||
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 | 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 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. | 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. | ||
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|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 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=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. | ||
|ftiltname=Tail Spear ({{ja|テイルスピアー|Teiru Supiā}}) | |ftiltname=Tail Spear ({{ja|テイルスピアー|Teiru Supiā}}) | ||
|ftiltdmg=10% (tail), 13% (tip) | |ftiltdmg=10% (tail), 13% (tip) | ||
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|nairname=Ridley Spin ({{ja|リドリースピン|Ridorī Supin}}) | |nairname=Ridley Spin ({{ja|リドリースピン|Ridorī Supin}}) | ||
|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 | |nairdesc=Backflips and swings his tail around himself. 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=Triple Thrust ({{ja|トリプルスラスト|Toripuru Surasuto}}) | ||
|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) | ||
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|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=Grab ({{ja|つかみ|Tsukami}}) | ||
|grabdesc=Reaches out with his right hand. | |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. | ||
|pummelname=Grab Tail Needle ({{ja|つかみテイルニードル|Tsukami Teiru Nīdoru}}) | |pummelname=Grab Tail Needle ({{ja|つかみテイルニードル|Tsukami Teiru Nīdoru}}) | ||
|pummeldmg=1.6% | |pummeldmg=1.6% | ||
|pummeldesc=Stabs his opponent with his tail. | |pummeldesc=Stabs his opponent with his tail. Slow but strong, although its lower hitlag makes it marginally faster than other similar pummels. | ||
|fthrowname=Front Throw ({{ja|フロントスルー|Furonto Surū}}) | |fthrowname=Front Throw ({{ja|フロントスルー|Furonto Surū}}) | ||
|fthrowdmg=9% | |fthrowdmg=9% | ||
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|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, 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. | ||
|ssname=Space Pirate Rush | |ssname=Space Pirate Rush | ||
|ssdmg=4% (slam), 2% (drag loop), 7% (throw) | |ssdmg=4% (slam), 2% (drag loop), 7% (ledge/jump/aerial throw), 12% (wall 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 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. | ||
|usname=Wing Blitz | |usname=Wing Blitz | ||
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|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=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. | ||
}} | |||
===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 | |||
| ellag=4 | rellag=2-75 | |||
}} | }} | ||
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|- | |- | ||
! scope="row"|Cheer | ! scope="row"|Cheer | ||
|[[File:Ridley Cheer English SSBU.ogg|center]]||[[File:Ridley Cheer Japanese SSBU.ogg|center]]||[[File:Ridley Cheer Italian SSBU.ogg|center]]||[[File:Ridley Cheer Dutch SSBU.ogg|center]]|| | |[[File:Ridley Cheer English SSBU.ogg|center]]||[[File:Ridley Cheer Japanese SSBU.ogg|center]]||[[File:Ridley Cheer Italian SSBU.ogg|center]]||[[File:Ridley Cheer Dutch SSBU.ogg|center]]||[[File:Ridley Cheer French SSBU.ogg|center]] | ||
|- | |- | ||
! scope="row"|Description | ! scope="row"|Description | ||
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|- | |- | ||
! scope="row"|Cheer | ! scope="row"|Cheer | ||
|[[File:Ridley Cheer German SSBU.ogg|center]]|| | |[[File:Ridley Cheer German SSBU.ogg|center]]||[[File:Ridley Cheer Spanish SSBU.ogg|center]]||[[File:Ridley Cheer Russian SSBU.ogg|center]]||[[File:Ridley Cheer Korean SSBU.ogg|center]] | ||
|- | |- | ||
! scope="row"|Description | ! scope="row"|Description | ||
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===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
*'''Left:''' Flies into the scene, lands | *'''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:''' Flies in from the background then roars immediately before performing a somersaulting claw swipe as he lands. | ||
*'''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 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. | ||
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==In [[competitive play]]== | ==In [[competitive play]]== | ||
===Most historically significant players=== | ===Most historically significant players=== | ||
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''See also: [[:Category:Ridley players (SSBU)]]'' | ''See also: [[:Category:Ridley players (SSBU)]]'' | ||
*{{Sm|Mezcaul|France}} - The best Ridley player | *{{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| | *{{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|Nair^|Mexico}} - | *{{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. | |||
=={{SSBU|Classic Mode}}: It Can't Be! Space Pirates!== | =={{SSBU|Classic Mode}}: It Can't Be! Space Pirates!== | ||
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==[[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 default fighter spirit can be obtained by completing {{SSBU|Classic Mode}} as Ridley. 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''. | ||
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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|- | |- | ||
|1,438 | |1,438 | ||
|{{SpiritTableName|Ender Dragon|customname=[https://minecraft.wiki/w | |{{SpiritTableName|Ender Dragon|customname=[https://minecraft.wiki/w/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) | ||
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|- | |- | ||
|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"> | ||
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**[[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> | **[[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> | ||
*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. | *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. | ||
**Sakurai stated in a Nintendo Dream Magazine interview that Ridley was added because of his popularity on 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> | ||
*''Ultimate'' marks Ridley's debut as a playable character in any capacity. | *''Ultimate'' marks Ridley's debut as a playable character in any capacity. | ||
*Ridley's pose in his official artwork resembles {{SSB4|Bowser}}'s pose in his official art for ''[[Super Smash Bros. 4]]'', albeit mirrored. | *Ridley's pose in his official artwork resembles {{SSB4|Bowser}}'s pose in his official art for ''[[Super Smash Bros. 4]]'', albeit mirrored. | ||
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*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 ''[[Super Smash Bros. 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''. This suggests that Charizard was used as a template for some aspects of Ridley's implementation as a fighter. | ||
*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> | *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> | ||
*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. | ||
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**When counting ally spirits, he appears in the most Legend-rank spirit battles, at a total of six. | **When 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. | *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== |
Latest revision as of 21:30, December 19, 2024
Ridley in Super Smash Bros. Ultimate | |
---|---|
Universe | Metroid |
Availability | Unlockable |
Final Smash | Plasma Scream |
Tier | C- (64) |
“ | Ridley Hits the Big Time! | ” |
—Introduction tagline |
Ridley (リドリー, Ridley) is a playable character in Super Smash Bros. Ultimate. He was revealed as a newcomer alongside Inkling and Daisy during Nintendo's 2018 E3 press conference on June 12th, 2018. Ridley is classified as Fighter #65.
Like in Super Smash Bros. Brawl, Super Smash Bros. for Wii U, and the Metroid series, Ridley's voice clips consist of computer-generated but realistic roars and screeches.
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[edit]
Complete one of the following:
- Play VS. matches, with Ridley being the 25th character unlocked.
- Clear Classic Mode with Yoshi or any character in his unlock tree, being the 6th character unlocked after Lucina.
- 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.
Attributes[edit]
Ridley is a 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 Charizard for the 10th fastest dashing 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 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.
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 smashes 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 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 and down tilts 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'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 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.
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.
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 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.
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 King Dedede and 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.
Overall, Ridley is a character of extremes with a relatively high learning curve. Similarly to what 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.
Update history[edit]
Ridley received a mix of buffs, nerfs and glitch fixes via game updates, but was buffed overall. Update 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 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 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 projectiles.
However, update 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.
Following this, update 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 stabbing, even with a full shield.
Update 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 burying throw.
Update 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 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 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 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.
- Space Pirate Rush has three additional animations.
- Ridley has more horizontal speed after jumping out of Space Pirate Rush (3 → 4) and decelerates slower (0.145 → 0.135).
- He also sustains more gravity (0.14 → 0.15).
- Ridley can land sooner after jumping out of Space Pirate Rush (19 frames → 17).
- Ridley and his opponent are KO'd sooner when passing the bottom blastline during Space Pirate Rush.
- Ridley loses more speed after whiffing a Space Pirate Rush (Horizontal speed multiplier: 0.65× → 0.6×).
- Wing Blitz
- Ridley travels faster at the start of the move when charging forward or backwards (3.6 → 4.6/4.2 (forward/backwards)).
- Ridley loses more speed after bumping into a wall (Horizontal speed multiplier: 0.3× → 0.25×).
- Ridley loses less speed during landing (Horizontal speed multiplier: 0.45× → 0.55×).
- Ridley starts decelerating sooner (frame 6 → frame 2/4 (forward/backwards)).
- Ridley decelerates more during the forward charge (0.125 → 0.138).
- Ridley flies at a slightly higher angle during the forward charge (-7° → -5°).
- Ridley can grab the ledge earlier after using his neutral (65 frames → 64), forward (67 frames → 66), and down aerials (80 frames → 69).
- The Final Smash Meter version of Plasma Scream has a higher knockback multiplier (x0.62 → x0.71).
- The instant KOing glitch involving Sonic has been fixed.
- Plasma Breath deals less shield damage (-2 → -3).
- A successful Plasma Scream has less ending lag, allowing Ridley to act before opponents can.
- Up smash has a longer hitbox duration (frames 12-16 → 12-17), increasing its range in front of Ridley.
- Up smash has more knockback scaling (76 → 78).
- Back aerial deals more damage (15% → 16%) with no compensation on knockback.
- Up aerial's sweetspot is bigger (4.5u → 5.5u) and takes priority over the sourspot.
- Down aerial no longer has its downward movement disabled when used out of hitstun.
- Space Pirate Rush has less ending lag when jumping after grabbing an opponent (FAF 42 → 39).
- Space Pirate Rush has more knockback scaling when throwing the opponent at an edge (83 → 90).
- Fixed an issue that resulted in Space Pirate Rush launching floaty characters much higher when used in a Sacrificial KO.
- Wing Blitz has less startup lag (frame 37 → 34 (up), 39 → 36 (forward/back), 40 → 37 (down)), travels faster and covers more distance.
- Ridley's posture was altered while shielding, reducing the possibility of him getting shield stabbed.
- A portion of Ridley's wings are intangible when activating and deactivating his shield. A portion of his tail is also briefly intangible when deactivating the shield.
- Skewer:
- The sweetspot hitbox deals more damage (40% → 45%).
- The sweetspot no longer triggers a Special Zoom nor crumples opponents with grab immunity, effectively making the move a hit grab. This significantly worsens a hard read into the move from Ridley's down throw at low percents, which is now unsafe on hit, and removes the infamous Skewer bury infinite in doubles matches.
- Rapid jab and its finisher have transcendent priority, preventing them from being canceled out by weak attacks.
- Wing Blitz's landing hitbox when angled down no longer affects aerial opponents. Although this removes occasional situations where the landing hitbox could hit aerial opponents if the main attack missed, it is overall a buff, as it prevents more common situations where the landing hitbox would override the main attack's knockback (thus ruining meteor smash attempts) if used too close to the edge.
- Space Pirate Rush’s dragging animation has a lower hitlag multiplier on its hitbox (0.8x → 0.5x). This shortens the amount of time between the slamming/dragging animations and when another jump can be input.
- Dash attack deals more damage (12% → 13.5%) with knockback scaling not fully compensated (70 → 67).
Moveset[edit]
- Ridley can perform 2 double jumps.
For a gallery of Ridley's hitboxes, see here.
Note: All numbers are listed as base damage, without the 1v1 multiplier.
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | Scratch (スクラッチ) / Counter Scratch (カウンタースクラッチ) / Bite Off (バイトオフ) / Thousand Needle (サウザンドニードル) / Tail Finish (テイルフィニッシュ) | 2% | 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 locks, while the third hit is relatively strong for a neutral attack, KOing middleweights under 200% from the center of 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. | |
1.5% | ||||
5% | ||||
0.7% (loop), 2% (end) | ||||
Forward tilt | Tail Spear (テイルスピアー) | 10% (tail), 13% (tip) | Grabs his tail and thrusts it forward. Can be angled, 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. | |
Up tilt | Wing Slicer (ウイングスライサー) | 7% (wing), 9% (tip) | 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. | |
Down tilt | Tail Bash (テイルバッシュ) | 6% (tail), 9% (tip) | 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. | |
Dash attack | Dash Bite (ダッシュバイト) | 13.5% | 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 Metroid Prime. | |
Forward smash | Bark Explosion (バークエクスプロージョン) | 20% | Rears back and then expels a 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. | |
Up smash | Air Kick (エアキック) | 17% | 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. | |
Down smash | Wing Press (ウイングプレス) | 16% | 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%. | |
Neutral aerial | Ridley Spin (リドリースピン) | 9% (clean tail), 12% (clean tip), 5% (late) | Backflips and swings his tail around himself. 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. | |
Forward aerial | Triple Thrust (トリプルスラスト) | 3% (hits 1-2, tail), 5% (hits 1-2, tip; hit 3, tail), 7% (hit 3, tip) | 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. | |
Back aerial | Sobat (ソバット) | 16% | 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. | |
Up aerial | Wing Stab (ウイングスタッブ) | 12% (wings), 14% (tip) | 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. | |
Down aerial | Heel Dive (ヒールダイブ) | 14% (clean feet), 12% (clean legs, late) | A double foot stomp. A stall-then-fall with a sweetspot on its clean hit that meteor smashes 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. | |
Grab | Grab (つかみ) | — | 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. | |
Pummel | Grab Tail Needle (つかみテイルニードル) | 1.6% | Stabs his opponent with his tail. Slow but strong, although its lower hitlag makes it marginally faster than other similar pummels. | |
Forward throw | Front Throw (フロントスルー) | 9% | Tosses the opponent forward with one arm. Has slight KO potential, being able to KO at around 181% near the ledge. | |
Back throw | Strike Throw (ストライクスルー) | 11% | Turns around and performs an underhanded toss with one arm. Can KO at around 150% near the ledge. | |
Up throw | Backbone Breaker (バックボーンブレイカー) | 8% (hit 1), 4% (throw) | 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. | |
Down throw | Head Fling (ヘッドフリング) | 7% | 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 Battlefield. | |
Forward roll Back roll Spot dodge Air dodge |
— | — | ||
Techs | — | — | ||
Floor attack (front) Floor getups (front) |
7% | Performs a claw swipe around himself while getting up, starting from the front. | ||
Floor attack (back) Floor getups (back) |
7% | Swings his tail forward, then backward while getting up. | ||
Floor attack (trip) Floor getups (trip) |
5% | Swipes an arm backward, then kicks forward. | ||
Edge attack Edge getups |
10% | Climbs up and performs a claw swipe. | ||
Neutral special | Plasma Breath | 4.5%-5.6682692% (clean), 3.5%-4.4086542% (late) | 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. | |
Side special | Space Pirate Rush | 4% (slam), 2% (drag loop), 7% (ledge/jump/aerial throw), 12% (wall throw) | 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 helplessness, 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. | |
Up special | Wing Blitz | 18% (up), 16% (forward, backward), 15% (down), 5% (down, landing) | 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 edgeguarding. 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. | |
Down special | Skewer | 5% (tail), 45% (tip, hit 1), 10% (tip, hit 2) | 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 frames), 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. | |
Final Smash | Plasma Scream | 15% (dash), 40% (cutscene), 15% (ending) | Roars and then dashes forward. Upon hitting an opponent, a cinematic sequence begins with Ridley headbutting them onto Samus' 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[edit]
Stats | Weight | Dash speed | Walk speed | Traction | Air friction | Air speed | Air acceleration | Gravity | Falling speed | Jumpsquat | Jump height | Double jump height | Empty landing Lag |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Value | 107 | 1.8 – Initial dash 2.2 – Run |
1.1 | 0.08 | 0.015 | 1.05 | 0.01 – Base 0.06 – Additional |
0.09 | 1.78 – Base 2.848 – Fast-fall |
3 | 34 - Base 14.2 - Short hop |
32 | 4 |
Announcer call[edit]
English/Japanese/Chinese
On-screen appearance[edit]
- Swoops down at an angle before landing and then roars briefly.
Taunts[edit]
- Up taunt: Roars and strikes a menacing pose, flapping his wings rapidly.
- Side taunt: Spins in a circle, finishing in a celebrating pose similar to his official artwork.
- Down taunt: Stands up straight while slightly smiling. His body emits a noticeable crackle as he stands upright.
Idle poses[edit]
- Spreads his wings out and quivers slightly.
- Caresses his chin with his claw and licks the edge of his mouth while audibly snarling.
Crowd cheer[edit]
Cheer (English) | Cheer (Japanese/Chinese) | Cheer (Italian) | Cheer (Dutch) | Cheer (French) | |
---|---|---|---|---|---|
Cheer | |||||
Description | Go Ridley go! | Ridori! *clap 3 times* | Fooooorza Ridley! | Riiiid - ley! | Rid - ley! Rid - ley! |
Cheer (German) | Cheer (Spanish) | Cheer (Russian) | Cheer (Korean) | |
---|---|---|---|---|
Cheer | ||||
Description | Rid - leeeey! | Riiiid - ley! | Rid - ley! Rid - ley! | Ri - du - ley |
Victory poses[edit]
- 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.
- 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.
In competitive play[edit]
Most historically significant players[edit]
See also: Category:Ridley players (SSBU)
- Mezcaul - 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 Temple: Hermès Edition and King Of Fields 95 3. In addition, he has defeated many of Europe's best players, including Glutonny at WANTED S4 C3 - Saint Valentin Edition and Sisqui at DOSE2SUCRE - 2023.01.
- KORINKU1219 - 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 Snow to place 25th at Maesuma'U22 and Doramigi to place 2nd at 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.
- momon - 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 acola at MaesumaHIT #25, but had several noteworthy performances at superregionals and majors, including placing 5th at Kamisuma 13, 13th at Sumabato SP 30 and Sumabato SP 32, and 25th at Kagaribi 6. Although he became increasingly less consistent as time went on, he has still put up some great results, including placing 25th at Sumabato SP 51 defeating Ron.
- Nair^ - 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 Dark Wizzy at Mexican Gaming Championship, placing 2nd overall, and placing 5th at Smash Fest to the Sky. He picked up 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 Sparg0 with solo-Ridley at SWT: Central America Ultimate Regional Finals.
- smub - 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 Patchwork 2024 defeating Candle and Wildz. In addition, he is also known for placing 13th at Glitch - Regen and defeating MuteAce at Set Count 2-1.
Tier placement and history[edit]
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 Tweek, who placed 5th at 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, Nair^ notably defeated Dark Wizzy at Mexican Gaming Championship and was ultimately ranked top 10 in Mexico. Even after the online metagame, in which Nair^ picked up Hero, he continued to garner solid results with Ridley, including a win over Sparg0 at SWT: Central America Ultimate Regional Finals. In addition, the post-pandemic metagame saw the rise of many other Ridley players, including momon and smub, players who saw great success at superregionals and respectable placements at majors. Most notably, 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 Incineroar and Lucario in the metagame.
Classic Mode: It Can't Be! Space Pirates![edit]
Ridley fights characters who pilot their own spaceships.
Round | Opponent | Stage | Music | Notes |
---|---|---|---|---|
1 | Samus | Norfair | Title Theme - Metroid | |
2 | Fox and Falco | Venom | Break: Through the Ice | |
3 | Olimar | Distant Planet | Fragment of Hope | |
4 | Rosalina & Luma, Mario, and Peach | Mario Galaxy | Fated Battle | |
5 | Meta Knight | Halberd | Dangerous Dinner | |
6 | Zero Suit Samus | Frigate Orpheon | Vs. Ridley | |
Bonus Stage | ||||
Final | Master Hand | Final Destination | Master Hand (Less than 7.0 intensity) Master Hand / Crazy Hand (Intensity 7.0 or higher) |
On intensity 7.0 and higher, Crazy Hand fights alongside Master Hand. |
Credits roll after completing Classic Mode. Completing it as Ridley has Nemesis Ridley accompany the credits.
Role in World of Light[edit]
Although Ridley does not appear in the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (sans Kirby) when Galeem unleashed his beams of light.
Ridley was one of the many fighters that fell under Dharkon's control upon Galeem's first defeat. He is in the Dracula's Castle sub-area, appearing on the map in the subterranean section, once the player defeats The Creature & Flea Man spirit.
Fighter Battle[edit]
No. | Image | Name | Type | Power | Stage | Music |
---|---|---|---|---|---|---|
65 | Ridley | 10,600 | Brinstar Depths (Ω form) | Vs. Ridley (Brawl) |
Spirits[edit]
Ridley's default fighter spirit can be obtained by completing Classic Mode as Ridley. 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.
Additionally, other forms of Ridley make an appearance in a few primary and support spirits.
In Spirit Battles[edit]
As the main opponent[edit]
Spirit | Battle parameters | Inspiration | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
No. | Image | Name | Series | Enemy Fighter(s) | Type | Power | Stage | Rules | Conditions | Music | Character |
255 | Vaati | The Legend of Zelda Series | •Ridley | 10,000 | Hyrule Castle | •Hazard: Heavy Wind | •Dangerously high winds are in effect after a little while •The enemy starts the battle with an Ore Club |
Dark World (Brawl) | |||
277 | Metroid | Metroid Series | •Ridley | 9,700 | Brinstar (Battlefield form) | •Assist Trophy Enemies (Metroid) •Hazard: Sticky Floor |
•The floor is sticky •Hostile assist trophies will appear •The enemy's melee blows will heal them when they hit |
Title Theme - Metroid | |||
287 | Mecha Ridley | Metroid Series | •Giant Ridley (140 HP) | 4,100 | Norfair (Ω form) | •Move Speed ↓ | •The enemy's smash attacks have increased power •Stamina battle •The enemy is giant |
Vs. Meta Ridley | |||
289 | Little Birdie | Metroid Series | •Tiny Ridley | 3,700 | Distant Planet | •Defense ↑ •Attack Power ↑ •Giant |
•The enemy is giant after a little while •The enemy has increased attack power after a little while •The enemy has increased defense after a little while |
Vs. Ridley | |||
291 | Omega Ridley | Metroid Prime Series | •Metal Ridley (180 HP) | 13,900 | Norfair | •Curry-Filled | •Stamina battle •The enemy breathes fire •The enemy is metal |
Vs. Meta Ridley | |||
292 | Parasite Queen | Metroid Prime Series | •Giant Ridley | 4,000 | Frigate Orpheon | •Attack Power ↑ | •The enemy has increased attack power •The enemy shields often •The enemy is giant |
Vs. Parasite Queen | |||
371 | Bugzzy | Kirby Series | •Ridley | 3,700 | Green Greens | •Item: Beetle | •The enemy's side special has increased power •The enemy has increased attack power |
Forest/Nature Area | |||
403 | Aparoid | Star Fox Series | •Metal Ridley | 4,100 | Venom | •Hazard: High Gravity | •Your jumping power decreases •The enemy is metal •The enemy has increased jump power |
Space Battleground | Aparoid Fortuna | ||
426 | Arbok | Pokémon Series | •Ridley | 2,200 | Yoshi's Island (Melee) | •Attack Power ↓ •Hazard: Poison Floor |
•The floor is poisonous •You have reduced attack power |
Main Theme - Pokémon Red & Pokémon Blue (Brawl) | |||
454 | Pinsir | Pokémon Series | •Ridley | 3,700 | Garden of Hope | •Item: Beetle | •The enemy's side special has increased power •The enemy favors side specials |
Road to Viridian City - Pokémon Red / Pokémon Blue | |||
456 | Gyarados | Pokémon Series | •Giant Ridley | 4,100 | Kongo Falls (Battlefield form) | •Attack Power ↓ | •You have reduced attack power •The enemy is giant |
Main Theme - Pokémon Red & Pokémon Blue (Brawl) | |||
471 | Sudowoodo | Pokémon Series | •Ridley ×2 | 1,400 | Green Greens (hazards off) | N/A | •Defeat the main fighter to win •The enemy is weak to water attacks •The enemy favors smash attacks •The enemy has super armor when charging smash attacks |
Pokémon Gold / Pokémon Silver Medley | |||
475 | Steelix | Pokémon Series | •Metal Ridley (140 HP) | 4,300 | Kalos Pokémon League (Ironworks Chamber only) | N/A | •Stamina battle •The enemy is metal |
Pokémon Gold / Pokémon Silver Medley | |||
490 | Flygon | Pokémon Series | •Ridley | 3,800 | Gerudo Valley (Battlefield form) | •Earthquake | •Periodic earthquakes will shake the stage | Victory Road - Pokémon Ruby / Pokémon Sapphire | |||
500 | Rayquaza | Pokémon Series | •Ridley | 10,000 | Kalos Pokémon League (Dragonmark Chamber (Legendary) only) | •Hazard: Heavy Wind | •Dangerously high winds are in effect after a little while | Battle! (Lorekeeper Zinnia) | |||
558 | Lunala | Pokémon Series | •Gold Ridley (160 HP) | 9,400 | Luigi's Mansion (Battlefield form) | N/A | •Stamina battle •Only certain Pokémon will emerge from Poké Balls (Lunala) |
Battle! (Elite Four) / Battle! (Solgaleo/Lunala) | |||
607 | Condor | Ice Climber Series | •Ridley (80 HP) •Ice Climbers (80 HP) |
4,500 | Summit (Battlefield form) | •Hazard: Ice Floor | •Defeat the main fighter to win •The floor is frozen •Timed stamina battle (1:00) |
Ice Climber (Brawl) | |||
635 | Medeus | Fire Emblem Series | •Ridley (140 HP) | 3,600 | Castle Siege (Underground Cavern) | •Giant | •The enemy is giant after a little while •Stamina battle |
Lords-Showdown | Medeus (Shadow Dragon form) | ||
713 | Hewdraw | Kid Icarus Series | •Ridley | 3,500 | Skyworld | N/A | •The enemy favors neutral specials | Boss Fight 1 - Kid Icarus: Uprising | |||
820 | Peckish Aristocrab | Pikmin Series | •Giant Ridley (140 HP) | 3,800 | Garden of Hope | N/A | •Stamina battle •The enemy favors side specials •The enemy is giant |
Garden of Hope (Remix) | |||
1,081 | Dark Emperor | StreetPass Mii Plaza Series | •Giant Ridley | 13,600 | Find Mii | N/A | •The enemy has super armor and is hard to launch or make flinch •The enemy is giant |
Dark Lord | |||
1,102 | Master Beast | Super Smash Bros. Series | •Giant Ridley (160 HP) | 9,600 | Final Destination | •Assist Trophy Enemies (Chain Chomp) | •Stamina battle •Hostile assist trophies will appear after a little while •The enemy deals damage when falling |
Master Core | |||
1,118 | Tamagon | Devil World | •Tiny Ridley •Clear Richter |
1,500 | Mario Bros. | •Item: Throwing Types | •Defeat the main fighter to win •The enemy favors neutral specials •The enemy is invisible |
Clu Clu Land | |||
1,119 | Devil | Devil World | •Ridley •Kirby ×2 |
3,900 | 75m (Battlefield form) | •Assist Trophy Enemies (Devil) | •Hostile assist trophies will appear | 25m Theme | Tamagon | ||
1,345 | Buzzbomb | Banjo-Kazooie Series | •Ridley ×3 (50 HP) | 2,000 | Garden of Hope (hazards off) | N/A | •Stamina battle •The enemy favors up specials in the air •The enemy falls slowly |
Spiral Mountain | |||
1,370 | Corviknight | Pokémon Series | •Ridley •Giant Ridley |
3,800 | Gaur Plain (Battlefield form) | N/A | •The enemy favors air attacks •Reinforcements will appear after an enemy is KO'd •The enemy has increased jump power |
Battle! (Wild Pokémon) - Pokémon Diamond / Pokémon Pearl | Gigantamaxed Corviknight (Giant Ridley) | ||
1,438 | Ender Dragon | Minecraft Series | •Ridley (200 HP) •Enderman ×2 (50 HP) |
12,700 | Find Mii (hazards off) | •Health Recovery | •Defeat the main fighter to win •Stamina battle •The enemy is healed significantly when the enemy's at high damage |
The Arch-Illager | |||
1,449 | Bahamut ZERO | FINAL FANTASY Series | •Giant Ridley | 13,500 | Midgar (hazards off) | •Sudden Final Smash | •The enemy will suddenly have a Final Smash when the enemy's at high damage •The enemy is giant |
Those Who Fight Further (AC Version) |
As a minion[edit]
Spirit | Battle parameters | Inspiration | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
No. | Image | Name | Series | Enemy Fighter(s) | Type | Power | Stage | Rules | Conditions | Music | Character |
656 | Lyon | Fire Emblem Series | •Robin •Giant Ridley |
3,700 | Unova Pokémon League (hazards off) | N/A | •Reinforcements will appear after an enemy is KO'd •The enemy is giant |
Preparing to Advance | Fomortiis | ||
739 | Ashley | WarioWare Series | •Mii Swordfighter (Moveset 1322, Ashley Wig, Ashley Outfit, High Voice Type 8) •Tiny Ridley |
13,700 | WarioWare, Inc. | •Assist Trophy Enemies (Ashley) •Hazard: Left Is Right, Right Is Left |
•Left and right controls will suddenly reverse •Hostile assist trophies will appear •Magic attacks aren't as effective against the enemy |
Ashley's Song | Red | ||
1,063 | Hector (Castlevania) | Castlevania Series | •Robin •Ridley |
3,700 | The Great Cave Offensive (Battlefield form) | •Item: Battering Types | •Reinforcements will appear during the battle | Lament of Innocence | The End | ||
1,148 | Satoru | Trade & Battle: Card Hero Series | •Shulk •Mewtwo •Ridley •Bowser |
1,700 | Pokémon Stadium 2 | •Move Speed ↓ | •Defeat the main fighter to win •The enemy's melee weapons have increased power •Reinforcements will appear during the battle |
Worthy Rival Battle | Killer Bee | ||
1,232 | Nibbles | Fossil Fighters Series | •Yoshi •Charizard •Ridley •Bowser |
1,800 | Arena Ferox | •Item: Pitfall | •Defeat the main fighter to win •Reinforcements will appear during the battle |
Battle Start - Fossil Fighters: Frontier | Chompsaurus | ||
1,271 | Allen | Culdcept Series | •Shulk •King K. Rool •Ridley |
3,500 | Arena Ferox | •Item: Assist Trophy | •Defeat the main fighter to win •Reinforcements will appear during the battle |
Worthy Rival Battle | Volcanic Dragon | ||
1,307 | Igor | Persona Series | •Robin •Ridley ×3 |
10,600 | Kalos Pokémon League (hazards off) | •Health Recovery •Item: Assist Trophy |
•Defeat the main fighter to win •Start with 300% damage •You are healed significantly after a little while |
Aria of the Soul | Inhabitants of the Velvet Room | ||
1,350 | High Line (Guns Empress) | DAEMON X MACHINA | •Tiny Zero Suit Samus •Ridley |
4,200 | Halberd | •Move Speed ↑ •Assist Trophy Enemies (Jeff) •Item: Shooting Types |
•Hostile assist trophies will appear •The enemy has increased move speed after a little while •Reinforcements will appear after an enemy is KO'd |
Metalopod | High Line | ||
1,359 | Kim Kaphwan | Fatal Fury Series | •Ken •Giant King Dedede •Tiny Ridley |
1,800 | King of Fighters Stadium | •Jump Power ↓ | •The enemy's kicks and knee strikes have increased power •Reinforcements will appear after an enemy is KO'd •All fighters have reduced jump power |
Let's Go to Seoul! - FATAL FURY 2 | Choi Bounge | ||
1,464 | Malos | Xenoblade Chronicles Series | •Richter •Giant Ridley x3 |
13,600 | Gaur Plain | N/A | •Defeat the main fighter to win •Reinforcements will appear after an enemy is KO'd |
Incoming! | Artifice Gargoyles | ||
1,467 | Arthur | Ghosts 'n Goblins Series | •Mii Swordfighter (Moveset 2223, Black Knight Helm, Black Knight Armor) •Ridley |
9,500 | Spear Pillar (Battlefield form) | •Item: Throwing Types | •Defeat the main fighter to win •Reinforcements will appear during the battle |
Attack - Soma Bringer | Satan | ||
•Mii Swordfighter (Moveset 2223, Arthur's Helm, Arthur's Armor)[SB 1] •Ridley | |||||||||||
1,521 | Koraidon & Miraidon | Pokémon Series | •Charizard •Ridley |
13,100 | Final Destination | •Attack Power ↑ •Hazard: Zap Floor |
•The floor is electrified •The enemy has increased attack power •The enemy loves to jump |
Battle! (Reshiram / Zekrom) | Miraidon |
- ^ This alternative occurs when the corresponding DLC has been purchased and downloaded.
Alternate costumes[edit]
Ridley had two palettes in demo versions of Ultimate that are not available in the final game: a dark, charcoal colored one with orange wings, and a light gray one with green wings, claws, teeth and protrusions. Each corresponds with the colors of Meta Ridley and Mecha Ridley, respectively.
Reveal trailer[edit]
Gallery[edit]
Ridley's amiibo.
Preparing to use Plasma Breath on Mario Galaxy.
Jumping on Wrecking Crew.
Using Wing Blitz on Midgar.
Using a Hammer on Wrecking Crew.
Using Skewer against Fox on Battlefield.
As Meta Ridley alongside Samus on Castle Siege.
Performing his on-screen appearance as Meta Ridley on Coliseum.
Using Plasma Breath as Marth spot dodges it on 3D Land.
Ridley about to be hit by Zero's Genmu Zero on Midgar.
Ridley, Jigglypuff, Ice Climbers, and Zelda on Summit.
Taunting on Wily Castle.
With Peach, Captain Falcon and Terry on New Donk City Hall.
Fighter Showcase Video[edit]
Trivia[edit]
- Due to his debut in August 1986, Ridley is the oldest newcomer in the base version of Super Smash Bros. Ultimate, beating out Simon by one month.
- With DLC included, he is beaten by 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 clone's 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 Aran.
- 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.[1]
- 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.
- Sakurai stated in a Nintendo Dream Magazine interview that Ridley was added because of his popularity on the Smash Bros. Fighter Ballot.[2]
- Ultimate marks Ridley's debut as a playable character in any capacity.
- Ridley's pose in his official artwork resembles 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 sense of humor, playfully twirling the hat of a defeated Mario when revealing himself to Samus while grinning.
- The way Ridley twirls Mario's hat is a callback to Mario doing the same in the beginning of Super Mario Odyssey's reveal trailer.
- The part where a Metroid attacks Ridley while he is near a stunned Pikachu resembles a pivotal point in his boss fight in 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 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.
- 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.
- 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 Bowser's Final Smash. He is also one of the only two stage hazards to become playable in the series, the other being Piranha Plant.
- 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 Mario Tennis Aces video. This has since been corrected.
- Ridley is the only playable character from the Metroid series whose animations are mirrored.
- Masahiro Sakurai stated in an interview that Ridley's down taunt is among his favorite taunts in Ultimate.[3]
- 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 shielding.
- Although 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.[4]
- 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.
- Upon further inspection, the code is identical to 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.
- Ridley is the one of few characters who has only two knockback voice clips (with the others being the Ice Climbers and Duck Hunt) and one blast KO voice clip (with the others being Jigglypuff in the international versions, Mewtwo, Roy, the Mii Fighters, Bayonetta, and Sephiroth).
- When Ridley receives damage, he may assume a pose similar to Neo-Ridley's flying pose.[5]
- Ridley and 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.
- When counting ally spirits, he appears in the most Legend-rank spirit battles, at a total of six.
- Ridley and Daisy are the only newcomers who were not shown being added to the panoramic group artwork. This does not include 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[edit]
- ^ https://www.eventhubs.com/news/2018/jul/23/masahiro-sakurai-designed-ridley-super-smash-bros-ultimate-based-his-appearance-original-metroid-nes/
- ^ https://web.archive.org/web/20190124011353/http://www.japanesenintendo.com/post/182181277319/
- ^ https://nintendoeverything.com/sakurai-on-smash-bros-ultimate-tempo-items-changes-and-additions-choosing-taunts-much-more/2/
- ^ [1]
- ^ [2]
Metroid universe | |
---|---|
Fighters | Samus (SSB · SSBM · SSBB · SSB4 · SSBU) · Zero Suit Samus (SSBB · SSB4 · SSBU) · Ridley (SSBU) · Dark Samus (SSBU) |
Assist Trophies | Metroid · Dark Samus · Mother Brain |
Bosses | Ridley · Meta Ridley |
Stages | Planet Zebes · Brinstar · Brinstar Depths · Frigate Orpheon · Norfair · Pyrosphere Brinstar Escape Shaft (Adventure Mode) |
Item | Screw Attack · Power Suit Piece |
Enemies | Geemer · Kihunter · Metroid · Reo · FG II-Graham · Joulion · Zero |
Other | Gunship · Kraid |
Trophies, Stickers and Spirits | Trophies (SSBM · SSBB · SSB4) · Stickers · Spirits |
Music | Brawl · SSB4 · Ultimate |
Masterpieces | Metroid · Super Metroid |