Super Smash Bros. Ultimate

Ridley (SSBU)/Forward smash: Difference between revisions

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==Overview==
==Overview==
Ridley rears back, before expelling a [[Flame|fiery]] blast from his mouth. While it has slow start-up and shorter range compared to other moves on Ridley's moveset, forward smash boasts very high power for a smash attack, dealing enough [[damage]] and [[knockback]] to begin killing foes below 80%, potentially even earlier depending on the stage, Ridley's positioning relative to the ledge and the time spent charging it. Additionally, the size of the hitbox allows it to 2-frame punish the recoveries of certain characters, although timing this is very difficult and of much higher risk compared to utilising downward-angled forward tilt.
Ridley rears back, before expelling a [[Flame|fiery]] blast from his mouth. While it has slow start-up and shorter range compared to other moves on Ridley's moveset, forward smash boasts very high power for a smash attack, dealing enough [[damage]] and [[knockback]] to begin killing foes below 80%, potentially even earlier depending on the stage, Ridley's positioning relative to the ledge and the time spent charging it. Additionally, the size of the hitbox allows it to 2-frame punish the recoveries of certain characters, although timing this is very difficult and of much higher risk compared to utilising downward-angled forward tilt.
Another noteworthy property of this move is its start-up animation - due to him physically rearing back, this shifts Ridley's hurtbox to evade certain moves in front of him, although this only really applies to short ranged moves.


==Hitboxes==
==Hitboxes==

Latest revision as of 13:52, November 3, 2023

Hitbox visualization showing Ridley's forward smash.
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Overview[edit]

Ridley rears back, before expelling a fiery blast from his mouth. While it has slow start-up and shorter range compared to other moves on Ridley's moveset, forward smash boasts very high power for a smash attack, dealing enough damage and knockback to begin killing foes below 80%, potentially even earlier depending on the stage, Ridley's positioning relative to the ledge and the time spent charging it. Additionally, the size of the hitbox allows it to 2-frame punish the recoveries of certain characters, although timing this is very difficult and of much higher risk compared to utilising downward-angled forward tilt.

Another noteworthy property of this move is its start-up animation - due to him physically rearing back, this shifts Ridley's hurtbox to evade certain moves in front of him, although this only really applies to short ranged moves.

Hitboxes[edit]

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
0 0 0 20.0% 0 Sakurai angle Forward 58 80 0 HitboxTableIcon(False).png 9.0 top 0.0 8.0 14.0 1.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Flame (effect) Explosive (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Fire SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing[edit]

Charges between 5-6
Hitboxes 18-21
Interruptible 54
Animation length 79
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagChargeS).png FrameIcon(LagChargeE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
Lag
Lag time
ChargeCharge
Charge interval
Hitbox
Hitbox
Interruptibility
Interruptible