Super Smash Bros. Ultimate

Ridley (SSBU)/Up special

< Ridley (SSBU)
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Ridley up special hitbox visualizations.
RidleyUSpecialUp.gif
RidleyUSpecialForward.gif
RidleyUSpecialBack.gif
RidleyUSpecialDown.gif
RidleyUSpecialDownLanding.gif

Overview

Ridley prepares a wing flap, halting his aerial movement briefly before propelling himself a long distance in the air. This move is notorious for being very restrictive in the ways Ridley can recover with it, only allowing him to travel in four possible directions depending on the player's input; straight upwards if the player holds up on the control stick, forward at a slight downward angle if the player holds forward, backwards at a slight upwards angle if the player holds back, and finally downward and slightly forwards if the player holds down. Combined with its high start-up, this makes it surprisingly easy to intercept if the opponent is able to challenge it with a disjoint or even a counter, the latter being especially dangerous for Ridley due to Wing Blitz' high, non-detoriating power. This causes the subsequent counter-attack to become untechable very early unless it possesses weak knockback, such as with Incineroar's Revenge or Palutena's Counter/Reflect Barrier. Additionally its slow start-up makes this an unwise move to use in neutral when attempting to approach targets.

However this move does have some things going for it; firstly its aforementioned power makes it quite dangerous if it makes contact with an opponent, with the forward tackle being able to KO opponents below 130% at center stage. Aiding him in his recoveries is the intangibility present on Ridley's wings for the upward, forward and backward variations of the move, making it more difficult to directly challenge once Ridley begins his flight. The downward variation instead has him lead his flight trajectory with a downward kick, which lacks intangibility but has a powerful meteor smash effect upon connecting with a target. Due to the move's generous ledge grab range, Ridley could use this near ledge and still be able to grab the ledge afterward, making it a very feared edgeguarding option for Ridley.

Using this move into a wall or ceiling will result in Ridley bouncing off the wall/ceiling before becoming helpless. While the former could prove to be potential mix up to Ridley's recovery, provided he is close enough to ledge, setting this up on stages other than Kalos Pokémon League or Yoshi's Story is quite difficult due to the slanted undersides of other stages.

Update history

  9.0.0

  •   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.

Hitboxes

Forward

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 16.0% 0   Forward 75 66 0   8.0 top 0.0 5.5 12.0 1.0× 1.0× 0%               Kick   All All            

Back

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 16.0% 0   Backward 80 60 0   5.0 top 0.0 16.3 -14.0 1.0× 1.0× 0%               Kick   All All            
1 0 0 16.0% 0   Backward 80 60 0   8.0 top 0.0 13.5 -5.0 1.0× 1.0× 0%               Kick   All All            

Up

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 18.0% 0   Standard 85 46 0   6.5 top 0.0 25.0 0.5 1.0× 1.0× 0%               Kick   All All            
1 0 0 18.0% 0   Standard 85 46 0   10.0 top 0.0 15.0 1.0 1.0× 1.0× 0%               Kick   All All            

Down

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
Main
0 0 0 15.0% 0   Standard 50 75 0   6.5 top 0.0 4.5 2.0 1.0× 1.0× 0%               Kick   All All            
1 0 0 15.0% 0   Standard 85 50 0   6.5 top 0.0 4.5 2.0 1.0× 1.0× 0%               Kick   All All            
Landing
0 0 0 5.0% 0   Standard 80 70 0   6.5 top 0.0 3.0 10.0 1.0× 1.0× 0%               Kick   All All            
1 0 0 5.0% 0   Standard 80 70 0   6.5 top 0.0 3.0 -10.0 1.0× 1.0× 0%               Kick   All All            

Timing

Up

Hitbox 34-57
Intangibility 34-57
                                                                                                                             
Wings                                                                                                                             

Horizontal

Hitbox 36-55
Intangibility 36-55
                                                                                                                         
Wings                                                                                                                         

Down

Hitbox 37-59
Landing hitbox 1-2
Earliest interruptable (landing) 37
                                                                                                                                 
Landing