It is also a notoriously effective punishment option after a successful Skewer sweetspot as it can cover most get-up options. 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. 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. 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. 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 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. 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. Ridley's grounded game is also noteworthy in terms of utility. 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. 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. 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. 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. 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. His neutral aerial is arguably his most effective aerial, having low all-around lag, good range, and average knockback. 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. Boasting overall quick, powerful, long-ranged aerials, and decent air mobility give Ridley overall excellent air pressure potential. 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. Ridley's most defining trait is his potent and varied punish game and aerial pressure. Ridley also boasts faster frame data than most heavyweights, further setting him apart from them. 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 is a heavyweight character and the tallest fighter in the game, tied for the 13th heaviest character, and possesses the third lowest traction. In World of Light, he is fought on the Ω form of Brinstar Depths. With the exception of the third method, Ridley must then be defeated on Norfair. Have Ridley join the player's party in World of Light.Clear Classic Mode with Yoshi or anyone in his unlock tree, being the 6th character unlocked after Lucina.matches, with Ridley being the 25th character unlocked. 6 Classic Mode: It Can't Be! Space Pirates!.5.1 Most historically significant players.
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