YES, OH GREAT ONE, RISE FROM YOUR GRAVE…AGAIN!
Game of origin: Furafinity
After Ridley’s frozen corpse was destroyed in Metroid Fusion, a few space pirates found his remains. Understandably pissed off at their leader dying for the umpteenth time, they decided on a way to make Ridley truly immortal. Just like Adam, Ridley’s mind was uploaded to a computer. However, instead of being a simple navigation computer, he was installed into a powerful mechanical version of his body. Ridley’s mind was also stored onto a super-computer for backup purposes, with a direct link to his physical body, so if something should happen to his body, all the Space Pirates have to do is make a new one, upload him to it, and bingo, instant Ridley! Just add water.
Hyper_Ridley’s arsenal includes:
- 1 flame thrower in the back of the mouth, to allow for Hyper_Ridley to use his “natural” attack methods, and can also be switched to a “freeze thrower” for ice attacks
- 1 pair of titanium stainless steel fangs, each with their own special generator for making a potent poison
- 1 lightning dynamo where his heart would be that is his main power supply and surges electrical currents throughout his entire body, which are able to be used offensively
- 2 machine guns, one concealed in each hand
- 2 laser emitters in his eyes
-While this isn’t a weapon, he also has a voice module to allow him to speak comprehensible words. His voice is somewhat hissy and sounds like he’s whispering, though he can be heard just fine.
Oh, and he’s left-handed. Why? Because he just is!
After seeing the enormous success of this special project, the Space Pirates aimed their sights higher. After discovering a strange cat-like creature, they used it as the basis for a top-secret project. After some searching, Hyper_Ridley made an enormous discovery, that would easily supply him with the perfect specimens to test this new weapon on. The Space Pirates quickly and discretely set-up a base deep within the surface of the planet HR’s discovery was located on, and none of the pitiful inhabitants ever knew of their existence… until now.
[Shameless Advertising]What is this secret project? What has Hyper_Ridley discovered? All will be explained, in the exciting tale of Make Your Move randomness known as “Playing God”! [/Shameless Advertising]
OVERVIEW
Note: From this point onwards Hyper_Ridley will be referred to as HR.
Never before has a character had so many downfalls, and yet so many strengths! HR has got range, KO potential, and priority all on his side. And yet his ridiculous fall-speed and bad first jump mean he can barley effectively use his aerial game, and his most potent moves, including his main recovery move, require the use of his limited supply of energy. This in turn forces him to be aggressive with his punishable moves, all of which are laggy in some way, and several have strange hit boxes. Hyper_Ridley is a character that especially wants to focus on his strengths while trying to downplay his weaknesses.
STATS
Movement Speed: 6/10 (walk speed is pitifully slow, but dash speed is actually pretty good)
Traction: 3/10 (Rivaling Luigi in sliding)
Attack Speed: 2/10 (Really slow, practically every single move is laggy in some way, whether it be on the startup, end, or both)
Attack Strength: 8/10 (Lot’s of moves with either KO potential or simply highly damaging, though he rarely reaches the God-like damages of Ganondorf)
Range: 7/10 (While he has several moves that have insane range, several of his moves have specific hit boxes preventing his range from being absolute)
Priority: 9/10 (very few non-disjointed moves. Thank you high-tech weaponry!)
Weight: Basically Bowser’s weight.
Jump strength: 3/10 (the first jump is just to get him off the ground)
Second and Third Jump Strength: 6/10
Fall Speed: 9/10 (takes fast falling to a new level. This makes his aerial game and recovery trickier to use than it should be.)
Size: A little larger than Bowser. The space pirates decided that having a screen filling goliath, while it may be intimidating, is simply TOO BIG of a target to be effective in battle, so his new robotic body is toned down somewhat. His size is also affected by his standing pose, in which he is hunched over, standing only on his back legs, while his neck is bent in an S shape so he can see ahead properly. As a final note on size (only fitting that Ridley would have a huge size description), his tail does not have a hurt box and simply drags along with rag-doll physics when not in use.
SPECIAL ABILITIES
Glide: HR’s glide is slightly faster than Charizard’s due to being more streamlined.
Lightning Dynamo: Since HR’s body is only a prototype, the kinks haven’t been all worked out. One of these kinks is that his energy supply in not unlimited. Using electrical attacks in HR’s arsenal, which receive their power directly from his internal dynamo, will consume HR’s equivalent of blood.
At the start of each round HR’s glowing nodes that you see along his body and tail will be colored yellow (they appear blue in the pic). This is important. The color of the nodes represents how much bars of energy you have, following the color of the rainbow for easy remembrance:
Red = 0
Orange = 1
Yellow = 2
Green = 3
Blue = 4
Purple = 5
Each lightning attack uses up one or more bars of energy, as indicated by the attack. To regain energy, you have to damage opponents with non-lightning attacks, which fill up a small bar on the top of HR’s HUD. So that’s what I mean by bars! It takes 30% to fill up a bar, in which case HR’s nodes go up a level and any leftover damage from the attack that filled it goes towards the new bar. It’s even color coded to the level that it will bring you to (so if you’re currently at green level, the bar is blue, showing you’re working towards blue level). Convenient, yes? When HR reaches purple level, the bar disappears, at least until you need it again. To make things even simpler, all attacks take up exactly full amounts of bars, no half-bars or anything like that. Finally, HR’s level is reset to yellow each time he is KOd.
Attack names that are underlined instead of having a special color designate attacks that use energy in some way.
Tl;dr version: Lightning attacks make you go down one or more color levels of energy, every 30% you deal with non-lightning attacks make you go up one color level. GOT IT?!
Pros:
Several extremely strong moves
Lots of disjointed moves
Lots of moves that have good range, distance-wise
Best grab range in the game
Primary recovery move has excellent range
Heavy
Cons:
SLOW!
Big target
Sluggish walking speed
Terrible traction
Fall speed so high that aerial game suffers
Grab is laggy and the throws aren’t that good
Many of the strongest and most ranged moves require dynamo power to use…
…For that matter, the dynamo forces HR to be aggressive with slower moves to build up his power, making him take high risks sometimes in order to access his arsenal
Some moves have very specific hit boxes
Absurdly high fall speed + not amazing midair jumps + primary recovery move is a tether + primary recovery move requires dynamo power = good luck recovering!
MOVE SET
Standard Attacks
A: “Uppercut Backhand”: HR quickly lifts his arm. It’s so fast that it is able to damage his opponents, hence the term “backhand. It has great range due to the length of his arms, hitting a good distance in front of HR, and covering a good vertical distance as well. 6% with low knockback, and it has low priority. A nice simple but effective attack.
AA: “Lightning Fingers”: HR then points his left arm forwards and fires a stream of lighting out of its finger tips. The lighting coils around each other, forming a tightly wound beam that goes 1/3 of battlefield and is disjointed. Normally, he just fires this straight ahead for .4 seconds, and looses 1 energy bar. However, you may hold A and move the control stick to whip the lightning around like Sheik’s chain, in which case you lose1 bar of energy for every additional 1.5 seconds using this move. It doesn’t do much knockback, but simply deals 3% each time you are hit by the whipping lightning.
>A: “Toxic Bite”: HR lunges his neck forwards as he chomps hard with his jaws. Considering how long his neck is, this move has good range. If you are hit in front of his fangs, you take 9% with average knockback and this has average priority. If you hit at the fang’s position in HR’s mouth or behind (since at that point you’ll still hit his fangs), He shakes you around in his mouth for a moment as he injects venom into your body, and then tosses you away. You take the same damage and knockback, but you are poisoned for 3 seconds, and take 2% per second. This part counts as a grab. Very little startup lag, but above average end lag. Overall, a pretty interesting sweet-spot move, as you may actually want to not hit with the fangs occasionally for spacing purposes.
VA: “Scorpion Sting”: From his crouching position HR whips his tail over his head like a scorpion stinging with its tail, hence the move name. It is long enough that it goes completely to the ground a slight distance in front of HR, bending in an arc in the air over his back. Only the initial whip can damage foes, for 12% and average knockback, but for the brief time the tail holds that position (about .2 seconds), it can negate projectiles. While this is a useful move, it does have drawbacks. First, it has a very specific hitbox due to the arc and distance it whips, and because only the spear-like tip on the end has the hit box (though the entire tail can negate projectiles). Second, the move has average startup and end lag. So while this can be a good move, it is situational, as you can’t be close at all to use it effectively.
^A: “Thunder Clap: HR claps his hands above his head. While his arm-length helped him in the A attack, in this case it’s somewhat of a hindrance, as his hands clap together high in the air. It does 11% with above average knockback and has decent priority, but it can really only be used as an anti-air attack. Average startup and end lag.
Now, if you wish, you may press the A button just as the hands clap together for HR to slowly separate his hands as an electric current runs between them. This is disjointed and does 12% with above average knockback. However, it still can only hit airborne foes, and it takes a bar of energy to do this. On the bright side, when HR finishes this, there is very little end lag, so it gives you more damage time with less lag time. Good deal I might say.
Dash Attack: “Hell Froze Over”: HR sinks his claws into the ground to stop his movement. He then immediately opens his mouth and starts to spew forth a massive stream of ice from his mouth cannon that looks similar to the Ice Climber’s down special, only this one goes farther, about 1/3 of battlefield. It is disjointed and deals 4% for every second you are caught in it, and it lasts for 4 seconds (!), but it is extremely easy to DI out of, as easy as it was to DI staryu’s attack in melee. There is a 6% chance of freezing the opponent. While there is almost no startup lag, there is above average end lag as HR holds his position for a few moments as the ice stream fizzles out.
Smash Attacks
FSmash: “Thunder-storm Wing Blades”: HR leans back as his wings start to spread and electricity courses through them, creating electrical surges that stick out of the wings like a bunch of spikes. He then leans forwards as he claps his wings together in front of himself, causing the electricity to crackle as they contact each other. The spikes reach slightly farther than Ike’s sword, which is good as the wings themselves don’t do damage, so HR cannot be directly next to his foe to hit with this move (unless it’s someone huge like Bowser). This move also has great vertical range, hitting in a good area vertically, and it hits the entire area it affects at once.
Now, let’s talk speed and damage. First off, this move is STRONG! Getting hit by these disjointed lightning blades deals 20% (28% charged) and high knockback. However, on the flipside, this move is SLOW AS BALLS! It has .1 seconds less startup lag than a warlock punch as HR creates the lightning blades. Additionally, it has a fair amount of end lag. And with all lightning attacks, this takes energy away to use it, in this case, 2 bars instead of one.
However, HR does have one extra trick he can perform. At any point during the end lag, you may press A for HR to quickly turn his back to the camera and spread his wings apart, striking with the blades on each side of himself simultaneously. While this happens pretty quickly, this is much weaker than the initial strike, doing only 12% and above average knockback. And it takes a seconds bar of energy to keep the lightning blades out for this extended period of time. Regardless, this gives HR a good fake-out opportunity, as he has a big window of time to perform this attack in, and it does good damage for its speed. The ending lag after this is the same as if you had not done this extra hit.
DSmash: “Rain of Fire”: HR once again opens his jaws, and fires a massive swarm of fire balls straight ahead that travel forwards ½ of battlefield. While each one only does 2% with no knockback or hit stun, and have low priority, when I say “swarm”, I mean that HR fires anywhere from 20-30 fireballs in a tightly packed stream, depending on how long you charge! However, there is a tremendous amount of startup lag as HR prepares this massive assault, 2 full seconds, half a second longer than a warlock punch. And there is also a lot of end lag as HR has to recharge for a full second afterwards. The best damage racker in the game if you can pull this off, but nothing more.
USmash: “Darkened Skies”: HR gets down on all fours and shoots several balls of electricity out of his body into the air. They fly up about twice HR’s height upwards and then quickly form a horizontal line in the air in which they are spaced out Dedede’s width away from each other. After a few moments, they all simultaneously turn into a bolt of lightning and strike downwards to the ground/pit, and anything in their way takes 14% (20% charged) and good knockback. The bolts are disjointed. While this move has fantastic “range”, enemies can simply stand in between the orbs to avoid damage, and HR cannot move until the bolts all disappear, though he can move almost instantly when that happens. There is also technically a fair amount of startup lag as the orbs have to set themselves up. This takes one bar of energy to perform, naturally.
Aerial Attacks
Nair: “Fire-arm Vanquish”: HR points his open palms forwards as a small hole opens in each of them. He then fires 6 bullets from his hands forwards that travel infinitely and do 4% each but no knockback or hit stun but have great priority.
However, while doing this, HR also fires a thin green energy beam from his eyes. This beam travels a decent distance in front of his eyes, maybe as far as Ike is tall. It is disjointed and deals 8% with average knockback. This could be considered a sweet spot, but it’s a pretty strange one at that. While the move has average startup lag, it has above average end lag, making this a very punishable move if you don’t space it properly. The final thing to note is that the laser beam is actually able to be reflected.
Fair: “It Burns!”: HR starts beating his wings as he opens his mouth and begins to spew fire from his mouth-canon while looking downwards. The wing flapping halves the speed at which he is falling, and the fire is as long as a full power Bowser fire-breath, and it is disjointed. It deals 4% per second you are caught in it and lasts for 2 seconds, and the final hit does average knockback. There is below average startup lag, but above average end lag as HR waits for the fire to stop… firing.
Bair: “Slap of Zeus”: HR holds out his left hand while electrical energy from his dynamo builds up on it, creating a crackling aura around his hand. After some time, he immediately twists his body around and swats at the space behind himself with that hand, and then he returns to his normal position. Pulling back his hand creates an orb of electrical energy the size of Kirby where the hand hit the air.
Okay, that’s all well and good, but what does the move actually do? First, if you are hit by the initial swipe, you take 12% and good knockback, but the move has more startup lag than an Ike FSmash as HR charges his hand, so it evens out. While HR’s arm can of course reach very far, the hit-box is only in his hand, so proper spacing is also required. The swat has average priority and if HR is out prioritized, he does not get to create the lingering orb afterwards. Fortunately, HR does the wing-beating thing from his Fair during this move to halve his fall speed, so the attack can actually come out.
If the orb is created, it stays in place for 2 seconds before dissipating. If an enemy touches it during this time, the orb explodes, dealing 12% and average knockback to anyone hit by the explosion. The moment HR returns to his normal position, he may immediately move again, so he has about 1.7 seconds to move around while his trap is out. If you couldn’t tell by now, this takes a bar of energy to do.
Uair: “It’s Snowing!”: HR points his mouth upwards and once again fires some ice out of his mouth-cannon. It only goes about one Bowser height upward, is disjointed (but you knew that), and anyone hit by it takes 10% a second as it lasts for 1 second (lol) and the last hit does average vertical knockback. A cool side-effect of this move is that the ice breath also creates slow moving, falling snowflakes that have decent priority but do 2% with no knockback or hit stun. If none of the ice-breath hits anything, 10 snowflakes are created, one for each hit on the initial ice-breath While the move doesn’t have much startup lag, as with HR’s other breath attacks, it has above average end lag as the mouth-canon ceases fire.
Dair: “Tail Jab”: What’s a Ridley move set without a move like this? Nothing, that’s what! HR surges some energy into his tail as he spear-like tip radiates electricity. He then jabs his tail straight downwards as far as it can go before it hits something, whether it be the ground or an enemy. If he hits an enemy with the SPEAR-TP ONLY, they take 15% and are spiked. If the tail hits the ground, HR will pull himself to the ground. In addition to requiring one bar of energy to activate, it has a fair amount of startup and end lag, to offset its excellent range and great power. Use it wisely.
Gair: “Clear For Landing”: HR leans back so his talons are facing forwards and he comes falling down at a 45 degree angle with claws extended. If he hits the ground, he skids a very short distance while his claws keep his grip. If he falls for twice his height before hitting the ground, he ends his glide. Anyone he hits while falling takes10% with average knockback but HR’s body has low priority due to the big hit box. Anyone who is hit by the landing skid takes 6% with low knockback but this time HR’s body has good priority.
Special Moves
B: “Ultimate Thunder Cannon”: HR gets down on all fours and opens his mouth so wide that it looks like a fully opened bear-trap. Energy then starts to flow from his dynamo to his mouth in such great numbers that you could have sworn he has an unlimited amount of the stuff. You can see a blue glow starting to emit from his mouth.
After he’s done charging, which takes as a little longer than a Falcon Punch, HR blasts a massive blue beam of electricity from his gaping jaw that is as tall as his opened mouth and travels infinitely across the stage until it hits something, and it’s disjointed. If that something happens to be an enemy, they take 18% and high knockback.
So, the move has infinite range, great power, and is disjointed. Broken! No, not really. Not only does this move have more startup lag than a Falcon Punch (not a lot more, but still, it’s really slow), but it takes ALL FIVE bars of energy to perform, so you’ll rarely ever get the chance to attempt it unless you like hoarding your energy supply. It also has a lot of end lag as HR waits until the beam fizzles out before closing his mouth, signifying that he can move again.
If done in the air, HR will hover in place using his wings while performing the move.
>B: “Through the Fire and Flames”: HR gets on all fours and starts growling. After a moment, he leaps forwards, turns so that he is belly-up, and starts to spew fire from his mouth upwards that goes as far as Ike is tall. Getting hit by the fire, which lasts for 1 second, will actually only deal a single hit, 14% and above average knockback. HR will be left lying on his back if he lands on the ground while doing this move and will continue firing. If he ends the move in the air, he will enter free-fall.
This move works differently if initiated in the air. In this case, HR just flies forwards with his body outstretched while looking down, firing some more flames as he roars. He moves the same speed and distance as an 80% charged Green Missile. This move has the same startup and end lag as Green Missile as well. While this is a good horizontal recovery move, it is a bad attack move in most cases, as the only hit box is the fire, leaving HR vulnerable from the front, top and back.
^B: “Headache”: HR straightens his neck vertically while looking up. His head then flies off his neck upwards, about the height of Ike, while remaining connected to his body via a pair of electric currents running between his head and neck. Once this is done, which takes a brief moment, you can move HR’s head around in any direction using the control stick, and his head will looks in that direction as it moves around, jaws open. You may move his head up to half of battlefield away from his neck before the move automatically cancels, and his head moves as fast as Pit’s ^B. It takes one bar of energy to start-up this attack, and one additional bar of energy for every 1.5 seconds the head is out after it can start to be controlled. If the energy runs out, you press B, or you go out of range before you actually grab anything with the head, his head will simply fly back towards his neck and quickly lock in place, giving this move average end lag.
If you hit someone with the open jaws, HR snaps shut, grabbing them and reeling them back to his body as he reattaches his head to his neck, and takes them from his mouth to his left hand. At this point, the move functions like Bowser’s old side-special (hey, that awesome move needs a revival somehow!), where you can tap the A button to bite them for 4% apiece while the enemy struggles to get free, or you can press forwards to toss the enemy away for 12% and average knockback.
If this move is performed in the air, it works similarly, but with a few notable differences. First, HR will do his wing-beating to help keep himself aloft while performing this move. Second, if he hits a grab able ledge with his jaws, he will hold onto it using his teeth, and the move now functions like a tether recovery. HR will still loose energy while hanging, so pull yourself up quick! Note that the invisible timer for energy usage stops the moment the move either cancels or you grab an enemy, as HR’s head pulls back too quickly for the dynamo to bother expending more power doing it.
VB: “Energy Relocation”: HR closes his eyes and growls a little as red energy starts flowing from his dynamo. After about 1 second, he is able to be moved again. What this move does is give HR 30% while giving him a bar of energy. This can be useful if you’re at a low percent, or desperately need one more bar for your current attack plan, but remember that 30% is a lot even on a heavyweight.
Final Smash
“The Demon of Thunder”: HR leaps off the top of the screen and reappears in the center, in the background. He curls up and then spread his limbs and wings while roaring, in a motion similar to Tabbuu’s animation for the off-waves. The actual final smash’s strength is determined by how many bars of energy you have when activating it. You need at least one to even use the final smash in the first place. Beyond that, HR’s appearance, as well as the move itself, grow more extreme with each bar of energy you have.
At one bar, HR is surrounded by an electrical aura, and many bolts of lightning rain down one after the other, going from left to right in succession. These are spaced apart like the ones in HR’s USmash and deal 14% with above average knockback.
Two bars, HR’s fingers emit electrical “claws” in addition to the aura, and another set of lightning bolts come in, this time starting from the right. At the center where the two sets of bolts meet come a much larger bolt that deals 20% and high knockback.
Three bars, HR’s aura crackles more fiercely, and now some lightning bolts strike from the sides of the screen going horizontally! In addition to standing in between the other bolts, you now must time jumps to dodge these. They have the same damage and knockback as the regular vertical bolts but will most likely knock you into other bolts as well.
Four bars, HR’s talons and fangs now have electrical extensions, and now bolts come in from the diagonals! You’re starting to feel cramped aren’t you? Kaizo Mario players should be able to jump through the criss-crossing thunder storm, but everyone else should just spam spot-dodges and pray.
Finally, at five bars, HR’s wings give off massive electrical spikes, with that and the other visual effects making HR looks like some electrical version of Satan himself. At this level, in addition to the other stuff going on, the entire screen is covered with electrical energy, dealing no knockback or hit stun but is impossible to avoid, dealing up to 30% if you take the full effect of it.
After the final smash is finished, HR returns to the stage, and his dynamo energy is reset to yellow level.
Grabs
Grab Animation: HR whips his tail forwards, covering a good distance with it. If he hits an enemy, he reels them in, close to his body. As you’d expect with long range grabs, this has some startup lag to it, but its extreme range makes up for it, the longest grab range in the game.
Grab Attack: “Boa Constrictor”: HR squeezes the enemy with his tail for 3%, but it can’t be performed that quickly.
Fthrow: “Ridley Smash!”: HR grabs the victim with both hand and then lifts him or her above his head before throwing them forwards. Average knockback, but only does 6%
Bthrow: “Anti-sneak Strike”: HR turns around while releasing his foe with a lash of his tail, which sends them in the direction HR was originally facing for 5% and average knockback. After turning around he slashes forwards, and anyone hit by his far reaching arm takes 8% with above average knockback, but the slash has low priority. Probably HR’s best throw, since you can damage the grab victim while hitting anyone who tries to hit you from behind.
Uthrow: “Whiplash”: HR tosses his opponents upwards using his tail for 5%. If HR has a bar of energy, he will detach his head like in his ^B, grabs the opponent in midair, and whips his head down, slamming them back into the ground for an additional 8% and above average knockback. HR then reattaches his head to his neck. This move is only worth using if you can do the second hit, but even then, you may be better off saving that energy for something else.
Dthrow: “Fire Storm”: HR fires some hot breath in his victim’s face, dealing up to 10% and ending with average knockback. Not a terrible throw, but like HR’s other throws, it’s not exactly a must-use move to succeed.
Other Attacks
Get-up Attack (front) : “Corkscrew Hop”: HR quickly hops off the ground, straightens his body and starts to rapidly spin like a drill. He keeps his tail wrapped around his body during this move so the hit-box isn’t ridiculously large. He spins for 1 second, and anyone who hits him during this time takes 10% and average knockback, but HR’s body has low priority. After he’s done spinning he lands back on his feet and returns to his standing position.
Get-up Attack (back): “OOOO, it Glows!”: HR spreads his wings and roars as a wave of electrical energy radiates out from his body, extending 3 kirbys outwards in all directions. Hitting this disjointed (surprise!) circle of death deals 12% and average knockback. After the energy wave fizzles out, HR props himself back up and gets ready for some more serious fighting. This move costs one bar of energy to perform.
Ledge Attack <100%: “My Ledge!”: HR turns his head around and begins to sweep his head up and down while letting loose with some more of his disjointed fire breath. It goes as far as Bowser’s B moves at 60% charge and lasts for 2 seconds. Anyone caught by it takes up to 12% and the final hit deals average knockback. Because HR is actually shooting away from the stage for this move, this is a great edge guarding attack, especially since HR is also holding on to the edge of the stage. However, he can’t use this move to attack enemies on the stage, as the fire doesn’t reach there. After his flamethrower fizzles out, he quickly climbs back up to the stage.
Ledge Attack 100%: “Losing Your Head”: HR stretches his neck back, and then he quickly thrusts it forwards while detaching his head from his body, sending it shooting straight forwards very quickly and it travels half of battlefield. The moment his head is detached, HR jumps up and over the edge, following his head. Anyone who is hit by his head takes 10% with average knockback, and the move has decent priority.
But here’s where the problem sets in. In order to conserve energy, HR didn’t bother activating the energy tethers to keep his head “connected” to his neck. This means that his head is left lying there on the ground, able to be picked up and thrown like an item by his enemies. Until HR retrieves his head, any moves using his head either don’t function at all or the parts involving his head don’t work (So for example in his Nair he cannot use the eye beams, whereas in his >A the move just can’t be used because it’s all based with his head and fangs). If his head is thrown into the abyss by an enemy, it’s gone until HR is KOd or uses his final smash. If HR makes contact with his head, even if it’s in the opponent’s hands, a small energy tether quickly grabs it and pulls it back to his neck, this taking no energy bars to do since it’s an emergency reserve.
STRATEGY GUIDE
Hyper_Ridley at first appears to be really easy to play. You have plenty of disjointed moves, great range, some moves with excellent KO potential, and… oh my God what happened why can’t I use FSmash anymore?! Ah, the moment you learn just how easy it is to run out of dynamo energy.
Okay, so as you’ve probably figured out, managing HR’s energy supply is a big part of wining with him. At the start of every stock, you being with two, and get one more for every 30% you deal with non-lightning attacks, up to five. Now, with these, you have access to some powerful moves. You’ve got an FSmash that makes Ike cower in fear, an USmash that has extreme range, an ^A enhancer that gives you more damage for less lag, among other things. However, you cannot simply spam these moves, because in addition to their inherent weaknesses (i.e. FSmash is really slow), each use takes up one or more energy bars. If you want to use one of your precious bars, then you’d better make sure that you’ll either connect or not be terribly vulnerable if you miss.
Other than that, your non-energy attacks have their own uses. One of HR’s most commonly used moves is his >A. It has good startup lag and can poison foes if you hit with the sweet spot, though it has bad end lag if you miss. This also has a very interesting sweet spot to take into account, due to requiring HR to be closer than the non-sweet spot, and it’s a grab instead of an attack. This means that you have some interesting decisions to make. Do you want to go for distance with an attack? Would you rather take some more risk to poison your foe?
Unfortunately, HR’s other ground options begin to show HR’s biggest flaw; he has to be aggressive with punishable attacks to regain his energy. The first hit of his A combo has low priority. His VA has a hit box that requires specific range. His ^A only works against aerial enemies. The worst offender is his dash attack. Sure, it has great disjointed range and can do lots of damage if you connect with all the hits, but HR stops moving the instant you start it, meaning that you can’t take advantage of the range if you want to use it to approach, and the end lag makes it punishable if you do get close. Extreme care and quick thinking is required for HR’s offensive game to be effective. If you desperately need energy, you can use Energy Relocation to give yourself a quick fix, but it deals yourself 30%. Yeah, don’t spam it.
HR’s aerial game doesn’t help matters. His terrible first jump combined with his insane fall speed means that SHFFing with HR actually requires a full jump to pull off. His Nair will get out with this strategy, but it’s only worth using if you can connect with the sweet spot, which only works against other enemies in the air. Fair is actually a nice choice, since it has good startup lag, aims downwards, and HR’s wing effect during this move temporarily slows his fall speed. Bair is so **** slow that even with its own wing effect you can only really use this move when you use a second jump, and even then it’s only really worth it for the great aerial bobby trap, but wait, that requires energy! Uair doesn’t slow HR’s descent but it can be useful for juggling. However, never ever use HR’s Dair with only one energy bar remaining. This move has bad starting lag and doesn’t even have the wing-effect, and since it only works as a stage spike, you’d better have some energy to use Headache afterwards. It’s usually better to attack aerial combatants with ^A for Headache, especially Headache. It’s got great range, good damage, and you can usually catch foes before you use more than the activation cost. Now that’s using your head (wah, wah, waaaaaaaah)
Now, KOing is HR’s strongest point. After you’ve sufficiently damaged your foes and brought up your energy level, it’s time to go for the kill. HR has a large amount of options for KOing. His most common is FSmash, as even if the first hit misses, he still has an excellent fake-out with the optional second hit, and if he doesn’t use it the enemy may be too afraid to take the chance, making it safe to use. Bair’s use finally comes to light, as the initial swing can KO, and he can always use the trap part to edge guard. Of course, FSmash is also good for edge guarding due to its range. But by far the best move to try out in this situation is DSmash. While it’s extreme lagginess requires precision timing, if you can release it into your opponent’s recovery, you can deal up to 60% with a full charge! Granted, you’ll very rarely ever reach that amount, and if you did, your opponent is so bad that you may as well have finished them off anyhow. USmash can be used sometimes to KO since it has great potential range, but this is another move that can has specific points at which it can damage foes. If HR feels confident in his ability to use non-electrical attacks, then he can try to use Ultimate Thunder Canon for a mighty KO.
Recovering with HR can be either heaven or hell, depending on how you need to recovery. If you’re high in the air away from the stage, you can use HR’s side special to give yourself good horizontal distance, and if you still need a little push, an aerial Headache has the fall-speed modifier, which combined with its range makes it an excellent tether recovery. Just remember that it needs energy to be used, needs to be manually directed to the stage, and is still somewhat vulnerable to gimping, though HR can suicide with potential edge hoggers with this move. HR even has a glide to further sweeten the deal. However, if you find yourself launched at a low trajectory, you’re basically screwed. HR’s ridiculous fall speed is simply too high for his mid air jumps to handle, and by that point you may have fallen too far for even Headache to save you.
So, to recap: HR is best played by focusing on his ground game, especially his >A, to carefully build damage in order to build up energy to use his electrical attacks, which in turn give him excellent KO options and some more options in general. However, his ground game is punishable which makes it difficult to hastily regain dynamo power. His air game has its uses but is much harder to use than it should be due to his jump and fall speed. He’s a monster when it’s KO time, and even more vicious when it comes to edge guarding. He can recover fine from up high, but he is already dead from down low. HR may be the most powerful being the Galactic Federation has ever known, but remember, Ridley’s always had brains to go with his brawn, and that’s no different now that he’s a machine.
OTHER
Idle: As explained in the size description, he is hunched over, standing only on his back legs, while his neck is bent in an S shape so he can see ahead properly.
Crouch: HR gets down on all fours, looking much more comfortable in this state.
Walk: HR slowly hobbles forwards
Dash: HR lifts of the ground and glides along, similar to Meta Knight.
Jump: HR simply does a quick hop to himself into the air
Midair Jump: HR flaps with his steel wings, propelling himself a decent distance higher. Now if we could just do something without that fall speed.
Roll: HR does a turning skid in the direction he rolls.
Side Step: HR quickly takes a short step to one side
Shield: HR forms an electrical looking shield around himself while covering his body with his hands. The shield functions like a standard shield, and despite the appearance, does not take away energy, just being a cool graphical effect.
Air Dodge: HR leans to the side
Dizzy: HR falls over, holding up himself with one hand and clutching at his “heart” with the other
Sleep: HR’s neck and head fall to the ground as he enters “sleep mode”. Hey, he’s a robot, after all
Wiimote Noise: HR growls a little
Star KO: Hyper_Ridley finally opens his trap in this move set. Let’s see what he has to say: “No… you all suck!” Probably what he’s saying after every encounter with Samus >_>
Kirby Hat: Looks like HR’s top jaw. Since Kirby doesn’t have to rely on an energy supply to use Ultimate Thunder Canon, some changes are necessary. Kirby’s version of the move has halved damage, knockback, and travels as far as 1/3 of battlefield, but it retains its disjointedness. Lag times remain the same, but Kirby’s infinite use of the thing means he can actually spam it a little.
Logo: Metroid Logo
Win Music: Samus’
Credits Theme:
http://www.youtube.com/watch?v=RzMGi...eature=related
Special Animations
Entrance: HR appears on the stage in a display of lightning, and he stretches as he roars.
Taunt1: HR strikes at the ground with one of his hands and says “Imagine yourself where my hand just went”
Taunt2: HR pulls his tail in front of himself and draws a circle in the ground with it. He then says, “This is where you’ll die!”
Taunt3: HR clenches a fist and forms a little bit of electricity in it. He says, “Shocking, I know.” No one ever said that Ridley was immune to puns.
Win1: HR flies onto the screen while roaring. He lands and shoots some fire at the camera.
Win2: HR begins charging up an Ultimate Thunder Canon to fire at the losers, but a bug flies by and he turns to shoot that instead. He then says, “I…hate…bees…”
Win3: HR does the “evil finger-contemplation” and says “So this is what victory feels like… feels good…”
Lose: HR lies on his back and slowly claps, not bothered to show any more respect than that.
Alt Colors
1) Default
2) Purple metal becomes blue (blue team)
3) Purple metal becomes green (green team)
4) Purple metal becomes red (red team)
5) Purple metal becomes white
6) Purple metal becomes black
Snake Codec
Snake: Oh no, Ridley’s here!
Otacon: That’s not actually Ridley. That’s Hyper_Ridley. He’s a robotic version of Ridley made to give his mind a more permanent home.
Snake: So it’s still Ridley then, just in different skin. Does his status as a robot change his fighting style at all?
Otacon: For the most part, he acts the same. However, he is now capable of shooting ice-breath in addition to his fire assaults, and his heart allows him to channel electric currents into potent weaponry.
Snake: So it’s like Ridley on steroids, huh? Time to get out the ol’ bazooka
Otacon: Oh, that won’t be enough to shut him down for good. His brain is linked to a super computer, the moment you destroy one body his minions will just crank out another.
Snake: How’s that any different than before he became a robot?
Otacon: Before he had skin?
Snake: *sarcastically* Hahaha, very funny Otacon. I’ll just worry about this one for now.
Unlock Info
How to Unlock: Complete Classic with Ridley, Meta Ridley, Omega Ridley, Ridley-X and the other Ridleys that will inevitably be made in MYM.
Unlock message: “Hyper_Ridley has joined the Brawl! Watch out Samus!”
STAGE - PIRATE FORTRESS
Black Lines are floors/walls, blue lines are drop-throughs, colored circles are warp pads. Stand on one and press up to warp between the two circles of the same color. Orange box is lava.
So, the first thing you may notice is that this stage is HUGE! This is easily the biggest stage in the game. So how do you expect to find yourself with four characters running amok? Three words baby, SPLIT SCREEN BRAWL!
Yes, the screen is split up into multiple pieces, depending on how many players/cpus there are. CPUs get their own screen so you can spy on their position like the other players. The camera on each screen is zoomed out a good amount so you can see around yourself.
While this is a huge stage, there are a lot of open areas on the sides to KO foes, preventing a cave-of-life scenario. The warp pads also stop stallers, since you can simply pursue them with a different one, and the warp pads take 10 seconds to recharge, preventing a constant back-and-forth retreat. Granted, it would still probably be banned, but hey, it would be fun for non-tourney matches.
Music
Metroid Prime 2: Dark Samus
Metroid Prime 2: Mutated Emperor Ing
Metroid Prime 3: Gandrayda
Metroid Prime 3: Rundas
G Darius: Final Boss
Halo 3: Main Theme
FUN FACTS ABOUT HYPER_RIDLEY
Hyper_Ridley is left-handed.
Hyper_Ridley is a scaly that has pirate bondage fetishes and wants to be a cyborg.
Hyper_Ridley is best friends with the author of this repost.
Goldwyvern had to copy this normally, so it doesnt have BBCode.
Everyone else can go suck a phallic lemon.