Ridley advanced guides

Ridley_Prime

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#1
Kind of an Artifact thread in a way I guess since he's been one of Ridley's most notorious labbers. The ones put up since he started youtube though have really helped me expand my game with Ridley, particularly this one.


It covers things like dash dashing, short and full hop fast falling, pivot and reverse attacks out of run (though some I already knew but like running b-air is a must know), n-airs around the edge to keep the opponent from recovering, landing u-airs and combos with them, full hop d-air off stage to recover, reverse plasma breath and skewer (aerial and grounded versions), ledge release n-airs for getting back on stage, etc.

Already posted this one in the social thread, but feel it's still worth bringing up here too, for showing how to practice phasing through Wolf's lasers and such when approaching him, followed by a punish as you see fit.


Will also use this thread for posting any future noteworhy advanced or tech related Ridley guides. On that note, go to this thread for the 2 button short hop combo guide; major shoutout to SSB ProTips for discovering those d-throw > fast falling f-air combos. His recent video on high level Ridley play can be found here as well. Much recommended for learning a variety of setups.
 
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Ridley_Prime

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#2
The first of a series of guides by Vreyvus, this one giving a broader perspective of Ridley's neutral game. Some of the defensive tips gave me an important lesson and reminder to keep in mind, not to mention the fast falling n-air option for extra frame advantage and up & down throw followups for Battlefield stages and the like.

 

Ridley_Prime

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#3
Oooh, definitely gotta try this sometime.

 

Ridley_Prime

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#4
An individual spreadsheet of the u-tilt > u-air kill confirm % ranges on everyone that's a little easier on the eyes, than scrolling through the combo doc to find them. It takes practice to pull off consistently in any case since you got only one or two shots per stock at most to do it before their damage % is already too high, and even being a little off with the jumps and timing can allow the opponent to act before your u-air comes out, so keep in mind.

In most cases you'll find yourself doing the double jump > u-air right after u-tilt, rather than the single fullhop one.

https://docs.google.com/spreadsheets/d/1ODetoypSxKqHFZefXnlGI6FWNUJuaMLjIeEnZCPoPXY/edit#gid=0

As mentioned there, the percents were determined for Final Destination and Pokemon Stadium 2 due to sharing the same distance between the stage and the top blastzone with FD. For like Battlefield, Town & City, and Kalos, u-tilt > u-air will start to kill the opponent +4-6% later than the listed percents. While u-tilt hits opponents on platforms, Ridley can't kill confirm off of said u-tilt as there is not enough frame advantage to do so, but if the opponent is slow to act and gets hit by it, you can still attempt a u-air for a kill afterward.



What else to share in light of the 4.0 buffs... The new and improved Up Smash can now hit everyone from in front except for the following shorties:

-Kirby
-Jigglypuff
-Ice Climbers
-Mr Game & Watch
-Pikachu
-Pichu
-Diddy Kong
-Meta Knight
-Olimar
-Squirtle
-Duck Hunt Dog
-Greninja

More importantly, Up Smash became much more reliable for his ledgetrap game with the extra frames it was given, covering both ledgeroll and getup attacks.

Happy labbing & matchup experimenting.
 

Ridley_Prime

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#5
Wasn't expecting to post here again so soon a day later, but it seems Vreyvus just did another guide, this time on adapting to Ridley's disadvantage state; such a guide was a long time coming, and with the recent buffs that help with his recovery, the timing couldn't be better. Already learned some good things from this for mixup options.

 

Ridley_Prime

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#6
Huh, wavedashing (if you can even call it that here) does have some nice niche uses for dodging and punishing as Rids.



Also, some further proof of concept on Ridley's up B for spiking/trading with others' recoveries. Finally something more to have against Samus.



 
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