Ridley_Prime
Proteus Geoform
- Joined
- Sep 18, 2007
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- AlphaWarDragon87
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- 0774-4845-6886
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Starting with this video... It covers things like dash dancing, short and fullhop fastfalling, pivot and reverse attacks out of run, n-airs around the ledge to keep opponent from recovering and thus gimping them, landing u-airs and combos with them (i.e. landing u-air > shorthop double jump u-air), fullhop d-air off stage and recover, B-reverse plasma breath and skewer (aerial and grounded versions), ledge release and ledgehop & ledge jump n-airs for getting back on stage, using walking to space f-tilt and d-tilt more precisely or parry projectiles while approaching, etc.
Had 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, followed by a punish as you see fit. When jumping backwards (as in toward the opponent), Ridley can also shorthop over such projectiles he otherwise would not have been able to with shorthop since his foot moves into the foreground. Some opponents you can thusly punish with a delayed back hit nair or bair after shorthopping over said projectile, depending on the distance between you and them.
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 > fastfall f-air/shorthop delayed f-air regrab combos. Somewhat less related, go to this post for fair 1 and fair 3 setups, and that post for ledge trumping and some detail of bait and punish concepts for Ridley.
Not really covered in any video, but a list of fastest out of shield options (in order) for Ridley-
. Nair; of course really. Includes front & back hit, and forward & backward momentum. Fastfall when applicable. When facing someone at ledge while shielding, can Nair in reaction if they ledge roll behind you and the back side will hit them, which you can followup with attacks like Bair or turnaround Forward Tilt. Even with Nair being our fastest option however, landing moves with long range that are well spaced, have a lot of shield stun, or minimal landing lag cannot be punished by it OoS, so is good to know what moves apply to this.
. Grab; can also release Shield > dash grab as a mixup, after opponent tries to attack in front or behind from a little distance, or if they do a fairly unsafe move that causes shield pushback. Don’t try to shield grab in response to well spaced moves.
. Up Smash; front and back, but back hit is better on account of hitbox coming out earlier, avoiding whiffs. As such, is better used OoS to try and hit someone behind you, as a quicker alternative to Bair when they’re at high % or after shielding a rapid jab from behind that doesn't push you far back. Up Smash stops any attacks from crossing up with your shield as well like certain burst options due to the intangibility. Also, while you're in shield, if you hit up and Grab at the same time, you'll do an instant Up Smash. Since you input a Grab, the game does not charge the move at all.
* The back hit of Up Smash is safe from most grabs OoS too due to intangibility, so even if the Up Smash doesn’t hit, you can punish with a Forward Smash after when they whiff. Example here. At ledge when facing away, you can do an Up Smash OoS as a ledge trap, or release Shield and then Forward Tilt to cover ledge rolls, but the former is otherwise better. Release Shield then Down Smash can pop you up enough to avoid attacks while the long startup delays past the ledge invincibility (if they grab ledge a 2nd time) and startup of nearly all getup options. Same applies if you’re on a platform and you drop Shield and use the move to punish juggle options underneath.
. Fair; some backwards momentum if you hold back during the animation. Can confirm into tipper Forward Tilt that way when you fadeback + fastfall from a shorthop.
* There's also doing shield drop followed by full momentum nair or fair, as you can cancel the 11 frames of shield drop with jumpsquat at any time. The only thing you can't cancel shield drop with what you can do normally OoS is grab.
. Bair; can also release Shield followed by IRAR Bair, typically using it to punish whiffs and catch poorly spaced landings or approaches, or during a tech chase as they roll toward you and you do said Bair. Pivot Bair can be used similarly while fading back. Either way, will want to fastfall with it for best frame advantage. Shorthop Bair can also catch someone standing on a platform, IRAR included.
. Release Shield then Jab.
. Release Shield then Up Tilt; includes EDC Up Tilt. Can also use tilt stick to input a turnaround Up Tilt after the EDC, allowing you to combo into reverse nair and/or bair. Reverse Nair > turnaround Up Tilt works too as long as you have decent momentum on the nair.
. Release Shield then Down Tilt; includes EDC Down Tilt.
. Not included among these in the same vein, but after shielding a close attack, you can Forward Tilt (regular or up angle, typically with the sour hit which leads into tech chases), Dash Attack, or Forward or Down Smash for the most minus on shield moves. A quick mixup is Dair OoS (short or fullhop) for when Nair might be too slow, and alternatively can shorthop forward OoS, footstool, and Dair. Dair can be a surprising OoS mixup at kill % for the sour hit, including when you shorthop OoS at ledge to punish ledge hangers, but at low to mid % with the sweetspot, you can followup with a Forward Smash. At higher %, Up Smash may hit them when they’re launched higher from the sweetspot Dair. Example here. For other mixups you can shorthop forward or backward OoS while doing a single Plasma or Skewer (or a wavebounce in the case of Skewer), and jump or shorthop forward OoS and either Uair (for baiting an airdodge, punishing a whiff, or catching a jump as you jump or Slingshot forward) or Space Pirate Rush. For one other mixup, you can do Wing Blitz forward OoS when you're shield pressured in a corner, as the startup of WB can allow you to avoid some low profile attacks like with the startup of Down Smash. Example of it here. Can also catch those that like to do a safe aerial followed by spotdodge.
Alternatively for the shield release ones, you can do them out of spot dodge. Remember too you can shield while approaching, like out of an EDC (extended dash cancel) or better yet dash shielding by holding forward and press shield without letting go of the left stick which makes the shield come out instantly, and you won't do an accidental forward roll with the way the timing for it works. Can do a dash shield boost grab this way too, and same concept applies to crouch shielding which is crouching first and then pressing shield which will prevent a spot dodge. Also remember shield tilting by holding shield + B; can release B after you tilted, unless tilting upwards to prevent jumping out of shield.
There's also doing an up close attack on an opponent's shield followed by shield tilting away from them, and you can make a followup attack of theirs whiff. As a big body though, may be less likely to work.
Then there's double shield cancel- Inputs in my case are L & Y/B, and R/X/tap for jump.
You hold double shield, jump, let go of one shield input, and gives a fullhop with full drift; can hold left, right, or diagonally up first before the jump since you won't be rolling. Can do FH or IDJ aerials out of this which I would mostly do over our laggy specials.
To shorthop out of double shield, hold DS, tap jump, and let go of one shield input. Same deal with full drift shorthop back or forward.
Now, you can hold forward while DSing against an attack on your shield, and buffer footstool OoS. During DS, tap jump when they hit your shield and let go of one shield input, drift forward and jump again for the footstool. Can mash jump too and/or use two jump inputs to guarantee a shorthop.
* I noticed for shorthop out of double shield, you can also let go of jump input and then one shield input. So what helps for me, is hold L shield the whole time, then Y and R, and let go of R and then Y quickly; instead of it always having to be releasing Y and then R.
In Ridley's case, the idea of being able to do a full retreating nair OoS against stubby characters can be real helpful. There's also the theory of using footstool dair below plats to force tech chase situations and get an up smash.
Then there's holding DS, tappping jump, and then A, which can be seen as the DS version of the shorthop aerial macro (these inputs help with instant item throwing OoS as well). Also, within four frames of hitting the A button and you slide your thumb from A to jump, the game will read SH aerial macro into jump which is the inputs needed to buffer an IDJ aerial.
An earlier list of the characters we can footstool nair which is also shown in this video. For anyone else, footstool dair.
Yoshi, Pikachu, Luigi, Bowser, both Icies, Dr Mario (Only when facing away from you), Pichu, Falco, Young Link (only when facing away from you), Ganondorf, Mewtwo, Wario, Ike, Squirtle, Ivysaur, Sonic, Toon Link, Mega-Man, Little Mac, Greninja, Palutena, Shulk, Bowser Jr, Duck Hunt, Ryu, Ken, Inkling, Ridley, King K Rool, Isabelle (Only when facing away from you), Piranha Plant, Steve, Mii Brawler.
Even for those you can FS nair, FS dair can be easier at first; space it for a sour dair to get effective knockback, since sweetspot dair is only good for spiking off stage; either way, wait till they're at least at mid %. With FS nair, have to be ready to press A during the 2nd jump input for the footstool, or you'll be too late and just get a regular footstool.
The good thing about double shield cancel (DSC) is that you get a full momentum jump which allows for more reach with the footstool OoS. The only problem is Ridley's footstool is kinda weird (he can push the opponent away with his legs during jumping), so you have to delay it a bit.
Our airspeed & acceleration still probably won't allow us to punish well spaced options, but normally safe on shield aerials with low end lag we can kinda punish now. Of course, we can make it easier with dash shielding to make them mis-space.
For better practice without a training mod pack, go to training, pick Min-Min as opponent, set CPU behavior to side smash, dodge the attack & hit her before the arms retract (u-throw being best with Ridley here), and she'll do a nair out of hitstun, allowing you to practice footstools out of shield and parries more consistently against said nair which is normally too safe on shield for us. To time it best, can wait till just before she's about to nair while landing to start shielding, and do the following inputs after she's landed.
While you can also practice shorthopping out of double shield to avoid her set f-smash and then footstool her, you won't see a footstool animation for it since she'll be charging f-smash again, but you'll see yourself bounce off her as you normally would when you footstool, so can dair her after.
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One other thing that isn't particularly covered anywhere else, is Ridley's 2 frame punish options as part of his edgeguard game-
. Down angle Forward Tilt (can crouch)
. Down Tilt; leads into Forward Air or Flickshot/RAR Back Air after. Fastfall if they neutral airdodge and aerial again.
. Dash Attack (very spaced)
. Forward Smash
. Down Smash; facing either way. Charging it can make it easier to time like with Forward Smash.
. Down Air (sweetspot); fullhop at ledge or for off stage use, and ledge jump Down Air to punish ledge regrab and horizontal recoveries just above ledge. Can also shorthop OoS Dair at ledge to punish ledge hangers with no intangibility.
. Plasma Breath; while single fireball doesn't go out as far as fully charged Plasma, you can go like a step closer to the ledge with it where it'll 2 frame, putting you in a better position to walk up and do any of the other 2 frames at ledge. Fullhop Plasma (single or any variation of charge) helps with the timing too. Sometimes if you send them away far enough and you put out the fullhop single fireball, it can discourage jumps, allowing you to follow them low with an nair or fair after a crouch ledge slip. Can also full charge Plasma at the ledge, and as they jump over it and airdodge towards ledge, Wing Blitz down to spike them while snapping to it.
. Wing Blitz; any angle, like WB forward from a distance (around mid stage) or up and back angle from an appropriate position off stage, though WB down after a forward short/fullhop/Akuma Jump + ledge snap is most reliable, and you can double or triple jump if you need to reposition yourself, time it right, or be off stage while facing the ledge. While there's not much of a gap for it, the shockwave of WB down can still spike someone too if close enough to the ledge while they're hanging on it with no intangibility; just basically one little smitch behind from where you would be in position to snap to ledge from a WB down while standing. Can also WB down on the ground near ledge as a bait to get them to think you're trying to spike them, which may get them to pick a hasty ledge option (roll, etc) that you can punish.
* If you hold forward during pretty much any of the 2 frames except Wing Blitz (still being a roll distance away for plasma for positioning and so you can do the run skid method of trumping after), you can walk off and ledge trump as a mixup. Even if you don't get a followup attack from the trump in time like a reverse nair at mid % (mainly on big bodies), uair to catch a jump or movement above after, or bair at high %, the opponent will have less to no intangibility when they regrab the ledge which you can punish with something else powerful like an f-smash, down angle f-tilt, and such.
The timing and spacing for everything takes practice, and of course is opponent recovery dependent, but listening to their sound cues can help. While Down Smash can 2 frame as shown, it's arguably better for punishing ledge regrabs and covering most ledge getup & jablock tech chase or post-skewer options (and punishing rolls and spot dodges when otherwise on stage which can be spammed on overly aggressive opponents that don’t respect it) with how difficult its 2 frame timing is compared to the other moves, but definitely satisfying when you pull it off. You can still use Forward Smash, Wing Blitz down, Down Air, or Down Tilt > Forward Air or Flickshot/RAR Back Air to punish ledge regrab too though, as most kill a little earlier, but Down Smash has more range. Ridley can also ledgehop fair, nair, uair, and bair to get from ledge to stage with them, or ledgehop followed by any special while landing, and use said aerials or specials off stage at ledge (typically nair or a timed Wing Blitz) to 2 frame teleport recoveries. Bair becomes untechable from the side of stage starting around 147% without rage and 125% with max rage, whether from ledge hang or when 2 framing them with it.
Had 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, followed by a punish as you see fit. When jumping backwards (as in toward the opponent), Ridley can also shorthop over such projectiles he otherwise would not have been able to with shorthop since his foot moves into the foreground. Some opponents you can thusly punish with a delayed back hit nair or bair after shorthopping over said projectile, depending on the distance between you and them.
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 > fastfall f-air/shorthop delayed f-air regrab combos. Somewhat less related, go to this post for fair 1 and fair 3 setups, and that post for ledge trumping and some detail of bait and punish concepts for Ridley.
Not really covered in any video, but a list of fastest out of shield options (in order) for Ridley-
. Nair; of course really. Includes front & back hit, and forward & backward momentum. Fastfall when applicable. When facing someone at ledge while shielding, can Nair in reaction if they ledge roll behind you and the back side will hit them, which you can followup with attacks like Bair or turnaround Forward Tilt. Even with Nair being our fastest option however, landing moves with long range that are well spaced, have a lot of shield stun, or minimal landing lag cannot be punished by it OoS, so is good to know what moves apply to this.
. Grab; can also release Shield > dash grab as a mixup, after opponent tries to attack in front or behind from a little distance, or if they do a fairly unsafe move that causes shield pushback. Don’t try to shield grab in response to well spaced moves.
. Up Smash; front and back, but back hit is better on account of hitbox coming out earlier, avoiding whiffs. As such, is better used OoS to try and hit someone behind you, as a quicker alternative to Bair when they’re at high % or after shielding a rapid jab from behind that doesn't push you far back. Up Smash stops any attacks from crossing up with your shield as well like certain burst options due to the intangibility. Also, while you're in shield, if you hit up and Grab at the same time, you'll do an instant Up Smash. Since you input a Grab, the game does not charge the move at all.
* The back hit of Up Smash is safe from most grabs OoS too due to intangibility, so even if the Up Smash doesn’t hit, you can punish with a Forward Smash after when they whiff. Example here. At ledge when facing away, you can do an Up Smash OoS as a ledge trap, or release Shield and then Forward Tilt to cover ledge rolls, but the former is otherwise better. Release Shield then Down Smash can pop you up enough to avoid attacks while the long startup delays past the ledge invincibility (if they grab ledge a 2nd time) and startup of nearly all getup options. Same applies if you’re on a platform and you drop Shield and use the move to punish juggle options underneath.
. Fair; some backwards momentum if you hold back during the animation. Can confirm into tipper Forward Tilt that way when you fadeback + fastfall from a shorthop.
* There's also doing shield drop followed by full momentum nair or fair, as you can cancel the 11 frames of shield drop with jumpsquat at any time. The only thing you can't cancel shield drop with what you can do normally OoS is grab.
. Bair; can also release Shield followed by IRAR Bair, typically using it to punish whiffs and catch poorly spaced landings or approaches, or during a tech chase as they roll toward you and you do said Bair. Pivot Bair can be used similarly while fading back. Either way, will want to fastfall with it for best frame advantage. Shorthop Bair can also catch someone standing on a platform, IRAR included.
. Release Shield then Jab.
. Release Shield then Up Tilt; includes EDC Up Tilt. Can also use tilt stick to input a turnaround Up Tilt after the EDC, allowing you to combo into reverse nair and/or bair. Reverse Nair > turnaround Up Tilt works too as long as you have decent momentum on the nair.
. Release Shield then Down Tilt; includes EDC Down Tilt.
. Not included among these in the same vein, but after shielding a close attack, you can Forward Tilt (regular or up angle, typically with the sour hit which leads into tech chases), Dash Attack, or Forward or Down Smash for the most minus on shield moves. A quick mixup is Dair OoS (short or fullhop) for when Nair might be too slow, and alternatively can shorthop forward OoS, footstool, and Dair. Dair can be a surprising OoS mixup at kill % for the sour hit, including when you shorthop OoS at ledge to punish ledge hangers, but at low to mid % with the sweetspot, you can followup with a Forward Smash. At higher %, Up Smash may hit them when they’re launched higher from the sweetspot Dair. Example here. For other mixups you can shorthop forward or backward OoS while doing a single Plasma or Skewer (or a wavebounce in the case of Skewer), and jump or shorthop forward OoS and either Uair (for baiting an airdodge, punishing a whiff, or catching a jump as you jump or Slingshot forward) or Space Pirate Rush. For one other mixup, you can do Wing Blitz forward OoS when you're shield pressured in a corner, as the startup of WB can allow you to avoid some low profile attacks like with the startup of Down Smash. Example of it here. Can also catch those that like to do a safe aerial followed by spotdodge.
Alternatively for the shield release ones, you can do them out of spot dodge. Remember too you can shield while approaching, like out of an EDC (extended dash cancel) or better yet dash shielding by holding forward and press shield without letting go of the left stick which makes the shield come out instantly, and you won't do an accidental forward roll with the way the timing for it works. Can do a dash shield boost grab this way too, and same concept applies to crouch shielding which is crouching first and then pressing shield which will prevent a spot dodge. Also remember shield tilting by holding shield + B; can release B after you tilted, unless tilting upwards to prevent jumping out of shield.
There's also doing an up close attack on an opponent's shield followed by shield tilting away from them, and you can make a followup attack of theirs whiff. As a big body though, may be less likely to work.
Then there's double shield cancel- Inputs in my case are L & Y/B, and R/X/tap for jump.
You hold double shield, jump, let go of one shield input, and gives a fullhop with full drift; can hold left, right, or diagonally up first before the jump since you won't be rolling. Can do FH or IDJ aerials out of this which I would mostly do over our laggy specials.
To shorthop out of double shield, hold DS, tap jump, and let go of one shield input. Same deal with full drift shorthop back or forward.
Now, you can hold forward while DSing against an attack on your shield, and buffer footstool OoS. During DS, tap jump when they hit your shield and let go of one shield input, drift forward and jump again for the footstool. Can mash jump too and/or use two jump inputs to guarantee a shorthop.
* I noticed for shorthop out of double shield, you can also let go of jump input and then one shield input. So what helps for me, is hold L shield the whole time, then Y and R, and let go of R and then Y quickly; instead of it always having to be releasing Y and then R.
In Ridley's case, the idea of being able to do a full retreating nair OoS against stubby characters can be real helpful. There's also the theory of using footstool dair below plats to force tech chase situations and get an up smash.
Then there's holding DS, tappping jump, and then A, which can be seen as the DS version of the shorthop aerial macro (these inputs help with instant item throwing OoS as well). Also, within four frames of hitting the A button and you slide your thumb from A to jump, the game will read SH aerial macro into jump which is the inputs needed to buffer an IDJ aerial.
An earlier list of the characters we can footstool nair which is also shown in this video. For anyone else, footstool dair.
Yoshi, Pikachu, Luigi, Bowser, both Icies, Dr Mario (Only when facing away from you), Pichu, Falco, Young Link (only when facing away from you), Ganondorf, Mewtwo, Wario, Ike, Squirtle, Ivysaur, Sonic, Toon Link, Mega-Man, Little Mac, Greninja, Palutena, Shulk, Bowser Jr, Duck Hunt, Ryu, Ken, Inkling, Ridley, King K Rool, Isabelle (Only when facing away from you), Piranha Plant, Steve, Mii Brawler.
Even for those you can FS nair, FS dair can be easier at first; space it for a sour dair to get effective knockback, since sweetspot dair is only good for spiking off stage; either way, wait till they're at least at mid %. With FS nair, have to be ready to press A during the 2nd jump input for the footstool, or you'll be too late and just get a regular footstool.
The good thing about double shield cancel (DSC) is that you get a full momentum jump which allows for more reach with the footstool OoS. The only problem is Ridley's footstool is kinda weird (he can push the opponent away with his legs during jumping), so you have to delay it a bit.
Our airspeed & acceleration still probably won't allow us to punish well spaced options, but normally safe on shield aerials with low end lag we can kinda punish now. Of course, we can make it easier with dash shielding to make them mis-space.
For better practice without a training mod pack, go to training, pick Min-Min as opponent, set CPU behavior to side smash, dodge the attack & hit her before the arms retract (u-throw being best with Ridley here), and she'll do a nair out of hitstun, allowing you to practice footstools out of shield and parries more consistently against said nair which is normally too safe on shield for us. To time it best, can wait till just before she's about to nair while landing to start shielding, and do the following inputs after she's landed.
While you can also practice shorthopping out of double shield to avoid her set f-smash and then footstool her, you won't see a footstool animation for it since she'll be charging f-smash again, but you'll see yourself bounce off her as you normally would when you footstool, so can dair her after.
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One other thing that isn't particularly covered anywhere else, is Ridley's 2 frame punish options as part of his edgeguard game-
. Down angle Forward Tilt (can crouch)
. Down Tilt; leads into Forward Air or Flickshot/RAR Back Air after. Fastfall if they neutral airdodge and aerial again.
. Dash Attack (very spaced)
. Forward Smash
. Down Smash; facing either way. Charging it can make it easier to time like with Forward Smash.
. Down Air (sweetspot); fullhop at ledge or for off stage use, and ledge jump Down Air to punish ledge regrab and horizontal recoveries just above ledge. Can also shorthop OoS Dair at ledge to punish ledge hangers with no intangibility.
. Plasma Breath; while single fireball doesn't go out as far as fully charged Plasma, you can go like a step closer to the ledge with it where it'll 2 frame, putting you in a better position to walk up and do any of the other 2 frames at ledge. Fullhop Plasma (single or any variation of charge) helps with the timing too. Sometimes if you send them away far enough and you put out the fullhop single fireball, it can discourage jumps, allowing you to follow them low with an nair or fair after a crouch ledge slip. Can also full charge Plasma at the ledge, and as they jump over it and airdodge towards ledge, Wing Blitz down to spike them while snapping to it.
. Wing Blitz; any angle, like WB forward from a distance (around mid stage) or up and back angle from an appropriate position off stage, though WB down after a forward short/fullhop/Akuma Jump + ledge snap is most reliable, and you can double or triple jump if you need to reposition yourself, time it right, or be off stage while facing the ledge. While there's not much of a gap for it, the shockwave of WB down can still spike someone too if close enough to the ledge while they're hanging on it with no intangibility; just basically one little smitch behind from where you would be in position to snap to ledge from a WB down while standing. Can also WB down on the ground near ledge as a bait to get them to think you're trying to spike them, which may get them to pick a hasty ledge option (roll, etc) that you can punish.
* If you hold forward during pretty much any of the 2 frames except Wing Blitz (still being a roll distance away for plasma for positioning and so you can do the run skid method of trumping after), you can walk off and ledge trump as a mixup. Even if you don't get a followup attack from the trump in time like a reverse nair at mid % (mainly on big bodies), uair to catch a jump or movement above after, or bair at high %, the opponent will have less to no intangibility when they regrab the ledge which you can punish with something else powerful like an f-smash, down angle f-tilt, and such.
The timing and spacing for everything takes practice, and of course is opponent recovery dependent, but listening to their sound cues can help. While Down Smash can 2 frame as shown, it's arguably better for punishing ledge regrabs and covering most ledge getup & jablock tech chase or post-skewer options (and punishing rolls and spot dodges when otherwise on stage which can be spammed on overly aggressive opponents that don’t respect it) with how difficult its 2 frame timing is compared to the other moves, but definitely satisfying when you pull it off. You can still use Forward Smash, Wing Blitz down, Down Air, or Down Tilt > Forward Air or Flickshot/RAR Back Air to punish ledge regrab too though, as most kill a little earlier, but Down Smash has more range. Ridley can also ledgehop fair, nair, uair, and bair to get from ledge to stage with them, or ledgehop followed by any special while landing, and use said aerials or specials off stage at ledge (typically nair or a timed Wing Blitz) to 2 frame teleport recoveries. Bair becomes untechable from the side of stage starting around 147% without rage and 125% with max rage, whether from ledge hang or when 2 framing them with it.
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