Gleam
Smash Ace
I wanted to create a topic specifically for discussing the different matchups Ridley has among the cast. What are his advantages, disadvantages, the best way to approach each fight and the overall view of whether the match is in Ridley's favor or not. Since there's such a wide variety of characters and even more along the way, I'd like to spend about a week on three characters at a time starting in alphabetical order.
You can discuss anything you want on whatever characters are currently being discussed. After a week, I'll get an overview posted on the front page. I'll also keep things edited for anything new that might come up.
CHARACTER MATCHUP WEEK #2
Please feel free to give your thoughts on the discussion, whether as a Ridley main or as a user of one of the selected characters.
You can discuss anything you want on whatever characters are currently being discussed. After a week, I'll get an overview posted on the front page. I'll also keep things edited for anything new that might come up.
CHARACTER MATCHUP WEEK #2
#1.) Bayonetta
Match Rating:80/20
#2) Bowser
Match Rating: 50/50
#3) Bowser Jr.
Match Rating: 55/45
- Platforms can be abused by both, but overall I'd say Ridley edges out wanting a stage that allows keep-away (Bayo needs to play close range more, meanwhile Ridley doesn't mind switching up close and mid range) while also giving him an easier time landing. Bayo obviously can juggle Ridley's massive hurtbox for days, so being able to retreat with moves like N-air and fireballs is essential.
-On the note of projectiles, Plasma Breath is very useful at farther ranges than most match ups, since Bayo can't clear the distance fast and her Bullet Climax needs the proper angle to be effective (crouching and dashing makes it more difficult). That said, both can abuse the other when off stage, and neither is a fan of recovering high for obvious reasons. Ridley again has better angles since his fireballs arc downward, though usually you'd want to go off stage and intercept with moves like N-air/F-air (taking Bayo's double jump is much more devastating this game).
-That said, Ridley has to be very careful not getting his neutral B punished by Bullet Arts (Bayo holding A after any move to shoot her guns) or Bullet Climax. Taking a quick 10-20% adds up quickly, especially with how fast Bayo can rack up damage.
-Ridley does however enjoy the weight difference. No featherweight likes getting F-smashed, SH/RAR B-air, or getting caught with Ridley's Side B. Conversely, Bayo's main KO options (B-air and Up/F-Smash) take well past the early/mid-100% range to effectively finish the job, so she'd much rather try and get a ladder kill or try to go for an edgeguard most of the time.
-Range also makes a difference. Witch Twist and "sword legs" have been toned down for Bayo, and ABK isn't a free cross-up on shield anymore. Meanwhile Ridley can keep his distances and poke with Down/Forward Tilt, N-air, U-air, Up Smash, etc. I've gotten away with getting Witch Time'd at max range of almost all of these moves, and not getting that hard a punish since it lasts so short now and my position was just outside of their best answer/option.
-Having long/lingering hitbox moves also benefits Ridley since Bayo's air dodges/spot dodges/Bat Within (on top of her built in landing lag when she uses more aerial specials) leaves her very vulnerable to moves like F-air, U-air, N-air, and makes it easier to land an option with more start up such as Side B/a smash attack and downward-angled Up B (which causes a small shockwave if you land with it). While Ridley is also susceptible to this, he has good aerial drifting and can mix up his recovery/landing (Bayo typically has to risk a lot landing with downward angled ABK, aerial or air dodge after using either special).
-That said, Ridley has to be very careful not getting his neutral B punished by Bullet Arts (Bayo holding A after any move to shoot her guns) or Bullet Climax. Taking a quick 10-20% adds up quickly, especially with how fast Bayo can rack up damage.
-Ridley does however enjoy the weight difference. No featherweight likes getting F-smashed, SH/RAR B-air, or getting caught with Ridley's Side B. Conversely, Bayo's main KO options (B-air and Up/F-Smash) take well past the early/mid-100% range to effectively finish the job, so she'd much rather try and get a ladder kill or try to go for an edgeguard most of the time.
-Range also makes a difference. Witch Twist and "sword legs" have been toned down for Bayo, and ABK isn't a free cross-up on shield anymore. Meanwhile Ridley can keep his distances and poke with Down/Forward Tilt, N-air, U-air, Up Smash, etc. I've gotten away with getting Witch Time'd at max range of almost all of these moves, and not getting that hard a punish since it lasts so short now and my position was just outside of their best answer/option.
-Having long/lingering hitbox moves also benefits Ridley since Bayo's air dodges/spot dodges/Bat Within (on top of her built in landing lag when she uses more aerial specials) leaves her very vulnerable to moves like F-air, U-air, N-air, and makes it easier to land an option with more start up such as Side B/a smash attack and downward-angled Up B (which causes a small shockwave if you land with it). While Ridley is also susceptible to this, he has good aerial drifting and can mix up his recovery/landing (Bayo typically has to risk a lot landing with downward angled ABK, aerial or air dodge after using either special).
#2) Bowser
As a Bowser main I have to say that the match up against ridley is pretty even. Bowser's ground speed and aerials are great. But ridley has a better recovery and more range. So it creates an interesting game of chicken. If ridley can get Bowser off stage she can gimp him. But if Bowser can get in close there is little ridley can do to avoid taking a serious beating.
Overall I think ridley has the advantage. But I think a Bowser with strong fundamentals and some good reads can be very hard to deal with.
Overall I think ridley has the advantage. But I think a Bowser with strong fundamentals and some good reads can be very hard to deal with.
Bowser is a match I have a bit more knowledge on and one I'm not afraid to admit might be a bit slanted in favor to Bowser. Super Armour more or less negates jab which sucks because its one of the easiest moves to punish with, builds up damage and knockback. I've got to remind myself constantly to F-tilt when I punish or something so I don't fall into the risk of using jab and getting F-Smashed in the face. Flame breath is quite decent at spacing and forcing approach and Bowser's ground game gives Ridley a run in both power, range and I might even say priority.
Luckily Ridley still has his air-game and can hold off Bowser with multiple combos and force him into Ridley's territory. However, note needs to be made that Bowser's Nair is surprisingly difficult to deal with. It almost feels as a good as Ridley's own Nair. Again, luckily Bowser's a large target which makes him a prime target for easy combos and offstage gameplay. On the other side, gimping Bowser I find to be difficult sometimes. Nair and Flying Fortress has a decent amount of priority and range that it may be better to lob fireballs and gimp Bowser from a distance.
Overall, it's not a hard match by any means but it's one that each time I do, I can't help but appreciate Bowser's advantages.
Luckily Ridley still has his air-game and can hold off Bowser with multiple combos and force him into Ridley's territory. However, note needs to be made that Bowser's Nair is surprisingly difficult to deal with. It almost feels as a good as Ridley's own Nair. Again, luckily Bowser's a large target which makes him a prime target for easy combos and offstage gameplay. On the other side, gimping Bowser I find to be difficult sometimes. Nair and Flying Fortress has a decent amount of priority and range that it may be better to lob fireballs and gimp Bowser from a distance.
Overall, it's not a hard match by any means but it's one that each time I do, I can't help but appreciate Bowser's advantages.
Ridley's Skewer will always sweet spot Bowser. Intentionally missing that sweetspot is honestly difficult on such a large character, for the same reasons it's hard on Zelda's lightning kicks, the sweetspot is the highest priority hitbox ID, rather than the lowest like with Marth's tippers, and Bowser is a fat target. Still not a safe move to throw out, but it's a compelling footnote, and a more viable risk to take in this matchup compared to most.
However, being Ridley against Bowser can be terrifying off stage, because Bowser can D-air trade that Up B for an instant kill. Bowser's F-air is also a massive hitbox to try to avoid. And if you did air dodge through it, Bowser can still take advantage of Ridley's low altitude and D-air that recovery move rather than returning to the ledge immediately. And as previously mentioned, yes Ridley's multijab will not cause Bowser to flinch due to passive tough guy armor. It's knockback is so low that this is even the case in Sudden Death. Use Jab 3 instead, because Bowser's optimal punish is waiting in his shield for the jab finisher before punishing with a smash attack or Down B.
As far as other tricks, there's nothing wild I've really noticed. Bowser is slower at running but faster in the air, he matches ridley range on a number of attacks with limb intangibility adding to his priority against aerials and no goofy, long tail adding to his hurtbox. If Ridley is charging Plasma Breath at long range as I'm landing, I will counter with Fire Breath to safely get rid of the projectiles rather than burn a double jump. If Bowser is at very high percent, he may try to end that stock with a Bowsercide, and Ridley cannot return to the ledge, at least not on battlefield. His Side B in general is the most threatening command grab in the game at frame 6 and you need to be prepared for him landing on you with it as a mixup. If he takes you to the highest platform on Battlefield, it can be an early kill, and it's a lot of damage besides. You will have majority control on where you land if Bowser currently has much more damage than you do. His new attack armor on tilts and smashes isn't too threatening but opens the door for mixups, like Bowser armoring through Ridley's repeated shorthop N-air with an Fsmash, or baiting you with his charging Dsmash when you've grabbed the ledge. So don't get repetitive with your attack choices in neutral. His N-air combos are scary and if he crosses up your shield expect him to grab you with Side B. I recommend shield jumping or forward rolling rather than attempting a block punish in that scenario. And if you're new to the Bowser matchup it warrants mention that his Usmash is invincible, and his Up B is a built in answer to cross ups so don't get cute trying to land on him.
However, being Ridley against Bowser can be terrifying off stage, because Bowser can D-air trade that Up B for an instant kill. Bowser's F-air is also a massive hitbox to try to avoid. And if you did air dodge through it, Bowser can still take advantage of Ridley's low altitude and D-air that recovery move rather than returning to the ledge immediately. And as previously mentioned, yes Ridley's multijab will not cause Bowser to flinch due to passive tough guy armor. It's knockback is so low that this is even the case in Sudden Death. Use Jab 3 instead, because Bowser's optimal punish is waiting in his shield for the jab finisher before punishing with a smash attack or Down B.
As far as other tricks, there's nothing wild I've really noticed. Bowser is slower at running but faster in the air, he matches ridley range on a number of attacks with limb intangibility adding to his priority against aerials and no goofy, long tail adding to his hurtbox. If Ridley is charging Plasma Breath at long range as I'm landing, I will counter with Fire Breath to safely get rid of the projectiles rather than burn a double jump. If Bowser is at very high percent, he may try to end that stock with a Bowsercide, and Ridley cannot return to the ledge, at least not on battlefield. His Side B in general is the most threatening command grab in the game at frame 6 and you need to be prepared for him landing on you with it as a mixup. If he takes you to the highest platform on Battlefield, it can be an early kill, and it's a lot of damage besides. You will have majority control on where you land if Bowser currently has much more damage than you do. His new attack armor on tilts and smashes isn't too threatening but opens the door for mixups, like Bowser armoring through Ridley's repeated shorthop N-air with an Fsmash, or baiting you with his charging Dsmash when you've grabbed the ledge. So don't get repetitive with your attack choices in neutral. His N-air combos are scary and if he crosses up your shield expect him to grab you with Side B. I recommend shield jumping or forward rolling rather than attempting a block punish in that scenario. And if you're new to the Bowser matchup it warrants mention that his Usmash is invincible, and his Up B is a built in answer to cross ups so don't get cute trying to land on him.
#3) Bowser Jr.
One of the main tools a Bowser Jr. looks for is to possess stage control via the mechakoopa and the general followups he can get utilizing it. It can be entirely neutralized simply by shielding, but if the Bowser Jr. is smart then you'll get punished if he knows he can expect a forced shield. Ridley actually has other options of getting it off the field though if it's walking around. If you see it coming towards you then a charged-semi charged plasma breath will both destroy the mechakoopa and prevent a clown cart dash follow-up and shutting down any attempts to pick the thing up. Unfortunately since it's so low to the ground and the plasma breath bounces, there is a chance it slips through the opening but more often than not this will remove it from the playing field. However, the forward tilt is even more effective, if you can get the timing down it will reliably destroy the mechakoopa in one hit while keeping Ridley undamaged and quick enough that he'll be free from followup, it works on thrown mechakoopa as well if you can successfully predict when the BJ picks it up to use as a projectile, though that's a bit harder to time, you can at least limit its use as a stage control move. Another massive handicap on Bowser Jr. is that his up special doesn't refresh if he's hit by a weak attack, which should let Ridley have a field day with him since he has so many gimping tools. Nair, Bair, and Fair can only do it below 20% which would be difficult to capitalize on, but since Plasma Breath is a chain of weak hits you can land it upwards of 200% and it still won't refresh his clown cart which makes it an excellent gimping tool, getting a poke with the down special will also work but the timing is tight and you'd have to be mindful of the hammer/wand they gain to discourage such a thing.
Another thing that could be useful to note is that f-tilt can drop an uncharged or lightly charged cannon, but at a certain point in its charge it will have enough momentum that it will hit you regardless so don't bother trying if you see him charging one up. Even semi-charged his cannon will tear through every hit of your plasma breath like it's not even there, so that's another thing to be mindful of.
Another thing that could be useful to note is that f-tilt can drop an uncharged or lightly charged cannon, but at a certain point in its charge it will have enough momentum that it will hit you regardless so don't bother trying if you see him charging one up. Even semi-charged his cannon will tear through every hit of your plasma breath like it's not even there, so that's another thing to be mindful of.
I use Jr., and I generally have more success using mechakoopas by deploying them backwards so that they cover an approach. Deploying it forwards is best reserved for when the opponent is trying to land. And you'd better believe Jr. can make this difficult if he lands a good hit at low percents, juggling Ridley like there's no tomorrow. Gimping Jr. with Plasma Breath seems harder than you make it out to be since the kart dash gives him a great horizontal recovery with the ability to go high now that it doesn't take away his jump. Conversely, Jr. can drop exploding mechakoopas and cars that can get through his wing invincibility, along with his own competent set of edgeguarding aerials. The matchup swings heavily on momentum, but Ridley has an edge in footsies as long as he keeps Jr. from setting up his mechakoopa stage control.
Please feel free to give your thoughts on the discussion, whether as a Ridley main or as a user of one of the selected characters.
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