Amiibo Training Analysis: Ridley

Welcome to the first Super Smash Bros. Ultimate iteration of Amiibo Training Analysis. Ridley was the second newcomer revealed, and an unexpected one at that. Turns out he isn’t too big for Smash after all! Although Ridley’s amiibo was only recently released, we’ve already gathered tons of information on the new character. If you’re a trainer who wants to raise a great Ridley amiibo, you’ve come to the right place.

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Moveset Analysis

  • Neutral attack: For this move, Ridley attacks twice and then leans forward with a bite. Holding the attack button extends it into an infinite jab. It lacks range, but inflicts respectable damage and is really good at racking up damage quickly. When both you and your amiibo are grounded (or your amiibo has just used a short hop), it may be a good idea to attack with an infinite jab every so often.
  • Forward tilt: Ridley grabs his tail and thrusts forward, attacking with its sharp edge. As with neutral attack, it doesn’t have the best range, but what it does have works out nicely. A good neutral option that can also be angled.
  • Down tilt: A crouching tail swipe. Doesn’t seem to have much utility; however, Ridley amiibo often follow up with a forward aerial, which is a fairly reliable combo.
  • Dash attack: Ridley leans forward and attacks with a vicious bite. Personally, I don’t like teaching amiibo this kind of move; I feel like every character’s dash attack is exploitable to an extent. I’d stay away from this one, but if you want to use it, go right ahead.
  • Forward smash: One of Ridley’s most powerful moves. It’s got minimal startup and insane strength, but its range is lacking and it leaves the character vulnerable for a moment afterward. Even so, forward smash is looking to be Ridley’s go-to KO move (at least when grounded).
  • Up smash: Resembles Fox and Falco’s up smash attacks. Ridley’s version seems kind of weak, and is about average in terms of range and speed. Definitely not an attack to focus on, but can be used once in a while as an aerial punish.
  • Down smash: Kind of like Palutena’s down smash. Ridley jumps into the air before slamming both of his wings on either side. It has quite a bit of range and power. The position of Ridley’s hurtbox is adjusted during down smash, meaning that he can potentially dodge low-reaching attacks such as Ness’ down tilt.
  • Neutral aerial: Here’s the thing with aerials in Smash Ultimate. amiibo AI appears to be much jumpier than before to the point where teaching them not to use aerials may as well be a lost cause. My thought is this: if your amiibo is in the air, you can chase after it with an aerial. If your amiibo is off-stage, you can chase after it with an aerial. Basically, you don’t want to be the only one in the air due to how vulnerable the revamped air dodge mechanic makes you. If your amiibo is on the ground, stay on the ground most of the time. Anyway, neutral aerial resembles Charizard’s, and has decent power, range, and speed all around. Looks like a good aerial neutral option.
  • Forward aerial: A triple tail stab at high speed. It’s kind of hard to hit an amiibo with a “raw” forward aerial, so trying out that down tilt to forward aerial combo I mentioned earlier could yield good results.
  • Back aerial: If your amiibo is off-stage, try intercepting its recovery with a back aerial (this assumes you’re also playing as Ridley). Just don’t get hit by its up special: I’ll tell you why later on.
  • Up aerial: Ridley attacks with its wings. It’s definitely sort of weak, but can juggle. If your amiibo is above you, give a few up aerial attacks a shot.
  • Down aerial: Avoid this one. It’s a stall-then-fall, which means Ridley will uncontrollably rush downwards. This could lead to a self-destruct.
  • Grab: amiibo grab much less often in Ultimate than they did in Smash 4. Don’t focus on grabs too much; your amiibo will often move around in a “slippery” manner to the point where grabbing it becomes difficult. Ridley’s throws don’t seem to be anything spectacular, either.
  • Plasma Breath: Ridley’s neutral special. Do not use this move. Ridley’s amiibo may learn to use Plasma Breath as a neutral option, which leaves him horribly vulnerable. It’s a great edgeguard, though, and you don’t even need to teach it. Ridley will learn to edgeguard with Plasma Breath at around Level 40 (unless you prefer to go off-stage with aerials, in which case it will do that).
  • Space Pirate Rush: Ridley’s side special. It’s a command grab that latches onto a victim, drags them across the stage, and launches them. Definitely a move to use infrequently. Its main issue is its ending lag; if it misses, Ridley is left horribly vulnerable. The initial dash (before grabbing an opponent) also doesn’t last long and is quite slow. Ridley may grab you with Space Pirate Rush while aerial, which may result in both of you being KO’d. It’s fun to see that happen.
  • Wing Blitz: Ridley’s up special. The amiibo may attack with it while on-stage, which you don’t want to happen. Don’t get hit by Wing Blitz, and don’t use Wing Blitz unless you’re recovering.
  • Skewer: Ridley’s down special. I didn’t use this move at all during training. Like I said before, amiibo are “slippery”. In other words, they jump, air dodge, and run around so often that it’s very difficult to space a move properly or even run up and grab them. I’d say avoid this one unless you really want a skewering Ridley amiibo.

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AI Tendencies

Ridley has several specific tendencies coded into its AI that are shared across all Ridley amiibo. If this were Smash 4, I’d say that they can’t be changed. But this is Smash Ultimate, and it seems most amiibo have fewer AI flaws. They ones they might have can more easily be corrected. Regardless, it’s good to know these while you’re working with your Ridley amiibo.

  • If Ridley is hanging from a ledge, he will sometimes jump from it and then try to bounce off of you with a down aerial. This is infrequent, but is extremely telegraphed when it does happen.
  • As mentioned earlier, Ridley will use a down tilt to forward aerial combo.
  • Ridley loves to down taunt at random. All characters do, actually. Ridley’s down taunt involves him straightening his body and standing up, so if you see him doing this… he’s taunting you. The amiibo times these taunts in such a way that it is very hard to move in and punish them. Most often, Ridley will use its down taunt directly after launching you with a move.
  • After being hit, Ridley’s amiibo will sometimes tech away from the player. If this happens, you can run forward and catch it with a well-timed Space Pirate Rush.
  • Ridley’s got Smash 4 Mewtwo syndrome, because it may use Wing Blitz to fly itself off the stage and die. As far as I can tell, Ridley is intangible during Wing Blitz, so you can’t easily go off-stage and save him.

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Conclusion

You might notice this was a bit shorter than our usual Amiibo Training Analysis posts. That is, assuming you’ve read one before. This is because, simply put, there’s still a lot we don’t know. I’m personally not 100% sure where aerials lie in the metagame right now, but I’ve got a post about my findings coming up soon. If you ever need help training your Ridley amiibo, be sure to join our Discord server. It’s been super active lately, so come check it out! Thanks for reading, and until next time!


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One thought on “Amiibo Training Analysis: Ridley”

  1. I think Ridley’s ledge strategy has poisoned my entire amiibo pool. They all seem to spend their entire match fighting for a single ledge and trying to smash each other down… Ridley has won all the matches and I think they are all fixated on the ledge hogging. 99 mins, all ledge game. Wtf…

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