Ridley

127 moves48 changed by HDR79 vanillainternal ridley
Notes ↓

Jabs

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
4-53.5Sakurai30 / 20-104180, 1shoulderl, arml
4-53.5180°25 / 15-102handl
hdr
Jab
5-62.5Sakurai30 / 20-115200, 1shoulderr, armr
5-62.5Sakurai25 / 20-112handr
hdr
Jab
4-5542°50 / 128-274360, 1top
Attack100Start vanilla
Jab
no hitboxes3
vanilla
Jab
1-13 (every 3)0.7Sakurai14 / 1010top
1-13 (every 3)0.7Sakurai12 / 101top
1-13 (every 3)0.7Sakurai8 / 102top
vanilla
Jab
5-6250°110 / 60-375460, 1top
5-6250°100 / 60-372top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
12-141242°70 / 80-1912400top

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr◆‡
Forward Tilt
11-1310Sakurai50 / 71-1511340, 1top, tail7
11-1313Sakurai55 / 71-132tail8
hdr◆‡
Forward Tilt
11-1310Sakurai50 / 71-1511340, 1top, tail7
11-1313Sakurai55 / 71-132tail8
hdr◆‡
Forward Tilt
11-1310Sakurai50 / 71-1511340, 1top, tail7
11-1313Sakurai55 / 71-132tail8
hdr
Up Tilt
7-151085°55 / 110-167310, 1, 2, 3bust, wingr2, wingr6
hdr
Down Tilt
9-11978°51 / 103-159310top
9-111185°56 / 96-131top

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla
Forward Smash
no hitboxes61
hdr
Forward Smash
18-2120Sakurai58 / 82-2218540top
AttackHi4Charge vanilla
Up Smash
no hitboxes61
hdr
Up Smash
11-181782°58 / 81-3011530, 1, 2legr, kneer, footr
AttackLw4Charge vanilla
Down Smash
no hitboxes61
hdr
Down Smash
24-271685°69 / 76-2724620top

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
8-14944°55 / 62-4840101-2, 28–0, 2tail1, tail8
8-141244°55 / 73-21tail8
15-21644°55 / 62-50, 2tail1, tail8
15-21944°55 / 74-41tail8
hdr
Forward Air
10-115367°30 / 25-71038111-2, 43–0, 1tail8
10-113367°30 / 25-82, 3, 4tail8, top
10-11366°30 / 25-85top
13-145367°30 / 25-70tail8
13-143367°30 / 25-81, 2tail8, top
16-187Sakurai45 / 87-60tail8
16-185Sakurai45 / 90-71, 2tail8, top
hdr◆‡
Back Air
9-131255°35 / 94-59391327–0legr
9-1316Sakurai35 / 82-31, 2kneer, footr
hdr
Up Air
11-131490°70 / 70-31140121-3, 35–0top
11-131284°70 / 62-41, 2top
14-189.578°70 / 60-51, 2top
hdr◆‡
Down Air
12-1412Sakurai60 / 50-61245141-8, 35–0, 2tail4, tail7
12-141450°60 / 50-51tail8
12-1712Sakurai60 / 50-63tail7
12-171450°60 / 50-54tail8

Special Attacks

49 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr•‡
Neutral Special
no hitboxes8
hdr
Neutral Special
no hitboxes60
hdr
Neutral Special
spawns breath1437
SpecialNFailure vanilla
Neutral Special
no hitboxes30
hdr
Neutral Special
18-2120Sakurai58 / 80-2818600top
hdr•‡
Neutral Special
no hitboxes8
hdr
Neutral Special
no hitboxes60
hdr
Neutral Special
spawns breath1437
SpecialAirNFailure vanilla
Neutral Special
no hitboxes30
hdr
Neutral Special
18-2120Sakurai58 / 80-2818600top
hdr
Side Special
22-35– / –620, 1grab
22– / –2grab
SpecialSFailure vanilla
Side Special
no hitboxes42
vanilla
Side Special
3475°90 / 100-103180top
14-172100°100 fixed00throw
vanilla
Side Special
1-302100°100 fixed-261310throw
vanilla
Side Special
112145°100 / 651460
1-455145°50 / 1000
hdr
Side Special
1742°75 / 921430
1-42350°75 / 900
SpecialSDragSlide vanilla
Side Special
no hitboxes43
hdr
Side Special
22-35– / –620, 1grab
22– / –2grab
vanilla
Side Special
no hitboxes7
SpecialAirSFall vanilla
Side Special
no hitboxes41
SpecialAirSCut vanilla
Side Special
no hitboxes30
vanilla
Side Special
1745°85 / 461390
1-38345°85 / 460
vanilla
Side Special
1775°55 / 751390
1-38375°55 / 750
vanilla
Up Special
no hitboxes15
vanilla
Up Special
no hitboxes51
vanilla
Up Special
1-2542°80 / 70-411470, 1top
vanilla
Up Special
no hitboxes15
SpecialAirHiHover vanilla
Up Special
no hitboxes19
SpecialAirHiChargeStartF vanilla
Up Special
no hitboxes4
SpecialAirHiChargeStartB vanilla
Up Special
no hitboxes4
SpecialAirHiChargeStartHi vanilla
Up Special
no hitboxes2
SpecialAirHiChargeStartLw vanilla
Up Special
no hitboxes5
hdr
Up Special
1-231640°75 / 66-181300top
hdr
Up Special
1-231678°80 / 60-181300, 1top
hdr
Up Special
1-91864°85 / 46-171300, 1rot
10-241264°100 / 36-110, 1rot
hdr
Up Special
1-1815295°50 / 35-111230rot
1-181544°85 / 50-111rot
vanilla
Up Special
no hitboxes30
vanilla
Up Special
no hitboxes30
vanilla
Up Special
no hitboxes30
vanilla
Up Special
no hitboxes30
SpecialAirHiCeil vanilla
Up Special
no hitboxes35
vanilla
Up Special
no hitboxes54
vanilla
Up Special
no hitboxes54
hdr¶∅
Down Special
304525°70 / 10-2830680top
304525°70 / 10-280top
30-315Sakurai30 / 50-332top
30-315Sakurai30 / 50-332top
hdr
Down Special
1-791057°150 fixed1800
hdr
Down Special
no hitboxes31
hdr•¶∅
Down Special
304525°70 / 10-28306840top
304525°70 / 10-280top
30-315Sakurai30 / 50-332top
30-315Sakurai30 / 50-332top
hdr
Down Special
1-751057°150 fixed17640
hdr•‡
Down Special
20-2117305°52 / 45-20204941, 2, 6, 7tail8
20-241246°70 / 70-233, 4, 5tail7, tail5, tail3
22-241246°70 / 70-211, 2tail8

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
8-10– / –360grab
CatchPull vanilla
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes
vanilla
Pummel
21.6Sakurai30 fixed-212260top
CatchCut vanilla
Grab
no hitboxes30
hdr
Dash Grab
11-13– / –410grab
hdr
Pivot Grab
12-14– / –380grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1938°60 / 651336230
1-353Sakurai60 / 1000
hdr
Back Throw
11140°70 / 601846280
1-453Sakurai40 / 1000
hdr
Up Throw
1487°55 / 1441944250
1-133Sakurai40 / 1000
14-15887°55 / 100-230, 1tail8
hdr
Down Throw
1775°50 / 982236140
1-353Sakurai40 / 1000

Defensive

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
EscapeN vanilla
Spot Dodge
intangible 3–1527
vanilla
Forward Roll
intangible 4–1334
EscapeB vanilla
Back Roll
intangible 4–1334
hdr
Air Dodge
intangible 4–265610
hdr
Air Dodge
intangible 4–265610
vanilla
Ledge Attack
21-231045°90 / 20-2921580top
vanilla
Get-Up Attack
19-20748°80 / 48-2719520top
24-25748°80 / 48-220top
vanilla
Get-Up Attack
19-20748°80 / 48-2719520top
24-25748°80 / 48-220top
DamageFall vanilla
DamageFall
no hitboxes
vanilla
DownBoundU
no hitboxes26
DownWaitU vanilla
DownWaitU
no hitboxes
DownDamageU vanilla
DownDamageU
no hitboxes14
DownDamageU3 vanilla
DownDamageU3
no hitboxes40
vanilla
DownEatU
no hitboxes30
DownStandU vanilla
Get-Up
no hitboxes33
DownForwardU vanilla
Get-Up Roll
no hitboxes38
DownBackU vanilla
Get-Up Roll
no hitboxes38
vanilla
DownBoundD
no hitboxes26
DownWaitD vanilla
DownWaitD
no hitboxes
DownDamageD vanilla
DownDamageD
no hitboxes14
DownDamageD3 vanilla
DownDamageD3
no hitboxes40
vanilla
DownEatD
no hitboxes30
DownStandD vanilla
Get-Up
no hitboxes30
DownForwardD vanilla
Get-Up Roll
no hitboxes38
DownBackD vanilla
Get-Up Roll
no hitboxes38
DownSpot vanilla
DownSpot
no hitboxes30
Passive vanilla
Tech
no hitboxes29
PassiveStandF vanilla
Tech
no hitboxes43
PassiveStandB vanilla
Tech
no hitboxes43
PassiveWall vanilla
Tech
no hitboxes31
PassiveWallJump vanilla
Tech
no hitboxes40
vanilla
Tech
no hitboxes27
Pass vanilla
Pass
no hitboxes31
vanilla
Ledge Grab
intangible 1–2920
CliffWait vanilla
Ledge Hang
no hitboxes
CliffClimb vanilla
Ledge Climb
no hitboxes37
CliffEscape hdr
Ledge Roll
no hitboxes50
CliffJump1 vanilla
Ledge Jump
no hitboxes13
CliffJump2 vanilla
Ledge Jump
no hitboxes50

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes2
LandingHeavy vanilla
Landing
no hitboxes5
vanilla
Shield
no hitboxes8
Guard vanilla
Shield
no hitboxes
vanilla
Shield
no hitboxes12

Projectiles & Articles

1 article

Spawned objects carry their own hitboxes. Some moves put all of their damage here and none on the fighter, so this is where their numbers live. Frames count from the article appearing, not from the input.

Breath

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Fly
1-99550°40 / 480top

Attributes

Weight & Size

Weight
98
Jostle Weight
6
Shield Radius
14.6

Ground Movement

Walk Speed
1.1
Walk Accel (mul)
0.15
Walk Accel (add)
0.1
Initial Dash
1.8
Run Speed
1.815
Run Accel (mul)
0.0762
Run Accel (add)
0.02
Traction
0.0675

Jumps

Jumpsquat
5
Jump Initial Y
12.155
Full Hop Height
34
Short Hop Height
12.56
Air Jump Height
32
Jump Count
4
Horizontal Jump Speed
1.55

Air Movement

Air Speed
1
Air Accel (add)
0.01
Air Accel (mul)
0.05
Air Friction
0.02
Gravity
0.11
Fall Speed
2.19

Landing Lag

Nair
10
Fair
11
Bair
13
Uair
12
Dair
14
Empty Landing
4
Heavy Landing
5

Notes

HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (44 -> 43 frames).Forward Tilt, Forward Tilt (Up), Forward Tilt (Down)
  • HDR replaces the animation (56 -> 55 frames).Back Air
  • HDR replaces the animation (70 -> 60 frames).Down Air
  • HDR replaces the animation (55 -> 54 frames).Up Special (Air, WallF), Up Special (Air, WallB)
Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Rapid Jab Finisher, Forward Tilt, Forward Tilt (Up), Forward Tilt (Down), Up Tilt, Back Air, Down Air, Neutral Special (Start), Neutral Special (Air, Start), Side Special (Start), Side Special (Drag), Side Special (Air, Start), Down Special (PogoLanding), Down Special (Air, Pogo)
Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
  • Down Special (Stab), Down Special (Air, Stab)
A hitbox is out on these frames but cannot collide with a fighter, so they are not counted as active. HDR instantiates one early to widen the arc the next hit sweeps, and disarms one between the hits of a multi-hit.
  • Inert hitboxes on frame 30: out, but unable to collide with a fighter, so not counted as active frames.Down Special (Stab), Down Special (Air, Stab)
HDR removes this move’s hitboxes.
  • CliffEscape
Damage comes from a spawned article, listed under Projectiles & Articles.
  • Damage comes from Breath — see Projectiles & Articles below.Neutral Special (Shoot), Neutral Special (Air, Shoot)
Other notes.
  • FAF here is the animation's length: the motion list sets no cancel frame for this action, so the true actionable frame may be earlier.Attack100Start, AttackS4Charge, AttackHi4Charge, AttackLw4Charge, Neutral Special (Start), Neutral Special (Hold), Neutral Special (Air, Start), Neutral Special (Air, Hold), Side Special (Air, Fall), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
  • Repeats while the input is held or mashed. Frames shown are one cycle, so there is no fixed FAF.Rapid Jab
  • HDR ends this status after 31 frames and goes into Side Special (FallJump); the animation does not bound it (spr_auto_end, fighters/ridley/src/opff.rs).Side Special (Air, Fall)
  • Land cancels: touching the ground during this move ends it with 4 frames of landing lag rather than the usual special-fall landing. Landing is not the only requirement: the cancel is behind a condition that cannot be read out of the code, so it will not always apply.Down Special (Air, Stab), Down Special (Air, Finish), Down Special (Air, Pogo)
  • Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
  • Timing from fighter_param_motion (escape_n_cancel_frame), not the animation.Spot Dodge
  • Intangible on frames 3-15.Spot Dodge
  • Timing from fighter_param_motion (escape_f_cancel_frame), not the animation.Forward Roll
  • Intangible on frames 4-13.Forward Roll, Back Roll
  • Timing from fighter_param_motion (escape_b_cancel_frame), not the animation.Back Roll
  • Timing from fighter_param_motion (escape_air_cancel_frame), not the animation.Air Dodge
  • Intangible on frames 4-26.Air Dodge, Air Dodge (Directional)
  • Landing lag is 10 frames, from common's `landing_frame_escape_air` — the param HDR's air dodge status hands the landing when the dodge ends on the ground.Air Dodge
  • Timing from fighter_param_motion (escape_air_slide_cancel_frame), not the animation.Air Dodge (Directional)
  • Landing lag is 10 frames, from param_motion's `landing_frame_escape_air_slide_max` — the param HDR's air dodge status hands the landing when the dodge ends on the ground.Air Dodge (Directional)
  • Held: the animation is a hold placeholder, so this ends on release or on a state change rather than on a fixed frame.Shield

ACMD

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The animation command script the frame data on this page was read from. frame and wait move the animation on; ATTACK, CATCH and hitbox! create the hitboxes; clear_all ends them.