Ridley

127 moves49 changed by HDR78 vanillainternal ridley
Notes ↓

Jabs

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
4-53.5Sakurai30 / 20-10418–0, 1shoulderl, arml
4-53.5180°25 / 15-102handl
hdr
Jab
5-62.5Sakurai30 / 20-11520–0, 1shoulderr, armr
5-62.5Sakurai25 / 20-112handr
hdr
Jab
4-5542°50 / 128-27436–0, 1top
Attack100Start vanilla•
Jab
no hitboxes–3––
vanilla•
Jab
1-16 (every 3)0.7Sakurai14 / 10–1––0top
1-16 (every 3)0.7Sakurai12 / 10–1top
1-16 (every 3)0.7Sakurai8 / 10–2top
vanilla‡
Jab
5-6250°110 / 60-37546–0, 1top
5-6250°100 / 60-372top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
12-141242°70 / 80-191240–0top

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr◆‡
Forward Tilt
11-1310Sakurai50 / 71-151134–0, 1top, tail7
11-1313Sakurai55 / 71-132tail8
hdr◆‡
Forward Tilt
11-1310Sakurai50 / 71-151134–0, 1top, tail7
11-1313Sakurai55 / 71-132tail8
hdr◆‡
Forward Tilt
11-1310Sakurai50 / 71-151134–0, 1top, tail7
11-1313Sakurai55 / 71-132tail8
hdr‡
Up Tilt
7-151085°55 / 110-16731–0, 1, 2, 3bust, wingr2, wingr6
hdr
Down Tilt
9-11978°51 / 103-15931–0top
9-111185°56 / 96-131top

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla•
Forward Smash
no hitboxes–61––
hdr
Forward Smash
18-2120Sakurai58 / 82-221854–0top
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
hdr
Up Smash
11-181782°58 / 81-301153–0, 1, 2legr, kneer, footr
AttackLw4Charge vanilla•
Down Smash
no hitboxes–61––
hdr
Down Smash
24-271685°69 / 76-272462–0top

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 hitboxes–8––
hdr•
Neutral Special
no hitboxes–60––
hdr➔
Neutral Special
spawns breath1437––
SpecialNFailure vanilla
Neutral Special
no hitboxes–30––
hdr
Neutral Special
18-2120Sakurai58 / 80-281860–0top
hdr•‡
Neutral Special
no hitboxes–8––
hdr•
Neutral Special
no hitboxes–60––
hdr➔
Neutral Special
spawns breath1437––
SpecialAirNFailure vanilla
Neutral Special
no hitboxes–30––
hdr
Neutral Special
18-2120Sakurai58 / 80-281860–0top
hdr‡
Side Special
22-33––– / –––62–0, 1grab
22––– / ––2grab
SpecialSFailure vanilla
Side Special
no hitboxes–42––
vanilla‡
Side Special
3475°90 / 100–318–0top
14-172100°100 fixed–0throw
vanilla
Side Special
1-302100°100 fixed–131–0throw
vanilla
Side Special
112145°100 / 65–146–0–
1-455145°50 / 100–0–
hdr
Side Special
1742°60 / 107–143–0–
1-42350°75 / 90–0–
SpecialSDragSlide vanilla
Side Special
no hitboxes–43––
hdr‡
Side Special
22-33––– / –––62–0, 1grab
22––– / ––2grab
vanilla
Side Special
no hitboxes–7––
SpecialAirSFall vanilla•
Side Special
no hitboxes–41––
SpecialAirSCut vanilla
Side Special
no hitboxes–30––
vanilla
Side Special
1745°85 / 46–139–0–
1-38345°85 / 46–0–
vanilla
Side Special
1775°55 / 75–139–0–
1-38375°55 / 75–0–
vanilla
Up Special
no hitboxes–15––
vanilla
Up Special
no hitboxes–51––
vanilla
Up Special
1-2542°80 / 70-41147–0, 1top
vanilla
Up Special
no hitboxes–15––
SpecialAirHiHover vanilla
Up Special
no hitboxes–19––
SpecialAirHiChargeStartF vanilla
Up Special
no hitboxes–4––
SpecialAirHiChargeStartB vanilla
Up Special
no hitboxes–4––
SpecialAirHiChargeStartHi vanilla
Up Special
no hitboxes–2––
SpecialAirHiChargeStartLw vanilla
Up Special
no hitboxes–5––
hdr
Up Special
1-231640°75 / 66-18130–0top
hdr
Up Special
1-231678°80 / 60-18130–0, 1top
hdr
Up Special
1-91864°85 / 46-17130–0, 1rot
10-241264°100 / 36-110, 1rot
hdr
Up Special
1-1815295°50 / 35-11123–0rot
1-181544°85 / 50-111rot
vanilla
Up Special
no hitboxes–30––
vanilla
Up Special
no hitboxes–30––
vanilla
Up Special
no hitboxes–30––
vanilla
Up Special
no hitboxes–30––
SpecialAirHiCeil vanilla
Up Special
no hitboxes–35––
vanilla◆
Up Special
no hitboxes–54––
vanilla◆
Up Special
no hitboxes–54––
hdr¶∅
Down Special
304525°70 / 10-283068–0top
304525°70 / 10-280top
30-315Sakurai30 / 50-332top
30-315Sakurai30 / 50-332top
hdr
Down Special
1-791057°150 fixed–180–0–
hdr‡
Down Special
no hitboxes–31––
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 fixed–17640–
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––– / –––36–0grab
CatchPull vanilla
Grab
no hitboxes–2––
CatchWait vanilla•
Grab
no hitboxes––––
vanilla
Pummel
21.6Sakurai30 fixed–28–0top
CatchCut vanilla
Grab
no hitboxes–30––
hdr
Dash Grab
11-13––– / –––41–0grab
hdr
Pivot Grab
12-14––– / –––38–0grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1941°45 / 75–1336230–
1-353Sakurai60 / 100–0–
hdr
Back Throw
11140°58 / 67–1846280–
1-453Sakurai40 / 100–0–
hdr
Up Throw
1487°48 / 112–1948290–
1-133Sakurai40 / 100–0–
14-15987°55 / 100–0, 1tail8
hdr
Down Throw
1775°50 / 98–2236140–
1-353Sakurai40 / 100–0–

Defensive

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
EscapeN vanilla•
Spot Dodge
intangible 3–15–27––
vanilla•
Forward Roll
intangible 4–13–34––
EscapeB vanilla•
Back Roll
intangible 4–13–34––
hdr•
Air Dodge
intangible 4–26–5410–
hdr•
Air Dodge
intangible 4–26–5410–
vanilla
Ledge Attack
21-231045°90 / 20-272156–0top
vanilla
Get-Up Attack
19-20748°80 / 48-291954–0top
24-25748°80 / 48-240top
vanilla
Get-Up Attack
19-20748°80 / 48-291954–0top
24-25748°80 / 48-240top
DamageFall vanilla•
DamageFall
no hitboxes––––
vanilla
DownBoundU
no hitboxes–26––
DownWaitU vanilla•
DownWaitU
no hitboxes––––
DownDamageU vanilla•
DownDamageU
no hitboxes–14––
DownDamageU3 vanilla•
DownDamageU3
no hitboxes–40––
vanilla
DownEatU
no hitboxes–30––
DownStandU vanilla
Get-Up
no hitboxes–31––
DownForwardU vanilla
Get-Up Roll
no hitboxes–36––
DownBackU vanilla
Get-Up Roll
no hitboxes–36––
vanilla
DownBoundD
no hitboxes–26––
DownWaitD vanilla•
DownWaitD
no hitboxes––––
DownDamageD vanilla•
DownDamageD
no hitboxes–14––
DownDamageD3 vanilla•
DownDamageD3
no hitboxes–40––
vanilla
DownEatD
no hitboxes–30––
DownStandD vanilla
Get-Up
no hitboxes–30––
DownForwardD vanilla
Get-Up Roll
no hitboxes–36––
DownBackD vanilla
Get-Up Roll
no hitboxes–36––
DownSpot vanilla
DownSpot
no hitboxes–30––
Passive vanilla
Tech
no hitboxes–27––
PassiveStandF vanilla
Tech
no hitboxes–41––
PassiveStandB vanilla
Tech
no hitboxes–41––
PassiveWall vanilla•
Tech
no hitboxes–31––
PassiveWallJump vanilla•
Tech
no hitboxes–40––
vanilla
Tech
no hitboxes–27––
Pass vanilla•
Pass
no hitboxes–31––
vanilla
Ledge Grab
intangible 1–29–20––
CliffWait vanilla•
Ledge Hang
no hitboxes––––
CliffClimb vanilla
Ledge Climb
no hitboxes–35––
CliffEscape hdr✕
Ledge Roll
no hitboxes–50––
CliffJump1 vanilla•
Ledge Jump
no hitboxes–13––
hdr•
Ledge Jump
no hitboxes–50––

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes–2––
LandingHeavy vanilla
Landing
no hitboxes–5––
vanilla
Shield
no hitboxes–8––
Guard vanilla•
Shield
no hitboxes––––
vanilla
Shield
no hitboxes–12––

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; one cycle is 16 frames. 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
  • FAF is HDR's runtime calculation rather than a param: the air dodge stalls for 28 frames and ends once the fighter has fallen 35 units, so it follows their gravity and fall speed.Air Dodge, Air Dodge (Directional)
  • 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
  • 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.