nyuuzyou/wikis huggingface dataset:
Richter (SSBU)/Neutral aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-6
Hits 1-6 	8-9, 11-12, 14-15, 17-18, 20-21, 23-24
Hit 7 	26-27
Ending autocancel 	36-
Interruptible 	43
Animation length 	55
|-
===Landing lag===
Interruptible 	15
Animation length	25
Category:Richter (SSBU)
Category:Neutral aerials (SSBU)
Richter (SSBU)/Neutral attack

==Overview==
Richter's neutral attack consists of several short-ranged strikes with his whip, the Vampire Killer.
For the technical data of each individual hit, see:
*Richter (SSBU)/Neutral attack/Hit 1
*Richter (SSBU)/Neutral attack/Hit 2
*Richter (SSBU)/Neutral attack/Infinite
==Quickest loop==
Jab 1 	5
Whip twirl transition	9
Jab 2 	13-14
Rapid jab 	23, 26, 29, 32, 35, 38
Rapid jab finisher 	42-43
Interruptible 	30, 40, 84
Animation lengths 	33, 42, 96
|-
|-
Category:Richter (SSBU)
Category:Neutral attacks (SSBU)
Richter (SSBU)/Neutral attack/Hit 1

==Overview==
==Hitboxes==
===Jab 1===
! Hitstun
|+2 frames
|+2 frames
|+2 frames
|+2 frames
|+2 frames
|}
===Whip Twirl===
|}
==Timing==
===Jab 1===
The move transitions into Richter's Whip Twirl if the attack button is held.
Hitboxes 	Hitboxes 	5
Continuability 	Whip Twirl 	9
Continuability 	Jab 2 	11-30
Interruptible 	Interruptible 	30
Animation length	Animation length	33
|-
===Whip Twirl===
The whip can be twirled between the startup and ending portions, with the move being extendable for as long as the attack button is held, and the whip's hitboxes being active if it is moving at least at a certain minimum speed in any direction (indicated by the whip having a brighter color). The whip has a length of approximately 15 units.
Startup portion 	1-7
Ending portion 	8-26
Interruptibility (from release)	27 (20)
Animation length (from release)	34 (27)
Category:Richter (SSBU)
Category:Neutral attacks (SSBU)
Richter (SSBU)/Neutral attack/Hit 2

==Overview==
==Hitboxes==
! Hitstun
|+2 frames
|+2 frames
|+2 frames
|}
==Timing==
Upon reaching the continuability window, the move transitions into the rapid jab if the button has been pressed and released at least 3 times since the neutral attack's first hit.
Hitboxes 	3-4
Continuability window	5-10
Interruptible 	30
Animation length 	32
|-
Category:Richter (SSBU)
Category:Neutral attacks (SSBU)
Richter (SSBU)/Neutral attack/Infinite

==Overview==
==Update History==
 
*
==Hitboxes==
! Hitstun
! Shieldstun
|+3 frames
|5×
|—
|—
|}
==Timing==
After one full loop, releasing the attack button at any point causes the infinite to transition into the finisher. Interruptibility and animation length are for the finisher only.
Loop points 	6-7, 25-26
Rapid jab 	9, 12, 15, 18, 21, 24
Finisher 	3-4
Interruptible 	45
Animation length	57
Category:Richter (SSBU)
Category:Neutral attacks (SSBU)
Richter (SSBU)/Up aerial

==Overview==
==Hitboxes==
If the whip collides with a solid surface, it bounces off and does not generate any hitboxes. Unlike Richter's other whip attacks, this move has two collision detectors, but the second one has no practical effect due to being coded to only detect fighters.
|}
|}
==Timing==
===Attack===
The tether recovery can be triggered on frame 13.
Initial autocancel	1-11
Collision detector	12-13
Hitboxes 	14-16
Ending autocancel 	28-
Interruptible 	40
Animation length 	60
|-
===Landing lag===
Interruptible 	11
Animation length	28
Category:Richter (SSBU)
Category:Up aerials (SSBU)
Richter (SSBU)/Up smash

==Overview==
==Update History==
 
*
*
==Hitboxes==
If the whip collides with a solid surface, it bounces off and does not generate any hitboxes.
|}
|}
==Timing==
Charges between 	2-3
Collision detector	14-15
Hitboxes 	16-18
Interruptible 	54
Animation length 	81
Category:Richter (SSBU)
Category:Up smashes (SSBU)
Richter (SSBU)/Up special

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
===Attack===
Intangibility 	5-6
Hit 1 	6
Multihits 	9-20
Final hit 	21
Animation length	47
|-
Category:Richter (SSBU)
Category:Up special moves (SSBU)
Richter (SSBU)/Up throw

Richter up throw hurtbox and hitbox visualization	Richter up throw hurtbox and hitbox visualization	Richter up throw hurtbox and hitbox visualization	Richter up throw hurtbox and hitbox visualization	Richter up throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-36
Hitbox 	35
Throw Release 	36
Interruptible 	57
Animation length	69
|-
Category:Richter (SSBU)
Category:Up throws (SSBU)
Riding into Battle!

Riding into Battle!, known as Ride to the Challenge in PAL regions, was an Event Tourney with a theme of stages that are ridden on. It ran from 6 a.m. on November 12, 2021 to 6 a.m. on November 15, 2021 (). This was the final new Event Tourney to be introduced before repeats of older Spirit Board events and Event Tourneys started to be held.Confirmation of Events being reused
==Description==
===North America===
:This time-limited tourney features stages where you ride something while fighting.
:The further you advance, the better the spirit you'll win!North American event page
===PAL regions===
:Planes, trains and spaceships, oh my! This time-limited tourney features stages where you fight on top of vehicles.
:The further you advance, the better the spirit you'll win!PAL region event page
==Rules==
*Format: Smash
*Rules: Time
*Time Limit: 2:30
*FS Meter: On
*Items: Medium
==Available stages==
 	 	 	 	 	
Stages 	Stages 	Stages 	Stages 	Stages 	Stages
Rainbow Cruise	Rainbow Cruise	Corneria 	Corneria 	Venom 	Venom
Big Blue 	Big Blue 	Lylat Cruise 	Lylat Cruise 	Pirate Ship	Pirate Ship
Spirit Train 	Spirit Train 	Mute City SNES	Mute City SNES	Pilotwings 	Pilotwings
==Names in other languages==
==Trivia==
*Halberd was the only vehicle-based stage to not be featured in this event tourney.
==References==
Ridley (SSBU)/Back aerial

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
===Attack===
Hitboxes 	10-12
Ending autocancel	38-
Interruptible 	44
Animation length 	51
|-
===Landing lag===
Interruptible 	18
Animation length	34
Category:Ridley (SSBU)
Category:Back aerials (SSBU)
Ridley (SSBU)/Back throw

Ridley back throw hurtbox visualization	Ridley back throw hurtbox visualization	Ridley back throw hurtbox visualization	Ridley back throw hurtbox visualization	Ridley back throw hurtbox visualization
 	 	 	 	
==Overview==
Ridley tosses the opponent backward with an underhanded swing. Compare to his forward throw, it deals more damage and has more base knockback but less knockback growth, making it more effective at setting up an edgeguard. At very high percents at the ledge, it can KO around the same percents as forward throw.
Ridley Back Throw KO%s on Final Destination VS w/Optimal DI	Ridley Back Throw KO%s on Final Destination VS w/Optimal DI	Ridley Back Throw KO%s on Final Destination VS w/Optimal DI
Circumstance 	Kill% 	Stick angle
At the ledge 	231.78% 	159°
At the ledge (max rage) 	193.66% 	159°
Center 	317.26% 	203°
Center (max rage) 	271.36% 	203°
==Throw Data==
|}
==Timing==
Invincibility 	1-18
Turnaround 	18
Throw release 	18
Interruptible 	46
Animation length	63
|-
Category:Ridley (SSBU)
Category:Back throws (SSBU)
Ridley (SSBU)/Down aerial

==Overview==
Ridley does a stomp, with stall-then-fall proprieties; the move comes out relatively quickly for a stall-then-fall (frame 11), having a spike hitbox that is pretty strong, actually having more base knockback than . The sourspot is not that weak either, still being able to take stocks at around 130%, and the move is a good option after a footstool out of shield.
However, this move has a lot of flaws that prevent it from being a useful move: first of all, the move is very risky; to give it some credit, it's not as risky as other stall-then-falls, because Ridley is one of the few characters that can still make it back after using it, but that doesn't make this move risk free. It has one of the saddest hitboxes because the sweetspot is so small compared to the sourspot, and the move has plenty of landing lag (32 frames), meaning that the move is very unsafe on shield (-27 on shield) leading into some pretty big punishes, and the high landing lag also means that the move has no combo potential against grounded opponents (unlike other spikes).
Overall, this move is considered quite bad, arguably one of the worst down aerials in the game, and it's probably his worst move as well (competing with his ).
==Update History==
 
*
 
*
==Hitboxes==
|}
==Timing==
===Attack===
The move resets Ridley's horizontal momentum and first sets his vertical speed to 1 on frames 1-10, then sets it to -3.8 from frame 11 onward. Manual horizontal movement is also disabled during frames 1-54. Jostling is disabled during frames 7-40, and ledge grabs are enabled from both sides starting on frame 80.
Initial autocancel	1-3
Clean hit 	11-18
Late hit 	19-40
Ending autocancel 	50-
Interruptible 	56
Animation length 	79
|-
===Landing lag===
Interruptible 	33
Animation length	58
Category:Ridley (SSBU)
Category:Down aerials (SSBU)
Ridley (SSBU)/Down special

==Overview==
Ridley pulls his tail back and winds up for a moment before violently stabbing forward with it. The move is high-risk, high reward option, with the sweetspot causing the opponent to crumple if it lands, as well as dealing massive damage, with 45% from the first stab followed up with an extra 10% when he retracts his tail. The attack also ignores Super Armor. The high damage output and crumple allow Ridley to deliver a devastating punish upon a successful hit with the attack's sweetspot.
Though powerful, the move is slow and difficult to land, which makes it easy to avoid without a hard read. The hitboxes take a half-second to come out, and the sweetspot is only active for one frame and only covers the center of Ridley's tail barb, requiring rather precise positioning to land. The sourspot deals pitiful damage in comparison, and is rather useless and often punishable. Additionally, a notable issue with the attack is that the sweetspot allows the opponent to act slightly earlier than Ridley, meaning that Ridley will often need to read the opponent's getup option to get a meaningful follow up afterwards.
The attack deals negligible shield damage even when sweetspotted, meaning an opponent can shield the attack with little penalty. The move is also classified as a grab, meaning it is impossible to follow up with this move from a throw, due to regrab immunity. However, the move has marginally faster startup compared to other powerful and slow moves, such as Warlock Punch, and Ridley can sometimes land the attack by successfully tech chasing the opponent. However, Up smash competes heavily with Skewer for tech chases on platforms thanks to it covering every tech option, being easier to set up, and leaving Ridley in a much better position if it misses. Because of this, in professional settings, Ridley players almost always opt to use Up Smash below the platform instead, despite Skewers higher damage output.
Overall, Skewer rarely sees use in professional settings due to the extreme risk and commitment that comes with using it. However, it does occasionally see use in hard read and tech chase situations, although even in that scenario, it is outclassed by Up Smash.
==Update history==
 
*
*
==Hitboxes==
!Shieldstun
|—
|x0.2
|x0.2
|}
|}
==Timing==
Early hit 	30
Late hit 	31
Throw 	76
Earliest interruptable (sourspot/miss)	68
Earliest interruptable (sweetspot) 	127
|Sourspot/miss 
|-
|Sweetspot 
|-
|Sweetspot 
Category:Ridley (SSBU)
Category:Down special moves (SSBU)
Ridley (SSBU)/Down throw

Ridley down throw hurtbox visualization	Ridley down throw hurtbox visualization	Ridley down throw hurtbox visualization	Ridley down throw hurtbox visualization	Ridley down throw hurtbox visualization
 	 	 	 	
==Overview==
 slams the opponent to the ground. Down throw is an extremely strong combo tool at 0%, as it doesn't send into tumble until around 18.4% on averagehttps://docs.google.com/spreadsheets/d/1R5ySyUmikOzboKGqYyjGZ_dgJeer_r-gVX5jOWRnepY/edit?usp=sharing Ridley DThrow Tumble%s. Due to this, as well as it being a throw, the opponent cannot interact with DI or even ASDI. Ridley removes all interaction bar their option out of hitstun, enabling every combo at this point to be consistent. 
Down throw can be used to set up for Skewer, which catches panic airdodges. However, waiting and using shield can prevent this and leave Ridley at -29 on shield frame advantage. Most Ridley players will use a full momentum short hop fast fall neutral aerial to try and regrab, or forward aerial for its high damage with a tipper while being able to combo into itself. Both of these combo routes should end with the opponent at around 50%, giving Ridley a fair opener.
Down throw can be confirmed through moves such as landing forward or neutral aerial, or a half-charged Plasma Breath (which has less endlag than a fully charged one). However, the latter tends to leave the opponent out of the tumble percentage range, which can make it more difficult to get a good combo. 
With the assistance of platforms, down throw can also KO at higher percentages. This is Ridley's main kill throw in circumstances where it's necessary. 
Ridley Down Throw KO%s on Battlefield VS w/Optimal DI	Ridley Down Throw KO%s on Battlefield VS w/Optimal DI
Circumstance 	Kill%
Stage Base 	216.28%
Stage Base (max rage) 	188.5%
Side Platform 	200.92%
Side Platform (max rage) 	174.52%
Top Platform 	185.06%
Top Platform (max rage) 	160.12%
Optimal DI is a 314° angle on the control stick.
==Throw Data==
|}
==Timing==
During frame 18, the move inflicts 4 frames of hitlag to both Ridley and the opponent, during which the opponent is invincible. This section shows its timing without the hitlag.
Invincibility 	1-22
Throw Release 	22
Interruptible 	36
Animation length	55
|-
Category:Ridley (SSBU)
Category:Down throws (SSBU)
Ridley (SSBU)/Down tilt

==Overview==
Ridley sweeps the ground in front of him with his tail. Like most moves involving his tail it has a sweet spot at the barbed tip which deals more damage. Covers a very large area in front of Ridley, outranging even his forward tilt and being fairly disjointed thanks to Ridley's tail hurtbox. Its knockback angle allows for combos into most of his aerial attacks, or even up tilt against larger targets at low percentages. These attributes make it a reliable combo starter at lower percentages as well as a decent tool for poking at opponents in neutral, although forward tilt fulfills the latter niche better by being overall safer on shield, especially if sweetspotted.
==Hitboxes==
|}
==Timing==
Hitboxes 	9-11
Interruptible 	31
Animation length	50
Category:Ridley (SSBU)
Category:Down tilts (SSBU)
Ridley (SSBU)/Edge attack

==Overview==
==Hitboxes==
|}
==Timing==
For each ledge grab without touching the ground or being hit, intangibility is reduced on subsequent ledge grabs, until it is lost entirely from the fourth grab onward. The hitbox visualization only shows intangibility for the first ledge grab.
Intangibility (1st grab)	1-23
Intangibility (2nd grab)	1-19
Intangibility (3rd grab)	1-11
Hitbox 	21-23
Interruptible 	56
Animation length 	65
!Hitbox 
|-
!1st grab 
|-
!2nd grab 
|-
!3rd grab 
Category:Ridley (SSBU)
Category:Edge attacks (SSBU)
Ridley (SSBU)/Forward aerial

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
===Attack===
The move enables ledge grabs from both sides starting on frame 66.
Initial autocancel	1-2
Hits 1-2 	10-11, 13-14
Hit 3 	16-17
Ending autocancel 	43-
Interruptible 	42
Animation length 	65
|-
===Landing lag===
Interruptible 	17
Animation length	30
Category:Ridley (SSBU)
Category:Forward aerials (SSBU)
Ridley (SSBU)/Forward smash

==Overview==
Ridley rears back, before expelling a fiery blast from his mouth. While it has slow start-up and shorter range compared to other moves on Ridley's moveset, forward smash boasts very high power for a smash attack, dealing enough damage and knockback to begin killing foes below 80%, potentially even earlier depending on the stage, Ridley's positioning relative to the ledge and the time spent charging it. Additionally, the size of the hitbox allows it to 2-frame punish the recoveries of certain characters, although timing this is very difficult and of much higher risk compared to utilising downward-angled forward tilt.
Another noteworthy property of this move is its start-up animation - due to him physically rearing back, this shifts Ridley's hurtbox to evade certain moves in front of him, although this only really applies to short ranged moves.
==Hitboxes==
|}
==Timing==
Charges between 	5-6
Hitboxes 	18-21
Interruptible 	54
Animation length	79
Category:Ridley (SSBU)
Category:Forward smashes (SSBU)
Ridley (SSBU)/Forward throw

Ridley forward throw hurtbox visualization	Ridley forward throw hurtbox visualization	Ridley forward throw hurtbox visualization	Ridley forward throw hurtbox visualization	Ridley forward throw hurtbox visualization
 	 	 	 	
==Overview==
Ridley tosses the opponent forward with one arm. It has mediocre knockback growth and thus it is usually only used to send the opponent offstage to set up an edgeguard. It only has slight KO potential at very high percents at the ledge, KOing at around the same percents as his back throw.
Ridley Forward Throw KO%s on Final Destination VS w/Optimal DI	Ridley Forward Throw KO%s on Final Destination VS w/Optimal DI	Ridley Forward Throw KO%s on Final Destination VS w/Optimal DI
Circumstance 	Kill% 	Stick angle
At the ledge 	228.6% 	159°
At the ledge (max rage) 	192.52% 	159°
Center 	318.42% 	166°
Center (max rage) 	274.16% 	166°
==Throw Data==
|}
==Timing==
Invincibility 	1-13
Throw Release 	13
Interruptible 	38
Animation length	55
|-
Category:Ridley (SSBU)
Category:Forward throws (SSBU)
Ridley (SSBU)/Forward tilt

Ridley forward tilt hitbox visualizations.	Ridley forward tilt hitbox visualizations.	Ridley forward tilt hitbox visualizations.	Ridley forward tilt hitbox visualizations.	Ridley forward tilt hitbox visualizations.
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
 uses his tail to stab in front of him, as if it were a lance. This move is very important for Ridley's spacing game, as the tip of the tail is a disjoint. It can also be angled. Thanks to the low FAF, this move can be seen as a low commitment to make. This move is often seen being used in neutral for these qualities, as well as the tipper's shield safety (-10 Tipper, -12 Early). 
Forward tilt's main asset is the downward angle, as it can 2-frame and hit opponent's ledgehangs. This is a large asset in edgeguarding and ledgetrapping opponents. This is also useful for poking through shields. The upward angle can be used against jump-ins to get the opponent to back off as well, giving the move a great deal of versatility. Forward tilt can also be used to get tech chase situations, which Ridley can exploit well with locks, neutral aerial and more. 
The move has very few flaws, but they do exist. Despite its remarkable range, it is prone to leaving Ridley vulnerable to trades with opposing attacks, due to him grabbing his tail and effectively extending his hurtboxes when he thrusts it forward. Because of this, forward tilt tends to lose to attacks from above and upper-diagonal jump-ins, even when angled up. The sourspot also tends to be a problem, as it takes priority over the stronger sweetspot and is easily punishable if shielded, necessitating good spacing in order to make good use of the move. It is also whiff punishable like any other move, so due diligence is needed.
==Hitboxes==
|}
==Timing==
Hitboxes 	10-11
Interruptible 	33
Animation length	42
Category:Ridley (SSBU)
Category:Forward tilts (SSBU)
Ridley (SSBU)/Grab

==Overview==
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	8-10
Interruptible 	35
Animation length	45
===Dash grab===
Grab 	11-13
Interruptible 	43
Animation length	46
===Pivot grab===
Grab 	12-14
Interruptible 	40
Animation length	54
Category:Ridley (SSBU)
Category:Grabs (SSBU)
Ridley (SSBU)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Scratch 	
Neutral attack 2 	Counter Scratch 	
Neutral attack 3 	Bite Off 	
Neutral attack rapid jab 	Thousand Needle 	
Neutral attack finisher 	Tail Finish 	
Forward tilt 	Tail Spear 	
Forward tilt up 	Tail Spear 	
Forward tilt down 	Tail Spear 	
Up tilt 	Wing Slicer 	
Down tilt 	Tail Bash 	
Dash attack 	Dash Bite 	
Forward smash 	Bark Explosion 	
Up smash 	Air Kick 	
Down smash 	Wing Press 	
Neutral aerial 	Ridley Spin 	
Forward aerial 	Triple Thrust 	
Back aerial 	Sobat 	
Up aerial 	Wing Stab 	
Down aerial 	Heel Dive 	
Neutral special 	Plasma Breath 	
Neutral special charge 	Plasma Breath 	
Side special 	Space Pirate Rush	
Side special dragging start	Space Pirate Rush	
Side special dragging 	Space Pirate Rush	
Up special up 	Wing Blitz 	
Up special forward 	Wing Blitz 	
Up special back 	Wing Blitz 	
Up special down 	Wing Blitz 	
Up special down landing 	Wing Blitz 	
Down special 	Skewer 	
Standing grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	Grab Tail Needle 	
Forward throw 	Front Throw 	
Back throw 	Spike Throw 	
Up throw 	Backbone Breaker 	
Down throw 	Head Fling 	
Getup attack front 	 	
Getup attack back 	 	
Getup attack trip 	 	
Ledge attack 	 	
Category:Ridley (SSBU)
Category:Hitboxes (SSBU)
Ridley (SSBU)/Neutral aerial

==Overview==
Ridley backflips in the air whilst swinging his tail around himself possessing a sweet spot on the tip of the tail. The move loses some of its power in the later half of its duration, as Ridley almost completes his backflip. 
Neutral aerial has the lowest start-up, end-lag and largest coverage of Ridley's aerials thanks to its large hitbox and duration, making it one of Ridley's most important moves with a surprising amount of use cases. The aforementioned properties allow it to combo into certain grounded options at lower percentages such as jab, forward tilt, down tilt and grab, while allowing confirms into forward aerial or another neutral aerial upon reaching mid percents. Its ability to auto-cancel from a short hop allows it to be used as an anti-air, effectively catching opponents attempting an aerial approach on Ridley as well as assisting Ridley in his own approaches.
However, the move has a few shortcomings, some of which can be exploited if used unwisely; though it is able to auto-cancel from a short hop its duration allows shielding opponents to quickly counter attack out of shield should they block it during its early stages. Additionally its safety on shield leaves a lot to be desired, only being as safe as -7 if landed properly with the early sweetspot hit-box. Finally, despite possessing a sweetspot on the tail its kill-power is lacking, only being able to score kills at much higher percentages or if used offstage while edgeguarding opponents.
==Update History==
 
*
==Hitboxes==
|}
==Timing==
===Attack===
The move enables ledge grabs from both sides starting on frame 64.
Initial autocancel	1-2
Clean hit 	8-14
Late hit 	15-20
Ending autocancel 	28-
Interruptible 	40
Animation length 	63
|-
===Landing lag===
Interruptible 	13
Animation length	29
Category:Ridley (SSBU)
Category:Neutral aerials (SSBU)
Ridley (SSBU)/Neutral attack

==Overview==
Ridley's neutral attack consists of 2 claw swipes followed by either a bite or a flurry of tail stabs and swipes. Being frame 4 to start with, this is Ridley's fastest move and best option out of a Space Pirate Rush mashout. 
For the technical data of each individual hit, see:
*Ridley (SSBU)/Neutral attack/Hit 1
*Ridley (SSBU)/Neutral attack/Hit 2
*Ridley (SSBU)/Neutral attack/Hit 3
*Ridley (SSBU)/Neutral attack/Infinite
==Quickest loop==
The third jab and rapid jab have different continuability windows, with the latter being shorter and taking priority. The move transitions into the rapid jab if, since the start of the first jab and before the end of the rapid jab window, the attack button has been pressed at least 3 times and released at least 2 times. Otherwise, it transitions into the third jab.
Jab 1 	4-5
Jab 2 	11-12
Jab 3 	19-20
Rapid jab 	18, 21, 24, 27, 30, 33
Rapid jab finisher	38-39
Interruptible 	24, 33, 51, 80
Animation lengths 	37, 45, 59, 79
|-
|-
|-
Category:Ridley (SSBU)
Category:Neutral attacks (SSBU)