Matchup Summary (Win Condition and Game Plan)
Ridley brings long limbs, strong air movement, Plasma Breath, and dangerous offstage pressure, but his hurtbox is huge and his close-range scrambles are much less efficient than his midrange swings. Joker is well suited to exploit that by using speed, Gun, and Eiha to make Ridley swing first and then punish the miss.
The core neutral is to force Fair, Bair, Forward Tilt, or Dash Attack to whiff with retreat movement and low-commitment Gun pressure, then slip in with Fair, Bair, Grab, or Down Tilt and carry the large body into landing traps. If Joker keeps contesting Ridley at the same jump height in front of him, the wide hitboxes start winning the exchange instead of losing it.
The table shows Jab 1, Jab 2, Jab 3, tilts, Dash Attack, every smash attack, Fair, Bair, Uair, Dair, Up B, and Down B are all punishable on shield, starting with OOS Uair (8f) and then Grab, OOS Fair, OOS Bair, or Up Smash when spacing allows. Nair, Neutral B, and Side B are less stable for immediate shield punishment, so Joker gets more from punishing the landing or drift path than from forcing a shield-drop answer that does not really connect.
Kills are more repeatable when Joker keeps the juggle going until Ridley is cornered, then cashes out with Bair, Up Smash, or Arsene Fair at ledge rather than chasing too deep offstage. Rebel’s Guard can threaten Plasma Breath, but if it becomes predictable Ridley can simply grab or take stage back, so it should stay a threat instead of the whole plan.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Joker OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 4 | -16 |
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| Jab 2 | 5 | -18 |
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| Jab 3 | 4 | -25 |
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| Rapid Jab | 4/7/10… | ** | ||
| Rapid Jab Finisher | 4 | -38 |
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| Forward Tilt | 10 | -12/-10 |
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| Up Tilt | 8 | -14/-12 |
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| Down Tilt | 9 | -15/-12 |
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| Dash Attack | 12 | -16 |
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| Forward Smash | 18 | -22 |
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| Up Smash | 12 | -24 |
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| Down Smash | 24 | -22 |
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| Neutral Air | 8 | -8/-7/-9 |
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| Forward Air | 10/13/16 | (-14/-13)/(-13/-13) |
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| Back Air | 10 | -12 |
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| Up Air | 11 | -9/-9 |
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| Down Air | 11 | -27/-27 |
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| Neutral B | 29 | 56/65/73/84/92 | -23 // -1 |
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| Side B (1) | 22 | ** | ||
| Side B (2) | 22 | ** | ||
| Side B (3) | 10/24/28/32… | ** | ||
| Up B | 34/36/37 | -28 |
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| Down B | 30 | -29 |
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| Grab | 8 | — | ||
| Dash Grab | 11 | — | ||
| Pivot Grab | 12 | — |
Win Condition Checklist
- Use Gun, Eiha, and retreat movement to make Ridley commit Fair, Bair, Forward Tilt, or Dash Attack first, then punish the whiff with Fair, Bair, Grab, or Down Tilt into landing traps.
- After blocking Jab 1, Jab 2, Jab 3, any tilt, Dash Attack, any smash attack, Fair, Bair, Uair, Dair, Up B, or Down B, prioritize OOS Uair (8f), then use Grab, OOS Fair, OOS Bair, or Up Smash when spacing gives the stronger confirm.
- Do not overforce immediate shield punishes on Nair, Neutral B, or Side B. Cover the landing and retreat instead with Bair, dash whiff punish, and continued corner pressure.
- Finish stocks more often from ledge sequences with Gun, Eiha, Bair, Up Smash, and Arsene Fair than from deep offstage chases that let Ridley reverse the situation.
Actions to Avoid
- Jumping at Ridley on the same height repeatedly and letting Fair or Bair claim space before Joker’s pressure even starts.
- Missing the clear shield punishes on Jab strings, tilts, Dash Attack, smash attacks, Fair, Bair, Uair, Dair, Up B, and Down B, then allowing Ridley to reset the whole midrange.
- Chasing too deep offstage and getting reversed by multiple jumps, Bair, or Up B while Joker’s lighter weight makes the trade far worse.
- Overusing Rebel’s Guard as a Plasma Breath read and handing Ridley free grabs or stage position once the timing becomes obvious.