Matchup Summary (Win Condition and Game Plan)
This matchup gets worse for Ryu if he keeps trying to run directly through Ridley’s long fair, bair, and grounded pokes, because the range gap will usually stop him before his close-range strength matters.
The win condition is to avoid a pure tipper battle, use Hadoken to lock down jumps and shields, and then meet the forced movement with down tilt, nair, or anti-air up tilt so one clean touch turns into real damage.
The frame table shows that Jab, tilts, dash attack, every smash attack, fair, bair, dair, Up B, and Down B are all punishable on shield by Up B (6f), nair, uair, up smash, or grab. Plasma Breath is not a reliable point-blank punish unless it is close, and Side B is awkward to hit directly out of shield, so it is usually better to take stage and punish Ridley’s next landing instead of forcing a hard read immediately.
For kills, do not lean too hard on desperate Focus or big swings. Anti-air up tilt, Shoryuken, ledge bair, and patient ledge coverage are the stable finishers here. Ridley recovers far, but the large hurtbox means shallow edgeguards plus strong ledge pressure already do enough.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Ryu OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 4 | -16 |
| |
| Jab 2 | 5 | -18 |
| |
| Jab 3 | 4 | -25 |
| |
| Rapid Jab | 4/7/10… | ** | ||
| Rapid Jab Finisher | 4 | -38 |
| |
| Forward Tilt | 10 | -12/-10 |
|
|
| Up Tilt | 8 | -14/-12 |
| |
| Down Tilt | 9 | -15/-12 |
| |
| Dash Attack | 12 | -16 |
| |
| Forward Smash | 18 | -22 |
| |
| Up Smash | 12 | -24 |
| |
| Down Smash | 24 | -22 |
| |
| Neutral Air | 8 | -8/-7/-9 |
|
|
| Forward Air | 10/13/16 | (-14/-13)/(-13/-13) |
| |
| Back Air | 10 | -12 |
| |
| Up Air | 11 | -9/-9 |
|
|
| Down Air | 11 | -27/-27 |
| |
| Neutral B | 29 | 56/65/73/84/92 | -23 // -1 |
| |
| Side B (1) | 22 | ** | ||
| Side B (2) | 22 | ** | ||
| Side B (3) | 10/24/28/32… | ** | ||
| Up B | 34/36/37 | -28 |
| |
| Down B | 30 | -29 |
| |
| Grab | 8 | — | ||
| Dash Grab | 11 | — | ||
| Pivot Grab | 12 | — |
Win Condition Checklist
- Use Hadoken to slow Ridley’s walk and jump options, then meet the forced landing with down tilt, nair, or up tilt to get inside.
- Punish Jab, tilts, dash attack, smash attacks, fair, bair, dair, Up B, and Down B on shield with the listed Up B, nair, uair, up smash, or grab answers.
- Do not force immediate hits on Plasma Breath or Side B; take the positional advantage and cover Ridley’s landing or line reset instead.
- Once you get in, prioritize down-tilt pressure and landing traps so Ridley’s large body keeps taking combo damage.
- At the ledge, split coverage between jump with up tilt or bair, neutral getup with down tilt or grab, and shallow checks on Up B recovery.
Actions to Avoid
- Running straight into the tip of Ridley’s fair or bair and letting the range difference decide neutral for free.
- Letting clearly punishable grounded moves and smash attacks go unpunished against a heavyweight.
- Trying to hit Plasma Breath or Side B out of shield every time and getting whiff-punished for overreaching.
- Forcing kills with reckless Focus or big swings and giving Ridley the long-range whiff punish he wants.
- Chasing too deep offstage, respecting Ridley’s recovery distance poorly, and losing the ledge trap for no reason.