Well! Seeing as how I have a few projects going on, I decided to keep one big master thread to keep track of everything I have or will have!
Here, one can find information and keep track of progress of any hacks I am currently working on.
- CompleteCanyon Junction
Phase 9 (The Queen's Lair)
- Near Completion
- On Hold Indefinitely
AA: Two claw swipes, right and left. A bit like Bowser's AA, but faster, weaker, and can cancel into his side tilt. 3% first hit, 5% second hit.
Side Tilt: A large slash across the body. Decent power and knockback, fairly slow. 12%
Up Tilt: Ridley crouches and sweeps his tail upward. Similar to Marth's up slash in look and functionality, good for juggling. 11%
Down Tilt: A low poke with his tail. Pitifully weak if the opponent is struck with the broad part of his tail, but powerful if the tip connects. Good range, good for spacing. 6% if hit with the tail, 15% at the tip
Dash Attack: Lunges forward and tackles the foe head-on. Simlar to Snake's dash, Ridley can go straight into his crounch and throw a down tilt as soon as the animation finishes. 8%
Side Smash: Similar to Charizard's forward smash in appearance, Ridley steps forward and swipes upward with his wing. Strong, decent knockback. 26% when fully charged
Up Smash: Breaths a spray of fire, similar in functionality to Mewtwo's up smash. Hit's 5 times, the 5th hit being the strongest. 2%-2%-3%-5%-21% when fully charged.
Down Smash: Ridley swings his tail around. Slow, but powerful if the tip connects. If the foe is struck by the base of the tail, the attack will simply trip the opponent. 10% if hit with the tail, 24% if hit with the tip
Nair: Tucks himself into a ball and does a flip, similar in appearance as Charizard's nair with sex-kick properties. However, towards the end of the animation, Ridley flicks his tail downward. If the tip connects, the opponent will be lightly sent downward. Not exactly a meteor smash, but similar in functionality. 11% for the normal attack, 5% if hit with the base of the tail, 13% if hit with the tip.
Fair: A quick, overhead slash. Weak, but little to no landing lag. Good for approaching and setting up for a smash attack. 10%
Bair: A quick backwards flick of his tail. Again, weak if hit with the base of the tail, but frightening if the tail connects. 6% at the base, 15% at the tip
Uair: Similar to Charizard's up tilt in appearance, Ridley quickly thrusts the pointy bits of his wings upward. Weak, good for juggling. 9%
Dair: Ridley plummets down until he hits the stage. If he lands, a slight shockwave will be sent out around him. Goes straight through aerial opponents, considerable landing lag. 10% dealt to aerial opponents, 12% dealt to grounded opponents.
Glide Attack: Does an upward slash, putting the foe directly above him. Weak, but can be followed directly by an up air attack. 8%
Grab: Grabs them. With his hands.
Pummel: Strikes them in the face with the tip of his tail
Forward throw: Goes for a homerun by striking the opponent with a bat-like sweep of his tail. 12%, good knockback
Back throw: Impales the target with his tail, then flicks them backwards. 4% stab, 7% throw
Up throw: Slowly ascends upward, doing damage to the opponent as he ascends, similar to how he'd grab Samus and damage her in Super Metroid. Finishes by plummeting and slamming the opponent on the ground. Hits 5 times, each dealing 1%. The final hit does 7%. Good knockback
Down throw: Slams the foe downward with his tail. Similar in functionality to Mewtwo's down throw. Can be used to chain grab the opponent at low percentages. 11%
Neutral B: A three-stage charge attack.
First stage: Acheived by simply pressing B. Fires 3 or four small fireballs in front of him, each dealing 3%. Also lightly juggles the foe.
Second stage: Fires a stream of plasma from his mouth. Hits ten times, the first nine dealing 2% and the last dealing 8%. The last hit does decent knockback.
Third stage: Launches a large fireball. Does massive damage and knockback, and multiple foes can be caught in the large blast radius.
Side B: A forward dash, similar in functionality to Ike's side B. However, unlike Ike's, he flies right through multiple opponents, and goes forward until the attack ends. Effective for horizontal recovery, but puts him in free fall. Does 20% fully charged.
Down B: Flaps his wings like a madman. Does light damage and almost no knockback, allowing the foe to be smacked with his wings a few times. There's also a light windbox in front of him, which can be put to obvious uses. 4% per hit, maybe about 5 hits
Up B: Ridley leaps up into the air and lands where the player directs him. Send out a shockwave upon landing, stuns enemies that are not close enough to be hit by the shockwave, but not retardedly far. Similar to DDD's up B, but can strike the opponent while he's ascending, as well as descending. 15% dealt while in the air, 18% shockwave, 4% stun
Final Smash: Ridley flies offscreen for a moment, then flies across, doing a massive bombing run. Each bomb deals around 15%. Similar to PK Starstorm, but more concentrated. Ridley flies across the screen twice before the Final is over. Heavy knockback, but not a OHKO.
-Has four jumps
-Heavy, but fairly light for a heavy character (relatively easy to knock away)
-Decent air mobility, more mobile than Mario, but less so than Wario
-Shield lasts a bit longer than usual
- On Hold Indefinitely
*Note: This moveset is written up using Mario as the standard, with a 5/10 rating being the standard*
Air Mobility: 6/10
Average Strength: 7/10
A: A somewhat slow, diagonal swipe across the body. 2%, low knockback (so as to connect with the second hit)
AA: A horizontal dual-slash in front of him, similar to Pit's Side Tilt. 3%, low but decent knockback
Side Tilt: An upward spinning slash, hits twice. 4% on both hits, decent knockback on the second hit.
Up Tilt: An upward-sweeping slash with both blades, comes out decently fast. 5%, low enough knockback to be useful for juggling or connecting with an aerial.
Down Tilt: A low stab with both blades. 4%, potential to trip.
Side Smash: A cross-chop. Comes out decently fast, similar to Falco's. 12% uncharged, good kill potential.
Up Smash: A combination of Pit's and Ike's. Swings his first blade up and across, then finishes by a second stronger swing with his second blade. 6% for the first hit, 8% for the second hit uncharged. Good knockback on the second hit.
Down Smash: He crouches down and spins on a pool of ice (to reduce friction, dur hur) with both blades extended. Hits three times. 4% for first two, 6% for the last hit. Slightly drags the opponent in, good knockback.
Neutral Air: A decently fast spin, similar to Lucario's. Hits twice. 4% for both hits.
Forward Air: Raises both arms above his head, then swings down with both and does a flip. Potential to spike. 11%
Back Air: A simple kick. Good knockback. 9%
Up Air: Does an upwards flip kick.Good knockback. 10%
Down air: Similar to Ness's, shoves his leg down with force. If he connects, he bounces upward slightly. Spikes. 10%
Neutral B (ground): Shoots a large chunk of ice. If the button is pressed twice, he shoots two. Freezes. 12%
Neutral B (air): Automatically shoots two chunks of ice. 12%
Side B (ground): Sends a wave of ice across the floor in front of him. If it connects, it freezes the opponent. 11%
Side B (air): Slides quickly along a path of ice. If it connects, it does not send him into free fall. If it doesn't, he goes into free fall. Can only be used once in air regardless. 13%, good knockback.
Down B (ground): Strikes the ground, causing to stalagmites to quickly rise from the ground. Slow, but powerful, excellent knockback. 15%
Down B (air): Dives at the ground. Upon impact, causes to stalagmites to rise with the same effect as above.
Up B: Similar to Squirtle's, but on a path of ice. Last's longer, goes farther, is a little faster, only hits once. 10%
Cryokinesis: Rundas shoots two beams of ice into the sky, causing it to rain large ice picks. Similar in functionality to PK Starstorm... but ice.
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« Last Edit: April 03, 2013, 07:47:21 PM by Gamma »