If you'll notice, the textures in BrawlBox show them both the same color. When I made the texture, I purposefully made them the same color so it would appear to be a solid eye without a visible pupil. But apparently there is some sort of weird glow applied to his "eye whites" in-game that BrawlBox doesn't take into account, making the "eye white" dramatically lighter.
I'll try to change them again before the next update. If it still looks like that then I guess theres no fixing it without removing the pupil entirely.....and it just crossed my mind that I could probably just erase the pupil in it's texture and maybe it'll make it invisible.
I'm going to attempt the dash right now. No idea how well it's going to go

EDIT:
The Grounded Dash worked perfectly. Ridley bends over so that he's on all four legs then moves his head upwards as though roaring, then lunges forward. He travels a bit further than Wolf's Forward Smash if I recall correctly. The Aerial version is a bit different. I am going to have him dive downward, traveling some distance, then flying back to the position he was in. I'm still working on this animation, and at this time, he just goes down, forms a jumbled mess, then comes back to his neutral position. I was just making placeholders so I can go back in a later and actually work on them frame by frame, but somewhere around the point that he reaches the lowest point of the dive, he messed up.
I need some opinions. Would you all prefer if it just hit an opponent, or if it went clear through an opponent like Fox/Falco's ForwardB?The Grounded version has some lag at the front due to the "roar" animation, but he moves very fast during the actual dash part of it. I think I might put some invincibility frames in the "start up" so you can use it to block attacks then let the dash connect with your opponent. Sort of like a counter if used correctly. But it's damage and knockback will need to be sort of low.
The Aerial version, if I can get it to work like I want, could end up being an awesome edgeguard move. Sort of like a reverse Shuttle loop. Striking opponents from above rather than below as they try to recover.
Aether will update it into the download as soon as I get the animations finished. Then you'll have to deal with the incorrect hitboxes until I get them done.
Going to test the Dash in-game now that I'v finished the psa work.* I also figured out why his "Eye White" is not showing up green as it should. I opened the Pupil in SAI at some point, and it doesn't use transparent backgrounds, so the pupil had white all around it.
* In-game, the dash had a problem. It didn't move forward, he just did the animation in place, then froze up and became lost to his opponent (everything I do seems to achieve this effect now lol). I looked into his animations and his TopN and TransN were under the floor at certain points, and I recall someone saying that TransN had to be on ground level or you couldn't "move" during an animation. So I put the TransN on 0 for every frame of the animations and I'm going to test it now.
Aether will be updating the download later today to include:
Corrected Eye Textures
Faulty/Correct Dash (depends on whether I can get it working by then)
New Animations for certain attacks
Adjusted Fireball
* I NEED SOMEONE TO HELP WITH THE DASH. I have the animations finished, but I apparently have something wrong in PSA. Can someone please check into it and see what the problem is and fix it? He isn't moving forward for some reason. He just performs the animation, then freezes in place. The .pac is here: http://www.mediafire.com/?tfe77qbpu8h2rt1
Check into the Neutral B Special Action tab, as well as the Sub actions for Special N, Special N Start and Special N End. I replaced Ike's forward B into the Special tab and reworked a few of the things so that they should apply to his Neutral B, but something is just wrong somewhere 