Just a suggestion, why not move all of the movesets into folders in the OP: like with Venus of the Desert Bloom's palette swap thread. Anyone could send them in a message or in a post, with a link to the support thread or something, and you could put it in the OP.
If it is just posting it as a comment it will be real hard for someone to become interested in a possible and supported character.Because if you are going to make a thread like this you need to support it actively.
Here's an edit of the ridley moveset, straight from the support thread, by Oasis_S:
[COLLAPSE="Moveset"]
A – Quickly swipes with left hand claws. Fixed knockback. 4%-2%
AA – Follows up with right hand claws. Fixed knockback. 3%
AAA – Follows up with a quick bite. All together relatively good damage. 5%
Dash – Ridley spins above the ground (think Falco’s F-air) to lightly knock opponents upward. 10%-7%
F-tilt – Extends neck to bite. Awkward to connect due to the length of his neck. Could very well miss an opponent that is too close. Good damage and horizontal knockback to compensate. 12%-9%
U-tilt – Quickly puts his head down and lifts it upward over his body in an arcing motion. Flips opponents up into the air with fixed knockback. Naturally combos into U-smash. Does not hit behind him. 11%-8%
D-tilt – Sweeps the ground in front of him with his tail. One of his faster ground attacks and can trip opponents. 9%-5%
F-smash – Winds up his tail while charging, then stabs straight forward. Sweetspot at the tip which can KO. Awkward to connect like his F-tilt. Good damage and a bit of ending lag. 17-15%
U-smash – Breathes a single large burst of fire upward. Combos with U-tilt. Good damage and knockback. Does not hit to either side of him. 16%-14%
D-smash – Lowers himself and spins around once. While spinning he extends his tail outward and breathes fire. The fire does not have much knockback, but may be followed up by the tail at lower percentages. The tail is mainly what you want to hit with. It sends opponents up into the air. His slowest ground attack. This move recalls an attack from Metroid Prime 3: Corruption. Tail: 9%, Fire: 6%
N-air – Spins his tail around his body (clockwise when facing to the left). Think Meta Knight, Wolf, etc. Tip knocks opponents outward, while non-tip hits knock opponents at the angle they were hit. Combo potential. Mostly just gets opponents off you. Sweetspot: 13%, Sourspot: 7%
F-air – Stabs tail forward quickly. Already a good KO move, but a sweetspotted tip makes it even more so. Tipper: 18%, Non-Tipper: 12%
B-air – Twirls his tail closely behind his body for multiple (six) hits. Similar to Yoshi’s. 2% every hit, finishing hit is 5%
D-air – Stabs his tail downward. Tip sweetspots with a meteor smash. If not sweetspotted, it causes a pogo effect similar to Link’s. Sweetspot: 14%, Sourspot: 8%
U-air – Attacks with wing spikes. Slight upward knockback. Can probably hit with it a few times if you’re moving upward, like with Meta-Knight’s. 5%
Glide attack – A strong bite. As strong as Charizard’s. 12%
Pummel – While holding opponent by their head, he breathes fire on them. Relatively slow yet damaging among pummel attacks. 4%
F-throw – While holding opponent by their head, he quickly stabs them with his tail about five times, then with a sends them flying with a stronger sixth stab. Very damaging. 2% each stab, 4% last stab
U-throw – Grabs opponents with his talons and carries them into the air while swatting them twice with his tail. He quickly descends, slamming them into the ground with all his weight. Most damaging throw due to the high vulnerability. Opponents are sent upward after being slammed. 4% each swipe, 7% on slam
D-throw – Grabs opponents in his mouth, raises them upward and brutally slams them into the ground. Very damaging. 12%
B-throw – Stabs tail into opponent while they are in his grasp. He then flings his opponent, now impaled on his tail, behind him. 8%
Special – (Fireball) – When tapping the special button, Ridley releases a spray of four fireballs. They travel a relatively short distance for a projectile, and are essentially a wall of hitboxes. They do not do much knockback or damage. When holding special, Ridley releases a single large fireball. This fireball travels a longer distance, and causes more knockback and damage. When done in the air, the large fireball travels in a downward diagonal direction. If it were to hit the ground, a small damaging shockwave comes from the impact. His special can actually be used while gliding to fire up to four shots that “bomb” the stage. These do little damage and knockback. 2% each fireball, 5% on large one, 2% on shockwave
Side Special – (Command Grab) – Ridley flies forward a distance longer than Ganondorf’s side special, but with slightly longer startup. Ridley can only do this once in the air, but he will not be put into a helpless state. If the grab connects Ridley will essentially act as though he has a second normal grab. He can pummel opponents with his tail, and opponents can also break out of the grab. On the ground, “throwing” forward or back causes Ridley to drag the opponent across the ground for a set distance, racking up damage. At the end of the animation (he cannot fall off ledges during this) he will simply toss the opponent upward. You can also simply throw the opponent upward to begin with as a sort of “U-throw” option. Unlike Bowser and Ganondorf, Ridley has wings and does not have to plummet to the ground when connecting his command grab in the air. Again, while in the air it is essentially a second grab. There are no “F-throw” and “B-throw” options in the air, but you can “U-throw” opponents upward. You can also dive-bomb while holding the opponent as a “D-throw.” This will result in a suicide if done off the stage. Same percents as normal throws.
Down Special – (Reflector) – Holding down special charges up a reflector. While charging, you are vulnerable to any attack. Once the charge is complete, you can move around freely as though you have a Franklin Badge. Ridley’s skin darkens while you have these properties, accompanied by particle effects. All together, the charge time and effect time lasts about 3.5 to 4 seconds.
Up Special – (Fly/Unfly) – This move is similar to R.O.B. and Pit’s Up Specials. It works with Ridley’s five jumps. If you were to use Fly (and Unfly) five times, Ridley could no longer jump, and vice versa if you were to jump five times, you would not be able to use Fly. Pressing down while using Fly causes Ridley to Unfly. You are not put into a helpless state. You can attack with aerials normally while Flying, as well as after Unflying. Like R.O.B.’s “fuel,” you can only Fly for a certain amount of time – 3.5 seconds.
Alternate final smash
Final Smash – Meta-Ridley Transfo—**** THAT. SPACE PIRATE RAID: The camera zooms in on Ridley as he roars to summon two Space Pirate ships. The Space Pirates hop out to attack Ridley’s opponents. Think of them as enemies from Melee’s adventure mode. They have limited methods of attack, and can be attacked and killed themselves. The problem for your opponents is that there would be so many of them to deal with. The amount would depend on the amount of players, and Ridley’s damage. There would also be different kinds of Space Pirates that hop out. Grey pirates are the simplest to kill, with only a small amount of health. Green pirates have more health, Red have even more, and Gold pirates have the most. They all attack by shooting beams (which can be fired horizontally or diagonally upward) and jumping. Gold pirates can do a jump kick which has a lot of knockback. They disappear after a set amount of time.[/COLLAPSE]
I'll come and keep adding movesets of the less visited threads.
Here is Dark Samus.By Venus of the Desert Bloom
[COLLAPSE="Moveset"]Dark Samus B Specials
Phazon Cannon is Dark Samus’ Neutral B attack. Pressing B once will result in three separate Phazon energy shots to travel across the stage. They last around 6 seconds and deals 2% Dark damage for each energy ball. It does 6% damage if hit fully. It can be fired repeatedly by hitting B. Holding down B while cause a Phazon laser to shoot out. It usually takes 6 seconds to charge. Once fired, the beam will shoot out but will end when it reaches a certain length. It lasts around 8 seconds and Dark Samus cannot move during this period. The Phazon laser does 3% every hit and can do up to 10 hits. In total it does 30% Dark damage.
Phazon Pillar is Dark Samus' Side B move. Dark Samus unleashes a series of phazon pillars that either erupt from the ground or appear in thin-air if Dark Samus is in the air. It is a chargeable attack that, when charged, determines how far the Phazon Pillars will travel. If uncharged, it only does three Phazon Pillars and travels about 3 1/2 Dark Samus bodies away. However, a fully charged attack will unleash up to six pillars that will travel 6 1/2 Dark Samus bodies away. It has the ability to travel the entire length of a small stage on Fountain of Dreams or Pokemon Stadium. However, if it hits a wall, it will stop. Each pillar is able to be sweetspotted in it hits right at the point at the top of the pillar but the highest amount of knock back from the sweetspot is the last fully charged pillar. All the others do below average knock back when sweetspotted.
Phazon Boost is Dark Samus’ recovery move and Up B move. Dark Samus propels herself up by using Phazon. Holding B will cause her to continue to soar higher. She can stay in the air for a total of 10 seconds if the player holds down B without stopping. The propulsion is slower though so she is somewhat vulnerable to camping.
Dark Echo is Dark Samus’ Down B move. Dark Samus flips backwards and a Dark Echo dashes out. A Dark Echo, physically, is the same as Samus but it’s speed and strength has been nerfed. In fact, is strength does out a 3rd of the original damage. So a basic attack only does 1-3% damage. The Dark Echo will run, jump, and attack other characters. However, if it gets hit with enough damage, it will vanish. Being hit 1 to 4 times with a basic attack or once with a powerful attack will cause it to vanish. It lasts for 15 seconds before it vanishes. If it is destroyed or vanishes, it releases a powerful Phazon blast that does 12% Dark damage and high knock back. If Dark Samus presses Down B again to summon a Dark Echo while another Dark Echo is on the screen, it will vanish immediately with no explosion and the new Dark Echo will dash out. Two Dark Echoes can’t be in play at the same time.
Final Smash
Aurora Unit is Dark Samus’ Final Smash. Dark Samus’ merges with the Aurora Unit and becomes a giant mechanical being comprised of dark matter and Phazon. Dark Samus/Aurora Unit sits behind the stage and attacks that way.
- Pressing A will fire a single eye laser that does 25% Dark damage in the middle of the stage.
- Up Tilt fires a single eye laser that does 28% Dark damage that comes from the top to the bottom of the screen.
- Left or Right Tilt fires a single eye laser that does 23% Dark damage that comes from the left or right if the screen.
- Down Tilt fires a single eye laser that does 25% Dark damage that comes from the bottom to the top of the screen.
- Pressing B will cause the eye to grow red and a short laser burst will fire. It has a high radius and high knock back. It does between 26-30% Dark damage.
- Pressing Down B will cause a Dark Echo to appear and run around. Hitting it will cause it to vanish.
- Pressing Grab will cause Dark Samus/Aurora Unit to grab the opponent and shock it with Phazon. It does 45% Dark damage.
Aurora Unit lasts for 13 seconds before it vanishes.
Proposed Dark Samus Move Set
Ground Attacks
Normal
Dash Attack – Arm cannon thrust. 9% damage. A quick and far reaching attack that does decent knock back. Fairly fast and no lag at the end.
Neutral Attack – Punches first and then punches with her arm cannon. First hit does 5% while the second does 7% damage. The last hit is slower and is a bit delayed after the first punch is thrown.
Forward Tilt – Short-hop kick. Dark Samus slightly jumps and does a spinning kick in the air. Does 5-8% damage depending on the distance. Has high knock back and can defeat enemies at percentages 100% and higher.
Up Tilt – Elbows upwards. Very fast and quick. Does 6% damage with moderate knock back. very hard to KO; even at higher percentages.
Down Tilt – Crouches and performs a 360 leg sweep. Does 8-11% damage depending on the length. It has decent knock back but it has a long reach.
Smash
Forward Smash – Engulfs her hand in Phazon and punches forward with it. Oppnents ar ehit with Dark damage because of the Phazon. It does between 15-21% Dark damage and has moderate knock back. It can OHKO opponents as low as 70%. It is fairly quick but a slow ending lag that may leave Dark Samus helpess. However, it has a very long reach and a very small blast radius because of the Phazon.
Up Smash – Engulfs her hand in Phazon and then thrusts it above her head. The Phazon leaps slightly from her hand. It has a disjointed hit box and can attack from a small length. It also has a small blast radius around it. It is her best killing Smash move since it does between 13-19% Dark damage. It has very high vertical knock back, a little startup lag, but no ending lag.
Down Smash – Several points of frozen Phazon erupts around her. It is unique since it blocks most basic attacks and projectiles for half a second. It has very high vertical and horizontal knock back. It does 16-20% Dark damage and can OHKO as low as 50%. However, it suffers from both start up and ending lags so it’s best to use to juggle or kill an opponent.
Aerial Attacks
Neutral Air – Spins around while activating her Phazon Booster. It deals hits four times and deals 2% each hit. In all, it deals 8% Dark damage and can meteor spike at the last frame. Extremely quick move with no start up and ending lag.
Forward Air – Spins forward while encasing herself in Phazon. It hits 3 times and does 4% damage for each hit. It does a total of 12% Dark damage for each hit. It is one of her best aerials because it is quick, powerful, and useful in high competitive playing.
Back Air – Activates her Phazon Booster and loosens a short Phazon burst that burns the opponent. Does 8% Dark damage and has one of the highest aerial knock backs in the game.
Up Air – Turns upside down and kicks high in the air with both feet. It has high vertical knock back but suffers from start up and ending lag; especially when Dark Samus lands on the ground right after the attack. It does 12% damage.
Down Air – Kicks her feet down and spins rapidly. It hits 5 times and does 2% damage each time. It totals for 10% damage for each hit. Low knock back and one of the lowest KO abilities in the game.
Grapple Beam – Sends grapple forward, with long range. 3% damage, 6% damage at tip.
Grabs & Throws
Grab – Reaches forward with Grapple Beam. While shorter then Samus, it’s faster. Much, much faster.
Pummel – Burns opponent with Phazon. Does 2% damage for each Phazon burn.
Back Throw – Tosses the opponent backwards and activates her Phazon Booster. Deals 10% Dark Damage. Her best
Forward Throw – Slams opponent down and chucks them with a over-head throw Does 7% damage.
Up Throw – Fully extends the Grapple Beam and thrusts the opponent upwards. Does 8% damage.
Down Throw – Throws her opponent down and slams her heel into them. Does 8% damage.[/COLLAPSE]
And Krystal.By KumaOso
[COLLAPSE="Moveset"]B: Fire Blaster
Krystal shoots a Fireball with small knockback from her staff. However, by holding B, you can hold the charge and have a stronger, in general fireball. The main purpose for this attack is for zoning and scaring your opponent that you’ll shoot a fireball.
Side B: Ice Spray
Shoots a spray of ice from her staff. While Krystal is in any part of the startup or while it’s active, Krystal can adjust her aim. This is used as an anti-air, keep-out attack, or an edge guard move. Over time, the range of the spray decreases. If the spray is done at point blank, however, the opponent will be frozen.
Down B: Quake
Krystal strikes her staff to the ground to create a localized shockwave, there are three “points” where the shockwave will rise. This depends on your directional input. If you hold back during the startup, the shockwave will be close to you, while holding forward goes for max range. Holding just down or neutral lands between the two points. Useful for countering camping, or like the fireball, scaring the opponent. This attack is also jump cancelable. This attack does not work in the air for obvious reasons.
Up B: Rocket Boost
Krystal raises her staff and flies up. Doing straight Up causes her to go up vertically while Up-Left and Up-Right will cause her to travel in those directions. Like’s Snake’s Cipher recovery, Krystal can exit out of the recovery.
AAA: Krystal does a forward jab with her staff high, then low, and then does two kicks.
FTilt: Swings her staff downward. A good poke.
DTilt: Krystal crouches and sticks her staff out, this is her best poke.
Up Tilt: Like Pit’s UTiltt, but has two hitboxes. If the opponent is next to you as you hit, the move has more knockback and damage, but the hitbox on the feet has less knockback and damage.
Dash: Does a swipe at the opponent's foot, causing them to trip, but because of the reward, this attack is unsafe at close range.
FSmash: Krystal raises the staff behind her and drops the staff like an axe.
DSmash: Krystal places her staff to the ground, spins around and then does a downward angled double kick to the opponent. This has good horizontal knockback, but poor vertical knockback. This is best used for tech chasing or as an edgeguard.
USmash: Krystal holds her staff like a baseball with the charge going to her staff’s head. She swings upward. Unlike the above attack, this has poor horizontal knockback, but good vertical knockback.
Wakeup Attack: Like AA, but the second hit goes behind her.
Ledge Attack: Climbs and does a quick, weaker version of her FTilt
100% Ledge Attack: Weaker version of her DSmash
NAir: Spins once with her staff horizontally.
FAir: Spins once with her staff vertically. The range, unlike her NAir, goes far in front instead of covering both sides.
BAir: Swings staff horizontally behind her. Has two attacks. First few active frames have good knockback not too far from Zelda's kicks. The rest of the active frames function as a sex kick.
DAir
okes directly below her.
UAir: Extends her staff 30 degrees upward to the direction she’s facing.
Pummel: Knees the opponent.
FThrow: Lunges at them in the stomach.
BThrow: Stomps on their foot, uses the staff to push them behind by their neck moving them behind her, and then kicks them.
DThrow: Tosses them to the ground, does a quick jump and spin of the staff above her, land with her staff hitting the opponent and causing a ground bounce.
UThrow: Punches the opponent and then uses the staff like a shovel to launch the opponent.
[/COLLAPSE]