Ridley's playstyle imo should be focused on the concept of a Grappler with moves functioning similar to command grabs (Ridley should have at least 2 command grabs IMO), with said grabs setting up aerial combos (thus, functioning similar to Launchers) mixed with a Juggler to overwhelm foes in the air. Thus, these command (most, anyway) should probably have low knockback, as so they will still be viable at higher percentages. One command grab should be Ridley able to swoop straight down and grab an opponent with his feet from above, and lift them up higher into the air (reference to SM Ridley, who was
notorious for this). I am undecided if this move should even damage; it may be possible for this move to be used entirely for setting up opponents in the air with minimal damage/knockback. Another grab/command grab should maybe be him grabbing you with one arm and drag you on the ground, with the result launching the opponent back into the air but with Ridley carrying his momentum from the drag.
Plasma breath would most likely be a zoning technique, and I can't imagine it getting more then one move (would be nice to be wrong though). Undecided whether it should be classic, multi-fireball sparks that spread (like in Super Metroid) or Prime/Other M plasma which was much more continuous plasma (or in prime's case, a beam). 2D Ridley/Spread would probably be more ideal, as that has far more overt zoning advantages then just a beam. Even better if Ridley could somehow incorporate and control both. Or they might subject the differences to custom moves...
For generic attacks, Ridley's will probably utilize his claws and tails, but I
really hope they are few so that Ridley doesn't become a generic Brawler (ala Bowser). When Ridley is in the air, Ridley should possibly be able to incorporate his tail to attack ground (reference to pretty much all his 2-D fights, which he does exactly that).
"But if from a certain height Ridley's tail could reach back down to the stage then his tail would be too long!" I disagree, since Other M's fight used a lot of stretching to make Ridley's tail attack at long lengths despite it not being that long otherwise. I guess similar to Diddy's elongated arms when he attacks.
Ridley using his wings to attack I find to be extremely silly. I've always felt with Charizard that if you needed to reach so far as to resort to the character's wings as a method of attacking, then you ran out of ideas.
I truly do believe that Ridley should be extremely disadvantageous on the ground. Normal/Smash moves having very slow wind-up (
please no super armor as well), very slow walking/running speeds (or having a very long start-up to get to a decent speed). Ground combat should discouraged at all times for Ridley. If on the ground, a portion of Ridley's move would encourage to launch the opponent back into the air.
Completely undecided on just
how much mobility Ridley should harbor in air, and how free-roaming it would be, and how limited it should be.
Just random jumbled thoughts on the direction in which Ridley's design philosophy should be if he were to appear in Smash. I think Ridley should fight mainly inspired by his 2-D forms (especially since Smash Bros. is a 2D environment). Also since we will probably get a fully organic Ridley he most likely will not have many moves from the Prime series at his disposal (like him being able to Air-Raid those bombs in Prime 1's Meta-Ridley fight).
Ridley can be very unique if Sakurai focuses on a certain
playstyle that he can harbor (as I said before, I think focusing him to be more of a grappler/juggler would be ideal), but I'm also afraid Sakurai will get lazy and just make Ridley a Heavyweight Brawler w/ glide, with one fireballs zoning. I don't want Ridley to end up with missed potential like Charizard
.
For stage entrance, either the eerie glowing eyes from when you encounter Ridley fights in Super Metroid, or Ridley swooping in from the background (similar to Ridley's escape from the Ceres Station in SM). Eerie glowing eyes would be preferred but far less feasible to implement.
Devil's advocate, but Smash 3DS's having the Smash Run is unfair to Wii U owners.
Also, Sakurai stated in June 2013 that there were not planning any Wii U functionalities at the time. Whether things changed down in development during a year's time (possibly due to Nintendo's explicit strategy to market the Wii U gamepad functionalites more) remains to be seen. One should not expect Gamepad gimmicks, but at the same time don't be surprised if they show up anyway despite past remarks on the issue (specifically on Ridley, one should not expect Playable Boss Hazard Ridley, but at the same time don't be surprised if it pops up).