BaganSmashBros
Smash Hero
Download link: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=207676
Installing tutorial by @Cpt. (works on v1.75 and above)
Video showcase/preview (version 2.1):
Credits: KingJigglypuff for coding help and resizing and fixing model several times; themaziest for Ridley-X roar, some of the sounds and victory fanfare; drogoth for fixing Side B; SoulOfSmash, Capt., GerbilCrab475, PrinceGal3n, NXero, ggmonx, MerryShadow, Dastardly Ridleylash, GanonFist, Weiss and Warzenschwein for beta testing; Dastardly Ridleylash and MerryShadow for some minor coding and image editing help; PyotrLuzhin for future .rel ports, RSBE01.gct codes help and RSBE01.gct file included; SchAlternate for improving textures; Dr. (KC-MM) for fixing and optimizing the model; pikazz (KC-MM) for Side B coding.
This is unofficial mod that replaces Pit (later, BrawlEx port will be made for Brawl, but unless he will become official for Project M, you will have to replace Pit to use him in Project M) with Ridley from Metroid series. Ridley's appearance in this mod is mostly based off Other M Ridley, but with several noticable differences (such as shorter head with beak curved down, chin spike, longer spikes on the head, smaller wings, shorter tail with arrowhead-like blade on the tip, no spikes on legs and arms, etc) that make him look more like Super Metroid Ridley. Sounds are mostly taken from Metroid Prime and Super Smash Bros. for WiiU, with few Other M and Metroid Prime 3 sounds used.
Gallery: http://imgur.com/a/0ATHn
Info:
Weight - 92
Falling speed - 0.012 (a bit lower than Bowser's)
Jumps - 4 (normal jump included)
Jumps height - above average.
Running speed - a big higher than Bowser's.
Walking speed - near Samus' speed.
Air mobility - high.
Recovery - 9/10.
Attack speed - 4/10.
Attack power - 7/10.
Ground combat - 4/10.
Aerial combat - 9/10.
The leader of the Space Pirates, Ridley, joins the fight! Armed with only his own natural weapons, he is a force to be reckoned with in the hands of an experienced player.
Thanks to Ridley's large size, long arms and tail, his range is very high, allowing him to reach opponent easily. His tail lacks hurtboxes and doesn't clashes with other attacks, so, it can be used to safely reach opponent. Most of Ridley's attacks deal high damage and knockback, which makes KOing opponent rather easy with proper reads and positioning. His high aerial mobility allows him to perform Wall of Pain and follow up other attacks without much problems. Because of it, its recommended to fight in the air rather than on the ground, but if its either not possible or its not the best course of actions in certain situation, then you still can use such attacks as Side Smash, which can KO most of the characters in 2-3 hits, Side B, which can be followed up by various attacks in similar way to Ganondorf's Side B, Down B, which has high knockback and goes through most of attacks thanks to its high flinch resistance, and many other attacks. Ridley also has a strong and fast projectile that can either be shot straight forward or diagonally down and if it hits the ground, it produces a big shockwave that launches opponents up, but deals lower damage and has low knockback growth. Most of Ridley's tail attacks deal extra shield damage, with fully charged Side Smash being able to shatter full shield on most characters.
While he is the 2nd biggest character, he is far from heavy. Being a flying creature with a rather thin build, he is just barely heavier than Peach. This makes survival for Ridley a huge problem. Thankfully, his recovery allows him to survive being launched very far away from the stage, so, unless he is launched far enough to be KOed (something that is easy to do with such large and yet light character), he will most likely return. But his size might be a problem when recovering since this allows most of the meteor smashes to hit him easily. His recovery is also rather predictable and slow and he has low falling speed.
Another one of Ridley's problems is his slow ground attacks and low running speed. While his attacks are strong, they either have long start up or eng lag. His command grabs both on the ground and in the air are very fast and can be followed up by various attacks, but have high end lag and very low hitbox duration. His Side Smash deals very high damage and knockback, but has high start up and low hitbox duration.
Overall, Ridley is a glass cannon and once you learn how to fight him, he is very easy to deal with, but most of your mistakes will be severely punished.
Frame data (Work In Progress):
Note: all of attacks using tail have a tipper mechanic - tail blade deals decent damage and knockback, but everything else has weak 7% damage and knockback. And not all of the stuff above is ready yet. For example, images for the attacks are not animations as they should be.
Frame: 1/60 of a second
Hitbox: Collision box that interacts with hurtboxes, as well as hitboxes (known as a clang)
• Angle: Direction in which the player is sent from an attack or throw
- A 365° angle is the Auto Link Angle and will send the opponent in the same direction as the player
- A 361° angle is the Sakurai Angle and will send all aerial opponents 45°
- Any angle between 260° and 280° is classified as a meteor.
- Any angle above 361° is classified as a spike, with the exception of the Auto Link Angle.
• Base Knockback (BKB): Base value used in knockback calculations
• Knockback Growth (KBG): Percentage multiplier that changes knockback in relation to the opponent's damage
[collapse=Hurtboxes' placement]
[/collapse]
[collapse=Frame data (Work in Progress, all normal, smash and aerial attacks are done)]
Jab 1
Start Up|Hitbox Duration|End Lag|Damage|Angle|WKB/KBG
18|3|12|4-3|20°|50/100
Jab 2
Start Up|Hitbox Duration|End Lag|Damage|Angle|WKB/KBG
13|4|13|5-4|20°|65/100
Jab 3
Start Up|Hitbox Duration|End Lag|Damage|Angle|BKB/KBG
12|5|18|6-5|45°|75/75
Dash Attack
Start Up|Hitbox Duration|End Lag|Damage|Angle|BKB/KBG
16|4|14|13-11|70°|80/65
Forward Tilt Up
Start Up|Hitbox Duration|End Lag|Damage|Angle|BKB/KBG
17|3|21|12-7|50°-361°|20-70/100-50
Forward Tilt Straight
Start Up|Hitbox Duration|End Lag|Damage|Angle|BKB/KBG
17|3|21|12-7|32°-361°|20-70/100-50
Forward Tilt Down
Start Up|Hitbox Duration|End Lag|Damage|Angle|BKB/KBG
17|3|21|12-7|20°-361°|20-70/100-50
Up Tilt
Start Up|Hitbox Duration|End Lag|Damage|Angle|BKB/KBG
17|13|15|13-->7|96°|60/80
Down Tilt 1
Start Up|Hitbox Duration|End Lag|Damage|Angle|WKB/KBG
10|4|18|5-3|96°-80°|20/100
Down Tilt 2
Start Up|Hitbox Duration|End Lag|Damage|Angle|BKB/KBG
6|5|20|10-8|80°-361°|70/100
Side Smash
Start Up|Hitbox Duration|End Lag|Damage|Angle|BKB/KBG
49|4|19|23-19|45°|50/100
Up Smash
Start Up|Hitbox Duration|End Lag|Damage|Angle|BKB/KBG
17|6|37|3 + 13-10|90°-361°|70/100
Down Smash
Start Up|Hitbox Duration|End Lag|Damage|Angle|BKB/KBG
17|16|39|18-7|45°-361°|60-70/85-50
Neutral Aerial Attack
Start Up|Hitbox Duration|End Lag|Damage|Angle|WKB|BKB/KBG|Landing Lag
10|25|26|1*5 + 6|365°/361°|20-0/0-50/100-75|30
Forward Aerial Attack
Start Up|Hitbox Duration|End Lag|Damage|Angle|BKB/KBG|Landing Lag
14|3|17|12-10|35°|40/90|30
Back Aerial Attack
Start Up|Hitbox Duration|End Lag|Damage|Angle|BKB/KBG|Landing Lag
21|7|16|15-7|60°-135°|60-70/80-50|30
Up Aerial Attack
Start Up|Hitbox Duration|End Lag|Damage|Angle|BKB/KBG|Landing Lag
13|7|16|12-9|100°|40/90|30
Down Aerial Attack
Start Up|Hitbox Duration|End Lag|Damage|Angle|BKB/KBG|Landing Lag
18|23|10|14-->22|270°-->35°|65-->30/75-->100|50
Grab
Start Up|Hitbox Duration|End Lag
9|3|28[/collapse]
Installing tutorial by @Cpt. (works on v1.75 and above)

This is unofficial mod that replaces Pit (later, BrawlEx port will be made for Brawl, but unless he will become official for Project M, you will have to replace Pit to use him in Project M) with Ridley from Metroid series. Ridley's appearance in this mod is mostly based off Other M Ridley, but with several noticable differences (such as shorter head with beak curved down, chin spike, longer spikes on the head, smaller wings, shorter tail with arrowhead-like blade on the tip, no spikes on legs and arms, etc) that make him look more like Super Metroid Ridley. Sounds are mostly taken from Metroid Prime and Super Smash Bros. for WiiU, with few Other M and Metroid Prime 3 sounds used.
Gallery: http://imgur.com/a/0ATHn
Info:
Weight - 92
Falling speed - 0.012 (a bit lower than Bowser's)
Jumps - 4 (normal jump included)
Jumps height - above average.
Running speed - a big higher than Bowser's.
Walking speed - near Samus' speed.
Air mobility - high.
Recovery - 9/10.
Attack speed - 4/10.
Attack power - 7/10.
Ground combat - 4/10.
Aerial combat - 9/10.
The leader of the Space Pirates, Ridley, joins the fight! Armed with only his own natural weapons, he is a force to be reckoned with in the hands of an experienced player.
Thanks to Ridley's large size, long arms and tail, his range is very high, allowing him to reach opponent easily. His tail lacks hurtboxes and doesn't clashes with other attacks, so, it can be used to safely reach opponent. Most of Ridley's attacks deal high damage and knockback, which makes KOing opponent rather easy with proper reads and positioning. His high aerial mobility allows him to perform Wall of Pain and follow up other attacks without much problems. Because of it, its recommended to fight in the air rather than on the ground, but if its either not possible or its not the best course of actions in certain situation, then you still can use such attacks as Side Smash, which can KO most of the characters in 2-3 hits, Side B, which can be followed up by various attacks in similar way to Ganondorf's Side B, Down B, which has high knockback and goes through most of attacks thanks to its high flinch resistance, and many other attacks. Ridley also has a strong and fast projectile that can either be shot straight forward or diagonally down and if it hits the ground, it produces a big shockwave that launches opponents up, but deals lower damage and has low knockback growth. Most of Ridley's tail attacks deal extra shield damage, with fully charged Side Smash being able to shatter full shield on most characters.
While he is the 2nd biggest character, he is far from heavy. Being a flying creature with a rather thin build, he is just barely heavier than Peach. This makes survival for Ridley a huge problem. Thankfully, his recovery allows him to survive being launched very far away from the stage, so, unless he is launched far enough to be KOed (something that is easy to do with such large and yet light character), he will most likely return. But his size might be a problem when recovering since this allows most of the meteor smashes to hit him easily. His recovery is also rather predictable and slow and he has low falling speed.
Another one of Ridley's problems is his slow ground attacks and low running speed. While his attacks are strong, they either have long start up or eng lag. His command grabs both on the ground and in the air are very fast and can be followed up by various attacks, but have high end lag and very low hitbox duration. His Side Smash deals very high damage and knockback, but has high start up and low hitbox duration.
Overall, Ridley is a glass cannon and once you learn how to fight him, he is very easy to deal with, but most of your mistakes will be severely punished.
Frame data (Work In Progress):
Note: all of attacks using tail have a tipper mechanic - tail blade deals decent damage and knockback, but everything else has weak 7% damage and knockback. And not all of the stuff above is ready yet. For example, images for the attacks are not animations as they should be.
Frame: 1/60 of a second
Hitbox: Collision box that interacts with hurtboxes, as well as hitboxes (known as a clang)
• Angle: Direction in which the player is sent from an attack or throw
- A 365° angle is the Auto Link Angle and will send the opponent in the same direction as the player
- A 361° angle is the Sakurai Angle and will send all aerial opponents 45°
- Any angle between 260° and 280° is classified as a meteor.
- Any angle above 361° is classified as a spike, with the exception of the Auto Link Angle.
• Base Knockback (BKB): Base value used in knockback calculations
• Knockback Growth (KBG): Percentage multiplier that changes knockback in relation to the opponent's damage
[collapse=Hurtboxes' placement]


[collapse=Frame data (Work in Progress, all normal, smash and aerial attacks are done)]

Jab 1
18|3|12|4-3|20°|50/100

Jab 2
13|4|13|5-4|20°|65/100

Jab 3
12|5|18|6-5|45°|75/75

Dash Attack
16|4|14|13-11|70°|80/65

Forward Tilt Up
17|3|21|12-7|50°-361°|20-70/100-50

Forward Tilt Straight
17|3|21|12-7|32°-361°|20-70/100-50

Forward Tilt Down
17|3|21|12-7|20°-361°|20-70/100-50

Up Tilt
17|13|15|13-->7|96°|60/80

Down Tilt 1
10|4|18|5-3|96°-80°|20/100

Down Tilt 2
6|5|20|10-8|80°-361°|70/100

Side Smash
49|4|19|23-19|45°|50/100


Up Smash
17|6|37|3 + 13-10|90°-361°|70/100

Down Smash
17|16|39|18-7|45°-361°|60-70/85-50

Neutral Aerial Attack
10|25|26|1*5 + 6|365°/361°|20-0/0-50/100-75|30

Forward Aerial Attack
14|3|17|12-10|35°|40/90|30

Back Aerial Attack
21|7|16|15-7|60°-135°|60-70/80-50|30

Up Aerial Attack
13|7|16|12-9|100°|40/90|30

Down Aerial Attack
18|23|10|14-->22|270°-->35°|65-->30/75-->100|50

Grab
9|3|28
Last edited: