Lookin' really good! Like some of the moves that have been developed. I'm especially glad to see that Side B in action (It's replacing the wind special?).
...
...But, of course, I have some criticisms. Who wouldn't? We're arrogant like that.
My primary one is Ridley's Up Smash, that "wing sandwich" thing... I can't stand it. It's just ugly. Charizard's wing thrust is odd too, but it's a UTilt and fills out and you can see the exertion in Charizard's attack. With Ridley though the move emphasizes the flatness of the wings which simply doesn't convey the assumed power of the attack. Ridley looks really robotic during the animation as well.
I suggest making the fire breath U-Tilt the new Up Smash. Sure Samus covers the flame projection Up Smash area, but I don't think that matters much. You could possibly go a step further and extend the range of the flame depending on how long the player holds the charge.
As for the U-Tilt, how about a wing attack? ...Wait a minute...
Heh, how about using the clawed "thumb" of Ridley's wing as an attack? He could hunch over quickly and arch his wings overhead without extending them. Perhaps it's achieved by him quickly supporting himself by placing a palm on the ground as he hunches over and angles the claws to slice the air.
And if that idea for a U-Tilt doesn't pass, There's always the tail again. A quick swipe or even a snake-like upwards strike could suffice. But frankly I'll take anything if it means not using that wing Up Smash. Honestly I believe almost anything is better.
That's about it. Well, I would also suggest working on giving some of Ridley's animations more flavor, making sure they're lively and organic as possible. As often as possible he should be moving and behaving like a ferocious dragon pirate and a 3D animated model as little as possible. Some cuts of speed in his animations wouldn't hurt either. Not necessarily to speed up his offense as I understand what you're going for. But Ridley can fight slowly and doesn't have to
feel like molasses with each action. Staggering between quick motions and gentler wind ups and cool down may help. Animations that are steady from almost start to finish aren't typically organic.
I'm sure you understand a lot of this of course, and some of it will definitely look better in a proper video. But I think it still needs to be said. I don't think it all needs to be addressed immediately though unless it would affect character balance or other properties. I assume just getting the moves to work is most important at this stage.
Again, great job, keep it up, looking forward to the finished product.