I noticed that. I'll try to fix that. I already know about Down Smash. Its missing because i increased its speed a bit and this resulted in hitbox appearing after his tail goes out of reach.
He also has very outdated stats there. He crashes the game because he is missing animations for that. Same should happen when using trophy stand.
Yes, so they would be merged with folders already installed there.
...Ok, i'll make a file for that by myself then. Here:
https://www.dropbox.com/s/bjm4an353o7gi57/223.sawnd?dl=0
If you downloaded that .gct file i uploaded, you don't have to do that.
I used that to test just how good it is as horizontal recovery. Any other glide would fail to do that. I counted those kind of blast zones more as just distance and he can be fine after going through 15 Norfair...s.
Yeah, i'll definitely will need it...i should have made a better tutorial.
Thats something about the shaders used and it has been noticed by at least 2 more.
BrawlBox v0.68b for coding, BrawlBox v0.73 for animations and GFX.
Thats a good idea. Not sure how it will look like considering how much gloss he has already, but it won't hurt to at least try.
That was something i did not expected to happen. I saw just how awful it is in the stream, but i didn't know it can go beyond reverse ledge grab.
It won't help much since opponent will still bounce up on the first hit. Increasing end lag on successful hit probably would. I don't know how to avoid it clipping through platforms without it looking just plain unnatural or resulting in him suddenly teleporting down where his tail was.
I'll try to reduce it a bit so it won't be higher than Jigglypuff's (but still close) and we'll see what happens.
That is because i can't make new shadow models and using already existing shadow models will result in them looking horribly stretched, with right half posed improperly and overall just too different from Ridley.
Ok, i'll try to reduce volume a bit on this thing. I'll still keep it loud so it would be like roars in earlier versions before they were reduced in volume.
Yeah, it was. I honestly didn't know what to do for this one.
I haven't properly set up new materials for it yet.
It actually is higher than Jigglypuff's.
I was just not sure what to do with his aerial side B since it didn't grabbed ledges at all. It was added more as a movement option than recovery.
I don't know what else could be used for it and thats Demon Missile (strong/hard version), not Bon Voyage since that one was a command grab while Demon Missile was this kind of swoop, but better.
You should have imported Menu folder into projectm\pf for it to work. It will fix issues with missing CSPs on result screen, which result in game crashing.
YES! YES! YES!
I use it on Dolphin both with ISO Builder (when actually playing as him) and a faster way through virtual SD card (for testing), but this one is only for a inferiour version of Dolphin that has audio issues and overall slower emulation speed.
I did. Blue team. With Smash Balls and few other items on. Resulted in teammate getting KOed by Ridley's Final Smash. Friendly fire wasn't turned on.
All of that was pointed out already. Will be fixed. Not sure what prevents dash dancing - i didn't changed it much.
He just got lucky. It is a lot better in 1v1 though. Mostly because he likes to jump over opponent and go Ridley on them. AI really needs improvement.
Yeah, i didn't expected that much issues with installing files...