Before i will start making new animations, i decided to make a full moveset list so it would be easier to remember what i should do. Here is full list along with attributes:
Note: only tail blade is useful while tail itself is pretty much useless with its low knockback and damage.
Weight - 100 (same as Mario's)
Falling speed - 0.012 (a bit lower than Bowser's)
Jumps - 5
Jumps height - same as Lucario's because i don't know which attributes in the file i need to change for this.
Running speed - a big higher than Bowser's.
Walking speed - near Bowser's speed.
Air mobility - 0.07/high.
AAA jab - like in previous version.
Side tilt - Ridley's tail swing attack from Other M, but done while standing.
Up tilt - Bowser's UAir with fire added to his mouth (sweetspot) and less startup.
Down tilt - previous version's side tilt, but done while crouching.
Side Smash - previous version's FAir, but done while standing.
Down Smash - same as in previous version.
Up Smash - same as in previous version.
UAir - same as Wolf's.
DAir - same as PM Wario's, but he bounces up higher.
FAir - like side tilt, but in the air and takes less time.
NAir - same as in previous version.
BAir - same as in previous version, but tail doesn't extends.
Grab - uses his arms to grab. Has low start up and a bit of end lag.
Grab attack - bites opponent.
Forward Throw - same as in previous version, but ends faster and has different GFX.
Up Throw - throws opponent up, then basically does Maximum Spider+"Maximum Wesker" before appearing above opponent and going down at high speed, crushing him/her/it under his feet. Ridley is invincible after he jumps and before he lands.
Back Throw - same as previous one.
Down Throw - slams opponent into the ground and, after opponent bounces up, impales him/her. Everything after this goes exactly like in previous version, but goes faster.
Neutral B - previous version's Down B, but always goes straight and less startup. Goes through most of projectiles (or destroyes them, didn't tested yet), can't be just punched like Super Missiles (that was hilariously shown in one of SGB's Project M videos by Johnny as Captain Falcon), but still can be reflected and absorbed.
Side B - like Firebrand's Bom Voyage on the ground and like Ganondorf's Up B in the air (ends with opponent thrown down, goes up while breathing fire). Has nearly no start up and end lag in the air, but has both (mostly end lag) on the ground. Doesn't puts him in a helpless state, but he can't use specials that could be used as a recovery.
Down B - after 100+ frames of roaring, makes his skin reflective and harder, giving him light armor, but becomes slower. Will last for 5 seconds, using Down B again will remove it quickly. Timer starts counting only after he ends animation or gets hit. If he gets hit while roaring, he will still have reflective skin. Has some purple aura around his chest area and becomes a bit darker.
Up B - Firebrand's Strong Demon Missile (but goes higher than Firebrand). Before someone will say anything about something like vBrawl Pit's Up B, this one, along with ROB's Up B, was removed for balancing, so, i have to use something offensive. It won't hurt him too much since he has 5 jumps and Side B (or Up B) to recover. Doesn't puts him in a helpless state, but he can't use specials that could be used as a recovery.
Final Smash - Plasma Beam. vBrawl Lucario's Final Smash with high turning speed, high damage and knockback at the cost of low horizontal range. Once caught, opponent won't escape unless you will move beam away for some reasons.
If some of those will be impossible to do (at least certain part of them), i will have to either replace or remove those (or parts of them that can't be done). Damage will be added later. Things like ledge attacks are not listed.