I do...
I just don't understand why you would make a character more similar to another as you updated them.
Perhaps by accident?
1. I tried, doesn't seem to work.
4. In that case, it might be the case of his thin fingers that gave me the impression.
1. Cool
2. After playing with it a bit more, I think it's fine actually. The range is fairly specific, so it's not as effective to use as a punish as I thought.
3. I was referring to it mainly as a way to make the animation more interesting, since I had noticed the way your hitboxes aligned already made a slight curve. Edit: that or the hitbox viewer is just very strange
http://puu.sh/gM111/af3feb1d85.jpg
5. I'm mainly referring to his jab sometimes going over Kirby's head, like so:
http://i.gyazo.com/245fb4b49a24b1c586cc90623aa35a0f.gif (Gyazo's fps is bad, sorry)
1. Don't know, it works for me.
3. Hitbox viewer is being weird. Its fine in brawlbox. Anyway, this attack was given a slightly different animation while i was absent.
5. Not sure i can do much about it without making hitboxes too big or making animation weird (by angling his arm down for example).
Huh. I suddenly want Ridley to have a command grab after a glide. But I guess that wouldn't work with Pit slot?
Nope.
<3 <3 <3 the new up B, Nair, side B and Bair
I think the pogo tail is a little too spamable now. You should make the tail a hurtbox for that move (if it isn't), also the tail still goes through platforms really far (more than just the tip going through).
I also think the hitbox on his aerial down B is a little large.
Edit: his over 100% getup attack is really slow (which is fine I think) and I'm not sure if that was intentional.
Great improvements overall, Bagan!
It isn't much different from when it was L-Cancellable (right now, as far as i know, it isn't l-cancellable). I'll try to slow it down. I can't add hurtbox to his tail without messing up Down B's reflector (i tried to do that, but for different reasons and for different parts).
I think its fine. If i would make it smaller, it would be also shorter and it already covers only his legs. Other characters with similar attack have it covering most of their bodies.
It is. But i also nerfed its damage, something i want to fix since it can't hit more than once unless opponent is stupid enough to run into it.
I think that his recovery options are too much. It only takes two jumps (after falling from a stage ledge), up-B and side-B to go from one ledge to the other one in FD.
up-B and side-B alone are enough to recover from pretty much any place. Both options not only travel a good vertical distance but also horizontal.
It always was like that with him (his vertical recovery was nerfed though). I'll remove last part of aerial Side B since its not needed anymore with his improved (not in terms of distance, more as in it doesn't kills Ridley if he isn't FAR enough from the ledge), but thats it. Both recoveries are very predictable (especially Side B since its slow) and don't give any kind of armor. That combined with his size makes edgeguarding against him easy. And im not sure who would go under the stage with him since opponent can move around on the platform faster than he will do it.
Just his Up B, Side B and Nair remind me of MK, that's all. Mostly the Up B
MK's Side B is very different from Ridley's since it can be angled and that changes a lot. Animation is similar though.
I downloaded 1.9 but the model still seems to have the Battlefield shading issue. Also, since you guys offered a model without spikes before, could you do the same for the fixed model?
Weird. KJP said it was fixed. I don't have this issue (and i don't think i ever had it), so, i can't do anything about it. And yes, we can. He sent me fixed model without spikes too.
The spikes do seem to give Ridley a pretty high poly-count (which makes me lag on dolphin sometimes). Looking closely at his tail though, they could probably be optimized instead of removed for that purpose.
I do agree that Ridley's recovery is too strong, primarily due to the height his up-B and side-B both go (also, you can air-dodge after up-B, I'm sure this isnt intentional).
I regards to a few other things:
-his jump is 7 frames long, which is longer than even Bowser (7). For a character that is supposed to be an air-fighter, that is very slow. 5 frames, like Ganondorf, would be better.
-I know his FSmash/FTilt were once angleable, but that was removed because his range was already very long. I think slightly reducing his range (perhaps by having Ridley not turn as much) while being able to be angled slightly, would be fine.
-strangely, using the C-Stick to perform aerials while not holding a direction will cause Ridley to drift in the direction of whatever aerial he used.
-He does jumps slowly in Other M, so...
-It was removed more to save space than anything else. And it was his FTilt since making FSmash angleable would be ridicolous. It didn't helped much anyway.
-That is something that has been present since 1.0. Still don't know what causes it.
Were results of SilentDo0m's stream uploaded yet?