Wow, this topic got 2000+ views and 162 full downloads.
Note: both his tail and projectiles lack blue clsn boxes because they should lack them. If i will ever try to change it, i will add something that doesn`t even barely fits Ridley like Shouryuken or some kind of eye lasers. And everyone saying "TOO BIG" will be shot in head.
Download it here - http://www.4shared.com/rar/KJSsuIEIce/Ridley.html
Well, while i was bored and internetless, i decided to finally make this Ridley...in MvC style. I started to like this style for some reasons...Anyway, i think this Ridley is best non-boss Ridley available. If someone ever downloaded MOM Ridley from Mugen Wiki, you will feel difference between this characters. I used either MvC or DCvM template, but i edited it and now it doen`t looks like this template. And it wasn`t EOH one. If you will find bugs that i didn`t listed - tell me. And i need help with Intro and Ending (not programming help, i need script help). Includes special intro against Samus.
Preview:
(http://s020.radikal.ru/i713/1401/3b/bdd1366fc210.png) (http://radikal.ru/fp/1bce4d0eff874548b1f3fbc4bfc72193)
(http://fc07.deviantart.net/fs70/i/2014/024/7/b/mugen___ridley_by_bagansmashbros-d73kygs.png)
Image above is one of the special win animations. Image at the top is outdated. He has fixed pallete and he is purple because of it.
Ganondorf on the right is released as beta version.
Moveset includes 6 specials, 10 hypers, guard push and basic stuff. Has 6 palettes, 3 intros, 8 winning animations, continue animation, Pharaoh Curse, standart acknowledgement thing and dizzy animation.
If you noticed, he never blinks. He never did in any of the games possibly because his eyes are similar to snake`s. I don`t know, his Brawl model lacks any eye bones, nor any of his animations has eye movement.
Spoiler, click to toggle visibilty
If someone has YouTube account and enough free time, could you post testing of this character at least here? And, if you want, can you review him with commentary in video or something like that?
This character was nerfed a lot because he was like boss character before. Actually, i though boss character means character with super armor and no real moveset. But most still think he is overpowered. I made startups on strong kick, fireballs, nerfed ground scrape special and hyper, what else should be nerfed?
Small Gallery:
Spoiler, click to toggle visibilty
(http://fc00.deviantart.net/fs70/i/2014/025/6/e/mugen___this_is_my___you_can_leave_it_by_bagansmashbros-d73pl69.png)
(http://th04.deviantart.net/fs71/PRE/f/2014/025/7/4/mugen___good_night____by_bagansmashbros-d73po6a.png)
(http://fc07.deviantart.net/fs71/i/2014/025/2/8/mugen___just_like_in_old_times_by_bagansmashbros-d73pozy.png)
You sure? I simply put some triggeralls in the few instances of the "Target" extension in the .cmd and it fixed it for me.
(https://31.media.tumblr.com/35878374a60a6d406c188a8b542687d5/tumblr_inline_mzkmteSQHO1qe75xt.png)
It was specifically these parts:
[State -1, throw ai]
type = ChangeState
value = 800
triggerall = NumTarget
triggerall = target, ishelper = 0
triggerall = enemy, ishelper = 0
triggerall = MoveType != H && RoundState = 2 && !IsHelper
triggerall = (p2bodydist x <= 25) && (p2bodydist y <= 10)
trigger1 = Random <= 200 && (statetype = S) && var(0) >=1
trigger1 = ctrl = 1
[State -1, throw ai]
type = ChangeState
value = 1300
triggerall = NumTarget
triggerall = target, ishelper = 0
triggerall = enemy, ishelper = 0
triggerall = MoveType != H && RoundState = 2 && !IsHelper
triggerall = (p2bodydist x <= 25) && (p2bodydist y <= 10)
trigger1 = Random <= 200 && (statetype = S) && var(0) >=1
trigger1 = ctrl = 1
[State -1, AI Ultimate Ground Scape]
type = ChangeState
triggerall = NumTarget
triggerall = target, ishelper = 0
triggerall = enemy, ishelper = 0
triggerall = (roundstate = 2) && var(0) >=1
triggerall = (Ctrl) && (statetype != A)
triggerall = (prevstateno != 5120)
triggerall = p2bodydist x > -250 && p2bodydist x < 290
trigger1 = (power =[2000,2999]) && (random = [0,350])
value = 3200
Some other at-a-glace things I noticed:
-You're using the old AI activation on a 1.0 only character - Just use the "AILevel" trigger instead.
-I can understand the tail lacking CLSN2 boxes on the tail, but why does he lack them for the head in his standing pose? Especially considering it's got hitboxes in his crouch animation.
--On that note, I'd recommend putting CLSN2 boxes on the tail for moves where he's using the tail to attack.
-I know MVC tends to have huge damage outputs, but his QCF+Kick Super does a A CRAPTON damage for a level 2 super that's not only tough to avoid (considering how fast he goes and also the fact that it scales the entire screen) but also, thanks to being a throw, unblockable.
(https://31.media.tumblr.com/7c0f8cb6d8c800c5fee5de32f5ca127f/tumblr_inline_mzknd6p9Lq1qe75xt.png)