Of Dragonball Z fame, we have Lord Cooler, as sculpted and textured by Charlie Cunningham (http://artcannon.com/)
The facial plates were a burden in the rig, as they blocked most facial expression and affected the geometry of the mesh in general. I did manage to get them to retract, though it’s not as smooth as the original, 2d version of the character.
The legs are a Spring solver/RP solver hybrid, where the spring solver chain is what the geometry is mated with, while the RP chain allows proper use of a pole vector and retains stability.
The tail is an FK setup, I felt it was more important for precise control rather than ease of use, especially since the character’s tail is nearly as dextrous as a snake.