I edited this characters so they can somehow catch up to those new characters(mostly POTS style) that are well balanced and because I want them to resemble Street fighter 4 basic gameplays like linking and juggling.
EDIT: 3-17-13 Update: Finally updated again. A few fixes and updates here and there. And Hopefully I can put the updating to a close to make way for making my first character. And yeah, Enjoy!!
A lot of thanks to Knuckles8864 for the superb lvl 3 super
Also to SolidZone26, MC2, Catinbag, and to those who posted feedback and everyone in this forum.
Screenshots:
Spoiler, click to toggle visibilty
Spoiler, click to toggle visibilty
Video Preview:
Spoiler, click to toggle visibilty
Download 3-17-13:
Ryu 1-31-13
Gouki 1-31-13
1-30-13 Update:
Spoiler, click to toggle visibilty
Ryu Updates:
-Updated Few Effects
-Added Super Finish Fonts
-Added New Super Portraits (Look in the .air file, "7510" for normal/master mode and "7511" for evil mode to edit it)
-Added a few winquotes against random and specific opponents
-Various Tweaks on Hitboxes, Hitdefs, Animations, etc.
-(All Modes) Increase frame advantage of Sakotsu Wari on hit
-(All Modes) Prevent opponent from air recovering from a Ex Hadoken and Shakunetsu Hadoken hit.
-(Normal/Master Mode) Adjusted hit velocities of Light Tatsumaki Senpuu Kyaku
-(Normal/Master Mode) Adjusted damage dealt by non-Ex versions of Tatsumaki Senpuu Kyaku
-(Normal Mode) Changed Ex Tatsumaki to be identical to Evil mode's
-(Normal Mode) Adjusted damage dealt by non-Ex versions of Joudan Sokuto Geri
-(Normal Mode) Increase juggle points of Joudan Sokuto Geri on hit
-(Master Mode) Joudan Sokuto Geri is no longer super cancelable
-(Evil/Master Mode) OTG hit of Heavy Ryusokyaku now deals lesser damage than non-OTG hit
-(Evil Mode) Ex Ryusokyaku can now again OTG that deals lesser damage than non-OTG hit
-(All modes) Increase juggle ability of Shinkuu Tatsumaki Senpuu Kyaku
-(Evil/Master Modes) Added Gouken to the list of characters who can resist and escape Shun Goku Satsu.
-All other updates not worth mentioning and forgotten.
Gouki Updates:
-Updated Few Effects
-Added Super Finish Fonts
-Added New Super Portraits (Look in the .air file, "7510" for normal mode and "7515" for shin mode to edit it)
-Added a few winquotes against random and specific opponents
-Various Tweaks on Hitboxes, Hitdefs, Animations, etc.
-(Normal Mode) Changed Aura color to Red
-(Normal Mode) Fixed Bugged Intro against Vega by PotS
-(Shin Mode) Successful taunts will now increase Gouki's attack power for one hit except Misogi
-(SF4) Tweaked Far Standing Heavy Kick so the second hit would connect.
-(All Modes)Reduced horizontal hitbox(1st) of Crouching Heavy Punch
-(SF4) Increased horizontal hitbox of Crouching Heavy Kick
-(Normal Mode) Tweaked the way Ex Tatsumaki Zanku Kyaku launches the opponent away.
-(Shin Mode) Tweaked the speed of Hyakki Gou Shu
-(Shin Mode) Added new level 2 super: Tenshou Kaireki Jin. (Command = QCF2x + 2K)
-(All Modes) Added Gouken to the list of characters who can resist and escape Shun Goku Satsu.
-All other updates not worth mentioning and forgotten.
1-12-13 Updates:
Note: Some combos shown in the preview vids no longer work anymore.
Spoiler, click to toggle visibilty
Ryu Updates:
-Various Tweaks on Hitboxes, Hitdefs, Animations, etc.
-Slight Update on AI
-(Evil Mode) Removed hitdef on taunt
-(Evil Mode) Performing Crouching Medium Kick won't move Ryu forward anymore, unless canceled into a special or supermove
-(Normal Mode) Increase Ex Hadoken's juggle points
-(Normal Mode) Reduced Ex Shoryuken's juggle Ability by a bit
-(Normal/Evil Mode) Slight tweak on Ex Tatsumaki's juggle
-(Normal Mode) Ex Joudan Sokuto Geri is no longer Super Cancel-able
-(Evil Mode) Hard, Ex, and Air hit from Ryusokyaku will now put the opponent into a custom state
-(Evil Mode) Removed OTG capability of Ex Ryusokyaku
-(Normal Mode) Juggle Ability of Denjin Hadoken will now depend on its charge level
-(Normal Mode) Tweaked Reppu Jinrai Shou's Hitvels - not all hits still won't connect but most probably the last one will even in midscreen
-(Normal Mode) Fixed Double Shinkuu Hadoken hitspark and super finish bg
-All other updates I'd forgot to mention
Gouki Updates:
-Various Tweaks on Hitboxes, Hitdefs, Animations, etc.
-Slight Update on AI
-Added a different projectile sprite that will contrast the two modes
-Both modes will speak differently on various moves
-Fixed Intro aggainst Vega by PotS
-(All Modes) Vega Intros implemented for non AI players
-(SF4) Reduced forward motion of Far Stand Hard Kick
-(Shin Mode) Increase the push of the Alternate Hard Punch on hit
-(All Modes) Hyakki Gou Shou's hit will now put the opponent into a custom state
-(Normal Mode) Tweaked Messatsu Gou Hado Agyo's HitVels and increase the chance for the projectiles to hit
-All other updates I'd forgot to mention
12-30-12 Updates:
Spoiler, click to toggle visibilty
For
Ryu:
-Updated super pause effects
-Updated few effects
-Added Simul Intro (Buggy aggainst certain opponents like Ken by Jmorphman)
-Tweaked Animations, Damages, Hitbox and Hitdefs
-Slight Update on AI :[
-(All Modes) Can now super cancel the first hit of Close Hard Kick
-(Evil Mode)Far Stand Medium Punch is cancelable into a (Ex) Hadoken only
-(Master Mode) Changed Target Combo to be identical to Evil Mode
-(All Modes) Simplified the damage of every version of shoryuken
-(All Modes) Extended invulnerability of all versions of shoryuken
-(All Modes) Changed the behavior of the hits of shoryuken when used on grounded opponents and juggles
-(Normal Mode) Fixed the damage bug of shoryuken when being used to combo from grounded moves
-(Evil/Master Mode) Light Tatsumaki now causes 0 juggle point - Meaning after a Light Tatsumaki hit, you can juggle with any attacks(except throws) with the right timing.
-(Master Mode) All versions of Tatsumaki only hits once but Light Tatsumaki has the Evil mode properties on hit
-(Normal Mode) Tatsumaki now deals different damages for each version, making hard version deal the most damage
-(Normal Mode) Last two hits of Ex Tatsumaki now makes the opponent knock higher leaving them open for better juggle opportunities but trajectory will differ on some situations
-(Normal/Master Mode) Air Tatsumaki varies how far/high it knocks down the opponent depending on version used
-(Normal/Master Mode) Air Tatsumaki also varies the damage dealt on hit depending on version used
-(Master Mode) Float Air Tatsumaki only hits once on every version
-(Normal Mode) Tweaked Animation and Hitvels of Joudan Sokuto Geri
-(Master Mode) Joudan Sokuto Geri now makes the opponent bounce of the wall but will not reset juggle points
-(Evil Mode) Ryusokyaku now has a different frame and hitbox when hitting airborne opponents
-(Evil Mode) Added effects on Ryusokyaku
-(Evil Mode) Reduced startup of Ex Ryusokyaku for a few ticks
-(Evil Mode) Increased Damage of Ex Ryusokyaku
-(All Modes) Changed overall damage of certain Super Moves
-(All Modes) Can now super cancel to Shinku/Denjin Hadoken from (Ex) Hadoken and (Ex) Shakunetsu Hadoken on just when the projectile fires - just like in SF3
-(All Modes) Shinkuu Hadoken can now, again, connect when super canceled from All version (Except Ex) of Shoryuken (Not certain when juggling)
-(Normal/Master Mode) Nidan Shoryu Tsuki recovery time is decreased for 1 tick
-(Master Mode) Shin Shoryuken move motion is now the same as Normal Mode (QCF2x + 2P)
-(All Modes) Increased Invulnerabiliy of certain Super Moves
-(All Modes) Shinkuu Tatsumaki Senpuu Kyaku's Hitboxes won't connect fully when used to juggle
-All other updates I'd forgot to mention
For
Gouki:
-Updated super pause effects
-Updated few effects
-Added Simul Intro (Buggy aggainst certain opponents)
-Tweaked Animations, Damages, Hitbox and Hitdefs
-Slight Update on AI :[
-Added an alternative Vega intro for normal mode only - Gouki kills Vega with a Shun Goku Satsu
-The intro where Vega is killed by a misogi is only available for shin mode
-Added new level 3 super BG's (Thanks Knuckles)
-Can now configure the normal moves and the zankuu hadoken whether to have SF4 properties or CVS properties, Applicable for both modes (See Readme)
-Can now configure whether to turn on/off the Oni normal moves (Gankauchi) for Shin Mode only
-(CVS) Now have an alternative crouching light kick anim that has a faster recovery time
-(Shin Mode) Can now perform an alternative hard punch by pressing two punch simultaneously
-(SF4) Far Standing Hard Kick is now super cancelable only from the first hit
-(All modes) Close Standing Hard Kick is now super cancelable only from the first hit
-(Normal Mode) Tweaked the hitpause of Ex Gohadoken
-(All Modes) Simplified the damage of every version of shoryuken
-(All Modes) Extended invulnerability of all versions of shoryuken
-(All Modes) Changed the behavior of the hits of shoryuken when used on grounded opponents and juggles
-(All Modes) Light Tatsumaki now causes 0 juggle point - Meaning after a Light Tatsumaki hit, you can juggle with any attacks(except throws) with the right timing
-(All Modes) Air Tatsumaki also causes 0 juggle point but only on the first hit
-(Normal Mode) Ex Hyakki Shuu can now be super canceled by Air Supers but only on the top arc/descend of the move
-(Shin Mode) Counter Hit from Hyakki Gou Shou will now make the opponent bounce of the ground
-(All Modes) Reduced the land recovery time of Hyakki Gou Shou
-(Shin Mode) Hyakki Shuu can now be super canceled into any Air Supers but only on the top arc/descend of the move
-(Normal Mode) Reduced the speed of every version of Ashura Senkuu
-(Shin Mode) Can cancel Zenpou Tenshin from into a Tenma Shurettou
-(Shin Mode) Taunt can now be super canceled from into Misogi on contact
-(All Modes) Changed overall damage of certain Super Moves
-(All Modes) Can now super cancel to Messatsu Gou Hado (Agyo)/ Tenma Gou Zanku (Agyo) from (Ex) Hadoken, (Ex) Zankuu Hadoken and (Ex) Shakunetsu Hadoken on just when the projectile fires - just like in SF3
-(All Modes) Increased invulnerability of certain Super Moves
-(Shin Mode) Can Super cancel a level 1 Super Move to another level 1 or level 2 Super Move
-All other updates I'd forgot to mention
10-9-12 Updates:
Spoiler, click to toggle visibilty
For Both
-Returned the author name back to "Phantom of the Server" to fix the intros
-Other minor fixes
For Ryu/Evil Ryu:
-Changed Ex Shoryuken Animation back to a regular shoryuken
-(Evil)Can no longer perform tenma kujin kyaku in a small jump
-Has a separate crouching HP animation. Ryu's is 1 tick faster than Evil Ryu's - Linking crouching MP to crouching HP is now possible (connecting it depends on the hitbox of the opposition)
-(Evil)Removed the aura during taunt and his winpose. Aura sprites doesn't really fit him.
-(Evil)Fixed missing explod in the hitspark during Shun Goku Satsu
-(Evil)Fixed Metsu Shoryuken that it can be re-super cancel again on hit
For Gouki/Shin Gouki:
-Changed Taunt for normal gouki
-Can no longer perform tenma kujin kyaku in a small jump
-Changed the sound when Zanku Hadoken hits the floor
-Fixed super finish FX during Kongou Kokuretsu Zan
-Shin Gouki can Super cancel a lvl 1 super to another lvl 1 super, except for Messatsu GoHado
-Fixed missing explod in the hitspark during Shun Goku Satsu
Ryu by POTS
Rebalanced(mostly nerfed) and Updated
Full Changes and Details:
Spoiler, click to toggle visibilty
You can reread this on "Editor's Readme.txt" in its folder
<System Changes>
-Tweaked some of the animations,
-Either increased or decreased startup time but vice versa to the recovery time to compensate
-Adjusted various hit boxes
-Changed the Hit velocities of various attacks for stricter juggling
-Added P.O.T.S.'s latest hitspark and hitsound
-Added P.O.T.S.'s latest juggling system
-Tweaked the dampener
-Added land recovery animation to air specials and special or super moves that launch you to the air
-Added few new palettes
-Changed some of the normal, special, and super moves' damages
-Changed the hit reset(player 2) from normal moves to that is similar to P.O.T.S's latest characters
-Reduced juggle possibilities for various special and super moves
-Can no longer super cancel from lvl 1 super to another lvl 1 super
-Changed the zero counter command to B, DB, D + p/k to ressemble P.O.T.S. latest characters
-Changed zero counter power cost back to lvl 1
<Normal Ryu Changes>
-Edited and nerfed for it to slightly match Jmorphman's Ken and SF4 Ryu
-Various normal moves(mostly far standing and all air normals) is now Un-cancelable
-Changed hit vel of air diagonal medium punch, making it lower on first hit
-Slightly decreased startup of hadoken
-Decreased startup and recovery time of EX hadoken
-Changed the damage of shoryuken's upper most hit
-Damage depend on version used
-Decreased inulnerability of shoryukens; medium and EX have the most invulnerability, heavy has the least
-Each version of shoryuken has its own limit when used to juggle
-Reduced damage of medium and heavy shoryuken on juggles from mid(first) hit
-Changed hit vels for all version of shoryuken,
super cancelling from a heavy shoryuken to shinku hadoken is now impossible for them to connect
-Made EX Shoryuken hit twice(instead of thrice) but with the same overall damage
-Slightly changed hit vels of tatsumaki
-Cannot juggle with tatsumaki, unless opponent is wall-bounced(via Ex joudan sokuto geri)
or by using custom combo
-Ex tatsumaki won't knock grounded opponents down until last hit
-Changed hit vels of Ex tatsumaki, making it more strict for all hits to connect on airborne opponents
-Slighty increased Ex tatsumaki's forward motion
-Changed the velocity of airborne tatsumaki
-Changed the hit vel of airborne tatsumaki to knock the opponent further away
-Reduced the forward/backward motion of Ex airborne tatsumaki
-Changed the hit vels of Ex airborne tatsumaki for (almost)all hits to connect
-Changed knock down animation to diagup on the last hit of Ex airborne tatsumaki
-Can now use classic airborne tatsumaki(float)
-Changed the classic airborne tatsumaki(float) recovery
-it wont hit the opponent on the way down
-Changed classic airborne tatsumaki(float) to hit once like normal tatsumaki
-Made classic airborne tatsumaki(float) cancelable from an air diagonal medium punch
-Slightly increased the recovery time of joudan sokuto geri(can't remember which version XD)
for it to be slightly unsafe on block
-Changed the hit vels of joudan sokuto geri
-Cannot juggle using joudan sokuto geri, unless opponent is wall-bounced(via Ex joudan sokuto geri)
or by using custom combo
-Slightly Reduced damage of Ex joudan sokuto geri because of more juggle possibilities
-Ex joudan sokuto geri juggle count does not reset when used to juggle
-Wall bounce using Ex joudan sokuto geri is limited to two on single combo
<Supers>
Shinku Hadoken
-Decreased the pause move time and now slower
-Hits may vary depending on juggling (may not hit completely)
-Requires better timing for it to juggle
Denjin Hadoken
-No changes so far
Nidan Shoryu Tsuki
-Increased recovery time, making it more unsafe on block
-Reduced damage
-Will not do the full animation if used to juggle
-instead the elbow thrust will only hit and will not do the shoryuken motion
-though the full animation version has the most damage overall
Repuu Jinrai Shou
-Changed hit vels
-Most hits will not connect if used to juggle
-But the last hit would most likely connect if timed correctly
Shinku Tatsumaki
-Now a lvl 2 super(due to too many lvl 1 supers and only 1 lvl 2 super)
-Increased damage
-Hits are now limited to the number of times opponent is juggled
-Will not knock the opponent down if grounded until the final hit
Shin Shoryuken
-Slight changes in juggling
<Evil Ryu>
-Edited to ressemble Evil Ryu from SSF4:AE
-Has a different forward dash animation
-Has a faster forward dash but slower back dash
-Various normal moves(mostly far standing and all air normals) is now Un-cancelable
-Unable to use Seichu Nidan Tsuki
-Far standing heavy punch will knock the opponent down on a counter hit
-Made second hit of Target Combo Un-cancelable but will knock the opponent higher
-Close heavy kick can now knock down airborne opponents on the first hit
-Added normal Ryu's diagonal air medium punch
-Changed crouching medium kick animation to SF 3 Ryu's
-Now has more range but slower
-Slightly decreased startup of hadoken
-Added Ex Hadoken
-Faster startup and recovery time of hadoken
-Ex hadoken does not knock the opponent down and can be link from to normal moves that are fast enough
-Changed Shakunetsu to that is similar to Gouki's
-Changed the command of Shakunetsu from HCF + P to HCB + P
-Added Ex Shakunetsu; three hit projectile that has a faster startup and recovery
-Made Shoryuken to hit once for light version and hit twice for medium and hard version
similar to SSF4:AE version
-Changed the damage of shoryuken's upper most hit
-Damage depends on version used
-Decreased inulnerability of shoryukens; medium and EX has the most, heavy has the least
-Juggling with a shoryuken is limited to the version used
-Changed hit vels for all versions of shoryuken,
super cancelling from a heavy shoryuken to shinku hadoken is now impossible for them to connect
-Added Ex Shoryuken which is three hits similar to the old version of normal Ryu's
-Changed the hit velocities of tatsumaki
-Following tatsumaki with a shoryuken is now only available for the light version
-medium and hard version will make the opponent fall to the ground a lot faster
-Tatsumaki can be canceled out of senpu kyaku at all verions
-Changed the way the opponent recovers from getting hit from a tatsumaki
-Juggling tatsumaki is limited to the version used
-Added Ex Tatsumaki
-Can also be canceled out of a senpu kyaku
-Similar to normal Ryu's but will knock the opponent away to the air enabling the player to follow it up
with special or super moves when at corners
-Airborne tatsumaki has similar properties to normal Ryu's
-Added Ex Airborne tatsumaki that has similar properties to normal Ryu's
-Classic Airborne tatsumaki has almost similar properties to normal Ryu's
-The difference is that stronger versions has more hit count and more juggle capabilities
-Replaced joudan sokuto geri with a new special move: Ryusokyaku
-Slower than joudan
-Medium version can be used to extend combos, though cannot be super canceled
-Hard and Ex version will knock the opponent down
-Only Ex version is overhead
-Changed the command of ashura senku to dp/rdp + 3p/3k to giveway to Ex shoryuken
<Supers>
Shinku Hadoken
-Decreased the pause move time and a little slower
-Limited when used to Juggle (may not hit completely)
-Requires better timing for it to juggle
Messatsu Gou Shoryu
-Slightly decreased invulnerability
-All hits will not connect to airborne opponent
-Almost similar behavior to SF3 Gouki's
Metsu Shoryuken
-Changed the command to QCF, QCF + 2k
-Decreased startup for it to connect on combos easier
-Will not do the full animation depends on how many times the opponent is juggled
-instead the elbow thrust will only hit multiple times(in some cases, only once) and will not do the shoryuken motion
-though the full animation version has the most damage overall
Shinku Tatsumaki
-Now a lvl 2 super(due to too many lvl 1 supers and only 1 lvl 2 super)
-Increased damage
-Hits are now limited to the number of times opponent is juggled
-Will not knock the opponent down if grounded until the final hit
Metsu Hadoken
-No changes so far
Shun Goku Satsu
-No changes so far
<Master Ryu>
-Changes in this mode can be found in other modes since it's a mix of Normal and Evil Ryu
-Still cannot use Ex moves
-Ryusokyaku can also be used during this mode (via hcf + k)
Gouki by POTS
Downgraded version of POTS's Shin Gouki with SF4 and MV3 influences
Full Changes and Details
Spoiler, click to toggle visibilty
You can reread this on "Editor's Readme.txt" in its folder
<System Changes>
-Tweaked some of the animations,
-Either increased or decreased startup time but vice versa to the recovery time to compensate
-Adjusted various hit boxes
-Changed the Hit velocities of various attacks for stricter juggling
-Added P.O.T.S.'s latest hitspark and hitsound
-Added P.O.T.S.'s latest juggling system
-Tweaked the dampener
-Added land recovery animation to air specials and special or super moves that launch you to the air
-Added few new palettes
-Changed some of the normal, special, and super moves' damages
-Changed the hit reset(player 2) from normal moves to that is similar to P.O.T.S's latest characters
-Reduced juggle possibilities for various special and super moves
-Can no longer super cancel from lvl 1 super to another lvl 1 super
-Changed the zero counter command to B, DB, D + p/k to ressemble P.O.T.S. latest characters
-Changed zero counter power cost back to lvl 1
-Plays differently from the original Shin Gouki but most moves still persist
-Can play in two modes: Normal Gouki and Shin Gouki
<Normal Gouki Changes and Details>
-Edited and nerfed for it to almost resemble SF4 Gouki and other 3D versions
-Various normal moves(mostly far standing and all air normals) is Un-cancelable
-Changed the far standing HK animation - from roundhouse kick to double kick - can force stand on first hit
-Close HK knock airborne opponents on first hit
-Changed far standing MK animation to a forward kick
-Changed animation of crouching HK to SF3 version - can juggle with it though, uncancelable
-Unable to use senpu kyaku
-Changed animation of close HP to that is similar to SF4 close HP while losing the force stand props
-Gohadoken does not knock the opponent down in close range
-Added Ex Gohadoken which hits twice aand knocks down opponents
-The number of hits using shoryuken differs and depends on the version used - stronger version hitsthe most
-Inulnerability of shoryukens depends on version used medium and EX have the most invulnerability, heavy has the least
-Each version of shoryuken has its own limit when used to juggle
-Added Ex shoryuken as the strongest version
-Shoryuken can connect after a tatsumaki(hit) mostly on light version but can also connect on other version under circumstances
-Added Ex tatsumaki that is similar to Ryu
-Ex tatsumaki won't knock grounded opponents down until last hit - knocks opponent away on last hit
-Aerial tatsumaki has less spin and hits(2 hit max) but leaves opponent in a juggle state
-Added aerial Ex tatsumaki that resembles the ground version
-Changes on hyakki shuu:
-P version of grabs works only on grounded opponents
-K version of grabs works on airborne opponents only
-Demon Dive kick knocks airborne opponents
-Added Ex hyakki shuu which follows the opponent's position
-Hyakki Gou Shou(demon palm) during Ex hyakki shuu can ground bounce the opponent leaving him/her open for juggling
-Zanku hadoken slows you down in mid air for a little while
-Zanku hadoken only fires one projectile
-Instead of speed versions differ on angle - light version for the steepest and hard version for greater range
-Ex zanku hadoken casts two projectiles with different angles
-Ex zanku hadoken can be canceled out of an Ex hyakki shuu on start of the jump
-Added Ex Shakunetsu Hadoken that has faster startup and recovery with a 3 hits projectile
<Super Moves>
-Messatsu Gou Hado
-5 hits super move
-slower and less invulnerable
-Tenma Gou Zanku
-5 hits super move
-slower and less invulnerable
-Messatsu Gou Shoryu
-Most hits won't connect on airborne opponents
-Messatsu Gou Rasen
-First hit is less capable of juggling than the middle hits
-Mostly invulnerable until the first hit(knee thrust)
-Messatsu Gou Senpuu
-Same properties as Gou Rasen
-Cannot be super cancel out of air moves
-Added new lvl 2 supers
-Messatsu Gou Hado Agyo and Tenma Gou Zanku Agyo
-Inspired by the same move from MVC3 Akuma
-The closer the opponent the more likely for it to have more hits
-Kongou Kokuretsu Zan
-Made it a lvl 3 super with the same command
-More damage
-Juggling with it is a little easier
-Can be canceled out of a taunt if hit connects
-Shun Goku Satsu
-Reduce Hit to 15 hits
-Lesser damage
-Different kanji background
-Super moves that cannot be used in this version
-Tenma Shinzui Heki
-Tenshou Kaireki Jin
-Misogi
<Shin Gouki Details>
-Faster than normal Gouki
-Can juggle better than normal Gouki
-Cannot use Ex moves
-Retains most of P.O.T.S.'s original Shin Gouki's moves
-Though normals cannot be chain comboed without linking
-Added two target combos
-Target combo 1: close MP > HP
-Knocks down opponents on second hit
-Target combo 2: back MP > HP
-Similar to Oni in SSF4:AE
-Some normals can knock down aerial opponents
-Tenma Shinzui Heki is a lvl 2 super
-Cannot use the lvl 2 Agyo supers
-Still cannot use Tenshou Kaireki Jin(maybe adding it on next update)
-Misogi is his lvl 3 super
-Changed command to D, D, D + 2K
Other things to know:
Spoiler, click to toggle visibilty
====<Known Bugs>=====
I noticed some bugs while in the process of editing but somehow can't fix it(cuz i have no idea how)
-Custom combo can sometimes malfunction if constantly used(though, i don't know how or when)
-At some time, during crossing hits with each other, a hit spark is shown but Ryu is not affected by the hit and resumes his move and most likely countering the opponent(mostly occurs during shoryukens and crouching attacks)
=====<Credits>=====
A lot of thanks to those whom i stolen codes and stuffs from
-Sethzel
-Warusaki3
-Zero De Artemis
-Orbinaut
-Jmorphman
-POTS
-Balthazar and Cybaster
-And to thos whom I've forgotten
=====<What's left for Ryu>====
-Redo some of the new sprites like Ryusokyaku or crouching medium kick and adding some more
-SSF4:AE messatsu gou shoryu
-Hado Kakusei??
-A lot of FX changes
-Better AI
-Any suggestions?