(Part of the Readme file- Movelist and details of the update):
Spoiler, click to toggle visibilty
===============<Features>===============
- All the essential stuff
- Details taken from his various video-game appearances and storyline
- CvS-like movement
- Cancels and Super Cancels
- Tons of RGB sprites. They'll look HD no matter the resolution you're using :)
- Damage Reduction, Recovery Roll and Zero Counter, from SFZ3
- Parry and EX moves, from SF3
- Dodge, Roll, Power Charge and Original Combo, from CvS2
- Original and edited effects from various games
- Compatible with Mugen 1.1's "Camera Zoom" system.
- Sounds from various games, including CvS2, SFZ3, SFIV and Pocket Fighters
- Various intros, win poses and special animations
- Special intro vs Sagat
- Special intro vs Warusaki3's CvS Yuri
- Special compatibility with the "UNO TAG" system.
- 2 big portraits for you to choose from
- 12 Palettes
- A.I.
===============<Movelist>===============
U - Up LP- Light punch LK- Light kick
D - Down MP- Medium punch MK- Medium kick
F - Forward HP- Hard punch HK- Hard Kick
B - Back P - Any punch K - Any kick
S - Start 2P- Two punches (simultaneously)2K- Two kicks (simultaneously)
(Air)- Move must be performed in the air.
(EX)- Move with an EX version. EX moves are performed by pressing two punch/kick buttons.
The only exception to this is the EX Saikyou-ryuu Bougyo; to perform it press three punch
buttons instead of two, or just LP+HP.
e.g.: Gadouken - D, DF, F, p
EX Gadouken - D, DF, F, 2p
Saikyou-ryuu Bougyo - 2p
EX Saikyou-ryuu Bougyo - 3p / LP+HP
EX moves cost half of a power stock.
<NORMAL>
.Seoi Nage: F/B + 2P (near opponent)
.Otoko Zuki: F/B + 2K (near opponent)
.Otoko Nage: F/B + 2P (near opponent)(Air)
<SPECIAL>
.Gadouken (EX): D, DF, F, P (EX)
.Gadou Shoukou Ken: F, B, DB, D, DF, F, P
.Kouryuu Ken (EX): F, D, DF, P (EX)
.Dankuu Kyaku (EX): D, DB, B, K (Air also)
.Premium Sign: D, DF, F, K
.Saikyou-Ryuu Bougyo (EX): 2p (while guarding)
.Kyuukyoku Tenchi Gadou Zuki: D, DB, B, D, DB, B, P
.(Rolling Attack): F, D, DF, K
<OTHER EX MOVES>
.Otokorashii Kougeki: D + 2P
.Dankuu Kyaku (Alternate): F, DF, D, DB, B, 2K
<Lv1 SUPERS>
.Shinkuu Gadou Ken: D, DF, F, D, DF, F, P
.Kouryuu Rekka: D, DF, F, D, DF, F, K
.Hisshou Burai Ken: D, DB, B, D, DB, B, K
.Chouhatsu Densetsu: D, DF, F, D, DF, F, Start
<Lv2 SUPERS>
.MAX Shinkuu Gadou Ken: D, DF, F, D, DF, F, 2P
.MAX Hisshou Burai Ken: D, DB, B, D, DB, B, 2K
.Shissou Burai Ken: D, DF, F, D, DF, F, 2K
<Lv3 SUPERS>
.Haoh Gadou Ken: F, B, DB, D, DF, F, 2P
.Otoko Michi: HP, LK, B, LP, LP
.Chouhatsu Shinwa: D, DB, B, D, DB, B, Start
<TAUNTS>
.Tachi Chouhatsu: Start (standing)
.Shagami Chouhatsu: Start (crouching)
.Kuuchuu Chouhatsu: start (air)
.Zenten Chouhatsu: D, DF, F, Start
.Kouten Chouhatsu: D, DB, B, Start
<SYSTEM>
.Back Dash: B, B
.Run: F, F (hold)
.Dodge: LK + LP
.Forward Roll: F + LK + LP
.Backward Roll: B + LK + LP
.Parry High: (tap) F
.Parry Low: (tap) D
.Air Parry: (tap) F (Air)
.Power Charge: MK+MP (hold)
.Original Combo: HK+HP (can also be done in the air)
.Zero Counter: B, DB, D, P/K (during standing or crouching guard)
.Fall Recovery: 2P (while falling when hit)
.Recovery Roll: 2L (while falling when hit)
.Low Jump: U (tap)
.High Jump: D, U
===============<Move Details>===============
- Kyuukyoku Tenchi Gadou Zuki is unblockable and can block one attack.
- The A.I. can randomly perform a stupidly powerful variation of the Kyuukoku Tenchi Gadou Zuki,
not only unblockable, but invincible, and won't break Dan's hand.
- When (Rolling Attack) connects, Dan will bounce back if you hold that direction, and forward
otherwise. You can also press Start to taunt afterwards
- EX Uppercut is invincible at its start, so it works great as a "taunting counter" (sugoi!)
- Chouhatsu Densetsu completely fills Dan's powerbar if successful.
- Lv2 Shinkuu Gadou Ken resets juggle points if it hits.
- Otoko Michi is unblockable and invulnerable while he's dashing.
- After Otoko Michi you'll lose your whole life bar, but it won't kill you.
- You can't attack nor guard during Chouhatsu Shinwa, instead, every button makes Dan taunt.
- During Chouhatsu Shinwa you can perform a free Chouhatsu Densetsu, at any time.
- Shissou Buraiken has a much higher range than Hisshou Buraiken, can pass through projectiles,
and can easily damage airbone opponents. But does less damage, has a longer startup,
less invincibility time, and it's easier to punish.
===============<Other Info>===============
<<<<<Selecting the win pose>>>>>
(Speech translations by Kibagami)
LP -> Dan flexes his arm and says "Yoshaa!" ("All right!"), or "Rakushou!" ("An easy win!")
MP -> Dan frees his arm from his gi, flexes it and says "Namen ja nee zo!" ("Don't understimate
me!), or "Kore ga Saikyou-Ryuu da!" ("This is the Saikyou style!")
HP -> Dan starts crying and says "Yatta ze... Oyaji!!" ("I did it, father!")
LK -> Dan gives a thumbs up and says "Kimatta ze!" ("It's over!")
MK -> Dan gives a thumbs up and says "Yoyuushi!" ("Piece of cake!")
HK -> Dan gives a thumbs up and says "Chou Yoyuushi!" ("Super piece of cake!")
VS Sagat -> Dan does the HP win pose
<<<<<Extra win poses>>>>>
Win by Otoko Michi or Haoh Gadou Ken -> See for yourself! :D
<<<<<Extra lose poses>>>>>
Loose against my Morrigan (PotS), by letting her perform Eternal Slumber.
===============<Version History>===============
<14.01.2016>
- Converted to the "new" PotS CvS3 system.
(Honestly though, I started editing this char long, long time ago... but I gave up.
Just as (probably) many did, too. The amount of bugs that appeared as soon as I "patched" it
was simply insane. I forgot 'bout this char until I realised how to fix it up.
I-it wasn't an easy task, though... heheh...)
- Added the Haoh Gadouken, Shissou Buraiken, and MAX Hisshou Buraiken Super moves.
- Hisshou Buraiken is now a Lv1 Super move.
- EX Saikyou-Ryuu Bougyo can now be performed by pressing LP and HP.
- Improved the A.I. Like, a lot. He can even beat some bosses if lucky enough.
(Don't you worry, he'll still taunt every 3 seconds, heh...)
- Improved all special effects.
- Can epicly interrupt my Akuma/Oni's Shun Goku Satsu with a Saikyo-Koryuuken.
- Added tons of RGB sprites to the 1.1 verison. Most system FX are RGB.
- Added compatibility with the "UNO TAG" system.
- Now compatible with Mugen 1.1's "Camera Zoom" system (only the Mugen 1.1 version, obiously).
- Added SFIV voice samples.
- Rolling taunts have now different types of invincibility.
- Changed the Gadouken's speed.
- Slightly Increased the speed of the Otoko Michi, and it's invincible again (while dashing).
(So now it's less useless I guess, heheh)
- Fixed A LOT of bugs.
(I'm surprised a PotS char had that many, actually).
- Zero Counter costs 750 power and it's performed by its regular command.
- Minor additions/changes/bug fixes (along with stuff I've forgot to mention).
- Holy shit, wait just there, it's been EXACTLY 6 years since he last updated the char...
- That's proably it m8, have a truly nice day ;D
Screenshots:
Spoiler, click to toggle visibilty
(Part of the Readme file- Movelist and details of the update):
Spoiler, click to toggle visibilty
=====<Features>=====
- All the essential stuff
- 3 modes: Ryu, Evil Ryu and Master Ryu
- Almost every Ryu/Evil Ryu move ever seen in video games and more
- Details taken from his various video-game appearances and storyline
- Custom gameplay
- Effects edited from various games
- Tons of RGB sprites. They'll look HD no matter the resolution you're using :)
- Sounds from various games, including SFZ3, CvS2, SFIV and DS
- CFE, CvS2, SFIV and MvC voice samples
- Intros, win poses and special animations
- Compatible with Mugen 1.1's "Camera Zoom" system.
- Ryu vs Evil Ryu intro
- Evil/Master Ryu vs my Shin Gouki intro
- Ryu vs my Sakura intro
- Special intros vs my Pocket Shin Gouki and Reu's Evil Ken
- Special intros vs CvS2 Another Kyo and CvS2 Ryo by Byakko
- Special intros vs Sagat and Kyo Kusanagi
- Special intro vs Ryo by CrazyKoopa
- Ryu vs. Evil Ryu special intros
- Special intros (in either Normal or Evil mode) vs Jmorphman's Ken and Violent Ken
- Special compatibility with the "UNO TAG" system.
=====<Mode Overview>=====
This char has three different modes, here follows a short description:
<Normal Ryu>
- Can perform EX moves
<Evil Ryu>
- Moves faster
- Can perform EX moves
- Has a better movelist
- Shouryuu Ken and Tatsumaki Senpuu Kyaku cause more hits on the opponent
- Shinkuu Tatsumaki Senpuu Kyaku draws in the opponent twice as fast as Ryu's
<Master Ryu>
- Is basically a mix between the first two modes, except he cannot use EX moves
Obs.: "Master Ryu" can more or less be understood for how Ryu would fight if Gouken didn't
tone down the Ansatsuken style and therefore teached him the Satsui no Hadou techniques.
But this is just a pretty explanation, the truth is I just wanted to add a mode with all of
both version's moves. =P
Also, some people speculate he's the original SF1 Ryu (not his older brother from SF2) when
fighting without his shoes, which weigh about 60kg each to prevent himself from killing his
opponents with a single blow.
=====<.DEF Overview>=====
This char has four different .def files, here's what each one does:
<RYU.def>
The mode is selected via palette:
While using the 1-5 palette, he will be able to give into the Satsui no Hado
and turn into Evil Ryu (when certain conditions are met).
If you use, instead, the 6th palette, he will not.
Palettes 1, 2, 3, 4, 5 -> Normal Ryu
Palettes 6 -> Normal Ryu Only
Palettes 7, 8, 10, 11, 12 -> Evil Ryu
Palette 9 -> Master Ryu
To add him to your Mugen, add the following line to your select.def, under [Characters]:
Ryu-Mugen11/Ryu.def,
<NORMALRYU.def>
Only Normal Ryu mode.
He will be able to transform during battle if you hold "Start" while choosing him
in the Character Select screen.
To add him to your Mugen, add the following line to your select.def, under [Characters]:
Ryu-Mugen11/NormalRyu.def,
<EVILRYU.def>
Only Evil Ryu mode.
To add him to your Mugen, add the following line to your select.def, under [Characters]:
Ryu-Mugen11/EvilRyu.def,
<MASTERRYU.def>
Only Master Ryu mode.
To add him to your Mugen, add the following line to your select.def, under [Characters]:
Ryu-Mugen11/MasterRyu.def,
=====<Movelist>=====
U - Up LP- Light punch LK- Light kick
D - Down MP- Medium punch MK- Medium kick
F - Forward HP- Hard punch HK- Hard Kick
B - Back P - Any punch K - Any kick
S - Start 2P- Two punches (simultaneously)2K- Two kicks (simultaneously)
(Air)- Move must be performed in the air.
(EX)- Move with an EX version. EX moves are performed by pressing two punch/kick buttons.
e.g.: Hadouken - D, DF, F, p
EX Hadouken - D, DF, F, 2p
EX moves are more powerful than regular Special moves, but consume half of a power stock.
Only Normal Ryu can use them.
(N)- Move can only be performed by Normal or Master Ryu.
(E)- Move can only be performed by Evil or Master Ryu.
*When not specified, any mode can perform the move.
==================<RYU>====================
<NORMAL>
.Seoi Nage: F/B + 2P (Near opponent)
.Tomoe Nage: F/B + 2K (Near opponent)
.Sakotsu Wari: F + MP
.Senpuu Kyaku: F + MK
.Seichuu Nidan Tsuki: 2P
.Kyuubi Kudaki: F + HP
<SPECIAL>
.Hadou Ken: D, DF, F, P (EX)
.Shouryuu Ken: F, D, DF, P (EX)
.Tatsumaki Senpuu Kyaku: D, DB, B, K (EX)
.Kuuchuu Tatsumaki Senpuu Kyaku: D, DB, B, K (Air) (EX)
.Classic Kuuchuu Tatsumaki: F, DF, D, DB, B, K (Air)
.Joudan Sokutou Geri: D, DF, F, K (EX)
.Hanagashi: D, DB, B, P
.Tesshin 2P
.Isshin 2P (After absorbing a hit)
<Lv1 SUPER>
.Shinkuu Hadou Ken: D, DF, F, D, DF, F, LP
.Denjin Hadou Ken: D, DB, B, D, DB, B, LP (Hold P to charge)
.Shinkuu Midare Uchi: D, DF, F, D, DB, B, LP
.Shinkuu Tatsumaki Senpuu Kyaku: D, DB, B, D, DB, B, LK
<Lv2 SUPER>
.Metsu Hadou Ken: D, DF, F, D, DF, F, MP
.Bofu Tatsumaki Senpuu Kyaku: D, DB, B, D, DB, B, MK
.Reppuu Jinrai Shou: D, DF, F, D, DB, B, MP
.Metsu Shoryuu ken: D, DF, F, D, DF, F, MK
<Lv3 SUPER>
.Shin Hadou Ken: D, DF, F, D, DF, F, HP/2P
.Shin Shoryuu Ken: D, DF, F, D, DF, F, HK/2K
.MAX Denjin Hadou Ken: D, DB, B, D, DB, B, HP/2P
.Shin Tatsumaki Senpuu Kyaku: D, DB, B, D, DB, B, HK/2K
<SYSTEM>
.Backward Dash: B, B
.Forward Dash: F, F
.Run: F, F (hold)
.Dodge: LK + LP
.Roll: F + LK + LP
.Parry High: (Tap) F
.Parry Low: (Tap) D
.Air Parry: (Tap) F (Air)
.Power Charge: MK + MP (Hold)
.Excel Combo: C+Z (can also be done in the air)
.Zero Counter: B, DB, D, P/K (During standing or crouching guard)
.Fall Recovery: 2P (while falling when hit)
.Low Jump: U (tap)
.High Jump: D, U
.Chouhatsu: Start
==================<EVIL RYU>====================
<NORMAL>
.Seoi Nage: F/B + 2P (Near opponent)
.Tomoe Nage: F/B + 2K (Near opponent)
.Sakotsu Wari: F + MP
.Senpuu Kyaku: F + MK
.Tenma Kuujin Kyaku: D + MK (while jumping forward)
.Kikoku Tsuki: MP, HP (Near opponent)
<SPECIAL>
.Hadou Ken: D, DF, F, P (EX)
.Shouryuu Ken: F, D, DF, P (EX)
.Tatsumaki Senpuu Kyaku: D, DB, B, K (EX)
.Kuuchuu Tatsumaki Senpuu Kyaku: D, DB, B, K (Air) (EX)
.Classic Kuuchuu Tatsumaki: F, DF, D, DB, B, K (Air)
.Ryusokyaku: D, DF, F, K (EX)
.Shakunetsu Hadou Ken: F, DF, D, DB, B, P (EX)
.Ashura Senkuu Zenpou: F, D, DF, 3p/3k/Start
.Ashura Senkuu Kouhou: B, D, DB, 3p/3k/Start
<Lv1 SUPER>
.Shinkuu Hadou Ken: D, DB, B, D, DB, B, LP
.Messatsu Gou Shoryuu: D, DF, F, D, DF, F, LP
.Shinkuu Tatsumaki Senpuu Kyaku: D, DB, B, D, DB, B, LK
.Kinjite Shouryuu Ken: D, DF, F, D, DF, F, Lk
<Lv2 SUPER>
.Metsu Hadou Ken: D, DB, B, D, DB, B, MP (Hold P/K to charge)
.EX Messatsu Gou Shoryuu: D, DF, F, D, DF, F, MP
.EX Shinkuu Tatsumaki Senpuu Kyaku: D, DB, B, D, DB, B, MK
.Metsu Shoryuu ken: D, DF, F, D, DF, F, Mk
<Lv3 SUPER>
.Messatsu Gou Hadou: D, DB, B, D, DB, B, HP/2P
.Tenma Gou Zankuu: D, DF, F, D, DF, F, HP/2P (Air)
.MAX Messatsu Gou Shoryuu: D, DF, F, D, DF, F, HP/2P
.MAX Shinkuu Tatsumaki Senpuu Kyaku: D, DB, B, D, DB, B, HK/2K
.Shun Goku Satsu: LP, LP, F, LK, HP
<SYSTEM>
.Backward Dash: B, B
.Forward Dash: F, F
.Run: F, F (hold)
.Dodge: LK + LP
.Roll: F + LK + LP
.Parry High: (Tap) F
.Parry Low: (Tap) D
.Air Parry: (Tap) F (Air)
.Power Charge: MK + MP (Hold)
.Excel Combo: C+Z (can also be done in the air)
.Zero Counter: B, DB, D, P/K (During standing or crouching guard)
.Fall Recovery: 2P (while falling when hit)
.Low Jump: U (tap)
.High Jump: D, U
.Chouhatsu: Start
==================<MASTER RYU>====================
<NORMAL>
.Seoi Nage: F/B + 2P (Near opponent)
.Tomoe Nage: F/B + 2K (Near opponent)
.Sakotsu Wari: F + MP
.Senpuu Kyaku: F + MK
.Tenma Kuujin Kyaku: D + MK (while jumping forward)
.Kikoku Tsuki: MP, HP (Near opponent)
.Seichuu Nidan Tsuki: 2P
.Kyuubi Kudaki: F + HP
<SPECIAL>
.Hadou Ken: D, DF, F, P
.Shouryuu Ken: F, D, DF, P
.Tatsumaki Senpuu Kyaku: D, DB, B, K
.Kuuchuu Tatsumaki Senpuu Kyaku: D, DB, B, K (Air)
.Classic Kuuchuu Tatsumaki: F, DF, D, DB, B, K (Air)
.Joudan Sokutou Geri: D, DF, F, K
.Ryusokyaku: D, DF, F, K
.Shakunetsu Hadou Ken: F, DF, D, DB, B, P
.Classic Shakunetsu Hadou Ken: B, DB, D, DF, F, P
.Ashura Senkuu Zenpou: F, D, DF, 2P/2K
.Ashura Senkuu Kouhou: B, D, DB, 2K/2K
.Hanagashi: D, DB, B, P
.Tesshin 2P
.Isshin 2P (After absorbing a hit)
<Lv1 SUPER>
.Shinkuu Hadou Ken: D, DF, F, D, DF, F, LP
.Denjin Hadou Ken: D, DB, B, D, DB, B, LP (Hold P to charge)
.Shinkuu Midare Uchi: D, DF, F, D, DB, B, LP
.Messatsu Gou Shoryuu: D, DB, B, D, DF, F, LK
.Shinkuu Tatsumaki Senpuu Kyaku: D, DB, B, D, DB, B, LK
.Kinjite Shouryuu Ken: D, DF, F, D, DF, F, LK
<Lv2 SUPER>
.Metsu Hadou Ken: D, DF, F, D, DF, F, MP (Hold P/K to charge)
.Bofu Tatsumaki Senpuu Kyaku: D, DB, B, D, DB, B, MK
.Reppuu Jinrai Shou: D, DF, F, D, DB, B, MP
.EX Messatsu Gou Shoryuu: D, DB, B, D, DF, F, MK
.Metsu Shoryuu ken: D, DF, F, D, DF, F, MK
<Lv3 SUPER>
.Shin Hadou Ken: D, DF, F, D, DF, F, HP/2P
.Tenma Gou Zankuu: D, DF, F, D, DF, F, HP/2P (Air)
.Shin Shoryuu Ken: D, DF, F, D, DF, F, HK/2K
.Shin Tatsumaki Senpuu Kyaku: D, DB, B, D, DB, B, HK/2K
.MAX Denjin Hadou Ken: D, DB, B, D, DB, B, HP/2P
.MAX Messatsu Gou Shoryuu: D, DB, B, D, DF, F, HK/2K
.Shun Goku Satsu: LP, LP, F, LK, HP
<SYSTEM>
.Backward Dash: B, B
.Forward Dash: F, F
.Run: F, F (hold)
.Dodge: LK + LP
.Roll: F + LK + LP
.Parry High: (Tap) F
.Parry Low: (Tap) D
.Air Parry: (Tap) F (Air)
.Power Charge: MK + MP (Hold)
.Excel Combo: C+Z (can also be done in the air)
.Zero Counter: B, DB, D, P/K (During standing or crouching guard)
.Fall Recovery: 2P (while falling when hit)
.Low Jump: U (tap)
.High Jump: D, U
.Chouhatsu: Start
.Hadou no Kamae: D, DF, F, Start
=====<Move Details>=====
- Sakotsu Wari is an overhead
- With the right timing, you can hit the opponent with any attack (except throws) after a Light Tatsumaki Senpuu Kyakuu hit (Evil/Master Mode)
- Classic airborne tatsumaki(float) is cancelable from an air diagonal medium punch
- Medium version of Ryusokyaku cannot be super canceled
- Hard and Ex version of Ryusokyaku can OTG
- EX version of Ryusokyaku is an overhead
- EX version of Ryu's Hadouken is the Shakunetsu Hadou Ken
- Ex version of Tatsumaki Senpuu Kyaku will knock opponent high and away from you on the last hit
- EX version of Joudan Sokutou Geri will make the opponent bounce off the wall
- All version of Joudan Sokutou Geri will make the opponent bounce off the wall for Master mode only
- Shinkuu Tatsumaki Senpuu Kyaku draws opponents towards you
- Mashing any direction during Denjin Hadouken will make Ryu charge it faster
- Some opponents are able to break out of Shun Goku Satsu, such as Gen or Akuma. However other
opponents may recieve extra damage, such as Vega (M.Bison) or Geese Howard (for more details,
check "Other Info"). To break out of Shun Goku Satsu, the victim must have more than half of
his/her life points and quickly mash any buttons
- Normal and Master modes have extra taunts
- Master Ryu can cancel the Ashura Senkuu into Hanagashi and vice versa
- The Denjin Hadouken and MAX Denjin Hadouken are unblockable
- The Shin Hadouken and Messatsu Gou Hadou nulifies projectiles
=====<Transformation>=====
As mentioned before, the Satsui no Hado can take over Ryu's will WHEN...
- Being defeated by a Super move
- Loosing to your opponent having more than 50% of its life
- Winning by Satsui no Hado-based Super moves (Metsu Hadouken/Metsu Shoryuuken)
when having 1/3 of his health or less (when controled by YOU), or 1/2
when controled by the A.I.
- Loosing to M. Bison / Akuma / Oni / Sagat / Asura
After he's transformed into Evil Ryu, he can still turn back
to his normal state IF...
- Loosing to your opponent having more than 70% of its life, or 40%
if defeated by a Super move (Won't work against M. Bison / Akuma / Oni).
- Winning with more than 40% of his health or more (when controled by YOU)
or 60% when controled by the A.I. (Won't work against Sagat nor Asura).
- Winning to M. Bison / Akuma / Oni
- Winning the battle.
If you DON'T want him to get to his normal state (Even if you have 40%+ of your health
or are facing M. Bison / Akuma / Oni), you gotta beat 'em with the Shun Goku Satsu.
He can't sucumb to the Satsui no Hado twice in a battle.
I truly hope you dig it! :D
By the way, if you make him fight with Sagat in their SFA2 stage,
you'll probably get to see how poor lil' Sagat got his scar X)
=====<Other Info>=====
<Chars that have maximum resistance to Shun Goku Satsu>
- Gen, Akuma, Shin Akuma, Oni, Cyber Akuma, Gouken, Dhalsim,
Oro, Retsu, Gou Hibiki, Master Ryu, Master Ken, Asura,
Takuma Sakazaki, Mr. Karate, Serious Mr. Karae, Heihachi Mishima,
Jinpachi Mishima, Saisyu Kusanagi, Donovan, Garuda, Final Bison,
Seth, Twelve, Necro, Jack, Sentinel, Abel,
Dan, Deadpool, Ghost Rider, Hulk, Hsien-Ko, Morrigan and Lilith.
<Chars that have medium resistance to Shun Goku Satsu>
- Blaze Agent, Dark Sakura, Evil Ryu, God Rugal, Devil Jin,
Devil Kazuya, Orochi Iori, and Violent Ken.
<Chars that recieve 25% extra damage from Shun Goku Satsu>
- Demitri, Jedah, Shadow DIO and Vega (M.Bison)
- Geese Howard, Mukai, Orochi, Ryuji Yamazaki and Setsuna
- Goro, Kintaro, Motaro, Shang Tsung and Shao Kahn
- Dr. Doom
- Mech Rugal, Omega Rugal and Rugal
- Original Zero, Perfect Weapon MB-02, Sevil Nahte and Shadow Dio
- A lot more characters I've forgot to mention <:D
(And I mean A LOT. A shitload of villains will receive extra damage)
More can be added here, so contact me if you know any and I'll consider it.
This list may be incomplete. Also, if you notice that this system isn't working with some char
please contact me so I can fix it.
<Selecting the win pose>
(Speech translations by Kibagami)
Normal/Master Ryu:
X, Y or Z -> Ryu raises his arm and says "Ore no kachi da!" ("Victory is mine!").
A, B or C -> Ryu crosses his arms and wind starts ruffling his clothes. There's a random chance
that a small leaf will appear, blown by the wind, or hold Start to see it.
Evil Ryu:
X, Y or Z -> Ryu turns his back and says "Shin no tsu, tometekureru!" ("I will stop your
heartbeat!").
A, B or C -> Ryu stomps the ground and says "Zetsu!" ("Death!").
<Extra win poses>
Normal Ryu:
Win by Shin Shoryuken -> Ryu turns his back on the opponent.
Evil Ryu:
Win by Messatsu Gou Hadou -> Ryu falls on his knees, exhausted.
Win by Shun Goku Satsu -> Ryu has his back turned, breathing heavily, saying "Ware, Kobushi
kiwame tari..." ("I mastered my fist...") while the Metsu kanji is displayed in the background.
Master mode has all of the above but the Messatsu Gou Hadou one.
=====<Version History>=====
<14.01.2016>
- Oh, hey, I have to say, I'm not satisfied with the char as it is right now, since I wanted to add
both the Denjin Renki and Hadou Kakusei, as well as different lightning/fire special effects
to most EX moves. And, y'know, those special moves he's still missing.
But for health reasons, I can no longer code (not that I want to, either, hehe). And so, even
if the char's not complete (since I wanted to put all of Ryu's moves), I thought NOT uploading it
would be kind of an insult. So here it is. I truly hope you dig it :D
- Master Ryu is avaliable again! (Form some reason Mwryly deleted the .def last time he updated the char, hehe)
- Removed the "Nidan Shoryuu Tsuki" Super move. "Why?", you might wonder... well... let me tell you...
That move doesn't exist. It's not part of Ryu's moveset in any videogame (nor comics, nor movies, etc)
P.o.t.S created that move m8, and that's precisely why I removed the OLD "Metsu Shoryuuken", too.
(The one funny thing about this is, that most people who've edited PotS' Ryu are certainly not "fans" enough
of the character, or just didn't do a deep enough research to know that THAT move's not Ryu's.)
- The Shinkuu Tatsumaki Senpuu Kyaku is a Lv1 Super move again! "Why?", you might wonder (hehe)...
And that's cause... He's got 2 new variations of the move! :D Yep, I've added both the Bofu Tatsumaki Senpuu Kyaku
(from Pocket Fighter), as a Lv2 Super, and the Shin Tatsumaki Senpuu Kyaku, (from Ultimate Marvel vs. Capcom 3),
as, you've gessed it, it's a Lv3 Super! Haha, soooo...
- Added the "Hanagashi" Special move from Ultra Street Fighter IV's OMEGA Mode for Normal Ryu! (as well as the Isshin and Tesshin).
When used by Master Ryu, you can cancel the move into Ashura Senkuu, and vice versa! (Pretty useful, huh?).
- Modified the animation of the Shakunetsu Hadouken, both the regular and the EX one. So that the feel pretty smooth now.
- That said, I've also added the classic Shakunetsu Hadouken Ryu had! It's a Master Ryu-mode only move :D
- Modified the hitcount of the Messatsu Gou Shoryuu. That is, it counts 9 hits now instead of 8 (as it should of course)
- Also, all hits of the Messatsu Gou Shoryuu WILL hit mid-air opponents, too.
- Haha, oh, another thing... I've added 2 new variations for the Messatsu Gou Shoryu! Yep, that's right...
the first one is a Lv2 one! It's faster, goes higher, hits 12 times and has a burning effect on the third strike! (just like a Shoryuureppa)
and, much more important the Lv3 one... it's the one from Street Fighter IV! Credits goes for both Victorys and Ahuron.
Ahuron created the move at first, and Victorys converted it to the CvS3 style! Oh, but of course, I did improve it too, I'd say, a lot.
Other than the asthetic (and minor) upgrades, much like Dudley's Rocket Uppercut, he won't launch the third Shoryuuken unless the opponent is close enough.
- And talking 'bout Supers, I've added 3 more Hadouken-based Supers! Those are...
the Metsu Hadouken (the new one, I removed the one he already had, heheh...), the Shin Hadouken (Lv3), from Ultimate Marvel vs. Capcom 3,
and the MAX Denjin Hadouken (Lv3), inspired in both the Street Fighter V one, and the one Gouken had in SFIV. As well as SFIII, too.
It's much bigger and faster than the regular one, it's unchargable, unblockable (SFIII), and has a wall-bounce effect (like Gouken's)
AND, if Master Ryu's A.I. uses it, it will, too, have a dizzy effect.
- The Metsu Hadouken can be charged when used by Evil Ryu, and will always be fully charged when used by Master Ryu's A.I.
- Oh, and the Shin Hadouken... it's like Ryu's Shinkuu Hadouken from the MvC series. If used by Evil Ryu, he will, instead,
perform the Messatsu Gohadou, but it's just a visual difference.
- Oh, I almost forgot... I've also added 2 other Shoryuuken-based Super moves! Those are the Kinjite Shoryuuken, and the Metsu Shoryuuken.
I gotta be honest, the Metsu Shoryuuken looks almost just as P.o.t.S' version's Shin Shoryuuken, ALMOST.
And that's because... I've added a better, hype-r, version of the Shin Shoryuuken! (or, atleast, that's how I see it).
Inspired in the one from Marvel vs. Capcom 3 ("SHIN... SHO! RYU! KEEEEEEN!!!").
- Oh, and the Kinjite Shoryuuken... it's y'know... a "failed" Shin Shoryuuken, which was added in SFIV as Gouken's Super move.
That is, the "Forbidden Shoryuuken" ("Kinjite Shoryuuken" in Japanese). Except he'll perform it with the right hand.
Oh, and it's an Evil Ryu-only Lv1 Super.
- Hold on, there's more. I've modified the Reppu Jinraishou, too. Why? Well, just to make it look like the one from Pocket Fighter
(where the move was taken from). I remember that PotS's version was just like the one I've added, but he later removed the last hit(s) for some reason.
Oh, also, I gave it a much faster startup, so that it'll be much more useful, hehe.
- I-I've reverted some changes Mwryly made. That is, we could say it's more similar to PotS' version. In short, it's easier to combo with.
- I've also added the Tenma Gozankuu, as a Lv3 Super for Evil Ryu (he DID have it in the original Marvel vs. Capcom, when in "Akuma Mode")
- Evil Ryu's EX Shoryuuken has a burning effect.
- I've also modified Evil Ryu's "Messatsu!" Aura, so that it looks just like my Akuma's (but darker, heh)
- Oh, also, the Shinkuu Midare Uchi! It was a move Ryu had in the infamous Street Fighter: The Movie videogame for the Arcade...
Except I just took the move's name from there, don't you worry, lol. It actually is Ryu's Cross Art from Street Fighter X Tekken, as a Lv1 Super.
- Oh, right, I've also modified the Shun Goku Satsu's background. So that it looks just like my Akuma's (why...?)
(Well, I'm aware a lot of people like how it looks, that's why. Hehhe... so... yeah...)
- One important thing, I've added a "wind" effect on the Tatsumaki-based moves. It was necessary, wasn't it?
- Improved the A.I., of course. Master Ryu's a Hanagashi and Ashura Senkuu spammer now, haha.
- Upgraded graphics, how could I not. The Mugen 1.1 version does have, just like my Akuma and Dudley, RGB system FX, so that,
it'll look HD no matter the resolution you're playing with! :D
- All modes have the same Defense now. Why? 'Cause Evil Ryu is MEANT to be stronger than regular Ryu. And Master Ryu, even more.
- And guess what... since, people liked my Akuma's in-battle transformations, Ryu's now got the exact same thing! :D
Even through it works diferently. Check the "Transformation" section to know how it works ;D
- Added compatibility with Mugen 1.1's "CameraZoom" system (only the 1.1 version, obiously).
- Added a SFIV-like aura to all of Evil Ryu's moves.
- I don't know m8, you can see I did make A LOT of changes and stuff. So I've probably forgot all other minor changes.
- So that, have a good day! :D
Screenshots:
Spoiler, click to toggle visibilty
(Part of the Readme file- Movelist and details of the update):
Spoiler, click to toggle visibilty
=====<Features>=====
- All the essential stuff
- Voice taken from Street Fighter III: 3rd Strike, Super Street Fighter IV, and Street Fighter X Tekken
- 6 Supers
- All his moves (but the "Thunderbolt" one... I didn't have the sprites to, soo)
- CvS-ish sprites
- Tons of RGB sprites. They'll look HD no matter the resolution you're using :)
- Damage Reduction, Zero Counter and Recovery Roll, from SFA3
- Dodge, Roll, and Power Charge, from CvS2
- SF3 Parry
- Compatible with Mugen 1.1's "Camera Zoom" system
- Details taken from his various video-game appearances and storyline
- Custom gameplay
- Effects edited from various games and original stuff
- Intros, win poses and special animations
- Artificial Inteligence
- 100 Win Quotes
- Special compatibility with the "UNO TAG" system.
=====<Movelist>=====
U - Up LP- Light punch LK- Light kick
D - Down MP- Medium punch MK- Medium kick
F - Forward HP- Hard punch HK- Hard Kick
B - Back P - Any punch K - Any kick
S - Start 2P- Two punches (simultaneously)2K- Two kicks (simultaneously)
(Air)- Move must be performed in mid-air.
(EX) - Move with an EX version. EX moves are performed by pressing two punch/kick buttons.
e.g.: Machine Gun Blow - B, DB, D, DF, F, p
EX Machine Gun Blow - B, DB, D, DF, F, 2p
EX moves are more powerful than regular Special moves, but consume half of a power stock.
<NORMALS>
.Lunging Jab: F+LP
.Lunging Body Blow(Left): F+MP
.Lunging Straight: F+HP
.Lunging Body Blow(Right): F+MK
.Overhead Punch: F+HK
<SPECIALS> (Easy inputs)
.Cross Counter: D, DB, B, P (EX)
.Short Swing Blow : D, DB, B, K (EX)
.Machine Gun Blow: D, DF, F, P (EX)
.Duck: D, DF, F, K (EX)
.Ducking Straight: P (During Ducking)
.Ducking Upper: K (During Ducking)
.Jet Upper: F, D, DF, O (EX)
<SPECIALS> (Original inputs)
.Cross Counter: F, DF, D, DB, B, P (EX)
.Short Swing Blow : F, DF, D, DB, B, K (EX)
.Machine Gun Blow: B, DB, D, DF, F, P (EX)
.Duck: B, DB, D, DF, F, K (EX)
.Ducking Straight: P (During Ducking)
.Ducking Upper: K (During Ducking)
.Jet Upper: F, D, DF, P (EX)
<Lv1 SUPERS>
.Corkscrew Blow: D, DB, B, D, DB, B, P
.Rocket Uppercut: D, DF, F, D, DF, F, P
<Lv2 SUPERS>
.Rolling Thunder: D, DF, F, D, DF, F, K [Mash P/K for more hits]
.MAX Rocket Uppercut: D, DF, F, D, DF, F, 2P
<Lv3 SUPERS>
.Corkscrew Cross: D, DB, B, D, DB, B, 2P
.MAX Rolling Thunder: D, DF, F, D, DF, F, 2K
<SYSTEM>
.Backward Dash: B, B
.Forward Dash: F, F
.Run: F, F (Hold)
.Dodge: LK + LP
.Roll: F + LK + LP
.Parry High: (Tap) F
.Parry Low: (Tap) D
.Air Parry: (Tap) F (Air)
.Power Charge: MK+MP (Hold)
.Zero Counter: B, DB, D, p/k (During standing or crouching guard)
.Fall Recovery: 2p (While falling when hit)
.Low Jump: U (Tap)
.High Jump: D, U
=====<Version History>=====
<14.10.2016>
- Reduced all damage. He was kinda broken imo, since, it's just Dudley.
He might be cool af, yeah, but he's not a boss char-
(A high-tier one, indeed, but not a boss chararcter.)
- Improved the special effects of the MAX Rolling Thunder
- Fixed the one bug with the delayed hitspakrs.
- Made a shitload of minor changes/bug fixes
- Look the 13.07.2015 update up m8, I didn't get to post it back then.
<13.07.2015>
- The rose can now be hit by any projectile/attack.
- The Rolling Thunder will connect mor efficently.
- Fixed a bug that made the Corkscrew Cross get the opponent lay down ifninitely.
(rarely happened, but still... )
- Added different types of invincibility in most of the moves.
(Machine Gun Blow has invincibility to normal projectiles during the startup, etc)
- Changed the GuardFlag of most EX Specials.
Screenshots:
Spoiler, click to toggle visibilty