This thread is for a set of ideas I've had for characters from the Hiryu no Ken series, beginning with series main protagonist Ryuhi. He and the other Hiryu no Ken characters I will make will use a six button () system, with a few extras from within the series and other games.Here's the blueprint I've had for Ryuhi so far:To do:Have FunCapture moveset from SD Hiryu no Ken DensetsuGet good at 2D fighting character sprite artUnderstand how to code in MUGENIncomplete Movelist and ideas so far:Unique MovesSpoiler, click to toggle visibiltyThrows:Toshin Sotai: Close or Over-the-Shoulder Throw: Close or Chouchu: Chouchu Rida: , then , or Tokyaku: Ryuetsukyaku: ,,Left Uppercut: Left Body Hook: Considerations for promotion to Special Attacks:ST NikikykakuSenpukyakuMore to come.Special AttacksSpoiler, click to toggle visibiltyKinryuha: , or Ryuoukyaku: , or Ryugekishu: , or Ryuga Sokutou: , or onceRyuga Renkyaku: , or three timesSuper Defense:SD Joukachouchu: SD Youhonshiun: SD Kakutouhoken: SD Heimonkyaku: More to come.Secret BustersSpoiler, click to toggle visibiltyCho Kinryuha: , or Kaenryuujinkyaku: , or SD Hiryugekirin: , or (Ryuhi must be in low health)Hiryu no Ken: , or (Unblockable)Fast Hiryu no Ken: , or (Unblockable)Shin Hiryu no Ken: , or (MAX meter, Unblockable)Etc.Spoiler, click to toggle visibiltyRyuhi can move while in crouch. (Virtual Hiryu)Ryuhi's double attacks while in jump state. (SD Hiryu/Flying Dragon)Ryuhi will have dash, run, back dash and other movement options.Dodge: Step behind opponent: Close Overhead Attack: OTG:Follow-up grounded punch: (Opponent on the ground) Follow-up jumping punch: (Opponent on the ground) Kip-up: (During fall/land from fall/on wake-up):Windmill: (During fall/land from fall/on wake-up):Combos:More to come.