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Gameplay Basics
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The gameplay of this Ryu uses a custom style I call Capcom vs. The World Alpha, inspired by Super Smash Bros.
and Pocket Rumble. The idea is to simplify gameplay and remove execution barriers without sacrificing gameplay
depth.
Basic Attack: X
- Ryu can perform a chain of three basic attacks, wherever standing, crouching or jumping.
- Ryu can chain basic attacks into a Launcher (DF + X), which can be followed up with an Air Combo.
- An Air Combo can be chained into a Down Launcher which knocks the opponent to the ground.
- Ryu can cancel the second basic attack in the chain into any one of his command moves. You cannot cancel a command
move into a Launcher.
- The basic combo progression can run as thus:
- Basic Attack > Command Move > Special Move > Super Combo
- Basic Attack > Launcher > Air Combo > Knockdown
- Basic Attack > Launcher > Air Combo > Air Special Move > Super Combo
Launcher: DF + X
- Knocks opponent up into the air for an Air Combo. See above for more details.
Running Attack: X (whilst running)
- Overhead, cannot be combo'd out of, unsafe on block, low body invincibility.
Collabrone Breaker: F + X
- Overhead.
Solar Plexus Smash: B + X
- Safe on block, hits twice
Sweep: DB + X
- Trips the opponent. Cannot be cancelled out of.
Throw: Hold F or B + X (Close to Opponent)
- As of now, cannot be teched out of.
Zero Counter: F + Z (while blocking) (Costs 1000 Power)
- Hard knockdown. Can be done standing, in air or whilst crouching. Does not do damage and cannot kill.
Getup Roll: Hold F or B whilst lying down.
- Invincible.
Throw Tech: Tap X during throw
- Your opponent will have frame disadvantage.
Crossup Attack F + X (Air Only)
- Crossups can happen now!
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Special Moves
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Hadouken: Y (AIR OK)
- Basic fireball. Does decent damage and can be combo'd into.
Shoryuken: D + Y
- Invincible on startup.
Tatsumaki Senpuukyaku: B + Y (AIR OK)
- Lower body has invincibility. Hits 3 times, but doesn't cause knockdown.
Joudan Sokutogeri: F + Y
- Hard knockdown.
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Unique Tactic
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Mind's Eye: Z
Ryu takes up a stance. In the first few frames, he can parry any incoming attack, gaining a major frame advantage
as a result. After parrying an attack, Ryu's next special move has special attributes:
- Hadouken becomes Shakunetsu Hadouken, which hits twice and causes soft knockdown.
- Tatsumaki becomes Shinkuu Tatsumaki, which hits multiple times and causes knockdown.
- Joudan Sokutogeri causes a wall bounce.
- Shoryuken gains a final hit that causes hard knockdown.
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Super Combo
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Shinkuu Hadouken: X + Y (AIR OK) (Takes 2000 Power)
- Hard knockdown, hits 5 times.
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Rage Mode and Ultra Combo
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When your life is below 230, you can activate Rage Mode by pressing D, D + Z.
- Ryu gains ten seconds of boosted attack power. He can also perform a Super Combo with no cost to his meter.
- When Rage Mode ends, Ryu cannot perform his Super Combo any longer. He can still perform Zero Counters, however.
Ultra Combo - Metsu Shoryuken: QCF, X + Y (3000 Power and Low Life)
- If Ryu whiffs with the initial hit, then he cannot use Supers any more.
- When this move hits at range, Metsu Shoryuken becomes Shin Shoryuken.
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Credits
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- N64Mario: Template character.
- PotS: For making the Ryu that this is heavily based off of.
- LostAvenger, SeanAltly: Animation times and CLSN's, maybe a few code snippets - I know I took the Alpha Counter
stuff from LostAvenger's Ryu. If you have an issue with that, then I apologize and will work to fix the issues.
- Reu: I swiped the sprites to make the Air Hadouken. Again, if you're not cool with that, I apologize and
will remove them if you want me to.
- Yoshin222: Parry code.
- Memo, Red Lunchbox: Gameplay inspiration.
- Memo: Custom hit and super sparks.
- You: For downloading, and whatever feedback you may give me
