neo ryu-x moves list, updated for 5/21/06 current progress - 100% note: it's very recommended that you make a clean install for ryu-x. this is in no way compatible with the old one, only 3 files will be overwritten when you just move them. note 2: anything regarding ryu-x is usable. host him anywhere you want! use his code (but i hope it's to learn to effectively code, yourself o_o)! use his sounds! just at least mention me somewhere, if you can ;_;. the exception to this clause is his sprites. actually, i can't really stop you from using them; but i strongly discourage it. a lot of them are edited sprites taken with permission from other creators of old and i have totally lost track of which ones were ripped and which ones were edited. so basically, you're allowed to use: -any of ryu's sprites that were ripped. basically, if he has that animation in mvc1 or mvc2; feel free to do whatever you'd like with it ^_^. -any of the sprites -i- edited or created. this would be the messages for his comboes. i'm certain i made some of the ryu sprites in the sff, but see above. have no idea what's mine or what's ryulee's any more :p.
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if the sprite falls into neither of those two categories, it's probably not mine and probably shouldn't be used. neo release 3b: -ryu is no longer clunky and slow like a mofo o_o. -tweaked various hitvels. -inverted throws? whoops! fix'd. -killed a stray movecontact = 1 in the launcher state. this means you'll actually be able to chain it into the super jump. wow! -denjin hadoken charge time lowered to a fairly reasonable level for fast-paced play. i wondered how anyone could ever get off a max denjin in a real match with the way it was :p. neo release 3: -combo tweaks galore. -all guard push problems fixed. -standing y can now cancel into a hop kick like it's supposed to. -dragon punch underwent major changes. -shin shoryuken underwent major changes as well. -better quality super pause portrait. -velocity tweaks for many moves. -required anims are fixed up. no more odd positions when ryu flies up x_x. neo patch release 2.5: -tweaked his walking and jumping speed, should be closer to msh vs. sf now. -hurricane kicks were tweaked, to be much more accurate (now blockable!). -some of the attr for the hitdefs were off. fixed. -aerial raves were redone, just as they were for ken-x. completely new aerial rave system, and much, much more accurate. -added afterimages to the super moves (finally) -finally got a new (and much better looking) super background, thanks to big eli king :d. neo release 2:
-you can now guard push ryu away while he's performing shinkuu hadoken and messatsu gou hadou. -speaking of that, major tweaks made to the guard push. -made some tweaks here and there. -fixed the hurricane kick inaccuracy (you should be able to get ctrl after it) and gave messatsu gou shoryu the invincibility for most of the first dragon punch. -fixed an inaccuracy in the collarbone breaker. -fixed a bug where you didn't need 1000 power to use the right hook alpha counter. -added the tenma kuujin kyaku and the shin ten kuujin kyaku to the evil mode. -fixed the alpha counters. now ryu will grunt properly during an evil mode alpha counter. -rewrote the recovery roll, fixing the rolento bug and making it more accurate in general. -replaced the old ken jumping away frames with some new edited frames by cpoc! now his hairstyle doesen't magically change when he jumps off :p. -added the sf3/neopocket svc style special intro vs. ken-x! major changes from the original ryu-x, both sprite-wise and gameplay: -full cps2 animation (some areas, like the standing medium kick, were improvised because the cps2 'quality' animation was 2 frames long :p) -exact (or close) arcade ticks. -mvc palette style -all mvc voices and sounds -all of his gameplay has been completely revamped in the same fashion as ken-x, including his aerial raves. -added burst mode, which affects most all his specials and supers. some in little ways, others in big ways. -gave him his mvc landing lag, to balance him out compared to ken (since ken's dragon punches are supposed to be better.) -palette based evil ryu mode, it's not especially great, but it's the traditional evil ryu which is now with a vs. series flair. -no more commonryu.cns, so all those bugs concerning compatibility with the newest mugen are gone. commentary: ryu-x was the first and the worst of my characters :p. to add to that, he wasn't even created from scratch, but modified from mugenite's sfa2 ryu (with permission). since i updated ken-x, i decided i needed to revamp this...er...character. unfortunately, there was a problem: i didn't even wanna go into this character's code. it wasn't anywhere near optimized and not the easiest to navigate. oh, and it also didn't help that ryu-x's palette was pure hell and ruined everything i used for it :p. so i did the natural thing. i took my latest ken-x and used that as a base instead, and just reripped ryu's sprites from xmen vs. sf. anyways, this is a movelist for ryu. despite the fact that he already has one. yah, pretty pointless don't you think? even better, just about everyone knows ryu's moves anyway. i have no life, so i'm gonna list em all anyway. -.normal attacks: >a >b >c >x
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short kick forward kick roundhouse kick light punch
>y - strong punch >z - fierce punch >forward + y - collarbone breaker >forward + b - hop kick >forward + z or back + z- throw (ryu just throws the opponent over the top of his head. it's a classic.) >(while airborne) forward + z or back + z- air throw (ryu's only air throw, can only hit the enemy if he's in the air too) >forward + c or back + c- kick throw (ryu grabs the enemy, and flings him away with a ground throw. whee.) >down, up - super jump! (can move in the air during this) >any two punches (while guarding) - guard push (this pushes the enemy back during a guard, and allows you to get out of tight situations. can be done in the air, too.) >down, downback, back, any punch/kick (when falling) - recovery roll (this allows for a quick recovery from falling, giving you plently of time to kick the opponent in their head!) >start - taunt (ryu randomly uses two different taunts when you push start. taunt 1 - oh, the famous tightening the gloves. it's dull, but it works. taunt 2 ryu's mvc taunt!) - burst mode only basics >forward + z - right hook (ryu thrusts his arm forward, and performs a hook! how's that for style? it also has other uses, despite it's horrid range...) - evil ryu only basics >forward + y - zugai hassatsu (it's the collarbone breaker, only done with a lot more skill.) specials: >d, df, f, any punch - hadoken (hadoken! yeah! fireball! um, anyways, it can be done in the air too. pushing x, y, or z determines the fireball's speed.) >forward, down, downforward, x,y or z - shoryuken (the ever famous dragon punch. pushing x, y, or z determines how high ryu can fly, and how high the enemy flies upon impact >:). can be done in the air. since unlike ken, ryu doesen't practice this, it's got some major ending lag.) >b, db, d, df, f, any punch - red hadoken (it does a little bit more damage, and makes the enemy turn red when it hits them. whoo. well, it makes them fall too. can be done in the air, as well.) >d, db, b, any kick - tatsu maki senpuu kyaku (aka, hurricane kick. pushing a, b, or c determines how many hits ryu dishes out with this.) >(while blocking)b, db, d, any punch - alpha counter shoryuken (yep, ryu had alpha counters in mvc...well...not really, but it's one of his cooler features, so i didn't want to remove it. ryu blocks, and counters with a powerful shoryuken, at the hefty cost of one level of the super bar.) >(while blocking)b, db, d, any kick - alpha counter trip (ryu's second alpha counter is a lot less flashy, but very practical. stop the opponent with a wellplaced trip!) >d, df, f, start - hadoken?! (dust kicks up off the ground, ryu prepares his chi, then...? where's the fireball?! ryu faked you! ha!)
- burst mode only specials >d, df, f, any punch - hadoken (holy old school! these are the classic sf2 fireballs. mix up the speeds, and create the ultimate fireball fight.) >b, bd, d, df, f, any punch - red hadoken (see above.) >f, d, df, any punch - shoryuken (no differen't from it's normal variation in the least.) >d, db, b, any kick - tatsu maki senpuu kyaku (ryu now uses his dan-like tatsumaki from sf ex+a. it has multiple attacks, so keep pressing the button you used to execute it for more hits! up to 3 differen't attacks are usable.) >d, df, f, start - hadoken?! (same as normal mode's.) >(while blocking) fwd+z - alpha counter hook (there's a special burst mode alpha counter involving the right hook. despite how it may seem useless...why not experiment with it? you'll see it's true use soon enough.) - evil ryu only specials >d, df, f, any punch - gou hadoken (it's hadoken, but now with the power of darkness!) >f, d, df, any punch - gou shoryuken (it's a flaming dragon punch with the power of destruction, and...of course, darkness!) >b, db, d, df, f, any punch - shakunetsu hadoken (it's not the flaming fireball we've come to know and love, because sadly, it's been consumed by darkness!) >d, db, b, any kick - tatsu maki senpuu kyaku (ok, i'll stop with the darkness stuff.) >f, d, df, any two punches or kicks - asura senkuu/forward (a forward teleport. punch buttons are long range, kick buttons are short range.) >b, d, db, any two punches or kicks - asura senkuu/back (a backward teleport. punch buttons are long range, kick buttons are short range.) >d, df, f, any kick (in the air) - tenma kuujin kyaku (evil ryu has yet to master this move, since he can't quite keep moving when he hits the enemy, and bounces off, but...) >d, df, f, any kick (while rebounding from tenma kuujin kyaku) - shin ten kuujin kyaku (the lack of skill is simply a ruse on ryu's part. he can do this move just fine, and it always crosses up. both kuujin kyaku's are capable of hitting the opponent while they're lying down, too.) >d, df, f, start - hadoken?! (same as the other mode's.) supers: >d, df, f, any two punches - shinkuu hadoken (ryu fires a large beam at his opponent. can be done in the air too! roll on those buttons to add hits to the beam!) >f, d, df, any two punches - shin shoryuken (one of ryu's most damaging attacks. if it doesen't touch the enemy for the first hit, ryu decides to do a normal shoryuken instead, only it hits around 8 times. when it does hit, that is.) >d, db, b, any two kicks - shinkuu tatsu maki senpuu kyaku (a really strong hurricane kick. not much else to say...) >d, db, b, any two punches - denjin hadoken (ryu builds up all of his chi, now so powerful he's able compress it into a more reasonable fireball. as he builds it up, you can hold any punch to help him accumulate his chi. when it builds up to max, ryu will flash. let go to make the ultimate fireball fly, well...not really. it's the ultimate fireball to kill turtles with, though..as it's true power shines...when guarded!)
- burst mode only supers >d, df, f, any two punches - shinkuu hadoken (holy old school (again)! what's this? a five hit fireball, slightly bigger than the normal hadokens? can't get better than that! bwaha!) >d, db, b, any two kicks - shinkuu tatsu maki senpuu kyaku (not -exactly- the same as it's normal rendition, but pretty close. also usable in the air!) >d, db, b, any two punches - denjin hadoken (way different. it's purpose is still to counter turtlers, but it goes about this a differen't way. it's unblockable. no, it does not do anywhere near the amount of damage shinkuu hadoken does, but a fully charged denjin will do good damage and dizzy the opponent.) >d, df, f, any two kicks - ryu's rave (at first glance, this may seem like your everyday charge super. it's not. it could be considered practically a whole mode on it's own. the charge attack, if hitting, stuns the opponent, and now it's a game of comboes. for a limited time, you're free to combo whatever you like, the only limits being: a new timing system, you can't combo the same attack twice in a row, and no crouching/jumping attacks. you can use modified versions of ryu's main specials, and even two modified versions of his supers [be aware that it takes a level of super meter to use one still]! to cut down on the cheese, this is extremely difficult to connect in a normal game. it's beginning lag and missing lag is absolutely horrible. using it in team battle might be a bit buggy, but to remedy this, the opponent will recover after a certain time if you take too long performing the next hit, and if s/he does, ryu is guard crushed. the same goes for hitting ryu's target away.) - evil ryu only supers >d, df, f, any two punches (ground) - messatsu gou hadou (shinkuu hadoken only with the power of-...oh, alright. i'll stop that now.) >d, df, f, any two punches (air) - tenma gou shinkuu ha (ryu holds his arm forward, and then begins to throw many, many fireballs straight forward while floating. it's not as useful as tenma gou zankuu, but unlike that...you can add more fireballs by button mashing. tenma gou zankuu is just not ryu's style anyway.) >d, db, b, any two kicks - shinkuu tatsu maki senpuu kyaku (ryu spins so fast he nearly floats up like a helicopter! similar to the burst mode shinkuu tatsumaki, only much, much faster.) >d, df, f, any two kicks - messatsu gou shoryu (a triple flaming dragon punch. can you say shoryureppa?) >weak punch, weak punch, f, medium punch, strong punch - shun goku satsu (the raging demon. no, this isn't a special or custom one.) what the hell is burst mode? after putting burst mode in ken and liking the results, i decided that ryu deserves the same treatment. no, this does not mean that ryu's burst mode is similar to, or even exactly the same as ken's. ryu's burst mode reflects his own style of fireballing. >d, df, f, z+c - burst mode you can return to normal mode through the same means. if you'd like a twist in your fighting style that's a differen't than the usual ryu, turn to burst mode. ryu's current mode is reset between fights, but not between rounds. special notes:
now, a small session on aerial raves. if you haven't played any capcom fighter past marvel super heroes, you probably don't know what these are :p. in order to use an aerial rave, you must use a launcher move to launch the enemy into the air, and then jump after them, you will automatically super jump. perform any combo you like, timing's the only skill needed. ryu's launcher move is his crouching fierce punch. experiment with this, cause aerial raves rock, hands down. also, ryu can do mvc style super cancels, like canceling to a shinkuu tatsu maki when you're still doing the ground half of shin shoryuken. uwaa! there's a female ryu in the .sff! a plea to anyone considering demitri! for midnight bliss to achieve it's full potential, we had to agree on a set of animation numbers using the midnight bliss sprites. for those who have no idea what i mean: it's a super where demitri turns the men into women for his personal harem (or if you're a woman he does...something) and sucks their life away. the two animation numbers i've placed the midnight bliss set in are: -animation 5132 (midnight bliss curse - victim standing there in new form looking dazed) -animation 5133 (victim when lifted, and life is sucked out) it'd be great if people could use this to make a demitri that's true to the original ^_^. palettes: default.act - ryu's basic palette lightblue.act - a light blue mix ensemble alpha.act - liked ryu's sf alpha gi better? here you go. sfa3tan.act - the tan palette in sfa3 sf2grey.act - ryu's old street fighter 2 grey palette. sfa3grey.act - ryu's sfa3 x-ism palette. ;these are all evil ryu palettes, selectable by holding start, choosing these makes you evil ryu. >evildefault.act - ryu has been consumed. all is lost. >evilakuma.act - ryu matches akuma's gi and skin tone, two demons in one! >evildarkblue.act - a dark blue ensemble, with just a touch of dark hadou... >evilken.act - paying homage to one excellent evil shoto. come on! >evilshinryu.act - what ryu would look like if he stole shin akuma's gi and spraypainted it. >evilsfa3.act - without the proper colors, i tried to recreate the sfa3 palette...and failed! things left to work on: >pending... special thanks: >i thank capcom. why? they made ryu, of course! >i thank mugenite for his ryu was made into the original ryu-x. >i thank delita for everything he's done for me ^_^. beta tested, helped get timings, he's just an awesome guy :d. >i thank jin kazama, whose cammy taught me how to create aerial raves. >i thank mappy! mappy's kojiroh sanada showed me how to use a var to make a charging move after a command! you rock mappy! >i thank necromancer, a lot. he gave me a lot of coding support, which resulted
in the guard push, the ai and the button jamming feature! >i thank vk and tenebrous whose gouki helped me fix up some physics. >i thank all the people at the mugen dev and being forum. i couldn't have done a lot of things without their support and advice! >i thank sunboy who helped me out with advice. >i thank mr.karai, whose mvc effects i used, mostly from his jin. >i thank majere, whose a-ko and b-ko showed me a way to fix all my hyper combo finish troubles ^_^. >i thank sorrowedge for his awesome tech hit code ^_^. >i thank bbhood, charlzn64, and vincej18! they got some mvc voice quotes for me, which were used in old ryu-x and i'm grateful for that! >i thank tercero for his mvc falling code. it helped me out ^^. >i thank jeremy lee and pioupiou a lot, because i used quite a bit of sprites that i couldn't get from xmen vs. sf from ryulee (with permission). thanks! >i thank camrat, whose anita has basically near-perfect air comboes, which helped me learn how to make better ones, myself.. >i thank psyborg, whose roll has near-perfect air comboes as well...and was the perfect example to finally make an air combo system i'm satisfied with. >i thank mystikblaze, who let me use his edited straight air fireball frames (for the evil ryu portion) and whose code i referenced for making the dust trail for a fireball. thanks! >i thank mattasaur, who allowed me to use a frame from his evil ryu's dash that i was missing. thanks! >i thank ragnarok nemo, since i modified his dizzy code for the burst denjin hadoken. thanks! >i thank the clown prince of crime for his edited sprites used in the midnight bliss super (see 'uwaa, there's a female ryu in the .sff!' section) and the intro with ken/sean! thanks ^_^. >i thank blacknight, for introducing me to the rolento bug. note: use sysvars in custom states, not variables x_x. >i thank big eli king, whose peach's alpha charge bg i used. thanks! >i thank onesecondago for his kindness in hosting ryu for me while vfxmugen is down ^^. i couldn't have done it without them ^_^.
there ya go.
ok, ok, real final note: these are some things i need help with, any help can be appreciated. >bugs: pending :p.