Ryu-X Moves List, Updated for 11/1/00
Current Progress - 99.9%
-Unless I get MvC voice quotes, or some major bug I never knew about is pointed out, this is Ryu-X's final release here.

Release 4:
 -Denjin Hadoken now displays it's name when you defeat the opponent with it.
 -Alpha Counter works SO much better and it's easier to use too.
 -Recovery Roll!
 -Alpha Counter has special effects now.
 -Ryu uses his own Common States now.
 -Fixed the Shinkuu Hadoken's 'turnaround' problem and sprpriority bug. 
 -Made Ryu much more MvC like...thus, his hurricane kick can't hit multiple times in an Aerial Rave anymore.  That's Ken's job.
 -Ryu cannot be pushed during the Shinkuu Hadoken anymore.
 -Red Fireball can be done in the air, now.
 -Fixed a Palette Bug in the supers BG.
 -Fixed the Super Name Bug, where if you did a super after winning with normal moves, it'd still display the name.  Not anymore.
 -Super Ryu Picture works with the palette now (in other words, if you're blue ryu, the big pic will, in turn, have bluish clothes on as well).
 -Tweaked with Hitboxes.
 -Guard Push works properly now :\
 -New Palette!
 -Many other little things I might've forgotten.
 
Release 3:
 -Tweaked with Denjin Hadoken...a lot. 
 -Fixed up several (understatement) axes.
 -Bandana is RED!
 -Fixed the minor bug in Air Shinkuu Hadoken.
 -Created a new, yet cosmetic minor bug in air Shinkuu Hadoken ^^;;.
 -Some animations tweaked.
 -Juggling Capacity increased, with hope to play more like MvC2 ^_^
 -Guard Pushing Enabled! (Unsure if it works properly)
 -Tweaked with Hitboxes
 -Added MvC Hitsparks :\
 -No music will play during the intro, just as in MvC
 -Something of an AI Implemented

Release 2:
 -Tweaked the combo system
 -Added the ability to add hits through jamming buttons during the Shinkuu Hadoken
 -Added Clsn2 boxes to the Shinkuu Hadoken.  You can be HIT during it now (Oh no!).
 -Tweaked the Aerial Raves
 -Hurricane Kick fixed up
 -Missing Throw Sprite is now back :P
 -All required sprites are in now
 -Added a dizzy animation, even though it looks like Ryu's doing a sad demented dance, it's a dizzy animation
 -DENJIN HADOKEN!  BWAHAHAHAAAHAHAH!  (Read the move description for details, specially those who've never played SF3...this works differen't than your average fireball)

Release 1:
 -Everything here

Commentary:
Whoo.  Ryu.  This was once Mugenite's Ryu, however I decided, ad conversion to new MUGEN, to turn this Ryu into one that emulates his MvC incarnation.  Complete with Big Beam Shinkuu Hadoken, MvC combo system, air fireballs and aerial raves!  I'm proud of this work (my very first) cause I pretty much redid Ryu mostly from the ground up on this one.  It also helped me learn CNS, CMD and how to rip sprites.

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 - Short Kick
>B - Forward Kick
>C - Roundhouse Kick
>X - Light Punch
>Y - Strong Punch
>Z - Fierce Punch
>Forward + Y - Overhead Smash
>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 (when falling) - Recovery Roll (This allows for a quick recover 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!)


Specials:


>Down, DownForward, Forward, X,Y or Z - 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.)
>Back, DownBack, Down, DownForward, Forward, X,Y or Z - 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.)
>Down, DownBack, Back, A,B or C - Tatsu Maki Senpuu Kyaku (AKA, Hurricane Kick.  Pushing A, B, or C determines how many hits Ryu dishes out with this.) 
>(While blocking)Back, DownBack, Down, X,Y or Z - Alpha Counter SFA1 (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.)


Supers:


>Down, DownForward, Forward, any two punches - Shinkuu Hadoken (Ryu fires a LARGE beam at his opponent.  Can be done in the air too!  Oh, roll on those buttons to add hits to the beam!)
>Forward, Down, DownForward, any two punches - Shin Shoryuken (One of Ryu's most damaging attacks.  If it doesen't touch the enemy for the first two hits, Ryu decides to do a normal Shoryuken instead, only it hits around 8 times.  When it DOES hit, that is.)
>Down, DownBack, Back, Any two kicks - Shinkuu Tatsu Maki Senpuu Kyaku (A really strong hurricane kick.  Not much else to say...)
>Down, DownBack, Back, Any two punches - Denjin Hadoken (Ryu builds up all of his chi, now so powerful he's able to 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 damage shines...when guarded!)


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.


My really Crappy Custom AI:
Thanks to Necro, i've implemented a custom AI.  What does this mean?  Not very much.  My custom AI sucks, and you shall see this if you plan to fight Ryu.  Sure, it's more of a challenge than MUGEN's default AI, but compared to more experienced creator's AIs, it absolutely blows and don't you forget it.  Well, I didn't want an exceptionally difficult AI anyways, but this shall be improved upon in the future.


Palettes:
Ryu1.act - Ryu's basic palette
Ryu2.act - A light blue mix ensemble
Ryu3.act - A dark blue mix ensemble
Ryu4.act - Ken!
Ryu5.act - A purplish ensemble
Ryu6.act - A black ensemble


Things left to work on:
>I still need Ryu's MvC Voice quotes.  I was able to get the one for Ken from an MP3 Voice Collection, but I can't find Ryu's at all.  If you can help me in some way, please post at Mugen Dev or Mugen Being Forum!    


Final Note: Mugenite originally made this Ryu, he deserves the credit for making him.  I, however, am the one who turned Ryu from the sprites up into the character you see here.  The only thing's left from Mugenite's Ryu are the main sprites (even those were edited).  Everything else has either been edited or completely redone.

Special Thanks:  
>I thank Capcom.  Why?  They made Ryu, of course!
>I thank Mugenite for his Ryu, again :)
>I thank Delita for his VERY helpful super jump code which I modified.
>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 Andre, Orochi Trunks, Gohan, Ragnarok, Kyo, KenMastersX, HotDawg, Kamek, RazorGolem and the other people at MUGEN Dev and Being Forum.  I couldn't have done a lot of things without their support and advice!
>I thank OverMind and Mr.Karai, whose superpause BG, electric hitspark and dust I used (from Overmind's CapCom) and the hitsparks, guardsparks and super jump dust from Mr.Karai's Jin Saotome.

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.

>Combo System - I played MvC a while, and tried to emulate Ryu's combo system as best I could.  If Ryu's not that accurate, please do tell me how I can make him more so!
>MvC Voice Quotes - See 'Things Left to Work on'.

If you have any suggestions or comments, post at the Mugen Dev or Mugen Being Forum!  I'll be sure to reply as soon as I can ^_^.