================= Evil Ryu ================= version 1.00 6/23/2001 by MystikBlaze (mystik3984@hotmail.com) http://home.maine.rr.com/mystik3984 ------------------- Contents ------------------- 1. Updates 2. Stuff Needed to Add 3. Button Layout 4. Moves List 5. Miscellaneous 6. Credits =============================================================== 1. Updates 7/18/2001 (ver. 1.00) -Added an ending -Added stuff to the AI -Added Senpuu Kyaku -Tweaked the super jump a bit -Made some minor adjustments 7/5/2001 (ver. 0.99) -Added Guard Push (only in available in palattes 1 - 6) -Added SF3 Parry (only available in palattes 7 - 12) -Added an AI (not completely done yet) -Altered the Custom Raging Demon a little bit -Bug fixes 6/23/2001 (ver. 0.95) -Custom Raging Demon added (and what a sweet move it is!) -Added Denjin Hadouken (from SF3) -Added an AttackMulSet system; this means that his attack damage will gradually decrease as the combos gets higher (makes Evil Ryu not as cheap) -Now able to cancel out of a Hadouken when in Custom Combo mode -Added intro against Evil Ken -Fixed some minor bugs 6/17/2001 (ver. 0.92) -Added the Raging Demon -Added a custom super (Variable Shinkuu Hadouken) -Added aerial Shaku Netsu Hadouken -Added air kick throw -Bug fixes 6/6/2001 (ver 0.85) -Hmmm... I added so much stuff, I can't remember everything -Added more supers -Added more specials -Added more moves in general -Added more intros -Fixed bugs -Now he has a total of 8 supers (10 counting two that are air-able) -10 intros -2 win poses 5/3/2001 (ver 0.25) -First beta of Evil Ryu -Two intros -One win pose added -Taunt added -Most of his basic moves (I'm still going to add more) -Most of his special moves -Two supers (Shinkuu Hadouken and Shinkuu Tatsumaki Senpuu Kyaku) -Vs-style launcher (meaning the opponent recovers on the downfall) -His two ground throws added -Tons of bugs =============================================================== 2. Stuff Needed to Add -More win poses -Fix the AI a bit -Minor alterations =============================================================== 3. Button Layout: UB U UF [x] [y] [z] B n F [a] [b] [c] DB D DF ---------------------------------------- F = forward B = back x = jab y = strong z = fierce U = up a = short b = forward c = roundhouse D = down =============================================================== 4. Moves List -------------------------------------- Basic Moves: -------------------------------------- DASH FORWARD -F, F DASH BACK -B, B SA KOTSU WARI -F + y SEICHUU NIDAN TSUKI -F + z SENPUU KYAKU -B + b USHIRO MAWASHI GERI -F + b JINRAI KYAKU -F + c GROUNG THROW 1 (shoulder takedown) -F/B + any two punch buttons GROUND THROW 2 (back roll) -F/B + any two kick buttons AIR THROW 1 (over-the-shoulder throw) -F/B + any two punch buttons AIR THROW 2 (kick throw) -F/B + any two punch buttons SUPER JUMP -D, U -------------------------------------- Defensive Moves: -------------------------------------- ALPHA/ZERO COUNTER -while blocking: -B, DB, D, x/y/z RECOVERY ROLL FORWARD -while falling in the air: -B, DB, D, x/y/z RECOVERY ROLL BACKWARD -while falling in the air: -B, DB, D, a/b/c LIEDOWN RECOVERY FORWARD -while lying on ground: -hold forward LIEDOWN RECOVERY BACK -while lying on ground: -hold back GUARD PUSH -while blocking: -press two punch buttons (can be done while crouching or in air) PARRY -tap forward right as the opponent is about to hit (standing attacks) -tap down right as the opponent is about to hit a crouching attack -tap forward in the air as the opponent is about to hit in air -------------------------------------- Special Moves: -------------------------------------- ZENHOU TENSHIN (GROUND ROLL) -D, DB, B, x/y/z HADOUKEN (FIREBALL) -D, DF, F, x/y/z ZANKUU HADOUKEN 1 (HORIZONTAL AIR FIREBALL) -while in the air: -D, DF, F, x/y/z ZANKUU HADOUKEN 2 (DIAGONAL AIR FIREBALL) -while in the air: -D, DB, B, x/y/z SHAKU NETSU HADOUKEN (FLAMING FIREBALL) -B, DB, D, DF, F, x/y/z (can be done in air) AERIAL SHAKU NETSU HADOUKEN (AIR FLAMING DIAGONAL FIREBALL) -while in the air: -F, DF, D, DB, B, x/y/z TATSUMAKI SENPUU KYAKU (WHIRLWIND KICK) -D, DB, B, x/y/z (can be done in air) TATSUMAKI SENPUU KYAKU (WHIRLWIND KICK - EX STYLE) -D, DF, F, x/y/z -tap forward and a kick button to do more kicks SHOURYUU KEN (DRAGON PUNCH) -F, D, DF, x/y/z TENMA KUUJIN KYAKU (DIVING KICK) -while in the air: -D, DF, F, a/b/c ASHURA SENKUU (ASHURA WARP) - FORWARD FAR -F, D, DF, two punches ASHURA SENKUU (ASHURA WARP) - FORWARD NEAR -F, D, DF, two kicks ASHURA SENKUU (ASHURA WARP) - BACKWARD FAR -B, D, DB, two punches ASHURA SENKUU (ASHURA WARP) - BACKWARD NEAR -B, D, DB, two kicks -------------------------------------- Super Moves: -------------------------------------- SHINKUU HADOUKEN -D, DF, F, two punches (can be done in air) Evil Ryu charges up and fires a large, multi-hitting energy beam at his opponent. This is almost impossible to jump over as the beam stretches all the way accross the screen. SHINKUU TATSUMAKI SENPUU KYAKU -D, DB, B, two kicks (can be done in air) Ryu does a Tatsumaki Senpuu Kyaku from where he's standing, and it lasts a lot longer than the normal move. If the opponent comes too close, he/she will get sucked in and get a major whoppin'. The air version is basically the same except Ryu will slowly glide down while spinning in the air. MESSATSU GOU SHOURYUU -D, DF, F, two kicks This is basically three Shouryuu Kens strung together, with the third one rising into the air. Not much more to say about it. SHIN SHOURYUU KEN -D, DB, B, two punches Ryu charges with an elbow strike and if the move connects, he does a left uppercut, right uppercut, and then finally hits the opponent with a left Shouryuu Ken. TENMA GOU ZANKUU -D, DB, B, two punches (while in the air) Ryu throws out a multitude of Hadoukens at the opponent that are angled down. A cool move, but the slow start-up time makes it nearly impossible to combo into it. But it's still fun watching the opponent get hit with a barrage of fireballs. DENJIN HADOUKEN -D, DF, F, D, DF, F, x/y/z (hold down punch to charge) Ryu charges up his Ki to unleash a Hadouken fireball that will stun the opponent if it connects. Also, the longer Ryu charges, the more damage the fireball inflicts, the more hits it does, and the longer the opponent will stay dizzy. CUSTOM SUPER 1 (AUTO-COMBO) -D, DB, B, D, DB, B, x/y/z A custom super that I made up for Ryu. He first dashes forward and if it connects, Ryu will kick and uppercut the opponent into the air, followed by a Shouryuu Ken. Finally, Ryu kicks the guy down after bouncing off the wall. CUSTOM SUPER 2 (SHIPPUUJINRAI -> SHINRYUU KEN) -D, DB, B, D, DB, B, a/b/c Basically a mix between two of Ken's supers. Ryu starts off with the Shippuujinrai Kyaku and if the final hit connects, it'll send the opponent into the air in which Ryu will then do a Shinryuu Ken. CUSTOM SUPER 3 (VARIABLE SHINKUU HADOUKEN) -D, DF, F, two punches (while in the air) Basically a mix between two of Ken's supers. Ryu starts off with the Shippuujinrai Kyaku and if the final hit connects, it'll send the opponent into the air in which Ryu will then do a Shinryuu Ken. SHUN GOKU SATSU (RAGING DEMON) -x, x, F, a, z Everyone who's ever played Street Fighter knows this move. An unblockable move where Ryu rushes in at the opponent. If he connects, the screen will fade to black and Ryu will pummel the opponent in a 16-hit combo. CUSTOM SHUN GOKU SATSU (CUSTOM RAGING DEMON) -x, x, F, a, c A level 3 super where Ryu rushes in like the regular Raging Demon but at a quicker speed. And just take a look at what happens to the unfortunate opponent if Ryu connects with the move... CUSTOM COMBO -A punch and kick button of the same strength Ryu turns into a combo monster, where every move can be cancelled out of. It ends when the power meter reaches zero or if Ryu gets hit. =============================================================== 5. Miscellaneous -*NOTE*: Parrying can while holding down start and selecting Evil Ryu. -If you have any comments or suggestions about this char, e-mail me at mystik3984@hotmail.com -If you find a bug, e-mail me so I can correct it. =============================================================== 6. Credits -Elecbyte for creating MUGEN -Capcom for creating the best 2D fighting games (and for the sprites and sounds that I ripped) -A big thanks to J.Lee for which I used quite a few of his Ryulee sprites. Sorry I couldn't ask you first, but your e-mail in the Ryulee readme didn't work :(. -Limited Moon, who's Ryu-X gave me the idea to use a helper for the Shinkuu Hadouken. -Sés, for probably one of the useful tools to use - M.C.M. -JUN, for allowing me to use some of the effects from his Ogre -KGenjuro, for the blood sparks -Kamek, for the cool combo ranking code -New Age Azrael and WashedUpMonkey for beta testing