                        ___________________________________________________________
=======================| Ryu by Phantom.of.the.Server and Mwryly AND Mr.Ansatsuken |==========================
                        
						[14.03.2019]

  (Phantom.of.the.Server)
- Contact: potsmugen@yahoo.com.br
- Website: http://www.mugenguild.com/pots/

  (Mr. Ansatsuken)
- Contact: facebook.com/404wasd
- Website: Ansatsukenmugen.webs.com

- Customized version of Capcom's Ryu character from Street Fighter and the Capcom crossover series.
- For Mugen 1.0+ only



=====<Features>=====

- All the essential stuff
- 3 modes: Ryu, Evil Ryu and Master Ryu
- Almost every Ryu/Evil Ryu move ever seen in video games and more
- Details taken from his various video-game appearances and storyline
- Custom gameplay
- Effects edited from various games
- Sounds from various games, including SFZ3, CvS2, SFIV and DS
- CFE, CvS2, SFIV and MvC voice samples
- Intros, win poses and special animations
- Ryu vs Evil Ryu intro
- Evil/Master Ryu vs my Shin Gouki intro
- Ryu vs my Sakura intro
- Special intros vs my Pocket Shin Gouki and Reu's Evil Ken
- Special intros vs CvS2 Another Kyo and CvS2 Ryo by Byakko
- Special intros vs Sagat and Kyo Kusanagi
- Special intro vs Ryo by CrazyKoopa
- Ryu vs. Evil Ryu special intros
- Special intros (in either Normal or Evil mode) vs Jmorphman's Ken and Violent Ken
- Special compatibility with the "UNO TAG" system.


=====<Mode Overview>=====

This char has three different modes, here follows a short description:

<Normal Ryu>
- Can perform EX moves

<Evil Ryu>
- Moves faster
- Can perform EX moves
- Has a better movelist
- Shouryuu Ken and Tatsumaki Senpuu Kyaku cause more hits on the opponent
- Shinkuu Tatsumaki Senpuu Kyaku draws in the opponent twice as fast as Ryu's

<Master Ryu>
- Is basically a mix between the first two modes, except he cannot use EX moves

Obs.: "Master Ryu" can more or less be understood for how Ryu would fight if Gouken didn't
tone down the Ansatsuken style and therefore teached him the Satsui no Hadou techniques.
But this is just a pretty explanation, the truth is I just wanted to add a mode with all of
both version's moves. =P
  Also, some people speculate he's the original SF1 Ryu (not his older brother from SF2) when
fighting without his shoes, which weigh about 60kg each to prevent himself from killing his
opponents with a single blow.



=====<.DEF Overview>=====

This char has four different .def files, here's what each one does:

<RYU.def>
The mode is selected via palette:
While using the 1-5 palette, he will be able to give into the Satsui no Hado
and turn into Evil Ryu (when certain conditions are met). 
If you use, instead, the 6th palette, he will not.

Palettes 1, 2, 3, 4, 5  -> Normal Ryu
Palettes 6 -> Normal Ryu Only
Palettes 7, 8, 10, 11, 12  -> Evil Ryu
Palette  9                 -> Master Ryu

To add him to your Mugen, add the following line to your select.def, under [Characters]:
Ryu-Mugen10/Ryu.def,

<NORMALRYU.def>
Only Normal Ryu mode.
He will be able to transform during battle if you hold "Start" while choosing him
in the Character Select screen.
To add him to your Mugen, add the following line to your select.def, under [Characters]:
Ryu-Mugen10/NormalRyu.def,

<EVILRYU.def>
Only Evil Ryu mode.
To add him to your Mugen, add the following line to your select.def, under [Characters]:
Ryu-Mugen10/EvilRyu.def,

<MASTERRYU.def>
Only Master Ryu mode.
To add him to your Mugen, add the following line to your select.def, under [Characters]:
Ryu-Mugen10/MasterRyu.def,



=====<Movelist>=====

U - Up			LP- Light punch			LK- Light kick
D - Down		MP- Medium punch		MK- Medium kick
F - Forward		HP- Hard punch			HK- Hard Kick
B - Back		P - Any punch			K - Any kick
S - Start		2P- Two punches (simultaneously)2K- Two kicks (simultaneously)

(Air)- Move must be performed in the air.

(EX)- Move with an EX version. EX moves are performed by pressing two punch/kick buttons.
e.g.: Hadouken - D, DF, F, p
      EX Hadouken - D, DF, F, 2p

EX moves are more powerful than regular Special moves, but consume half of a power stock.
Only Normal Ryu can use them.

(N)- Move can only be performed by Normal or Master Ryu.
(E)- Move can only be performed by Evil or Master Ryu.
     *When not specified, any mode can perform the move.


==================<RYU>====================

<NORMAL>
.Seoi Nage:				F/B + 2P (Near opponent)
.Tomoe Nage:				F/B + 2K (Near opponent)
.Sakotsu Wari:				F + MP
.Senpuu Kyaku:				F + MK
.Seichuu Nidan Tsuki:			2P
.Kyuubi Kudaki:				F + HP

<SPECIAL>
.Hadou Ken:				D, DF, F, P		(EX)
.Shouryuu Ken:				F, D, DF, P		(EX)
.Tatsumaki Senpuu Kyaku:		D, DB, B, K		(EX)
.Kuuchuu Tatsumaki Senpuu Kyaku:	D, DB, B, K (Air)	(EX)
.Classic Kuuchuu Tatsumaki:		F, DF, D, DB, B, K (Air)
.Joudan Sokutou Geri:			D, DF, F, K		(EX)
.Hanagashi:				D, DB, B, P
	.Tesshin			2P
	.Isshin				2P			(After absorbing a hit)

<Lv1 SUPER>
.Shinkuu Hadou Ken:			D, DF, F, D, DF, F, LP
.Denjin Hadou Ken:			D, DB, B, D, DB, B, LP	(Hold P to charge)
.Shinkuu Midare Uchi:			D, DF, F, D, DB, B, LP
.Shinkuu Tatsumaki Senpuu Kyaku:	D, DB, B, D, DB, B, LK
.Shinkuu Tatsumaki Senpuu Kyaku:	D, DB, B, D, DB, B, LK	(Air also)

<Lv2 SUPER>
.Metsu Hadou Ken:			D, DF, F, D, DF, F, MP
.Bofu Tatsumaki Senpuu Kyaku:		D, DB, B, D, DB, B, MK	(Air also)
.Reppuu Jinrai Shou:			D, DF, F, D, DB, B, MP
.Metsu Shoryuu ken:			D, DF, F, D, DF, F, MK

<Lv3 SUPER>
.Shin Hadou Ken:			D, DF, F, D, DF, F, HP/2P
.Shin Shoryuu Ken:			D, DF, F, D, DF, F, HK/2K
.MAX Denjin Hadou Ken:			D, DB, B, D, DB, B, HP/2P
.Shin Tatsumaki Senpuu Kyaku:		D, DB, B, D, DB, B, HK/2K	(Air also)


<SYSTEM>

.Backward Dash:				B, B
.Forward Dash:				F, F
.Run:					F, F (hold)
.Dodge:					LK + LP
.Roll:					F + LK + LP
.Parry High:				(Tap) F
.Parry Low:				(Tap) D
.Air Parry:				(Tap) F (Air)
.Power Charge:				MK + MP  (Hold)
.Excel Combo:				C+Z  (can also be done in the air)
.Zero Counter:				B, DB, D, P/K  (During standing or crouching guard)
.Fall Recovery:				2P (while falling when hit)
.Low Jump:				U (tap)
.High Jump:				D, U
.Chouhatsu:				Start


==================<EVIL RYU>====================

<NORMAL>
.Seoi Nage:				F/B + 2P (Near opponent)
.Tomoe Nage:				F/B + 2K (Near opponent)
.Sakotsu Wari:				F + MP
.Senpuu Kyaku:				F + MK
.Tenma Kuujin Kyaku:			D + MK (while jumping forward)
.Kikoku Tsuki:				MP, HP (Near opponent)

<SPECIAL>
.Hadou Ken:				D, DF, F, P		(EX)
.Zankuu Hadou Ken:			D, DF, F, P	(Air)	(EX)
.Shouryuu Ken:				F, D, DF, P		(EX)
.Tatsumaki Senpuu Kyaku:		D, DB, B, K 		(EX)
.Kuuchuu Tatsumaki Senpuu Kyaku:	D, DB, B, K	(Air)	(EX)
.Classic Kuuchuu Tatsumaki:		F, DF, D, DB, B, K (Air)
.Ryusokyaku:				D, DF, F, K		(EX)
.Shakunetsu Hadou Ken:			F, DF, D, DB, B, P	(EX)
.Ashura Senkuu Zenpou:			F, D, DF, 3p/3k/Start
.Ashura Senkuu Kouhou:			B, D, DB, 3p/3k/Start

<Lv1 SUPER>
.Shinkuu Hadou Ken:			D, DB, B, D, DB, B, LP
.Tenma Gou Zankuu:			D, DF, F, D, DF, F, LP	(Air)
.Messatsu Gou Shoryuu:			D, DF, F, D, DF, F, LP
.Shinkuu Tatsumaki Senpuu Kyaku:	D, DB, B, D, DB, B, LK	(Air also)
.Kinjite Shouryuu Ken:			D, DF, F, D, DF, F, Lk

<Lv2 SUPER>
.Metsu Hadou Ken:			D, DB, B, D, DB, B, MP	(Hold P/K to charge)
.EX Tenma Gou Zankuu:			D, DF, F, D, DF, F, MP	(Air)
.EX Messatsu Gou Shoryuu:		D, DF, F, D, DF, F, MP
.EX Shinkuu Tatsumaki Senpuu Kyaku:	D, DB, B, D, DB, B, MK	(Air also)
.Metsu Shoryuu ken:			D, DF, F, D, DF, F, Mk

<Lv3 SUPER>
.Messatsu Gou Hadou:			D, DB, B, D, DB, B, HP/2P
.MAX Tenma Gou Zankuu:			D, DF, F, D, DF, F, HP/2P	(Air)
.MAX Messatsu Gou Shoryuu:		D, DF, F, D, DF, F, HP/2P
.MAX Shinkuu Tatsumaki Senpuu Kyaku:	D, DB, B, D, DB, B, HK/2K	(Air also)
.Shun Goku Satsu:			LP, LP, F, LK, HP


<SYSTEM>

.Backward Dash:				B, B
.Forward Dash:				F, F
.Run:					F, F (hold)
.Dodge:					LK + LP
.Roll:					F + LK + LP
.Parry High:				(Tap) F
.Parry Low:				(Tap) D
.Air Parry:				(Tap) F (Air)
.Power Charge:				MK + MP  (Hold)
.Excel Combo:				C+Z  (can also be done in the air)
.Zero Counter:				B, DB, D, P/K  (During standing or crouching guard)
.Fall Recovery:				2P (while falling when hit)
.Low Jump:				U (tap)
.High Jump:				D, U
.Chouhatsu:				Start


==================<MASTER RYU>====================

<NORMAL>
.Seoi Nage:				F/B + 2P (Near opponent)
.Tomoe Nage:				F/B + 2K (Near opponent)
.Sakotsu Wari:				F + MP
.Senpuu Kyaku:				F + MK
.Tenma Kuujin Kyaku:			D + MK (while jumping forward)
.Kikoku Tsuki:				MP, HP (Near opponent)
.Seichuu Nidan Tsuki:			2P
.Kyuubi Kudaki:				F + HP

<SPECIAL>
.Hadou Ken:				D, DF, F, P
.Zankuu Hadou Ken:			D, DF, F, P		(Air)
.Shouryuu Ken:				F, D, DF, P
.Tatsumaki Senpuu Kyaku:		D, DB, B, K
.Kuuchuu Tatsumaki Senpuu Kyaku:	D, DB, B, K		(Air)
.Classic Kuuchuu Tatsumaki:		F, DF, D, DB, B, K	(Air)
.Joudan Sokutou Geri:			D, DF, F, K
.Ryusokyaku:				D, DF, F, K
.Shakunetsu Hadou Ken:			F, DF, D, DB, B, P
.Classic Shakunetsu Hadou Ken:		B, DB, D, DF, F, P
.Ashura Senkuu Zenpou:			F, D, DF, 2P/2K
.Ashura Senkuu Kouhou:			B, D, DB, 2K/2K
.Hanagashi:				D, DB, B, P
	.Tesshin			2P
	.Isshin				2P			(After absorbing a hit)

<Lv1 SUPER>
.Shinkuu Hadou Ken:			D, DF, F, D, DF, F, LP
.Tenma Gou Zankuu:			D, DF, F, D, DF, F, LP	(Air)
.Denjin Hadou Ken:			D, DB, B, D, DB, B, LP	(Hold P to charge)
.Shinkuu Midare Uchi:			D, DF, F, D, DB, B, LP
.Messatsu Gou Shoryuu:			D, DB, B, D, DF, F, LK
.Shinkuu Tatsumaki Senpuu Kyaku:	D, DB, B, D, DB, B, LK	(Air also)
.Kinjite Shouryuu Ken:			D, DF, F, D, DF, F, LK

<Lv2 SUPER>
.Metsu Hadou Ken:			D, DF, F, D, DF, F, MP	(Hold P/K to charge)
.EX Tenma Gou Zankuu:			D, DF, F, D, DF, F, MP	(Air)
.Reppuu Jinrai Shou:			D, DF, F, D, DB, B, MP
.EX Messatsu Gou Shoryuu:		D, DB, B, D, DF, F, MK
.Bofu Tatsumaki Senpuu Kyaku:		D, DB, B, D, DB, B, MK	(Air also)
.Metsu Shoryuu ken:			D, DF, F, D, DF, F, MK

<Lv3 SUPER>
.Shin Hadou Ken:			D, DF, F, D, DF, F, HP/2P
.MAX Tenma Gou Zankuu:			D, DF, F, D, DF, F, HP/2P	(Air)
.Shin Shoryuu Ken:			D, DF, F, D, DF, F, HK/2K
.Shin Tatsumaki Senpuu Kyaku:		D, DB, B, D, DB, B, HK/2K	(Air also)
.MAX Denjin Hadou Ken:			D, DB, B, D, DB, B, HP/2P
.MAX Messatsu Gou Shoryuu:		D, DB, B, D, DF, F, HK/2K
.Shun Goku Satsu:			LP, LP, F, LK, HP

<SYSTEM>

.Backward Dash:				B, B
.Forward Dash:				F, F
.Run:					F, F (hold)
.Dodge:					LK + LP
.Roll:					F + LK + LP
.Parry High:				(Tap) F
.Parry Low:				(Tap) D
.Air Parry:				(Tap) F (Air)
.Power Charge:				MK + MP  (Hold)
.Excel Combo:				C+Z  (can also be done in the air)
.Zero Counter:				B, DB, D, P/K  (During standing or crouching guard)
.Fall Recovery:				2P (while falling when hit)
.Low Jump:				U (tap)
.High Jump:				D, U
.Chouhatsu:				Start
.Hadou no Kamae:			D, DF, F, Start



=====<Move Details>=====

- Sakotsu Wari is an overhead

- With the right timing, you can hit the opponent with any attack (except throws) after a Light Tatsumaki Senpuu Kyakuu hit (Evil/Master Mode)

- Classic airborne tatsumaki(float) is cancelable from an air diagonal medium punch

- Medium version of Ryusokyaku cannot be super canceled

- Hard and Ex version of Ryusokyaku can OTG

- EX version of Ryusokyaku is an overhead

- EX version of Ryu's Hadouken is the Shakunetsu Hadou Ken

- Ex version of Tatsumaki Senpuu Kyaku will knock opponent high and away from you on the last hit

- EX version of Joudan Sokutou Geri will make the opponent bounce off the wall

- All version of  Joudan Sokutou Geri will make the opponent bounce off the wall for Master mode only

- Shinkuu Tatsumaki Senpuu Kyaku draws opponents towards you

- Mashing any direction during Denjin Hadouken will make Ryu charge it faster

- Some opponents are able to break out of Shun Goku Satsu, such as Gen or Akuma. However other
opponents may recieve extra damage, such as Vega (M.Bison) or Geese Howard (for more details,
check "Other Info"). To break out of Shun Goku Satsu, the victim must have more than half of
his/her life points and quickly mash any buttons

- Normal and Master modes have extra taunts

- Master Ryu can cancel the Ashura Senkuu into Hanagashi and vice versa

- The Denjin Hadouken and MAX Denjin Hadouken are unblockable

- The Shin Hadouken and Messatsu Gou Hadou nulifies projectiles


=====<Transformation>=====

As mentioned before, the Satsui no Hado can take over Ryu's will WHEN...

- Being defeated by a Super move
- Loosing to your opponent having more than 50% of its life
- Winning by Satsui no Hado-based Super moves (Metsu Hadouken/Metsu Shoryuuken)
  when having 1/3 of his health or less (when controled by YOU), or 1/2
  when controled by the A.I.
- Loosing to M. Bison / Akuma / Oni / Sagat / Asura

After he's transformed into Evil Ryu, he can still turn back
to his normal state IF...

- Loosing to your opponent having more than 70% of its life, or 40% 
  if defeated by a Super move (Won't work against M. Bison / Akuma / Oni).
- Winning with more than 45% of his health or more (when controled by YOU)
  or 60% when controled by the A.I. (Won't work against Sagat nor Asura).
- Winning to M. Bison / Akuma / Oni
- Winning the battle.

If you DON'T want him to get to his normal state (Even if you have 40%+ of your health
or are facing M. Bison / Akuma / Oni), you gotta beat 'em with the Shun Goku Satsu.

He can't sucumb to the Satsui no Hado twice in a battle.

I truly hope you dig it! :D

By the way, if you make him fight with Sagat in their SFA2 stage, 
you'll probably get to see how poor lil' Sagat got his scar X)


=====<Other Info>=====

<Chars that have maximum resistance to Shun Goku Satsu>
   - Gen, Akuma, Shin Akuma, Oni, Cyber Akuma, Gouken, Dhalsim,
     Oro, Retsu, Gou Hibiki, Master Ryu, Master Ken, Asura, 
     Takuma Sakazaki, Mr. Karate, Serious Mr. Karae, Heihachi Mishima,
     Jinpachi Mishima, Saisyu Kusanagi, Donovan, Garuda, Final Bison,
     Seth, Twelve, Necro, Jack, Sentinel, Abel, 
     Dan, Deadpool, Ghost Rider, Hulk, Hsien-Ko, Morrigan and Lilith.

<Chars that have medium resistance to Shun Goku Satsu>
   - Blaze Agent, Dark Sakura, Evil Ryu, God Rugal, Devil Jin,
     Devil Kazuya, Orochi Iori, and Violent Ken.

<Chars that recieve 25% extra damage from Shun Goku Satsu>
   - Demitri, Jedah, Shadow DIO and Vega (M.Bison)
   - Geese Howard, Mukai, Orochi, Ryuji Yamazaki and Setsuna
   - Goro, Kintaro, Motaro, Shang Tsung and Shao Kahn
   - Dr. Doom
   - Mech Rugal, Omega Rugal and Rugal
   - Original Zero, Perfect Weapon MB-02, Sevil Nahte and Shadow Dio
   - A lot more characters I've forgot to mention <:D
     (And I mean A LOT. A shitload of villains will receive extra damage)

More can be added here, so contact me if you know any and I'll consider it.
This list may be incomplete. Also, if you notice that this system isn't working with some char
please contact me so I can fix it.


<Selecting the win pose>
(Speech translations by Kibagami)

Normal/Master Ryu:
X, Y or Z -> Ryu raises his arm and says "Ore no kachi da!" ("Victory is mine!").
A, B or C -> Ryu crosses his arms and wind starts ruffling his clothes. There's a random chance
that a small leaf will appear, blown by the wind, or hold Start to see it.

Evil Ryu:
X, Y or Z -> Ryu turns his back and says "Shin no tsu, tometekureru!" ("I will stop your
heartbeat!").
A, B or C -> Ryu stomps the ground and says "Zetsu!" ("Death!").


<Extra win poses>

Normal Ryu:
Win by Shin Shoryuken -> Ryu turns his back on the opponent.

Evil Ryu:
Win by Messatsu Gou Hadou -> Ryu falls on his knees, exhausted.
Win by Shun Goku Satsu -> Ryu has his back turned, breathing heavily, saying "Ware, Kobushi
kiwame tari..." ("I mastered my fist...") while the Metsu kanji is displayed in the background.

Master mode has all of the above but the Messatsu Gou Hadou one.



=====<Move Name Translations>=====

Seoi Nage:				Over-the-Shoulder Throw
Tomoe Nage:				Overhead Judo Throw
Sakotsu Wari:				Collarbone Splitter
Kyuubi Kudaki:				Solarplexus Smasher
Seichuu Nidan Tsuki:			Mid-Level Two-Part Thrust
Senpuu Kyaku:				Whirlwind Kick
Tenma Kuujin Kyaku:			Demonic Air Blade Kick

Hadou Ken:				Surge Fist
Shakunetsu Hadou Ken:			Scorching Heat Surge Fist
Shouryuu Ken:				Rising Dragon Fist
Tatsumaki Senpuu Kyaku:			Tornado Whirlwind Kick
Kuuchuu Tatsumaki Senpuu Kyaku:		Mid-air Tornado Whirlwind Kick
Joudan Sokutou Geri:			Upward Blade Kick
Zankuu Hadou Ken:			Sky-Slashing Surge Fist
Ashura Senkuu Zenpou:			(demonic warrior) Forward Air Flash
Ashura Senkuu Kouhou:			(demonic warrior) Backward Air Flash

Shinkuu Hadou Ken:			Vacuum Surge Fist
Denjin Hadou Ken:			Electric Blade Surge Fist
Shinkuu Tatsumaki Senpuu Kyaku:		Vacuum Tornado Whirlwind Kick
Shinkuu Midare Uchi:			Vacuum Barrage
Messatsu Gou Shouryuu:			Annihilating Great Rising Dragon
Kinjite Shouryuu Ken:			Forbidden Hand Rising Dragon Fist

Reppuu Jinrai Shou:			Gale Thunderclap Palm
Metsu Shoryuken:			Rising Dragon Fist of Destruction
Metsu Hadou Ken:			Surge Fist of Destruction
Bofu Tatsumaki Senpuu Kyaku:		Storm Tornado Whirlwind Kick

Shin Hadou Ken:				True Surge Fist
Shin Tatsumaki Senpuu Kyaku:		True Tornado Whirlwind Kick
Shin Shoryuu Ken:			True Rising Dragon Fist
Tenma Gou Zankuu:			Demonic Aerial Great Sky Slasher
Hadou Kakusei:				Surge Awakening
Denjin Renki:				
Messatsu Gou Hadou:			Annihilating Great Surge
Shun Goku Satsu:			Instant Hell Murder



=====<Version History>=====

<14.03.2019>========================================<Mr.Ansatsuken's last edit.
- There was a bug that made the EX Zankuu Hadouken USABLE even with 0 power left.
  Such bug is now fixed, lmao.
- Evil Ryu's EX Goshoryuuken can now only be used by pressing D, F, DF, 3P.
  This was done because most computers cannot handle 3 buttons being
  pressed at the same time, making the Ashura Senkuu literally unusable for most players.
  So now the Ashura Senkuu's command only requieres 2 Punches / 2 Kicks being pressed.

<25.02.2019>
- Fixed a HUGE glitch with the Zankuu Hadouken / EX Tenma Gou Zankuu
  if the Hadoukens impacted with other projectiles...
- Improved the A.I.'s usage of the Ashura Senkuu.

<16.02.2019>
- Shinkuu Tatsumaki Senpuu Kyaku, Bofu Tatsumaki Senpuu Kyaku, 
  and Shin Tatsumaki Senpuu Kyaku can now be performed in mid-air!
  (And that's basically 3 new Supers, in practical terms).
- Added the Zankuu Hadouken Special move for Evil/Master Ryu.
- Added the Tenma Gou Zankuu and EX Tenma Gou Zankuu Super moves for Evil/Master Ryu.
- Fixed the Shin Hadouken's chip damage output (it was wayyy too strong).
- The MAX Denjin Hadouken will now only break the opponent's guard on the last 2 hits.
- Fixed the Shin Shoryuuken's lightning sometimes not appearing on the right place
  with the Mugen 1.0 version.
- Increased the startup speed of the Shinkuu Tatsumaki Senpuu Kyaku,
  Bofu Tatsumaki Senpuu Kyaku, and Shin Tatsumaki Senpuu Kyaku.
- Minor changes/bug fixes.

<29.06.2017>
- Fixed Master Ryu's stupidly huge-sized explossion from the Classsic Shakunetsu Hadouken.
  Smallest update ever, lmao.
  I mean this was done at a random public computer, heh.
  It was a necessary.

<18.11.2016>
- Changed the animation of various moves.
- Added some of Vyn's (CvS-like) Evil Ryu sprites! XD
- MAX Messatsu Gou Shoryuu no longer changes to the default-Evil-Ryu palette.
- Increased the EX Gohadouken's damage. It dealt as much damage as the regular version.
- Reduced the startup time of both the Denjin Hadouken and Shinkuu Hadouken.
- The EX variations of the Hadouken, Gohadouken, and Shakunetsu Hadouken are now faster.
- Minor changes/bug fixes.
- (To the Mugen 1.0 version): Fixed the energy color changing incorrectly,
  or not changing at all when transforming to Evil Ryu.
  It's about time, heh.
- (To the Mugen 1.1 version): Added CAMERA-ZOOMS EVERYWHERE.
  Thanks to Beterhans for discovering this method.
  Before, it only had Zoom-compatible beams and projectiles.
  But now, the Super-pauses have zoom-in, the Shin Shoryuuken, Messatsu Gou Shoryuu,
  Metsu Shoryuuken, and all throws TOO have Camera-Zoom.
  It's now a HUGE improvement from last version. It really feels like an actual fighting game.
  This is a major difference between the 1.1 and 1.0 versions.
  You can disable the Zoom in the CONFIG.TXT file.

<14.01.2016>
- Oh, hey, I have to say, I'm not satisfied with the char as it is right now, since I wanted to add
  both the Denjin Renki and Hadou Kakusei, as well as different lightning/fire special effects
  to most EX moves. And, y'know, those special moves he's still missing. 
  But for health reasons, I can no longer code (not that I want to, either, hehe). And so, even
  if the char's not complete (since I wanted to put all of Ryu's moves), I thought NOT uploading it
  would be kind of an insult. So here it is. I truly hope you dig it :D
- Master Ryu is avaliable again! (Form some reason Mwryly deleted the .def last time he updated the char, hehe)
- Removed the "Nidan Shoryuu Tsuki" Super move. "Why?", you might wonder... well... let me tell you...
  That move doesn't exist. It's not part of Ryu's moveset in any videogame (nor comics, nor movies, etc)
  P.o.t.S created that move m8, and that's precisely why I removed the OLD "Metsu Shoryuuken", too.
  (The one funny thing about this is, that most people who've edited PotS' Ryu are certainly not "fans" enough
  of the character, or just didn't do a deep enough research to know that THAT move's not Ryu's.)
- The Shinkuu Tatsumaki Senpuu Kyaku is a Lv1 Super move again! "Why?", you might wonder (hehe)...
  And that's cause... He's got 2 new variations of the move! :D Yep, I've added both the Bofu Tatsumaki Senpuu Kyaku
  (from Pocket Fighter), as a Lv2 Super, and the Shin Tatsumaki Senpuu Kyaku, (from Ultimate Marvel vs. Capcom 3),
  as, you've gessed it, it's a Lv3 Super! Haha, soooo...
- Added the "Hanagashi" Special move from Ultra Street Fighter IV's OMEGA Mode for Normal Ryu! (as well as the Isshin and Tesshin).
  When used by Master Ryu, you can cancel the move into Ashura Senkuu, and vice versa! (Pretty useful, huh?).
- Modified the animation of the Shakunetsu Hadouken, both the regular and the EX one. So that the feel pretty smooth now.
- That said, I've also added the classic Shakunetsu Hadouken Ryu had! It's a Master Ryu-mode only move :D
- Modified the hitcount of the Messatsu Gou Shoryuu. That is, it counts 9 hits now instead of 8 (as it should of course)
- Also, all hits of the Messatsu Gou Shoryuu WILL hit mid-air opponents, too.
- Haha, oh, another thing... I've added 2 new variations for the Messatsu Gou Shoryu! Yep, that's right...
  the first one is a Lv2 one! It's faster, goes higher, hits 12 times and has a burning effect on the third strike! (just like a Shoryuureppa)
  and, much more important the Lv3 one... it's the one from Street Fighter IV! Credits goes for both Victorys and Ahuron.
  Ahuron created the move at first, and Victorys converted it to the CvS3 style! Oh, but of course, I did improve it too, I'd say, a lot.
  Other than the asthetic (and minor) upgrades, much like Dudley's Rocket Uppercut, he won't launch the third Shoryuuken unless the opponent is close enough.
- And talking 'bout Supers, I've added 3 more Hadouken-based Supers! Those are... 
  the Metsu Hadouken (the new one, I removed the one he already had, heheh...), the Shin Hadouken (Lv3), from Ultimate Marvel vs. Capcom 3,
  and the MAX Denjin Hadouken (Lv3), inspired in both the Street Fighter V one, and the one Gouken had in SFIV. As well as SFIII, too.
  It's much bigger and faster than the regular one, it's unchargable, unblockable (SFIII), and has a wall-bounce effect (like Gouken's)
  AND, if Master Ryu's A.I. uses it, it will, too, have a dizzy effect.
- The Metsu Hadouken can be charged when used by Evil Ryu, and will always be fully charged when used by Master Ryu's A.I.
- Oh, and the Shin Hadouken... it's like Ryu's Shinkuu Hadouken from the MvC series. If used by Evil Ryu, he will, instead,
  perform the Messatsu Gohadou, but it's just a visual difference.
- Oh, I almost forgot... I've also added 2 other Shoryuuken-based Super moves! Those are the Kinjite Shoryuuken, and the Metsu Shoryuuken.
  I gotta be honest, the Metsu Shoryuuken looks almost just as P.o.t.S' version's Shin Shoryuuken, ALMOST.
  And that's because... I've added a better, hype-r, version of the Shin Shoryuuken! (or, atleast, that's how I see it).
  Inspired in the one from Marvel vs. Capcom 3 ("SHIN... SHO! RYU! KEEEEEEN!!!").
- Oh, and the Kinjite Shoryuuken... it's y'know... a "failed" Shin Shoryuuken, which was added in SFIV as Gouken's Super move.
  That is, the "Forbidden Shoryuuken" ("Kinjite Shoryuuken" in Japanese). Except he'll perform it with the right hand. 
  Oh, and it's an Evil Ryu-only Lv1 Super.
- Hold on, there's more. I've modified the Reppu Jinraishou, too. Why? Well, just to make it look like the one from Pocket Fighter
  (where the move was taken from). I remember that PotS's version was just like the one I've added, but he later removed the last hit(s) for some reason.
  Oh, also, I gave it a much faster startup, so that it'll be much more useful, hehe.
- I-I've reverted some changes Mwryly made. That is, we could say it's more similar to PotS' version. In short, it's easier to combo with.
- I've also added the Tenma Gozankuu, as a Lv3 Super for Evil Ryu (he DID have it in the original Marvel vs. Capcom, when in "Akuma Mode")
- Evil Ryu's EX Shoryuuken has a burning effect.
- I've also modified Evil Ryu's "Messatsu!" Aura, so that it looks just like my Akuma's (but darker, heh)
- Oh, also, the Shinkuu Midare Uchi! It was a move Ryu had in the infamous Street Fighter: The Movie videogame for the Arcade... 
  Except I just took the move's name from there, don't you worry, lol. It actually is Ryu's Cross Art from Street Fighter X Tekken, as a Lv1 Super.
- Oh, right, I've also modified the Shun Goku Satsu's background. So that it looks just like my Akuma's (why...?)
  (Well, I'm aware a lot of people like how it looks, that's why. Hehhe... so... yeah...)
- One important thing, I've added a "wind" effect on the Tatsumaki-based moves. It was necessary, wasn't it?
- Improved the A.I., of course. Master Ryu's a Hanagashi and Ashura Senkuu spammer now, haha.
- Upgraded graphics, how could I not. The Mugen 1.1 version does have, just like my Akuma and Dudley, RGB system FX, so that, 
  it'll look HD no matter the resolution you're playing with! :D
- All modes have the same Defense now. Why? 'Cause Evil Ryu is MEANT to be stronger than regular Ryu. And Master Ryu, even more.
- And guess what... since, people liked my Akuma's in-battle transformations, Ryu's now got the exact same thing! :D
  Even through it works diferently. Check the "Transformation" section to know how it works ;D
- Added compatibility with Mugen 1.1's "CameraZoom" system (only the 1.1 version, obiously).
- Added a SFIV-like aura to all of Evil Ryu's moves.
- I don't know m8, you can see I did make A LOT of changes and stuff. So I've probably forgot all other minor changes.
- So that, have a good day! :D


<3.17.2013>========================================<Mwryly's last edit.
- Various Tweaks on Hitboxes, Hitdefs, Animations, etc.
- (Normal Mode) Reppu Jinrai Shou now moves forward at startup of first punch
- (Normal/Master Mode) Tweaked Nidan Shoryu Tsuki juggling
- (Master Mode) Nidan Shoryu Tsuki deals lesser damage but more likely to perform full animation even in juggles
- (Normal/Master Mode) Fixed Level 2 Super cancelling to another Level 2 Super
- All other updates I'd forgot to mention :P 

<1.30.2013>
- Updated Few Effects
- Added Super Finish Fonts
- Added New Super Portraits (Look in the .air file, "7510" for normal/master mode and "7511" for evil mode to edit it)
- Added a few winquotes against random and specific opponents
- Various Tweaks on Hitboxes, Hitdefs, Animations, etc.
- (All Modes) Increase frame advantage of Sakotsu Wari on hit
- (All Modes) Prevent opponent from air recovering from a Ex Hadoken and Shakunetsu Hadoken hit.
- (Normal/Master Mode) Adjusted hit velocities of Light Tatsumaki Senpuu Kyaku
- (Normal/Master Mode) Adjusted damage dealt by non-Ex versions of Tatsumaki Senpuu Kyaku
- (Normal Mode) Changed Ex Tatsumaki to be identical to Evil mode's
- (Normal Mode) Adjusted damage dealt by non-Ex versions of Joudan Sokuto Geri
- (Normal Mode) Increase juggle points of Joudan Sokuto Geri on hit
- (Master Mode) Joudan Sokuto Geri is no longer super cancelable
- (Evil/Master Mode) OTG hit of Heavy Ryusokyaku now deals lesser damage than non-OTG hit
- (Evil Mode) Ex Ryusokyaku can now again OTG that deals lesser damage than non-OTG hit
- (All modes) Increase juggle ability of Shinkuu Tatsumaki Senpuu Kyaku
- (Evil/Master Modes) Added Gouken to the list of characters who can resist and escape Shun Goku Satsu.
- All other updates not worth mentioning and forgotten. :P
 
<1.12.2013>
- Various Tweaks on Hitboxes, Hitdefs, Animations, etc.
- Slight Update on AI
- (Evil Mode) Removed hitdef on taunt
- (Evil Mode) Performing Crouching Medium Kick won't move Ryu forward anymore, unless canceled into a special or supermove
- (Normal Mode) Increase Ex Hadoken's juggle points
- (Normal Mode) Reduced Ex Shoryuken's juggle Ability by a bit
- (Normal/Evil Mode) Slight tweak on Ex Tatsumaki's juggle
- (Normal Mode) Ex Joudan Sokuto Geri is no longer Super Cancel-able
- (Evil Mode) Hard, Ex, and Air hit from Ryusokyaku will now put the opponent into a custom state
- (Evil Mode) Removed OTG capability of Ex Ryusokyaku
- (Normal Mode) Juggle Ability of Denjin Hadoken will now depend on its charge level
- (Normal Mode) Tweaked Reppu Jinrai Shou's Hitvels - not all hits still won't connect but most probably the last one will even in midscreen
- (Normal Mode) Fixed Double Shinkuu Hadoken hitspark and super finish bg
- All other updates I'd forgot to mention :P 
 
<12.30.2012>
- Updated super pause effects
- Updated few effects
- Added Simul Intro (Buggy aggainst certain opponents like Ken by Jmorphman)
- Tweaked Animations, Damages, Hitbox and Hitdefs
- Slight Update on AI :[
- (All Modes) Can now super cancel the first hit of Close Hard Kick
- (Evil Mode)Far Stand Medium Punch is cancelable into a (Ex) Hadoken only 
- (Master Mode) Changed Target Combo to be identical to Evil Mode 
- (All Modes) Simplified the damage of every version of shoryuken 
- (All Modes) Extended invulnerability of all versions of shoryuken
- (All Modes) Changed the behavior of the hits of shoryuken when used on grounded opponents and juggles
- (Normal Mode) Fixed the damage bug of shoryuken when being used to combo from grounded moves
- (Evil/Master Mode) Light Tatsumaki now causes 0 juggle point - Meaning after a Light Tatsumaki hit, you can juggle with any attacks(except throws) 
  with the right timing.
- (Master Mode) All versions of Tatsumaki only hits once but Light Tatsumaki has the Evil mode properties on hit
- (Normal Mode) Tatsumaki now deals different damages for each version, making hard version deal the most damage
- (Normal Mode) Last two hits of Ex Tatsumaki now makes the opponent knock higher leaving them open for better juggle opportunities 
  but trajectory will differ on some situations
- (Normal/Master Mode) Air Tatsumaki varies how far/high it knocks down the opponent depending on version used
- (Normal/Master Mode) Air Tatsumaki also varies the damage dealt on hit depending on version used
- (Master Mode) Float Air Tatsumaki only hits once on every version
- (Normal Mode) Tweaked Animation and Hitvels of Joudan Sokuto Geri
- (Master Mode) Joudan Sokuto Geri now makes the opponent bounce of the wall but will not reset juggle points 
- (Evil Mode) Ryusokyaku now has a different frame and hitbox when hitting airborne opponents
- (Evil Mode) Added effects on Ryusokyaku
- (Evil Mode) Reduced startup of Ex Ryusokyaku for a few ticks
- (Evil Mode) Increased Damage of Ex Ryusokyaku
- (All Modes) Changed overall damage of certain Super Moves
- (All Modes) Can now super cancel to Shinku/Denjin Hadoken from (Ex) Hadoken and (Ex) Shakunetsu Hadoken on just when the projectile fires - just like in SF3
- (All Modes) Shinkuu Hadoken can now, again, connect when super canceled from All version (Except Ex) of Shoryuken (Not certain when juggling)
- (Normal/Master Mode) Nidan Shoryu Tsuki recovery time is decreased for 1 tick
- (Master Mode) Shin Shoryuken move motion is now the same as Normal Mode (QCF2x + 2P)
- (All Modes) Increased Invulnerabiliy of certain Super Moves
- (All Modes) Shinkuu Tatsumaki Senpuu Kyaku's Hitboxes won't connect fully when used to juggle
- All other updates I'd forgot to mention :P

<10.9.2012>
- Changed Ex Shoryuken Animation back to a regular Shoryuken
- (Evil)Can no longer perform Tenma Kujin Kyaku in a small jump
- Has a separate crouching HP animation. Ryu's is 1 tick faster than Evil Ryu's - Linking crouching MP to crouching HP is now possible 
  (connecting it depends on the hitbox of the opposition)
- (Evil)Removed the aura during taunt and his winpose. Aura sprites doesn't really fit him.
- (Evil)Fixed missing explod in the hitspark during Shun Goku Satsu
- (Evil)Fixed Metsu Shoryuken that it can be re-super cancel again on hit

<??.09.2012>
-(System Changes):
- Tweaked some of the animations, 
  Either increased or decreased startup time but vice versa to the recovery time to compensate
- Adjusted various hit boxes
- Changed the Hit velocities of various attacks for stricter juggling
- Added P.O.T.S.'s latest hitspark and hitsound
- Added P.O.T.S.'s latest juggling system
- Tweaked the dampener
- Added land recovery animation to air specials and special or super moves that launch you to the air
- Added few new palettes
- Changed some of the normal, special, and super moves' damages
- Changed the hit reset(player 2) from normal moves  to that is similar to P.O.T.S's latest characters
- Reduced juggle possibilities for various special and super moves
- Can no longer super cancel from lvl 1 super to another lvl 1 super
- Changed the zero counter command to B, DB, D + p/k to ressemble P.O.T.S. latest characters
- Changed zero counter power cost back to lvl 1
-(<Normal Ryu>):
- Edited and nerfed for it to slightly match Jmorphman's Ken and SF4 Ryu
- Various normal moves(mostly far standing and all air normals) is now Un- cancelable
- Changed hit vel of air diagonal medium punch, making it lower on first hit
- Slightly decreased startup of hadoken
- Decreased startup and recovery time of EX hadoken
- Changed the damage of shoryuken's upper most hit
  Damage depend on version used 
- Decreased inulnerability of shoryukens; medium and EX have the most invulnerability, heavy has the least
- Each version of shoryuken has its own limit when used to juggle
- Reduced damage of medium and heavy Shoryuken on juggles from mid(first) hit
- Changed hit vels for all version of shoryuken, 
  super cancelling from a heavy Shoryuken to Shinku Hadoken is now impossible for them to connect
- Made EX Shoryuken hit twice(instead of thrice) but with the same overall damage
- Slightly changed hit vels of tatsumaki
- Cannot juggle with tatsumaki, unless opponent is wall- bounced(via Ex joudan sokuto geri)
  or by using custom combo
- Ex tatsumaki won't knock grounded opponents down until last hit
- Changed hit vels of Ex tatsumaki, making it more strict for all hits to connect on airborne opponents
- Slighty increased Ex tatsumaki's forward motion
- Changed the velocity of airborne tatsumaki
- Changed the hit vel of airborne tatsumaki to knock the opponent further away 
- Reduced the forward/backward motion of Ex airborne tatsumaki
- Changed the hit vels of Ex airborne tatsumaki for (almost)all hits to connect 
- Changed knock down animation to diagup on the last hit of Ex airborne tatsumaki
- Can now use classic airborne tatsumaki(float)
- Changed the classic airborne tatsumaki(float) recovery
  it wont hit the opponent on the way down
- Changed classic airborne tatsumaki(float) to hit once like normal tatsumaki
- Made classic airborne tatsumaki(float) cancelable from an air diagonal medium punch
- Slightly increased the recovery time of joudan sokuto geri(can't remember which version XD)
  for it to be slightly unsafe on block
- Changed the hit vels of joudan sokuto geri
- Cannot juggle using joudan sokuto geri, unless opponent is wall- bounced(via Ex joudan sokuto geri)
  or by using custom combo
- Slightly Reduced damage of Ex joudan sokuto geri because of more juggle possibilities 
- Ex joudan sokuto geri juggle count does not reset when used to juggle
- Wall bounce using Ex joudan sokuto geri is limited to two on single combo
-(=Supers=):
-(Shinku Hadoken):
- Decreased the pause move time and now slower
- Hits may vary depending on juggling (may not hit completely)
- Requires better timing for it to juggle
-(Nidan Shoryu Tsuki):
- Increased recovery time, making it more unsafe on block
- Reduced damage
- Will not do the full animation if used to juggle 
  instead the elbow thrust will only hit and will not do the shoryuken motion
  though the full animation version has the most damage overall
-(Repuu Jinrai Shou):
- Changed hit vels
- Most hits will not connect if used to juggle
- But the last hit would most likely connect if timed correctly
-(Shinku Tatsumaki):
- Now a lvl 2 super(due to too many lvl 1 supers and only 1 lvl 2 super)
- Increased damage
- Hits are now limited to the number of times opponent is juggled
- Will not knock the opponent down if grounded until the final hit
-(Shin Shoryuken):
- Slight changes in juggling
-(<Evil Ryu>):
- Edited to ressemble Evil Ryu from SSF4:AE
- Has a different forward dash animation
- Has a faster forward dash but slower back dash
- Various normal moves(mostly far standing and all air normals) is now Un- cancelable
- Unable to use Seichu Nidan Tsuki
- Far standing heavy punch will knock the opponent down on a counter hit
- Made second hit of Target Combo Un- cancelable but will knock the opponent higher
- Close heavy kick can now knock down airborne opponents on the first hit 
- Added normal Ryu's diagonal air medium punch
- Changed crouching medium kick animation to SF 3 Ryu's: now has more range but slower
- Slightly decreased startup of Hadoken
- Added Ex Hadoken
- Faster startup and recovery time of Hadoken
- Ex hadoken does not knock the opponent down and can be link from to normal moves that are fast enough
- Changed Shakunetsu to that is similar to Gouki's
- Changed the command of Shakunetsu from HCF + P to HCB + P
- Added Ex Shakunetsu; three hit projectile that has a faster startup and recovery
- Made Shoryuken to hit once for light version and hit twice for medium and hard version similar to SSF4:AE version
- Changed the damage of shoryuken's upper most hit
  Damage depends on version used
- Decreased inulnerability of Shoryukens; medium and EX has the most, heavy has the least
- Juggling with a shoryuken is limited to the version used
- Changed hit vels for all versions of shoryuken, 
  super cancelling from a heavy Shoryuken to Shinku Hadoken is now impossible for them to connect
- Added Ex Shoryuken which is three hits similar to the old version of normal Ryu's
- Changed the hit velocities of tatsumaki
- Following Tatsumaki with a Shoryuken is now only available for the light version
  medium and hard version will make the opponent fall to the ground a lot faster
- Tatsumaki can be canceled out of Senpu Kyaku at all verions
- Changed the way the opponent recovers from getting hit from a tatsumaki
  Juggling tatsumaki is limited to the version used
- Added Ex Tatsumaki
  Can also be canceled out of a Senpu Kyaku
  Similar to normal Ryu's but will knock the opponent away to the air enabling the player to follow it up 
  with special or super moves when at corners
- Airborne tatsumaki has similar properties to normal Ryu's
- Added Ex Airborne tatsumaki that has similar properties to normal Ryu's
- Classic Airborne tatsumaki has almost similar properties to normal Ryu's
  The difference is that stronger versions has more hit count and more juggle capabilities
- Replaced joudan sokuto geri with a new special move: Ryusokyaku :D
  Slower than joudan
  Medium version can be used to extend combos, though cannot be super canceled
  Hard and Ex version will knock the opponent down
  Only Ex version is overhead
- Changed the command of Ashura Senkuu to dp/rdp + 3p/3k to giveway to Ex Shoryuken
-(=Supers=):
-(Shinku Hadoken):
- Decreased the pause move time and a little slower
- Limited when used to Juggle (may not hit completely)
- Requires better timing for it to juggle
-(Messatsu Gou Shoryu):
- Slightly decreased invulnerability
- All hits will not connect to airborne opponent
- Almost similar behavior to SF3 Gouki's
-(Metsu Shoryuken):
- Changed the command to QCF, QCF + 2k
- Decreased startup for it to connect on combos easier
- Will not do the full animation depends on how many times the opponent is juggled
  instead the elbow thrust will only hit multiple times(in some cases, only once) and will not do the shoryuken motion
  though the full animation version has the most damage overall
-(Shinku Tatsumaki Senpuu Kyaku):
- Now a lvl 2 super(due to too many lvl 1 supers and only 1 lvl 2 super)
- Increased damage
- Hits are now limited to the number of times opponent is juggled
- Will not knock the opponent down if grounded until the final hit
-(<Master Ryu>):
- Changes in this mode can be found in other modes since it's a mix of Normal and Evil Ryu
- Still cannot use Ex moves
- Ryusokyaku can also be used during this mode (via hcf + k)


<14.01.2010>========================================<Phantom.of.the.Server's last edit.
- For Mugen 1.0 now
- Cancel timing is more strict
- Opponent can't normally air recover out of combos
- Made Shinkuu Hadouken's startup faster and recovery longer. It will now connect from a
  cancelled Shoryuken
- Fixed an earlier mistake that made Master Ryu's Tatsumaki behave incorrectly
- Can cancel the sweep again, and Evil/Master modes can juggle a bit from it
- Revised Shoryuken hit velocities
- Zero Counters cost two levels of power and are done with a dragon punch motion

<27.03.09>
- Some fixes

<14.12.08>
- Some more general system fixes
- Opponent can now Tech Hit throws
- Applied SF4's command shortcuts to Shun Goku Satsu, you can now also do it as
  "x, x, F + a + z"

<v.2.7>
- Master Ryu now also has the special intro with my Shin Gouki

<v.2.6>
- Normal Ryu's Tatsumaki Senpuu Kyaku can no longer be stopped by several chars with a single
  parry, but rather one per hit
- Normal Ryu's Tatsumaki Senpuu Kyaku can now hit multiple times during Original Combo
- Evil Ryu can now juggle after Shinkuu Hadouken in the corner, if you're quick enough
- Evil Ryu can no longer jump higher, made him too floaty
- New Metsu Shoryuuken SFX
- Denjin Hadouken no longer knocks down
- Cleaned up the Joudan Sokutou Geri sprite edits a bit
- Denjin Hadouken charges faster for lower levels
- Improved timing on some of his normal attacks
- Jumping medium punch now sets the opponent for a juggle, but only Normal and Master Ryu have it
- Nidan Shouryuu Tsuki -> Shin Shoryuken is now done with the latter's command
- Walks a bit faster, but as such Evil/Master modes no longer get a speed boost
- Default palette is now SF2, plus added a SF4 palette
- Metsu Shoryuuken now does less damage, due to its corner juggle advantages
- Reppuu Jinrai Shou no longer automatically finishes with a Shoryuken, instead now lets you
  juggle after it
- Because of the more polished cancelling and juggling, Shin Shoryuken can no longer juggle
  (unless Super Canceled into)
- Defense levels now work correctly on single hits, or first hit of a combo
- The half circle version of Kuuchuu Tatsumaki Senpuu Kyaku now behaves like CvS2, sillier
  but more useful

<v.2.5>
- Can no longer Super Cancel Denjin Hadouken
- Master mode now has an uber stance
- Master mode now always uses Boufuu Tatsumaki Senpuu Kyaku
- Master mode defence decreased
- Metsu Shoryuken is now a Level 2 Super move
- Ashura Senkuu now has invulnerable startup

<v.2.4>
- A lot of tweaking and bug fixes
- Rearranged the palettes (Master Ryu now uses the SF1 palette \o/)
- Can't remember the rest =P

<v.2.2>
- Mostly fixes and tweaked stuff
- Added super portrait for Lv3 Supers
- Shun Goku Satsu now deals 55% damage to normal opponents and 75% to evil characters (see
  Other Info), no matter how much life and defence they have >=)
- Shun Goku Satsu can now be canceled from Ashura Senkuu
- Rugal can no longer evade Shun Goku Satsu, and now takes extra damage from it. God Rugal
  remains the same though
- Added Flattened special anim
- Added special intro vs Byakko's CvS2 Ryo
- Added special intro vs my Sakura
- Hadouken and Shinkuu Hadouken now have high resolution
- Standing attacks that aim low can no longer be air-blocked 
- Stricter timing on the Nidan Shoryuu Tsuki to Shin Shoryuu Ken cancel
- Slightly increased Shouryuu Ken's range, for smoother cancels
- Shin Shouryuu Ken now hits jumping opponents correctly

<v.2.0>
- Made the char exclusive to Linux and Windows Mugen
- Fixed most bugs
- Either tweaked or remade everything
- Axis is now the same as in CvS2
- More differences between each mode
- Super moves now only have one level of strength but, in exchange for it, better combos are
  now possible
- Changed the throw system to SFZ3
- Normal attacks can now be cancelled into the taunt
- Shun Goku Satsu now behaves like with my Shin Gouki
- Added some moves
- Added Power Charge
- Implemented a Damage Reduction system
- Replaced some voice samples with CFE ones
- Tweaked and added some fx
- Added CvS2 sparks
- New flaming Shun Goku Satsu win screen
- Added intro vs my Shin Gouki
- Added intro vs Byakko's CvS2 Another Kyo
- Lots more


====<Known Bugs>=====

I noticed some bugs while in the process of editing but somehow can't fix it (cuz I have no idea how)
- Custom combo can sometimes malfunction if constantly used(though, i don't know how or when)
- At some time, during crossing hits with each other, a hit spark is shown but Ryu is not affected by the hit 
  and resumes his move, and most likely countering the opponent (mostly occurs during Shoryukens and crouching Normals)


=====<What's Missing>=====

- Zounuki Unique move
- Ryukosai, Zankuu Hadouken, Baku Hadouken, Ren Hadouken, Hadou Shoryuuken, and Rakuyo Hadouken Special moves
- The Hadou Kakusei and Denjin Renki Super moves
- Midnight Bliss anim, and some more special animations


=====<Mr.Ansatsuken's Special Thanks>===== (in no special order)

- Victorys and Ahuron, of course, for the Lv3 Messatsu Gou Shoryuu.
  (Y-you know... Victorys adapted that move from Ahuron's "IronFist Ryu" (something I could probably not be able to do tho, thank you), and so I improved it :D)
- Beterhans. If it wasn't because of him, the Mugen 1.1 version wouldn't have
  any of those tasty ZOOM mechanics. I can't thank him enough, lmao.
- Vyn. I used some of the sprites he made for his (CvS-like) Evil Ryu! XD
- Elecbyte, for creating M.U.G.E.N
- Phantom.of.the.Server and Mwryly.
- Vituall Tek, for creating Fighter Factory.
- Capcom, for creating Ryu and Street Fighter.
- Adobe and the Audacity Team, for creating both Photoshop and Audacity, respectively, hehe.
  (Which I used every time to edit all Special/Sound effects, heh)
- Those who I forgot to mention <:D
- God.
- You, for downloading -OUR- char! :D


=====<Mwryly's Special Thanks>=====

A lot of thanks to those whom i stolen codes and stuffs from :P

- Sethzel 
- Warusaki3
- Zero De Artemis
- Orbinaut
- Jmorphman
- POTS
- Knuckles8864
- C.A.N.
- Big Boss
- Balthazar and Cybaster
- And to thos whom I've forgotten :D

=====<Phantom.of.the.Server's Special Thanks>=====

- The Dreamslayer, for always helping me when I needed, thanks man ;)
- H" and Warusaki3 for their CvS2 effects
- Arthur, Byakko, Cybaster, Fuze, Garuda, Loona, megaman_zer0, O Ilusionista, Panda, Soliduma,
  Toninho 3rd and Winane, for useful feedback
- Hoshi, Loverman and The DreamSlayer, for CvS2 rips
- TMasta, for adding extra animation to the clothes on the "holding bandana" intro and Joudan
  Sokutou Geri
- Byakko, GCNMario, Reu and The Dreamslayer for some missing CvS voices I missed at the time
- Byakko, for his tips on how to rip from PSX
- Ex Inferis, for his tutorial on how to rip from Melty Blood
- IxnayDK and Synk for their tips
- Buckethead, for the MvC palette
- Everyone who supported my work on this character, receiving such support even though there
  are already so many Ryu conversions for Mugen was nice
- You, for downloading my char ;)



=====<Disclaimer>=====

- Ryu, Evil Ryu, Street Fighter, Capcom Fighting Evolution, Capcom vs. SNK, Namco X Capcom, Tatsunoko vs. Capcom,
  Pocket Fighter, Megaman X Street Fighter, Asura's Wrath, and Marvel vs. Capcom are property of Capcom.
- SNK vs. Capcom is property of SNK Playmore.
- Street Fighter EX is property of Arika.
- Super Smash Bros. is property of Nintendo.
- This Mugen character is a non-profit fan work, it cannot be used for any commercial purposes.