Hey guys! What's good?
So as all of you might have heard, rumors are that some characters will be coming back to smash (Roy) and some brand new ones will join (Ryu).
Personally, even though I think Ryu is not a very good fit for smash, I still think that he is one of the most iconic characters in video game history and I can see him joining the fight. Plus, SF is my favorite video game ever.
So, I just wanted to start a thread to speculate about what you guys thing those characters will be
Here are my thoughts on Ryu (since I honestly think they won't change roy much)
Also, even though there is a chance of them not having customs, I included some stuff that I think would be cool for that.
Specials:
Neutral B
1 - Hadouken.
Most projectiles in the game are NB, so why would Ryu's be different? Since a great deal of his strategy on SF is around mixing up different hadouken speeds, that should be a thing in smash. I'm not quite sure about how that would work (a charging system maybe?), however it could even be changed to his Side B so we can at least have tilt B and smash B for different speeds. The Air version just goes straight forward as well.
2 - Fire Hadouken
This one comes from his Evil Ryu form, it has a slower startup but causes multiple hits and jugle potential (or knowckdown). Since this was originally Akuma's thing, Ryu could also inherit his Air Hadouken that goes diagonally down when using this.
3 - Charged Hadouken
All other shotos (for those not familiar with SF, that's how we call Ryu, Ken, Akuma and so on) have fairly similar fireballs, except for one: Sakura. So for the third slot I would put a Sakura'esque fireball that you can charge to huge sizes and travels slowly and for shor distances. It would be awesome if it could be angled upwards to resemble her Ultra combo in SF4.
Up B
1 - Shoryuken
This is so obvious it hurts lol. Regular SF Ryu DP. It causes some juggle potential (although in smash it would be impossible to combo after an UP B), perhaps impossible to tech? and should have some invincibility frames. It travels upwards with some forward movement as well. Like in SF, Ryu's DP should have some landing lag.
2 - Fire Shoryuken
This is based on Ken's HP Shoryuken from SF4. Sets the oponent on fire an does more damage. Instead of single strong hit, this should have multiple hits. Like in SF, Ken's DP should have less landing lag, but travel further up, leaving you open for air punishes. This should also have less invincibility.
3 - Shouken
This is sakura's uppercut. It travels horizontally on the ground before ascending in the end. For those not familiar with the series, kinda like Falcon's side B, but she jumps in the end in a short Shoryuken. This should do the most damage when it hits the whole thing, but also have no invincibility. In the air, this can probably be good for horizontal recovery but not so much for vertical like the previous ones.
Now I will probably step on uncharted territory, since I have some ideas that a lot of people don't like to agree with:
Side B
1 - Tatsumaki Senpukiaku
Ryu's classic ATTACKTHATFRUITKID kick. Should have a lot of horizontal KB and hit only once. It would probably be cool if the oponent could duck under it as well. Although it send the oponent flying after a hit (thus not connecting anything after) it should put a lot of shield pressure. Goes and a parabolical movement in the air (raises up and then descends near the end)
2 - Tatsumaki Zankukyaku
This also comes from Evil Ryu and Akuma (and kinda works like Ken's). This is a multi hit hurricane kick that can be comboed afterwards. Should deal less shield damage but cannot be ducked under. This should go in a straight forward direction when used in the air.
3 - Shunpukyaku
Again, Sakura is in custom 3. On the ground this goes in a parabolical fashion as well and launches upwards in the end. In the air it just follows the previous momentum and adds a little upwards momentum to it.
Down B
1 - Focus Atack
This is Street Fighter 4's signature move. Ryu gains armor and can charge up to three different levels that have different effects. To play it safe, let's just go with SF4 way: Level one causes little hitstun and leave you in a 50/50, level two causes ZSS Gun like stun that you can follow up and level three is some falcon punch level stuff. In the air you will just be charge falling... It would be neat if it could be dash canceled in some way (on hit maybe?) since that's like a huge thing in SF4 hahahah
2 - Parry
Once again, this is a signature move. From the highly praised SF3 (for those who are unaware, this is kinda like Melee for us). The parry is a counter that doesn't straight up attack back, just disarms the oponent and leaves them open for an attack. The "stun" timer depends on the move parried. Should leave ryu open if it misses off course.
3 - Alpha Counter
Once again, a signature move. This is from the Alpha series and it works pretty much like a counter that all the other characters have. On SF it follows up with a pre determined move (Shoryuken in Ryu's Case) so it would be neat if it would hit with whatever move is on the Up B slot.
One alternative would be having the SFV power up mode or even an EX meter bar that you would charge with down B and use it to enhance special moves.
Normals
There is not much to be said about normals, since we can just import normals from many SF moves. However I would like to highlight some of them here that I think are somehow iconic in the series.
Down Smash : Ryu's Sweep. The number 1 combo tool for everyone playing SF for the first time. Jump Kick > Sweep lol.
Down Tilt: Ryu's Low Medium Kick (low forward). Always considered to be Ryu's best normals (just watch any Pro Ryu and you'll see how many of these they throw out followed by a fireball)
Forward Smash: Ryu's Diarrhea Kick. This move is from Third Strike as well, and is a strong mule kick that launches horizontally. On SF you could even combo after a wall bounce.
Some moves I think should be in somehow: his Solar Plexus Strike and his Colarbone Breaker. Also his Iconic Jump Hard Kick as a forward/neutral air and his Jump Medium Punch that leaves oponents open for juggles since the old school Super Turbo days.
Final Smash:
This is also obvious, something hadouken related. Could be the kamehameha from the marvel games, the big hadoukens from the main games. Some alternatives include: an awesome looking combo involving everything on his arsenal ending on a FADC combo (I would orgasm so hard for this one), or copying megaman in a team tag combo with Ken and Chun Li would be amazing.
That's what I think about Ryu, and I'm actually hyped for hi. If you're not however I can see where you come from and how he is not a very good fit for smash.
Tell me your opinions below