Job #36:
- Tournament Tour. Really unique concept, and I love how the use of Rashid's plane is a subtle callback to the transition screens in Street Fighter II!
- Macho Ring. I like it! It seems like it'd be a unique and fun inclusion to really delve into the "fighter" aspect of "Street Fighter".
- Metro City. Warranted inclusion, and it'd be a logical place to add a ton of background characters from Final Fight if we wanted.
Job #38:
Assist Name: Paddle & Ball
Assist Origin: Pong (1972)
The iconic... objects? from one of the most important games of all time, I think
Pong is more than warranted to represent somehow or other. Hell,
Smash even technically did it, but with one of their own-brand forms of it in the form of Color-TV Game 15, so I guess this isn't too unwarranted.
Built-In Mode: Paddle manifests in front of the player for a moment before the Ball appears in front of it, being fired as a projectile into the ground shortly in front of the player, bounding off it and upward. Paddle reflects
any projectiles that come toward it whilst it's active and has a small flinching hitbox to move opponents away, whilst the Ball is a more powerful projectile that's intended to really bonk players. The Ball itself won't be bounced by players, attacks, or items, but it will be bounded by walls - disappearing after either entering the blast zone or bouncing twice.
Item Mode: More akin to
Color-TV Game 15, a game of Pong suddenly starts up on the battlefield. Two paddles will form on either side of the screen and try and play the game with the Ball, which acts as a powerful projectile causing chaos on the entire screen. This will last for up to 30 seconds, or until either side manages to get a score of 7. Likewise, the Paddles reflect any projectiles that hit them, and do minor flinching damage to opponents that hit them.
Ryu's Moveset:
This one's a little more on the difficult side, as Ryu (and other fighting game characters) come pre-built with a lot of iconic moves already. That said, I'd mostly want to focus on some of Ryu's more prominent kit overall, whilst implementing some iconic elements from his series.
In terms of visuals, Ryu's predominantly based on his
Street Fighter II look, with sound effects and visuals intended to reflect this. However, unlike
Smash, Ryu also pulls attacks both from his other appearances, and a couple from other shotos in the series (mostly Ken) to give him a bit more flair.
A more technical character who excels on the ground but is functional whilst airborne, Ryu's honest moveset and unique quirks makes him a character with a high skill ceiling, whilst also being a little more difficult to pick up than some fighters. His lack of outright projectile options beyond Hadouken and its variants, coupled with his unique Block, make him a little unorthodox compared to other fighters on the roster and give him a firm position as more of a mid-range to up-close brawler.
Attack Name | Button Execution | Description |
---|
Auto-Face | N/A (Fighter Ability.) | When in a one-on-one match, Ryu will automatically face in the direction of his opponent. The exception to this is if he's sprinting in the other direction, though tapping back-dash will maintain his forward-facing position. In matches where Ryu faces more than one opponent, this ability will not be active. |
Command-Input Moves | Varies (Depends on the specific move.) | If you're inputting a Special Move, you can choose to input the original Command Input for that move in order to give it a unique visual appearance, as well as unique voicelines. Unlike Ryu's appearance in Smash, using Command Inputs doesn't enhance the moves in terms of damage or effects, with it only being a unique visual. |
Fixed Jump Arc | N/A (Fighter Ability.) | When airborne, Ryu does not experience any aerial friction, meaning that he doesn't decelerate whilst airborne unless the player inputs the opposite direction. This is intended to represent Street Fighter's aerial physics. |
Electrical Properties | Perform any "command" move. | Ryu's specials (his Hadouken, Senpukyaku and Shoryuken) are all imbued with an electrical element, in reference to Super Gem Fighter Mini Mix. None of these are enough to outright stun an opponent, but they do slightly more shield damage because of this. Furthermore, they uniquely interact with things that require electrical input, like FazDude's assist submission of a Creeper. |
Standing Light Kick | Tap B whilst grounded. | Ryu performs a mid-height kick with his toes outstretched, closely resembling his sprite art when performing Standing Light Kick in Street Fighter II: The World Warrior. It's a middling attack that's fairly weak - to be expected from a normal. Uniquely, with it being as high as it is, it might whiff some smaller fighters. |
Joudan Sokutogeri | Hold B whilst grounded. | Usually a command normal, Ryu twists his body and performs a powerful forward donkey kick pulled from Street Fighter III. It's lower and does more damage, but has a little more endlag. |
Jumping Medium Punch | Tap B whilst airborne. | Ryu curls up his body and performs a diagonal-downward punch in front of him which knocks opponents away. It's not a massively strong option, but works well as a quick get-off-me tool. |
Jumping Heavy Kick | Hold B whilst airborne. | Comparatively, Jumping Heavy Kick gives him more reach and power, but leaves his main body a little more vulnerable as a trade-off. |
Hadouken | → + tap or hold B or ↓ → + B | Ryu brings his palms back, cupping them together and gathering ki energy, which he then fires forward as an blue energy projectile. It's decent in power, but isn't very spammable compared to less powerful projectiles of its kind. Also, like in the original game, if you tap B whilst inputting the move, the projectile will move slower. It'll be faster if you hold it, however. |
Zanku Hadouken | → + B or ↓ → + B whilst airborne. | Ryu fires his Hadouken downward at a 45° angle, with the angle being as it was in Street Fighter III. Notably, Ryu doesn't usually have this move (with it usually being one of Ken's or Akuma's), but I felt it'd be good to give him some variety. Also, the tap/hold mechanic remains in place. |
Hado no Kamae | ↓ → + Shield whilst grounded | This is basically Ryu's fake-out Hadouken pulled from the Street Fighter Alpha series, which has him perform the animation, but not fire out the actual attack. Notably, this one requires the Command Input to perform - though in a game like this, it's more of a funny bonus feature than an actual move. |
Senpukyaku | ← + tap B | A weaker form of Tatsumaki Senpukyaku that's usually a command normal in the Street Fighter series, it here gets slightly changed to be a weaker form of its older brother. Ryu performs only one spinning kick forward which pulls him forward in the process, but not as much as its brother does. |
Tatsumaki Senpukyaku | ← + hold B or ↓ ← + B | The more powerful version of Senpukyaku, and the only command input that results in a more powerful attack. Ryu spins forward and performs five kicks if this variant is used, as well as having unique voicelines to match. |
Shoryuken | ↑ + B or →↓ + B | Ryu's iconic rising punch again has more similarities to its Street Fighter II appearance in that Ryu's invincible whilst performing it, albeit only for a few frames. When used whilst airborne, it'll bring him upward and can be used as a recovery move if you need it for that. |
Block | Shield or ← | Unlike other members of the roster, Ryu doesn't have a universal shield, and instead uses a block more akin to his traditional games. This allows him to block attacks that hit him, though similarly to a shield, overusing it results in him getting stunned. He can't, however, block attacks from behind. However, he can also input backward whilst being attacked to block, like in the original games. |
Job #39:
- Ring - Bronze
- Whether a source of life, a form of currency, a power-source, or even a method of moving between realities, the Rings are enigmatic artifacts that can seemingly be found all over Mobius. But what exactly are they? Well, they're shiny, round, and often picked up by hedgehogs!
- Motobug - Bronze
- Every army needs its footsoldiers, and the army of the dastardly Dr. Ivo Robotnik is no exception. Powered by the organic animals of Sonic's world, the Motobug is just one of the many mechanical menaces that plague Mobius, even if they're no match for Sonic the Hedgehog.
- Casinopolis - Silver
- Sonic's visited a variety of places over the years, one of which being Station Square - the site of a climatic battle against Perfect Chaos. Before then, he visited Casinopolis in an attempt to attain hundreds of rings. Fortunately, he didn't get a gambling addiction, just a Chaos Emerald.
- Blaze - Silver
- Princess of the Sol Dimension, Blaze - the pyrokinetic defender of her people - has met with Sonic and friends on several occasions, even helping them to save their own world from time to time. That said, whilst she used to be a lot less outgoing, she seems to have mellowed out recently.
- Egg Wrecker- Gold
- The very first machine that the nefarious Dr. Robotnik put together to fight that wretched hedgehog - or, well, just a wrecking ball attached to the Eggmobile. It might be good for taking down buildings, but who in their right mind would think this would work against Sonic?