Ryu (Super Smash Flash 2)/Inputs

In the  games, the player has to use chains of directional commands followed by the attack button in order to perform special attacks. This is carried over to 's appearance in Super Smash Flash 2, where he can use said chains of commands (called inputs) to perform his special moves. Special moves done the Street Fighter way are called Inputted/True moves or Special Input attacks.


 * True Hadoken can be performed by inputting a quarter-circle forward motion (--). Hadoken also has a fiery variant called the Shakunetsu Hadoken, performed by inputting a half-circle forward motion (----).
 * True Tatsumaki Senpukyaku can be performed by inputting a quarter-circle backward motion (--).
 * True Shoryuken can be done by performing a Z-motion (--).

Input oddities
The players can exploit the way inputs are coded in Super Smash Flash 2 in order to perform specific techs related to them.

Inputted move buffer
By holding the special button before inputting a True move or jumping during the inputs, the player can "buffer" them. This alters the properties of some Input moves. A list of the effects is shown below: True Shoryuken receives no changes at all.
 * True Hadoken and Shakunetsu Hadoken stop resetting Ryu's horizontal momentum. This allows the player to ledge cancel, approach, as well as pseudo wavedash with these moves.
 * Midair Inputted Tatsumaki Senpukyaku no longer turns Ryu back to where he was facing before the move started. That is, Ryu will perform the move backwards, allowing him to hit opponents behind him.

Input storing
If, right after inputting a move (but before pressing the special button), the player mashes (or holds) the Special Input attack's last directional command, the game will still register the move as being performed, thus allowing the player to delay the inputted True move without having to input it again.

Trivia

 * Special input attacks can be performed even in Super Smash Flash mode.
 * In some cases, one of the inputs in a True move can be skipped.