-The Sides-Smash:The sides smash is the "Sliding high kick" move but "slide" or step that Ryu does is a little too short and doesn’t look as smooth as the sprite. This make the reach of his attack rather poor even more than it already is cause it already an attack with an "not that great" reach. It supposed to be a really powerful smash but a rather slow one too. The end lag should be bigger so you shouldn’t be able to do it so quickly right after you did it once.
-The Up-Smash : The properties are pretty much perfect it’s the animation that doesn’t look right imo (accurate to the sprite). You made him spin an extra time but it look wierd for 2 reasons. First of all Ryu doesn’t spin twice but also if you look at it in slow mo, he do the shoryuken like normal which look rather accurate to the sprite but when he suppose to fall on his feet he spin one more time which not only is unnecessary but also look really forced. Also during the part where the shoryuken actualy hit, his knee (the one that is on the same side as the attacking punch) is supposed to be in the same axis as the attacking punch (right under). Not sure if it all make sense too you so here the animated gif again.
-The Neutral-B : I don’t know if it’s possible but could the fireball disappear instead of going trough the oppnent when it get hit, also the charging up animation look sort of weird mainly the way the upper hand is place and move.I don’t know if you could make it shake or even better since i mostly use SFIII as a reference when making the movelist, how about make it like that :
Also i think his face should look toward his opponent when chrage it. I also would be nice if instead of the aura going everywhere, it was more under control (like a ball of energie with aura or electricity effect) cause after all Ryu, although he wouldn’t agree with that, his a master not a beginner. The Hadoken aimation could be improved as well. In the original animation you send me for the video i made, Ryu’s hands were stick together when releasing the Hadoken and his finger (although one hand wasn’t rig) were just like they are in the games. Make it like that again. This shot of Ryu realeasing a hadoken in your face might help you understand what i mean:
Also in the air Ryu’s feet position is different when doing a hadoken :
Speaking of in the air, when realeasing a hadoken it should make Ryu slowly fall down (low gravity fall) not fall like normal (this based on MvC and TvC air hadoken). One last thing, the Hadoken properties are kind of weird. The based again to what i have in mind (from the movelist i made), i expect the level 1 hadoken to be a little like falco laser, giving a certain pourcentage and stop the opponent dead on their track when he’s trying to approch (basicaly good to keep the opponent away). The level 2 would be the same thing but would give a little more damage and the level 3 (Metsu Hadoken), should have killing potential/knockback power (I mean even at 300% it doesn’t). I mean, we can hardly call the current hadoken an efficient projectile. I expect the level 1 and 2 to have way better reach and the level 3 to have a shorter range (this is how it is in the SF series and how i describe it pretty much in the thread i made).
-The Sides-B :The among of hit this attack give in SF games is 3 and it doesn’t really go past trough the opponent like the current one, it keep them on one side so to make it accurate it should be similar to luigi runing attack that keep the opponent on one side and give them multiple it (about 15% in total i’d say). The things that really need improvement though are the animation of this move and some of its properties. First of all, the way the attack start doesn’t look natural at all. There should be a moment (like one sec) that show him about to star the Tasumaki like on his down smash. Right now, it look like he start flothing in the air for no reason LOL. Also I don’t know if it was clear from the gif on my thread (since there was no floor include in the gif) but while doing it, Ryu doesn’t stay at the same altitude. First he going upward and after 3 rotations, he slowly goes down until he hit the floor, this way it would look more natural. Also i don’t think it’s necessary to make him go in special fall. In the air you could just allow him to do it once and that would be alright and as well to me (to prevent spaming) it should also be a tad slower.
-The Down-B :I know what move you were refering to for this but i think it was a counter as well in the original game and i already told you that i didn't want too many variation of the Shoryuken so i hope you'll find out how to make counter attack this way, you can make the EX focus attack from Street Fighter IV. I lke the animation of the counter btw ^_^.
-The Final smashs: -(Air): Make the shinku hadoken is a laser like attack similar to Lucario. I talk about its properties on my thread already. If your not able to make it aimable at least make it a laser like ZSS.
-(Ground): It look alright but there 3 things that should be change. First of all, the Shin Shoryuken NEVER HAD SPINS IN IT (actualy in one game i think) and the last hit should drag the opponent up with Ryu’s fist until he start falling down (the moment Ryu start going down, the opponent die).
The attack should also be slower and have some visualy cool looking effects like shock wave or something like that. Secondly, since the reach of this move is already pretty damn weak, make it so that when the first hit touch the the opponent, both of them are in a “cinematic final smash”(like ike), which mean the attack cannot be stop or block my any means (people outside the final smash,bombs, items ect.) . Finaly the move that start the final smash is a shoryuken if you missed it look just like a regular Shoryuken but if you got the opponent, it cancel it and ryu does the first move of the combo and you know the rest. Actualy, It ain’t true to say that it like a regular shoryuken it should have something like a visible lighting effect to distinguished it from the regular move.
-The Aerial Attacks:There two moves that are swap. The current N-Aerial and the F-Aerial would look much better (and more accurate to the game) if they were swap back. I like your idea of the jumping kick much more than the metor punch i mention in my movelist. Both of these move are Ryu’s F-Aerial attacks, one of them is when you press the punch buttom the other one is when you press the kick buttom (which is use much more LOL). I will keep the meteror punch idea for an other move in V.2. Still, The neutral aerial move (which is also the neutral airial move in SF) is supposed to be this:
And the kick that you give him is still supposed to be a F-Airial attack so it should be this :
The D-Aerial and Neutral Aerial attack something in common too. Maybe it just me, but they seems a little too short . Mario N-Air for instance last too like 2 sec (in which you opponent can still be it) but not in this moveset which make it hard to hit your opponent. Also , again maybe it’s just me but Ryu seems rather heavy his sides double jump feel a little weak but like i said maybe it’s just me.
-The tilts:The down tilt is puny imo. I would have really like to see the leg sweep that i mention on my movelist. I think the reach and overall attack is better not to mention it feel more “brawl like” for a down tilt. Like I said on that thread, if you considered the fact that it made the opponent fall on their butt all the time to OP, make it like falco which if i’m not mistaken make them fall at random time. The sides tilt on the other and is really stong, maybe too much in fact. I kind of like it but to be honnest, i kind of boring that it’s just a jab. Of course i would have want my idea of the downward punch to be in but since you’re the one who make it, i guess it up to you. The up-tilt is pretty cool but the animation could be slitly improved and since it’s up tilt, it should direct the opponent upward.Maybe when at 0% it trow it at the side but at 100% and up,the high kick trow the oponent upward. I have to say that on the list, the sprite was a chibi so i guessed that didn’t help so here a better one:
-The GrabsThe Up-throw properties are good I just think the animation look a little weird and the front grab need to be the shoulder throw. I kind of like my elbow/ shoulder drop idea for the down grab more but the one you put is alright too i guess.
-The animations (over all):I’m really glad that you make this man and you did an overall good job with the animations but i think it fair to say that the animation weren’t as great and as accurate as the Wolverine or Thor one you made (no offence). I can quite but my finger on it, but there something that make it a little more stiff and unnatural than your other work so yeah i think they should be smoothed and revised for V.2. To be fair, i think a lot of the issues have somewhat something to do with the model. Ryu’s shoulder seems a little stretched and his arms are longer than the Ike version also i think the TvC model look closer to the SFIII model(more muscular) wich make some animations look a lot better on it (at least to me). The fact that the headband doesn’t move on the C.Falcon version also doesn’t help. Wish GBC or someone else could put the MvC3 head and feet on the TvC model and instead of having it directly on Captain Falcon it would be a port of the Ike version (with moving headband) which would have no streaching and would look great but oh well. Anyway back to animations, yeah they thing were the model comes in play and other that need actual imporvement. In Wait 1 for instance, Ryu hands should be closer to his body and he should face his opponent. Right now, he look next to them. I know it can’t be as smooth since you can’t make clothing move but try make it more like this: