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** Ryo Sakazaki qualifies, as his design, moveset and even name were almost directly copied off of [[Characters/StreetFighterRyu Ryu]], but with a few unique tools of his own. While he has the traditional projectile and anti-air uppercut, his Hien Shipuu Kyaku is a tad different than a Tatsumaki. And even Ko'oh Ken varies between an actual projectile and a close-up burst attack. He's also got his classic [[RapidFireFisticuffs Zanretsuken]] which is a powerful, close range tool, giving a little spice to the archetype mold.

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** Ryo Sakazaki qualifies, as his design, moveset and even name were almost directly copied off of [[Characters/StreetFighterRyu Ryu]], Ryu, but with a few unique tools of his own. While he has the traditional projectile and anti-air uppercut, his Hien Shipuu Kyaku is a tad different than a Tatsumaki. And even Ko'oh Ken varies between an actual projectile and a close-up burst attack. He's also got his classic [[RapidFireFisticuffs Zanretsuken]] which is a powerful, close range tool, giving a little spice to the archetype mold.
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The term Shotoclone (or "Shoto") comes from the English localization of ''VideoGame/StreetFighterII'' for the [[UsefulNotes/SuperNintendoEntertainmentSystem Super NES]], which misidentified the fighting style used by Ryu and Ken as Shotokan Karate in the instruction manual. The martial art of Ryu and Ken has never been given a proper name in the Japanese versions (or in the games themselves), although the backstory in later games reveals that Gouken (Ryu and Ken's master) developed the fighting style from the original assassination art called Ansatsuken (literaly, "assassination fist"[[note]]Hence the name of the webseries, ''WebVideo/StreetFighterAssassinsFist''[[/note]]) he learned with his brother Akuma from their master Goutetsu. For the record, Ryu and Ken's original moveset ''is'' largely based on Shotokan karate (no, not the special moves!), while in later games Ken's technique -- notably his kicks -- moved towards Kyokushin, in a textbook example of DivergentCharacterEvolution.

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The term Shotoclone (or "Shoto") comes from the English localization of ''VideoGame/StreetFighterII'' for the [[UsefulNotes/SuperNintendoEntertainmentSystem [[Platform/SuperNintendoEntertainmentSystem Super NES]], which misidentified the fighting style used by Ryu and Ken as Shotokan Karate in the instruction manual. The martial art of Ryu and Ken has never been given a proper name in the Japanese versions (or in the games themselves), although the backstory in later games reveals that Gouken (Ryu and Ken's master) developed the fighting style from the original assassination art called Ansatsuken (literaly, "assassination fist"[[note]]Hence the name of the webseries, ''WebVideo/StreetFighterAssassinsFist''[[/note]]) he learned with his brother Akuma from their master Goutetsu. For the record, Ryu and Ken's original moveset ''is'' largely based on Shotokan karate (no, not the special moves!), while in later games Ken's technique -- notably his kicks -- moved towards Kyokushin, in a textbook example of DivergentCharacterEvolution.



* Billy and Jimmy Lee in the ''VideoGame/DoubleDragon'' fighting game [[RecursiveAdaptation based on]] [[Film/DoubleDragon1994 the movie]] that was released for the UsefulNotes/NeoGeo. Their special moves consists of a Shoryuken-esque jumping hand slice (''Rekkuha'') and a Hurricane Kick (''Ryubisen''). However, instead of a projectile, their Hadoken command move is a flying double punch, "Soushuga" (however, it's replaced with a proper projectile during their transformed state). As if that wasn't enough, Billy's main super move is an enhanced version of the Hadoken-style move while Jimmy's main super move is an enhanced version of the Shoryuken-style move, just like Ryu and Ken respectively. (It should be noted that while the ''Ryubisen'' [[ShownTheirWork is based on]] the spin kicks from the original ''Double Dragon'' games, neither move predates Ryu and Ken's Tatsumaki.)

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* Billy and Jimmy Lee in the ''VideoGame/DoubleDragon'' fighting game [[RecursiveAdaptation based on]] [[Film/DoubleDragon1994 the movie]] that was released for the UsefulNotes/NeoGeo.Platform/NeoGeo. Their special moves consists of a Shoryuken-esque jumping hand slice (''Rekkuha'') and a Hurricane Kick (''Ryubisen''). However, instead of a projectile, their Hadoken command move is a flying double punch, "Soushuga" (however, it's replaced with a proper projectile during their transformed state). As if that wasn't enough, Billy's main super move is an enhanced version of the Hadoken-style move while Jimmy's main super move is an enhanced version of the Shoryuken-style move, just like Ryu and Ken respectively. (It should be noted that while the ''Ryubisen'' [[ShownTheirWork is based on]] the spin kicks from the original ''Double Dragon'' games, neither move predates Ryu and Ken's Tatsumaki.)

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** Johnny Cage became one, starting in ''VideoGame/MortalKombatII'' where he first gained his Shadow Uppercut. Shao Kahn is also one, having the Light Spear or Explosive Ball for a projectile, the Charging Spikes for his forward rush, and the Uplifting Knee or the Upward Shoulder for an anti-air attack. In ''[[VideoGame/MortalKombat3 MK3]]'' Sonya took the Shotoclone spot with her purple Energy Ring projectile and her Rising Bicycle Kick. This is one of the main instances wherein the role of a shotoclone does not apply to a series' main protagonist (Liu Kang[[note]]While he does have a fireball and two advancing moves, he lacks an anti-air special move.[[/note]]) or the mascot character (Scorpion).

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** Johnny Cage became one, starting in ''VideoGame/MortalKombatII'' where he first gained his Shadow Uppercut. Shao Kahn is also one, having the Light Spear or Explosive Ball for a projectile, the Charging Spikes for his forward rush, and the Uplifting Knee or the Upward Shoulder for an anti-air attack. In ''[[VideoGame/MortalKombat3 MK3]]'' Sonya took the Shotoclone spot with her purple Energy Ring projectile and her Rising Bicycle Kick. This is one of the main few instances wherein the role of a shotoclone does not apply to a series' main protagonist (Liu Kang[[note]]While he does have a fireball and two advancing moves, he lacks lacked an anti-air special move.move until ''1''.[[/note]]) or the mascot character (Scorpion).



** Liu Kang in ''VideoGame/MortalKombat1'' finally conforms to the archetype with the addition of his anti-air Dragon's Breath special move, complementing his fireballs and Dancing Dragon (a reworked Bicycle Kick). His flying kick is also reworked with Dragon's Tail being another fireball which transitions into the kick on hit or block unless the enhanced version is used.



* ''VideoGame/GodHand'' lets you give the main character jumping spin kicks, ballerina uppercuts and a couple projectiles.

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* ''VideoGame/GodHand'' lets you give the main character jumping spin kicks, ballerina uppercuts and a couple projectiles.of projectiles. Notably, the Laughing Dragon Uppercut is a {{Shoryuken}} that is a fixed part of his move set rather than being part of the pool of customizable attacks.
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Also subjective to SpellMyNameWithAnS, since the romaji of "shoto" can also be typed/written as "shōtō" or "shoutou" (hence, "shōtōclone" or "shoutouclone") due to being modeled after the karate term that's also subjected to this[[note]]Shotokan/Shōtōkan/Shoutoukan; lit. Pine Wave Halls[[/note]], but this largely depends on the writer.

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Also subjective to SpellMyNameWithAnS, InconsistentSpelling, since the romaji of "shoto" can also be typed/written as "shōtō" or "shoutou" (hence, "shōtōclone" or "shoutouclone") due to being modeled after the karate term that's also subjected to this[[note]]Shotokan/Shōtōkan/Shoutoukan; lit. Pine Wave Halls[[/note]], but this largely depends on the writer.
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* Likewise, Kaede from ''Videogame/TheLastBlade'' is his game's Ryu equivalent, possessing the sword-based variants of the Hadouken and Dragon Punch, as well as a dash attack. The major difference is that he can also enter a SuperMode that [[PowerDyesYourHair changes his hair color to blond]] and gives him access to powered-up moves.

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* Likewise, Kaede from ''Videogame/TheLastBlade'' is his game's Ryu equivalent, possessing the sword-based variants of the Hadouken and Dragon Punch, as well as a dash attack. The major difference is that he can also enter a SuperMode that [[PowerDyesYourHair changes his hair color to blond]] and gives him access to powered-up moves.
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* Likewise, Kaede from ''Videogame/TheLastBlade'' is his game's Ryu equivalent, possessing the sword-based equivalents of the Hadouken and Dragon Punch, as well as a dash attack. The major difference is that he can also enter a SuperMode that [[PowerDyesYourHair changes his hair color to blond]] and gives him access to powered-up moves.

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* Likewise, Kaede from ''Videogame/TheLastBlade'' is his game's Ryu equivalent, possessing the sword-based equivalents variants of the Hadouken and Dragon Punch, as well as a dash attack. The major difference is that he can also enter a SuperMode that [[PowerDyesYourHair changes his hair color to blond]] and gives him access to powered-up moves.
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** Ryo Sakazaki qualifies, as his moveset was almost directly copied off of [[Characters/StreetFighterRyu Ryu]], but with a few unique tools of his own. While he has the traditional projectile and anti-air uppercut, his Hien Shipuu Kyaku is a tad more different than a Tatsumaki. And even Ko'oh Ken varies between an actual projectile and a close-up burst attack. He's also got his classic [[RapidFireFisticuffs Zanretsuken]] which is a powerful, close range tool, giving a little spice to the archetype mold.

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** Ryo Sakazaki qualifies, as his design, moveset was and even name were almost directly copied off of [[Characters/StreetFighterRyu Ryu]], but with a few unique tools of his own. While he has the traditional projectile and anti-air uppercut, his Hien Shipuu Kyaku is a tad more different than a Tatsumaki. And even Ko'oh Ken varies between an actual projectile and a close-up burst attack. He's also got his classic [[RapidFireFisticuffs Zanretsuken]] which is a powerful, close range tool, giving a little spice to the archetype mold.
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* ''VideoGame/SuperCosplayWarUltra'' features Rario, who is Ryu and Mario put into [[TheFly the Brundlefly machine]].

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* ''VideoGame/SuperCosplayWarUltra'' features Rario, who is Ryu and Mario put into [[TheFly [[Film/TheFly1986 the Brundlefly machine]].
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trope cut per TRS


Perhaps the most basic form of FightingGame character. Usually JackOfAllStats, this fighter's two most notable {{Special Attack}}s are a fireball or other projectile attack, and a rising physical attack, usually an uppercut (the standard versions of these are the [[KamehameHadouken Hado(u)]][[EnergyBall ken]] and {{Shoryuken}}). Their third attack is either a SpinAttack or an attack that [[DashAttack rushes forward]], or both (the standard version being a HurricaneKick which can do both). Wearing a ''[[MartialArtsUniform gi]]'' or [[MartialArtsHeadband headband]] is optional. As you may have guessed, this character is essentially "inspired by" Ryu, the protagonist of the ''Franchise/StreetFighter'' series.

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Perhaps the most basic form of FightingGame character. Usually JackOfAllStats, this fighter's two most notable {{Special Attack}}s are a fireball or other projectile attack, and a rising physical attack, usually an uppercut (the standard versions of these are the [[KamehameHadouken Hado(u)]][[EnergyBall ken]] and {{Shoryuken}}). Their third attack is either a SpinAttack or an attack that [[DashAttack rushes forward]], or both (the standard version being a HurricaneKick which can do both). Wearing a ''[[MartialArtsUniform gi]]'' ''gi'' or [[MartialArtsHeadband headband]] is optional. As you may have guessed, this character is essentially "inspired by" Ryu, the protagonist of the ''Franchise/StreetFighter'' series.

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** Kyo Kusanagi, the protagonist of [[StoryArc the Orochi Saga]], began life as one, albeit with quirks. Notably, his Yami Barai is a fireball that travels across the ground and his Oboro Guruma, which appears to be his HurricaneKick equivalent, functions more as an anti-air. Then, due to a defeat suffered between the events of ''[[VideoGame/TheKingOfFighters95 KOF '95]]'' and ''[[VideoGame/TheKingOfFighters96 '96]]'', Kyo completely revamped his fighting style, losing his projectile in favor of close-ranged special moves that could be chained together in various sequences. Ironically enough, his Oboro Guruma was replaced with the R.E.D. Kick, a leaping overhead kick somewhat closer in functionality to the Tatsumaki Senpukyaku. While Kyo would undergo several more (but less significant) moveset changes [[VideoGameLongRunners over time]] (with [[VideoGame/TheKingOfFightersXI one occasion]] even seeing him get his Yami Barai back alongside his newer rushdown specials), SNK would find ways to include his classic moves in later games (such as EX Kyo in ''[[VideoGame/TheKingOfFighters97 '97]]'' and ''[[VideoGame/TheKingOfFighters98 '98]]'' or Kyo Kusanagi Classic in ''[[VideoGame/KOFMaximumImpact2 Maximum Impact 2]]''), even bringing in actual clones and doppelgangers of his in later arcs (Kyo-1 in ''[[VideoGame/TheKingOfFighters99 '99]]'', Kusanagi in ''[[VideoGame/TheKingOfFighters2002 2002]]'' and ''[[VideoGame/TheKingOfFighters2003 2003]]'') to emulate his original style and give players the alternative of a Classic Kyo.

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** Kyo Kusanagi, the protagonist of [[StoryArc the Orochi Saga]], began life as one, albeit with quirks. Notably, his Yami Barai is a fireball that travels across the ground and his Oboro Guruma, which appears to be his HurricaneKick equivalent, functions more as an anti-air. Then, due to a defeat suffered between the events of ''[[VideoGame/TheKingOfFighters95 KOF '95]]'' and ''[[VideoGame/TheKingOfFighters96 '96]]'', Kyo completely revamped his fighting style, losing his projectile in favor of close-ranged special moves that could be chained together in various sequences. Ironically enough, his Oboro Guruma was replaced with the R.E.D. Kick, a leaping overhead kick somewhat closer in functionality to the Tatsumaki Senpukyaku. While Kyo would undergo several more (but less significant) moveset changes [[VideoGameLongRunners over time]] (with time]][[note]]with [[VideoGame/TheKingOfFightersXI one occasion]] even seeing him get his Yami Barai back alongside his newer rushdown specials), specials)[[/note]], SNK would find ways to include his classic moves in later games (such as EX Kyo in ''[[VideoGame/TheKingOfFighters97 '97]]'' and ''[[VideoGame/TheKingOfFighters98 '98]]'' or Kyo Kusanagi Classic in ''[[VideoGame/KOFMaximumImpact2 Maximum Impact 2]]''), even bringing in actual clones and doppelgangers of his in later arcs (Kyo-1 in ''[[VideoGame/TheKingOfFighters99 '99]]'', Kusanagi in ''[[VideoGame/TheKingOfFighters2002 2002]]'' and ''[[VideoGame/TheKingOfFighters2003 2003]]'') to emulate his original style and give players the alternative of a Classic Kyo.



** Iori Yagami, Kyo's [[TheRival rival]], plays similarly to Kyo, particularly with his own Yami Barai and Oniyaki. According to the lore, the Kusanagi and Yasakani/Yagami developed their fighting styles together, explaining the overlap with certain techniques. However, while Kyo began as [[JackOfAllStats an all-arounder]], Iori was a rushdown character from the beginning, employing the use of a three-hit Rekka (Aoibana), lunging command grab (Kototsuki In), and command grab that forcibly switches sides with the target while momentarily stunning them (Kuzukaze) in [[VideoGame/TheKingOfFighters95 his very first appearance]]. He then lost this status in ''[[VideoGame/TheKingOfFightersXII XII]]'' and ''[[VideoGame/TheKingOfFightersXIII XIII]]'' due to [[BroughtDownToNormal losing his powers at the hands]] of Ash Crimson (who is actually a [[Franchise/StreetFighter Guile/Charlie/Remy]] knockoff, particularly [[VideoGame/StreetFighterIII the latter]]), switching to a moveset centered around his [[WolverineClaws slashing hands]], but gained said pyrokinetic abilities back at the end of ''XIII''. A DownloadableContent version of his traditional moveset was made available in ''XIII'', complementing Kyo's switch back to his ''[='95=]'' fighting style (conversely Kyo has a DLC variation that gives him back his ''[='96=]'' attacks), while ''[[VideoGame/TheKingOfFightersXIV XIV]]'' would see Iori incorporate aspects of his flameless moveset back into his main style.

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** Iori Yagami, Kyo's [[TheRival rival]], plays similarly to Kyo, particularly with his own Yami Barai and Oniyaki. According to the lore, the Kusanagi and Yasakani/Yagami developed their fighting styles together, explaining the overlap with certain techniques. However, while Kyo began as [[JackOfAllStats an all-arounder]], Iori was a rushdown character from the beginning, employing the use of a three-hit Rekka (Aoibana), lunging command grab (Kototsuki In), and command grab that forcibly switches sides with the target while momentarily stunning them (Kuzukaze) in [[VideoGame/TheKingOfFighters95 his very first appearance]]. He then lost this status in ''[[VideoGame/TheKingOfFightersXII XII]]'' and ''[[VideoGame/TheKingOfFightersXIII XIII]]'' due to [[BroughtDownToNormal losing his powers at the hands]] of Ash Crimson (who is actually a [[Franchise/StreetFighter Guile/Charlie/Remy]] knockoff, particularly [[VideoGame/StreetFighterIII the latter]]), Crimson, switching to a moveset centered around his [[WolverineClaws slashing hands]], but gained said pyrokinetic abilities back at the end of ''XIII''. A DownloadableContent version of his traditional moveset was made available in ''XIII'', complementing Kyo's switch back to his ''[='95=]'' fighting style (conversely Kyo has a DLC variation that gives him back his ''[='96=]'' attacks), while ''[[VideoGame/TheKingOfFightersXIV XIV]]'' would see Iori incorporate aspects of his flameless moveset back into his main style.



* ''VideoGame/KnuckleHeads'': The American Karateka Rob Vincent has a Hadoken-style projectile (called "Blast Wave") and an attack that operates similarly to the Shoryuken ("Spiral Cutter"). His equivalent to the Tatsumaki involves him performing spinning-kneeling lariat type of attack.



*** Despite his status as TheHero, Batsu changes it up a little bit more compared to the others; his projectile (Guts Bullet) is a ball of thunder that lacks the fullscreen range of most traditional fireballs, his regular Dragon Punch (Guts Upper) is an anti-air flaming uppercut that doesn't require him to leave the ground (Burning Batsu's Burning Elbow is a jumping elbow strike followed by a flaming punch), and his Tatsu (Crescent Moon Kick) is a crescent kick that travels in an arc. He also possesses the Shooting Star Kick, a DivingKick more analogous with Akuma's Tenma Kujinkyaku though much quicker.

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*** Despite his status as TheHero, the intro character, Batsu changes it up a little bit more compared to the others; other shotos; his projectile (Guts Bullet) is a ball of thunder that lacks the fullscreen full-screen range of most traditional fireballs, his regular Dragon Punch (Guts Upper) is an anti-air flaming uppercut that doesn't require him to leave the ground (Burning Batsu's Burning Elbow is a jumping elbow strike followed by a flaming punch), and his Tatsu (Crescent Moon Kick) is a crescent kick that travels in an arc. He also possesses the Shooting Star Kick, a DivingKick more analogous with Akuma's Tenma Kujinkyaku though much quicker.



* ''VideoGame/KnuckleHeads'': The American Karateka Rob Vincent has a Hadoken-style projectile (called "Blast Wave") and an attack that operates similarly to the Shoryuken ("Spiral Cutter"). His equivalent to the Tatsumaki involves him performing spinning-kneeling lariat type of attack.
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* Billy and Jimmy Lee in the ''VideoGame/DoubleDragon'' fighting game [[RecursiveAdaptation based on]] [[Film/DoubleDragon1994 the movie]] that was released for the UsefulNotes/NeoGeo. Their special moves consists of a Shoryuken-esque jumping hand slice (''Rekkuha'') and a Hurricane Kick (''Ryubisen''). However, instead of a projectile, their Hadoken command move is a flying double punch (''Soushuga'') similar to Terry's Burn Knuckle from the ''VideoGame/FatalFury'' series (however, it's replaced with a proper projectile during their transformed state). As if that wasn't enough, Billy's main super move is an enhanced version of the Hadoken-style move while Jimmy's main super move is an enhanced version of the Shoryuken-style move, just like Ryu and Ken respectively. (It should be noted that while the ''Ryubisen'' [[ShownTheirWork is based on]] the spin kicks from the original ''Double Dragon'' games, neither move predates Ryu and Ken's Tatsumaki.)

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* Billy and Jimmy Lee in the ''VideoGame/DoubleDragon'' fighting game [[RecursiveAdaptation based on]] [[Film/DoubleDragon1994 the movie]] that was released for the UsefulNotes/NeoGeo. Their special moves consists of a Shoryuken-esque jumping hand slice (''Rekkuha'') and a Hurricane Kick (''Ryubisen''). However, instead of a projectile, their Hadoken command move is a flying double punch (''Soushuga'') similar to Terry's Burn Knuckle from the ''VideoGame/FatalFury'' series punch, "Soushuga" (however, it's replaced with a proper projectile during their transformed state). As if that wasn't enough, Billy's main super move is an enhanced version of the Hadoken-style move while Jimmy's main super move is an enhanced version of the Shoryuken-style move, just like Ryu and Ken respectively. (It should be noted that while the ''Ryubisen'' [[ShownTheirWork is based on]] the spin kicks from the original ''Double Dragon'' games, neither move predates Ryu and Ken's Tatsumaki.)



* WordOfGod states that this is Filia's intended fighting style from ''VideoGame/{{Skullgirls}}'', although in practice she plays quite differently. Though her {{Shoryuken}} is identical to that of Ryu or Ken's, her [[KamehameHadoken "fireball"]] isn't even a true projectile, instead being a spike attack that spawns on the ground at different distances depending on the button pressed; and her "HurricaneKick" is a RollingAttack. Her MovesetClone Fukua, meanwhile, sacrifices a traditional {{Shoryuken}}, but does have a Hadoken-equivalent. Later DownloadableContent addition Annie of the Stars is a straighter example, with all three requisite moves, though her HurricaneKick works more like the Burn Knuckle and she has a second, stationary HurricaneKick.

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* WordOfGod states that this is Filia's intended fighting style from ''VideoGame/{{Skullgirls}}'', although in practice she plays quite differently. Though her {{Shoryuken}} is identical to that of Ryu or Ken's, her [[KamehameHadoken "fireball"]] isn't even a true projectile, instead being a spike attack that spawns on the ground at different distances depending on the button pressed; and her "HurricaneKick" is a RollingAttack. Her MovesetClone Fukua, meanwhile, sacrifices a traditional {{Shoryuken}}, but does have a Hadoken-equivalent. Later DownloadableContent addition Annie of the Stars is a straighter example, with all three requisite moves, though her HurricaneKick works is more like the Burn Knuckle of a dashing punch and she has a second, stationary HurricaneKick.
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Trying to make this less reliant on references to other works.


* WordOfGod states that this is Filia's intended fighting style from ''VideoGame/{{Skullgirls}}'', although in practice she plays quite differently. Though her {{Shoryuken}} is identical to that of Ryu or Ken's, her [[KamehameHadoken "fireball"]] isn't even a true projectile, instead being an attack that comes up off the ground in a different areas depending on the button pressed, a la [[VideoGame/StreetFighterIV C. Viper's Seismic Hammer]], and her "HurricaneKick" is closer to [[VideoGame/{{Darkstalkers}} Felicia's Rolling Buckler]] in properties. Her MovesetClone Fukua, meanwhile, sacrifices a traditional {{Shoryuken}}, but does have a Hadoken-equivalent. Later DownloadableContent addition Annie of the Stars is a straighter example, with all three requisite moves, though her HurricaneKick works more like the Burn Knuckle and she has a second, stationary HurricaneKick.

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* WordOfGod states that this is Filia's intended fighting style from ''VideoGame/{{Skullgirls}}'', although in practice she plays quite differently. Though her {{Shoryuken}} is identical to that of Ryu or Ken's, her [[KamehameHadoken "fireball"]] isn't even a true projectile, instead being an a spike attack that comes up off spawns on the ground in a at different areas distances depending on the button pressed, a la [[VideoGame/StreetFighterIV C. Viper's Seismic Hammer]], pressed; and her "HurricaneKick" is closer to [[VideoGame/{{Darkstalkers}} Felicia's Rolling Buckler]] in properties.a RollingAttack. Her MovesetClone Fukua, meanwhile, sacrifices a traditional {{Shoryuken}}, but does have a Hadoken-equivalent. Later DownloadableContent addition Annie of the Stars is a straighter example, with all three requisite moves, though her HurricaneKick works more like the Burn Knuckle and she has a second, stationary HurricaneKick.
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* WordOfGod states that this is Filia's intended fighting style from ''VideoGame/{{Skullgirls}}'', although in practice she plays quite differently. Though her {{Shoryuken}} is identical to that of Ryu or Ken's, her [[KamehameHadoken "fireball"]] isn't even a true projectile, instead being an attack that comes up off the ground in a different areas depending on the button pressed, a la [[VideoGame/StreetFighterIV C. Viper's Seismic Hammer]], and her "HurricaneKick" is closer to [[VideoGame/{{Darkstalkers}} Felicia's Rolling Buckler]] in properties. Her MovesetClone Fukua, meanwhile, sacrifices a traditional {{Shoryuken}}, but does have a Hadoken-equivalent.

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* WordOfGod states that this is Filia's intended fighting style from ''VideoGame/{{Skullgirls}}'', although in practice she plays quite differently. Though her {{Shoryuken}} is identical to that of Ryu or Ken's, her [[KamehameHadoken "fireball"]] isn't even a true projectile, instead being an attack that comes up off the ground in a different areas depending on the button pressed, a la [[VideoGame/StreetFighterIV C. Viper's Seismic Hammer]], and her "HurricaneKick" is closer to [[VideoGame/{{Darkstalkers}} Felicia's Rolling Buckler]] in properties. Her MovesetClone Fukua, meanwhile, sacrifices a traditional {{Shoryuken}}, but does have a Hadoken-equivalent. Later DownloadableContent addition Annie of the Stars is a straighter example, with all three requisite moves, though her HurricaneKick works more like the Burn Knuckle and she has a second, stationary HurricaneKick.

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* ''Among Us Arena: Ultimate Edition'':
** Orange, Mint, and White represent this as a whole, each of them having one of the three signature Shoto-style moves, with Mint having [[EnergyBall the signature projectile]], White using the Shoryuken, and Orange using a HurricaneKick (though it's closer to [[VideoGame/StreetFighterAlpha Dan's Dankukyaku]] than the actual Tatsumaki Senpukyaku).

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* ''Among Us ''VideoGame/AmongUs Arena: Ultimate Edition'':
**
Edition'': Orange, Mint, and White represent this as a whole, each of them having one of the three signature Shoto-style moves, with Mint having [[EnergyBall the signature projectile]], White using the Shoryuken, and Orange using a HurricaneKick (though it's closer to [[VideoGame/StreetFighterAlpha Dan's Dankukyaku]] than the actual Tatsumaki Senpukyaku).



** Robert's moveset changes [[SoLastSeason depending on the game]]. In the first two parts of ''Art of Fighting'', he was essentially the same as Ryo, while in games such as ''[[VideoGame/TheKingOfFighters2000 KOF 2000]]'', they're only loosely similar, due to Robert having charge motion inputs and different moves. And in ''[[VideoGame/TheKingOfFighters2002 KOF 2002]]'' and ''VideoGame/NeoGeoBattleColosseum'', [[ExtremityExtremist his moveset consists almost entirely of kicks]], like [[VideoGame/FatalFury Kim Kaphwan]] and [[DistaffCounterpart King]].

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** Robert's moveset changes [[SoLastSeason depending on the game]]. In the first two parts of ''Art of Fighting'', he was essentially the same as Ryo, while in games such as ''[[VideoGame/TheKingOfFighters2000 KOF 2000]]'', they're only loosely similar, due to Robert having charge motion inputs and different moves. And in ''[[VideoGame/TheKingOfFighters2002 KOF 2002]]'' and ''VideoGame/NeoGeoBattleColosseum'', ''VideoGame/NeoGeoBattleColiseum'', [[ExtremityExtremist his moveset consists almost entirely of kicks]], like [[VideoGame/FatalFury Kim Kaphwan]] and [[DistaffCounterpart King]].



* ''Videogame/Asuka120Percent'' has the titular Asuka, who possesses a fireball and a rising anti-air punch, but lacks a traditional rushdown technique. Torami, meanwhile, is an actual Shotokan Karate practitioner and even wears a gi (not unlike Ryu or SNK's Ryo), but, despite possessing some of the usual specials like a fireball and rising uppercut, plays somewhat differently from the traditional archetype. The closest fit is Shinobu, who uses the same standard Shoto playstyle and specials (fireball, hurricane kick and rising uppercut), and even looks like a PaletteSwap of ''Street Fighter'''s Sakura Kasugano.

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* ''Videogame/Asuka120Percent'' ''VideoGame/Asuka120Percent'' has the titular Asuka, who possesses a fireball and a rising anti-air punch, but lacks a traditional rushdown technique. Torami, meanwhile, is an actual Shotokan Karate practitioner and even wears a gi (not unlike Ryu or SNK's Ryo), but, despite possessing some of the usual specials like a fireball and rising uppercut, plays somewhat differently from the traditional archetype. The closest fit is Shinobu, who uses the same standard Shoto playstyle and specials (fireball, hurricane kick and rising uppercut), and even looks like a PaletteSwap of ''Street Fighter'''s Sakura Kasugano.



** Present with the male protagonists, Ragna the Bloodedge and Jin Kisaragi. Although Jin kinda subverts it by not having a rising uppercut move, though the moves he ''does'' have with the traditional input (Forward, Down, Down-Forward) functions the same anyway. Interestingly, they aren't the only pair like this as [[LittleBitBeastly Makoto Nanaya]] and [[LadyOfWar Tsubaki Yayoi]] have similar moves and functions. Both of their "Shoryukens" work in the traditional way, but their "Hadoukens" are different (Makoto needs to set hers and then launch it and Tsubaki's has a completely different input than the norm).

to:

** Present with the male protagonists, Ragna the Bloodedge and Jin Kisaragi. Although Jin kinda subverts it by not having a rising uppercut move, though the moves he ''does'' have with the traditional input (Forward, Down, Down-Forward) functions the same anyway. Interestingly, they aren't the only pair like this as [[LittleBitBeastly Makoto Nanaya]] and [[LadyOfWar Tsubaki Yayoi]] have similar moves and functions. Both of their "Shoryukens" work in the traditional way, but their "Hadoukens" "Hadokens" are different (Makoto needs to set hers and then launch it and Tsubaki's has a completely different input than the norm).



** Kyo Kusanagi, the protagonist of [[StoryArc the Orochi Saga]], began life as one, albeit with quirks. Notably, his Yami Barai is a fireball that travels across the ground and his Oboro Guruma, which appears to be his HurricaneKick equivalent, functions more as an anti-air. Then, due to a defeat suffered between the events of ''VideoGame/TheKingOfFighters95 KOF '95]]'' and ''[[VideoGame/TheKingOfFighters96 '96]]'', Kyo completely revamped his fighting style, losing his projectile in favor of close-ranged special moves that could be chained together in various sequences. Ironically enough, his Oboro Guruma was replaced with the R.E.D. Kick, a leaping overhead kick somewhat closer in functionality to the Tatsumaki Senpukyaku. While Kyo would undergo several more (but less significant) moveset changes [[VideoGameLongRunners over time]] (with [[VideoGame/TheKingOfFightersXI one occasion]] even seeing him get his Yami Barai back alongside his newer rushdown special), SNK would find ways to include his classic moves in later games (such as EX Kyo in ''[[VideoGame/TheKingOfFighters97 '97]]'' and ''[[VideoGame/TheKingOfFighters98 '98]]'' or Kyo Kusanagi Classic in ''[[VideoGame/KOFMaximumImpact2 Maximum Impact 2]]''), even bringing in actual clones and doppelgangers of his in later arcs (Kyo-1 in ''[[VideoGame/TheKingOfFighters99 '99]]'', Kusanagi in ''[[VideoGame/TheKingOfFighters2002 2002]]'' and ''[[VideoGame/TheKingOfFighters2003 2003]]'') to emulate his original style and give players the alternative of a Classic Kyo.
** Kyo's father Saisyu, playable in ''VideoGame/TheKingOfFighters95'', ''[[VideoGame/TheKingOfFighters98 '98]]'', ''[[VideoGame/TheKingOfFighters94 '94]] [[UpdatedRerelease Re-Bout]]'', also counts, having access to most of Kyo's original moves (most notably the Yami Barai and Oniyaki) along with a few others his son ([[VideoGame/KOFMaximumImpact2 normally]]) doesn't, such as the Nataguruma (a shoulder tackle followed by a leaping overhead kick). Justified in that the Kusanagi style of martial arts is a hereditary one, with Saisyu being the clan's current head.
%%** Iori Yagami lost this status in ''XII'' and ''XIII'' due to [[BroughtDownToNormal losing his powers at the hands]] of Ash Crimson (who is actually a Guile/Charlie/Remy knockoff, particularly the latter) and switches to a moveset centered around his [[WolverineClaws slashing hands]], [[spoiler:but he gains said pyrokinetic abilities back at the end of ''XIII''.]] A DownloadableContent version of his traditional moveset is available in ''XIII'', complementing Kyo's switch back to his ''[==]'95'' fighting style (conversely Kyo has a DLC variation that gives him back his ''[==]'96'' attacks).
** K' and Kula are readily apparent versions of this yet also distinct. They even have the classic inputs for their corresponding versions of the fireball, jumping uppercut, and flying/spinning kick. The thing that makes them unique compared to other Shotoclones is the fact that they have follow-ups for each of their moves. Bonus points for K' being the protagonist of his StoryArc and Kula his rival, and extra bonus points for them to share moves and be Shotoclones but ultimately not be considered clones of each other.

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** Kyo Kusanagi, the protagonist of [[StoryArc the Orochi Saga]], began life as one, albeit with quirks. Notably, his Yami Barai is a fireball that travels across the ground and his Oboro Guruma, which appears to be his HurricaneKick equivalent, functions more as an anti-air. Then, due to a defeat suffered between the events of ''VideoGame/TheKingOfFighters95 ''[[VideoGame/TheKingOfFighters95 KOF '95]]'' and ''[[VideoGame/TheKingOfFighters96 '96]]'', Kyo completely revamped his fighting style, losing his projectile in favor of close-ranged special moves that could be chained together in various sequences. Ironically enough, his Oboro Guruma was replaced with the R.E.D. Kick, a leaping overhead kick somewhat closer in functionality to the Tatsumaki Senpukyaku. While Kyo would undergo several more (but less significant) moveset changes [[VideoGameLongRunners over time]] (with [[VideoGame/TheKingOfFightersXI one occasion]] even seeing him get his Yami Barai back alongside his newer rushdown special), specials), SNK would find ways to include his classic moves in later games (such as EX Kyo in ''[[VideoGame/TheKingOfFighters97 '97]]'' and ''[[VideoGame/TheKingOfFighters98 '98]]'' or Kyo Kusanagi Classic in ''[[VideoGame/KOFMaximumImpact2 Maximum Impact 2]]''), even bringing in actual clones and doppelgangers of his in later arcs (Kyo-1 in ''[[VideoGame/TheKingOfFighters99 '99]]'', Kusanagi in ''[[VideoGame/TheKingOfFighters2002 2002]]'' and ''[[VideoGame/TheKingOfFighters2003 2003]]'') to emulate his original style and give players the alternative of a Classic Kyo.
** Kyo's father Saisyu, playable in ''VideoGame/TheKingOfFighters95'', ''[[VideoGame/TheKingOfFighters98 '98]]'', and ''[[VideoGame/TheKingOfFighters94 '94]] [[UpdatedRerelease Re-Bout]]'', also counts, having access to most of Kyo's original moves (most notably the Yami Barai and Oniyaki) along with a few others his son ([[VideoGame/KOFMaximumImpact2 normally]]) doesn't, such as the Nataguruma (a shoulder tackle followed by a leaping overhead kick). Justified in that the Kusanagi style of martial arts is a hereditary one, with Saisyu being the clan's current head.
%%** ** Iori Yagami Yagami, Kyo's [[TheRival rival]], plays similarly to Kyo, particularly with his own Yami Barai and Oniyaki. According to the lore, the Kusanagi and Yasakani/Yagami developed their fighting styles together, explaining the overlap with certain techniques. However, while Kyo began as [[JackOfAllStats an all-arounder]], Iori was a rushdown character from the beginning, employing the use of a three-hit Rekka (Aoibana), lunging command grab (Kototsuki In), and command grab that forcibly switches sides with the target while momentarily stunning them (Kuzukaze) in [[VideoGame/TheKingOfFighters95 his very first appearance]]. He then lost this status in ''XII'' ''[[VideoGame/TheKingOfFightersXII XII]]'' and ''XIII'' ''[[VideoGame/TheKingOfFightersXIII XIII]]'' due to [[BroughtDownToNormal losing his powers at the hands]] of Ash Crimson (who is actually a Guile/Charlie/Remy [[Franchise/StreetFighter Guile/Charlie/Remy]] knockoff, particularly [[VideoGame/StreetFighterIII the latter) and switches latter]]), switching to a moveset centered around his [[WolverineClaws slashing hands]], [[spoiler:but he gains but gained said pyrokinetic abilities back at the end of ''XIII''.]] ''XIII''. A DownloadableContent version of his traditional moveset is was made available in ''XIII'', complementing Kyo's switch back to his ''[==]'95'' ''[='95=]'' fighting style (conversely Kyo has a DLC variation that gives him back his ''[==]'96'' attacks).
''[='96=]'' attacks), while ''[[VideoGame/TheKingOfFightersXIV XIV]]'' would see Iori incorporate aspects of his flameless moveset back into his main style.
** K' [[VideoGame/TheKingOfFighters99 K']] and Kula [[VideoGame/TheKingOfFighters2000 Kula]] are readily apparent versions of this yet also distinct. They even have the classic inputs for their corresponding versions of the fireball, jumping uppercut, and flying/spinning kick. The thing that makes them unique compared to other Shotoclones is the fact that they have follow-ups for each of their moves. Bonus points for K' being the protagonist of his StoryArc and Kula his rival, and extra bonus points for them to share moves and be Shotoclones but ultimately not be considered clones of each other. And if that wasn't enough, they have Kyo's DNA and are considered [[CloneByConversion "clones"]] of him, yet are very dissimilar from him in terms of playstyle.



** ''Super Brawl'', a Flash-based game on Nickelodeon's website, is a simplified ''Street Fighter'' clone featuring a cast of Nick characters. Of all characters, WesternAnimation/SpongeBobSquarePants is the shotoclone; he has a bubble hadoken, an uppercut, and a hurricane kick. He's even dressed up like Ryu! The next game had two playable [=SpongeBobs=], with the main one having a more comical moveset and "Classic [=SpongeBob=]" remaining a shoto.
** ''VideoGame/NickelodeonAllStarBrawl'', which is more inspired by ''VideoGame/SuperSmashBros'', also has [=SpongeBob=] as a shoto. This time, he keeps a balance between his more comical aspects and the traditional shoto elements. He has a BubbleGun projectile for his neutral special, two types of uppercuts (his up strong uses a karate glove, and his up special uses his Hydrodynamic Spatula), and three types of hurricane kicks (his light dash is a {{Spin Attack}}, his heavy dash is a kick, and his [[ManBitesMan down special]] is a move that lunges forward).
* ''VideoGame/RivalSchools''
%%** Batsu Ichimonji (and all versions thereof), Hinata Wakaba and Hideo Shimazu in
** Roy Bromwell is mainly an expy of Terry Bogard, but also borrows Ken's Shoryuken, Shoryu Reppa, and performs a twin Shinryuu Ken with his tag team partner as his Team Up attack.
** Sakura from ''Street Fighter'' also makes an appearance, bringing over her classic kit that riffs heavily on Ryu's.
* The TropeMaker is the ''Franchise/StreetFighter'' series itself. Ryu and Ken began purely as headswaps and introduced all the staple moves and attributes of the archetype. As the series continued, more and more fighters are introduced who iterate on the template. Akuma's style is not far from Ryu and Ken's but with more of GlassCannon angle, having way more options and aggression than the norm while being frailer to compensate. Dan, who is considered a JokeCharacter, has similar basic techniques but that are all laughably inept in execution. Sakura may or may not be a Ryu-type; her unusual permutations of Ryu's special moves (and some different basic moves) shift her away from the model, but how different she is varies from game to game.
** In ''VideoGame/StreetFighterEX'', there are Allen Snider and Kairi, though the former mixes in some kickboxing moves and a command throw with the usual fireball and uppercut, while the latter has a Dan-style flying kick and [[DivergentCharacterEvolution gains a different fireball and supers in later games]].

to:

** ''Super Brawl'', a Flash-based game on Nickelodeon's website, is a simplified ''Street Fighter'' clone featuring a cast of Nick characters. Of all characters, WesternAnimation/SpongeBobSquarePants is the shotoclone; he has a bubble hadoken, Hadoken, an uppercut, and a hurricane kick. Hurricane Kick. He's even dressed up like Ryu! The next game had two playable [=SpongeBobs=], with the main one having a more comical moveset and "Classic [=SpongeBob=]" remaining a shoto.
Shoto.
** ''VideoGame/NickelodeonAllStarBrawl'', which is more inspired by ''VideoGame/SuperSmashBros'', also has [=SpongeBob=] as a shoto.Shoto. This time, he keeps a balance between his more comical aspects and the traditional shoto elements. He has a BubbleGun projectile for his neutral special, two types of uppercuts (his up strong uses a karate glove, and his up special uses his Hydrodynamic Spatula), and three types of hurricane kicks Hurricane Kicks (his light dash is a {{Spin Attack}}, SpinAttack, his heavy dash is a kick, and his [[ManBitesMan down special]] is a move that lunges forward).
* ''VideoGame/RivalSchools''
%%**
''VideoGame/RivalSchools'':
**
Batsu Ichimonji (and all versions thereof), Hinata Wakaba Wakaba, and Hideo Shimazu in
all count, employing the standard "projectile-rising uppercut-forward advancing attack" kit, though with some variation. And since ''Rival Schools'' [[SharedUniverse takes place in the same setting as]] ''Franchise/StreetFighter'', this often gets {{lampshade|Hanging}}d, either in-game or in crossovers.
*** Despite his status as TheHero, Batsu changes it up a little bit more compared to the others; his projectile (Guts Bullet) is a ball of thunder that lacks the fullscreen range of most traditional fireballs, his regular Dragon Punch (Guts Upper) is an anti-air flaming uppercut that doesn't require him to leave the ground (Burning Batsu's Burning Elbow is a jumping elbow strike followed by a flaming punch), and his Tatsu (Crescent Moon Kick) is a crescent kick that travels in an arc. He also possesses the Shooting Star Kick, a DivingKick more analogous with Akuma's Tenma Kujinkyaku though much quicker.
*** Hinata shares some traits with [[VideoGame/StreetFighterAlpha Sakura and Dan]], though without the latter's [[JokeCharacter drawbacks]]. Her projectile is a short-ranged burst of ki (something Sakura would be shown using in ''[[VideoGame/CapcomVsSNK2MarkOfTheMillennium Capcom vs. SNK 2]]'' and ''[[VideoGame/StreetFighterIV Ultra Street Fighter IV]]'''s OMEGA Mode), and ''Project Justice'' even sees her throwing it one-handed like Dan does his Gadoken. Her Sunrise Punch mimics the Shoryuken and Sakura's Shouoken, but can begin with a sidestep feint depending on the button combination. Fiery Dance Kick is a series of spinning kicks that cover ground, with one version being an exact duplicate of Sakura's Shunpukyaku. And, in line with the general wackiness of the setting, she has an air projectile a la Akuma... but uses her shoes as the projectile.
*** According to [[AllThereInTheManual supplemental materials and official character bios]], Hinata actually learned how to fight from online correspondence courses taught by none other than Ken himself. In ''Nekketsu Seisyun Nikki 2'', Hinata directly claims to be a student of the "Masters style of Karate", a reference to Ken, which explains why some of her special moves have a flame effect to them (though this was apparently something Hinata picked up on her own rather than through Ken's teachings). This is referenced again in ''VideoGame/ProjectXZone'', where pairing Batsu with Ryu and Ken has Batsu remark that several friends of his took Ken's online correspondence course on "Shotocon karate." [[WhatTheHellHero Ryu then admonishes Ken for teaching school children an assassination art.]]
*** Hideo's Shimazu Style has his own versions of the Hadoken (Seihaken), Shoryuken (Jicchokken), and Tatsumaki (Shin'en Kyaku), with most of the same strengths and drawbacks, though his Shin'en Kyaku spins slower and the number of kicks/rotations is dependent on button strength. He also has an aerial Seihaken that can fire twice not unlike Shin Akuma and additionally possess an anti-air projectile (Taikuu Seihaken) -- something that wouldn't be seen in ''Street Fighter'' proper until Gouken's debut in ''VideoGame/StreetFighterIV''. (Sakura had access to diagonal Hadokens in her ''VideoGame/MarvelVsCapcom'' appearances as well as ''Rival Schools'', but couldn't use them in a mainline game until ''SFIV'' and ''[[VideoGame/StreetFighterV SFV]]''.) In ''VideoGame/TatsunokoVsCapcom'', Batsu refers to Ryu's fighting style as "Shimazu fighting style", and says "it seems like everyone's using it these days."
** Roy Bromwell is mainly an expy of [[VideoGame/FatalFury Terry Bogard, Bogard]], but also borrows Ken's Shoryuken, Shoryu Reppa, and performs a twin Shinryuu Ken Shinryuken with his tag team partner as his Team Up attack.
Attack.
** Sakura from ''Street Fighter'' also makes an appearance, appearance in the first game as a GuestFighter, bringing over her classic kit that riffs heavily on Ryu's.
* The TropeMaker is the ''Franchise/StreetFighter'' series itself. itself.
**
Ryu and Ken began purely as headswaps {{headswap}}s and introduced all the staple moves and attributes of the archetype. As the series continued, more and more fighters are were introduced who iterate on the template. Akuma's style is not far from Ryu and Ken's but with more of GlassCannon angle, having way more options and aggression than the norm while being frailer to compensate. Dan, who is considered a JokeCharacter, has similar basic techniques but that are all laughably inept in execution. Sakura may or may not be a Ryu-type; her unusual permutations of Ryu's special moves (and some different basic moves) shift her away from the model, but how different she is varies from game to game.
** In ''VideoGame/StreetFighterEX'', there are is also Allen Snider and Kairi, though the former mixes in some kickboxing moves and a command throw with the usual fireball and uppercut, while the latter has a Dan-style flying kick and [[DivergentCharacterEvolution gains a different fireball and supers in later games]].



** Gouken from ''VideoGame/StreetFighterIV'' is a subversion. Despite being the one who trained Ryu and Ken and practicing the same martial art as them and Akuma, his [[GameplayAndStorySegregation actual play style]] is very different. His Hadoken can be fired at different angles, his "Shoryuken" input is a horizontal dashing punch that travels through projectiles, and his Hurricane Kick travels straight upward. He can only use the Shoryuken proper as a Super Combo or Ultra Combo.

to:

** Gouken from ''VideoGame/StreetFighterIV'' is a subversion. Despite being the one who trained Ryu and Ken and practicing the same martial art as them and Akuma, his [[GameplayAndStorySegregation actual play style]] playstyle]] is very different. His Hadoken can be fired at different angles, his "Shoryuken" input is a horizontal dashing punch that travels through projectiles, and his Hurricane Kick travels straight upward. He can only use the Shoryuken proper as a Super Combo or Ultra Combo.



** Sean, like Gouken, is a subversion. Despite having learned his moves by mimicking Ken, and being a straight up head swap of Ryu and Ken, his only projectile is one of his Super Arts, and his well-roundedness is questionable due to the weaker properties of his tools.
** Oni is like Akuma only [[DemonicPossession really far gone]]. As such he retains the standard "Shoto" moves (fireball, jumping uppercut, and spinning kick) but with some variation (his Hadokens won't travel full screen unless they are charged and his Shoryuken can become a borderline-super move if done up close). He also has some non-standard moves like a jumping chop or a mid-air ki burst while at the same time lacking some of Akuma's unique moves (teleport and air fireball).
** In ''VideoGame/StreetFighterV'', the newcomer Luke, who is later made the main character of ''VideoGame/StreetFighter6'', ticks all the boxes, as he has a projectile move (Sand Blaster), a Shoryuken-style attack (Rising Rocket), and an attack that allows him to quickly close distance (Flash Knuckle).
** [[Characters/StreetFighterOtherMedia Sheng Long]], Ryu and Ken's supposed master, made his first canonical appearance in ''VideoGame/StreetFighter6'' as [[{{Superboss}} the most difficult opponent]] in World Tour mode; unsurprisingly, he uses Ryu's moveset.

to:

** Sean, [[VideoGame/StreetFighterIII Sean]], like Gouken, is a subversion. Despite having learned his moves by mimicking Ken, and being a straight up straight-up head swap of Ryu and Ken, his only projectile is one of his Super Arts, and his well-roundedness is questionable due to the weaker properties of his tools.
** Oni is like Akuma only [[DemonicPossession really far gone]]. As such he retains the standard "Shoto" moves (fireball, jumping uppercut, and spinning kick) but with some variation (his Hadokens won't travel full screen unless they are charged and his Shoryuken can become a borderline-super move borderline-Super Move if done up close). He also has some non-standard moves like a jumping chop or a mid-air ki burst while at the same time lacking some of Akuma's unique moves (teleport and air fireball).
** In ''VideoGame/StreetFighterV'', the newcomer Luke, who is later made became the main character of ''VideoGame/StreetFighter6'', ticks all the boxes, as he has a projectile move (Sand Blaster), a Shoryuken-style attack (Rising Rocket), and an attack that allows him to quickly close distance (Flash Knuckle).
** [[Characters/StreetFighterOtherMedia Sheng Long]], Ryu and Ken's supposed master, made his first canonical appearance in ''VideoGame/StreetFighter6'' as [[{{Superboss}} the most difficult opponent]] in World Tour mode; Mode; unsurprisingly, he uses Ryu's moveset.



** [[Franchise/SuperMarioBros Mario, Luigi]] and [[VideoGame/DrMario Dr. Mario]] play the role of the game's "standard" shotos; they have Super Jump Punch for the jumping uppercut, fire balls, and the Mario/Luigi/Doctor Tornado instead of hurricane kick in the spin jump. Mario himself would diverge a bit from this from ''Brawl'' onward as his spin was made a normal attack, but he still largely fulfills the other functions of the "base shoto" otherwise. Mario and Luigi mirror Ryu and Ken further in that Mario's 'Hadoken' is powered up into his Mario Finale Final Smash, and Luigi's 'Shoryuken' is powered up into the Fire Jump Punch if he connects with the beginning of the attack. When Dr. Mario returned for ''3DS/Wii U'', he got his own variant of Mario's Final Smash, powering up ''his'' Hadoken.
** In the [[VideoGame/SuperSmashBrosForNintendo3DSAndWiiU fourth game]], [[Franchise/StreetFighter Ryu]] [[TropeMaker himself]] is DownloadableContent, and is a MechanicallyUnusualFighter that brings his native FightingGame inputs and combos into a PlatformFighter. The Hadoken, Shoryuken, and Hurricane Kick are all there in their raw pure form. [[MovesetClone Ken]] is added in ''VideoGame/SuperSmashBrosUltimate'', with the same inputs as Ryu and the [[DivergentCharacterEvolution slight differences]] that he had in ''Super Street Fighter II Turbo''.

to:

** [[Franchise/SuperMarioBros Mario, Luigi]] and [[VideoGame/DrMario Dr. Mario]] play the role of the game's "standard" shotos; they have Super Jump Punch for the jumping uppercut, fire balls, and the Mario/Luigi/Doctor Tornado instead of hurricane kick in the spin jump. Mario himself would diverge a bit from this from ''Brawl'' onward as his spin was made a normal attack, but he still largely fulfills the other functions of the "base shoto" otherwise. Mario and Luigi mirror Ryu and Ken further in that Mario's 'Hadoken' is powered up into his Mario Finale Final Smash, and Luigi's 'Shoryuken' is powered up into the Fire Jump Punch if he connects with the beginning of the attack. When Dr. Mario returned for ''3DS/Wii U'', ''[[VideoGame/SuperSmashBrosForNintendo3DSAndWiiU 3DS/Wii U]]'', he got his own variant of Mario's Final Smash, powering up ''his'' Hadoken.
** In the [[VideoGame/SuperSmashBrosForNintendo3DSAndWiiU the fourth game]], [[Franchise/StreetFighter Ryu]] [[TropeMaker himself]] is DownloadableContent, and is a MechanicallyUnusualFighter that brings his native FightingGame inputs and combos into a PlatformFighter. The Hadoken, Shoryuken, and Hurricane Kick are all there in their raw pure form. [[MovesetClone Ken]] is was added in ''VideoGame/SuperSmashBrosUltimate'', with the same inputs as Ryu and the [[DivergentCharacterEvolution slight differences]] that he had in ''Super Street Fighter II Turbo''.



** DLC Fighter [[Franchise/FireEmblem Corrin]] functions as one, with a flying kick follow up on their Side B being a hurricane kick analogue, a basic projectile on neutral B and, of course, a rising anti-air mirroring the Shoryuken.

to:

** DLC Fighter [[Franchise/FireEmblem Corrin]] functions as one, with a flying kick follow up follow-up on their Side B being a hurricane kick Hurricane Hick analogue, a basic projectile on as their neutral B special and, of course, a rising anti-air mirroring the Shoryuken.



* Lau Tak, an actor from some Jackie Chan films, has a similar move set in ''VideoGame/JackieChanTheKungFuMaster'', and its updated version, ''Jackie Chan in Fists of Fire: Jackie Chan Densetsu''.
* Han Baedal and Kim Hoon from ''VideoGame/FightFever''; however, due to Fight Fever being modeled after ''Fatal Fury 2''/''Fatal Fury Special'' and ''Art of Fighting'' both than ''Street Fighter II'', they appear to also mock Ryo Sakazaki and Robert Garcia by having flying kicks and exclusive special rapid moves (Han's is a rapid punch move like Ryo Sakazaki's, while Kim's is a rapid kick move like Robert Garcia's). And while Han Baedal is Korean, he seems more faithful to the legendary Karateka also from South Korea, [[http://fightingstreet.com/folders/variousinfofolder/ripofffolder/ripoffpage1.html Masutatsu Oyama than Ryu is]]. For Kim Hoon, his look and stage match Ryo Sakazaki more than Ken Masters. In fact, Fight Fever's developer Viccom was SNK's Korean distributor who exchanged ideas with SNK while KOF '94 was in development at the same time and had the ''Art of Fighting'' characters' stage take place in Mexico (Which is likely why Kim Hoon is Mexican in spite of being named Kim Hoon).

to:

* Lau Tak, an actor from some Jackie Chan Creator/JackieChan films, has a similar move set in ''VideoGame/JackieChanTheKungFuMaster'', and its updated version, ''Jackie Chan in Fists of Fire: Jackie Chan Densetsu''.
* Han Baedal and Kim Hoon from ''VideoGame/FightFever''; however, due to Fight Fever ''Fight Fever'' being modeled after ''Fatal Fury 2''/''Fatal Fury Special'' and ''Art of Fighting'' both rather than ''Street Fighter II'', they appear to also mock Ryo Sakazaki and Robert Garcia by having flying kicks and exclusive special rapid moves (Han's is a rapid punch move like Ryo Sakazaki's, while Kim's is a rapid kick move like Robert Garcia's). And while Han Baedal is Korean, he seems more faithful to the legendary Karateka also from South Korea, [[http://fightingstreet.com/folders/variousinfofolder/ripofffolder/ripoffpage1.html Masutatsu Oyama than Ryu is]]. For Kim Hoon, his look and stage match Ryo Sakazaki more than Ken Masters. In fact, Fight Fever's developer Viccom was SNK's Korean distributor who exchanged ideas with SNK while KOF '94 was in development at the same time and had the ''Art of Fighting'' characters' stage take place in Mexico (Which is likely why Kim Hoon is Mexican in spite of being named Kim Hoon).



* In ''VideoGame/TatsunokoVsCapcom'', Batsu refers to Ryu's fighting style as "Shimazu fighting style", and says "it seems like everyone's using it these days."
* In ''Nekketsu Seisyun Nikki 2'', Hinata claims to be a student of the "Masters style of Karate", a reference to Ken Masters, which explains why some of her special moves have a flame effect to them.
* Referenced again in ''VideoGame/ProjectXZone'', where pairing Batsu with Ryu and Ken has Batsu remark that several friends of his took Ken's online correspondence course on Shotocon karate. [[WhatTheHellHero Ryu then admonishes Ken for teaching school children an assassination art.]]



* The Dagger fighting style in ''[[VideoGame/SoulSeries Soul Calibur 3]]''. The Hadoken is throwing an infinite supply of bombs.
* ''Franchise/MegaMan''

to:

* The Dagger fighting style in ''[[VideoGame/SoulSeries Soul Calibur 3]]''.Soulcalibur III]]''. The Hadoken is throwing an infinite supply of bombs.
* ''Franchise/MegaMan''''Franchise/MegaMan'':

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Changed: 3644

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* ''Franchise/TheKingOfFighters''
%%** While Kyo's moveset has changed across the series several times, SNK introduced the Kyo Clones in the NESTS arc that were identical to Kyo and their movesets were based from previous incarnations. ''KOF 2002'' and ''KOF 2003'' added another clone named Kusanagi to give players the alternative of a Classic Kyo.
%%** Iori lost this status in ''XII'' and ''XIII'' due to [[BroughtDownToNormal losing his powers at the hands]] of Ash Crimson (who is actually a Guile/Charlie/Remy knockoff, particularly the latter) and switches to a moveset centered around his [[WolverineClaws slashing hands]], [[spoiler:but he gains said pyrokinetic abilities back at the end of ''XIII''.]] A DownloadableContent version of his traditional moveset is available in ''XIII'', complementing Kyo's switch back to his ''[==]'95'' fighting style (conversely Kyo has a DLC variation that gives him back his ''[==]'96'' attacks).
** K' and Kula are readily apparent versions of this yet also distinct. They even have the classic inputs for their corresponding versions of the fireball, jumping uppercut and flying/spinning kick. The thing that makes them unique compared to other Shotoclones is the fact that they have follow-ups for each of their moves. Bonus points for K' being the protagonist of his story-arc and Kula his rival, and extra bonus points for them to share moves and be shotoclones but ultimately not be considered clones of each other.

to:

* ''Franchise/TheKingOfFighters''
%%** While Kyo's moveset
In addition to other examples [[MassiveMultiplayerCrossover brought over]] from pre-existing Creator/{{SNK}} series (such as Terry and Ryo), ''Franchise/TheKingOfFighters'' has changed its fair share of OriginalGeneration Shotos.
** Kyo Kusanagi, the protagonist of [[StoryArc the Orochi Saga]], began life as one, albeit with quirks. Notably, his Yami Barai is a fireball that travels
across the series ground and his Oboro Guruma, which appears to be his HurricaneKick equivalent, functions more as an anti-air. Then, due to a defeat suffered between the events of ''VideoGame/TheKingOfFighters95 KOF '95]]'' and ''[[VideoGame/TheKingOfFighters96 '96]]'', Kyo completely revamped his fighting style, losing his projectile in favor of close-ranged special moves that could be chained together in various sequences. Ironically enough, his Oboro Guruma was replaced with the R.E.D. Kick, a leaping overhead kick somewhat closer in functionality to the Tatsumaki Senpukyaku. While Kyo would undergo several times, more (but less significant) moveset changes [[VideoGameLongRunners over time]] (with [[VideoGame/TheKingOfFightersXI one occasion]] even seeing him get his Yami Barai back alongside his newer rushdown special), SNK introduced the would find ways to include his classic moves in later games (such as EX Kyo Clones in the NESTS arc that were identical to ''[[VideoGame/TheKingOfFighters97 '97]]'' and ''[[VideoGame/TheKingOfFighters98 '98]]'' or Kyo and their movesets were based from previous incarnations. ''KOF 2002'' and ''KOF 2003'' added another clone named Kusanagi Classic in ''[[VideoGame/KOFMaximumImpact2 Maximum Impact 2]]''), even bringing in actual clones and doppelgangers of his in later arcs (Kyo-1 in ''[[VideoGame/TheKingOfFighters99 '99]]'', Kusanagi in ''[[VideoGame/TheKingOfFighters2002 2002]]'' and ''[[VideoGame/TheKingOfFighters2003 2003]]'') to emulate his original style and give players the alternative of a Classic Kyo.
** Kyo's father Saisyu, playable in ''VideoGame/TheKingOfFighters95'', ''[[VideoGame/TheKingOfFighters98 '98]]'', ''[[VideoGame/TheKingOfFighters94 '94]] [[UpdatedRerelease Re-Bout]]'', also counts, having access to most of Kyo's original moves (most notably the Yami Barai and Oniyaki) along with a few others his son ([[VideoGame/KOFMaximumImpact2 normally]]) doesn't, such as the Nataguruma (a shoulder tackle followed by a leaping overhead kick). Justified in that the Kusanagi style of martial arts is a hereditary one, with Saisyu being the clan's current head.
%%** Iori Yagami lost this status in ''XII'' and ''XIII'' due to [[BroughtDownToNormal losing his powers at the hands]] of Ash Crimson (who is actually a Guile/Charlie/Remy knockoff, particularly the latter) and switches to a moveset centered around his [[WolverineClaws slashing hands]], [[spoiler:but he gains said pyrokinetic abilities back at the end of ''XIII''.]] A DownloadableContent version of his traditional moveset is available in ''XIII'', complementing Kyo's switch back to his ''[==]'95'' fighting style (conversely Kyo has a DLC variation that gives him back his ''[==]'96'' attacks).
** K' and Kula are readily apparent versions of this yet also distinct. They even have the classic inputs for their corresponding versions of the fireball, jumping uppercut uppercut, and flying/spinning kick. The thing that makes them unique compared to other Shotoclones is the fact that they have follow-ups for each of their moves. Bonus points for K' being the protagonist of his story-arc StoryArc and Kula his rival, and extra bonus points for them to share moves and be shotoclones Shotoclones but ultimately not be considered clones of each other.



** [[Franchise/SuperMarioBros Mario, Luigi]] and [[VideoGame/DrMario Dr. Mario]] play the role of the game's "standard" shotos; they have Super Jump Punch for the jumping uppercut, fire balls, and the Mario/Luigi/Doctor Tornado instead of hurricane kick in the spin jump. Mario himself would diverge a bit from this from ''Brawl'' onward as his spin was made a normal attack, but he still largely fulfills the other functions of the "base shoto" otherwise. Mario and Luigi mirror Ryu and Ken further in that Mario's 'Hadoken' is powered up into his Mario Finale Final Smash, and Luigi's 'Shoryuken' is powered up into the Fire Jump Punch if he connects with the beginning of the attack. When Dr. Mario returned for [=U/3DS=], he got his own variant of Mario's Final Smash, powering up ''his'' 'Hadoken'.

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** [[Franchise/SuperMarioBros Mario, Luigi]] and [[VideoGame/DrMario Dr. Mario]] play the role of the game's "standard" shotos; they have Super Jump Punch for the jumping uppercut, fire balls, and the Mario/Luigi/Doctor Tornado instead of hurricane kick in the spin jump. Mario himself would diverge a bit from this from ''Brawl'' onward as his spin was made a normal attack, but he still largely fulfills the other functions of the "base shoto" otherwise. Mario and Luigi mirror Ryu and Ken further in that Mario's 'Hadoken' is powered up into his Mario Finale Final Smash, and Luigi's 'Shoryuken' is powered up into the Fire Jump Punch if he connects with the beginning of the attack. When Dr. Mario returned for [=U/3DS=], ''3DS/Wii U'', he got his own variant of Mario's Final Smash, powering up ''his'' 'Hadoken'.Hadoken.

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Perhaps the most basic form of FightingGame character. Usually JackOfAllStats, this fighter's two most notable {{Special Attack}}s are a fireball or other projectile attack, and a rising physical attack, usually an uppercut (the standard versions of these are the [[KamehameHadouken Hado(u)]][[EnergyBall ken]] and {{Shoryuken}}). Their third attack is either a SpinAttack or an attack that [[DashAttack rushes forward]], or both (the standard version being HurricaneKick which can do both). Wearing a ''[[MartialArtsUniform gi]]'' or [[MartialArtsHeadband headband]] is optional. As you may have guessed, this character is essentially "inspired by" Ryu, the protagonist of the ''Franchise/StreetFighter'' series.

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Perhaps the most basic form of FightingGame character. Usually JackOfAllStats, this fighter's two most notable {{Special Attack}}s are a fireball or other projectile attack, and a rising physical attack, usually an uppercut (the standard versions of these are the [[KamehameHadouken Hado(u)]][[EnergyBall ken]] and {{Shoryuken}}). Their third attack is either a SpinAttack or an attack that [[DashAttack rushes forward]], or both (the standard version being a HurricaneKick which can do both). Wearing a ''[[MartialArtsUniform gi]]'' or [[MartialArtsHeadband headband]] is optional. As you may have guessed, this character is essentially "inspired by" Ryu, the protagonist of the ''Franchise/StreetFighter'' series.



** [[TheHero Akatsuki]] is a rather curious case, in that he has quite the inklings of this, but by looking closely at his movelist and ''especially'' at his three-hit HurricaneKick, one can see that he takes more leaves from ''[[Franchise/TheKingOfFighters Kyo Kusanagi's]]'' book rather than the traditional Ryu/Ken emsemble. (Granted, Kyo ''was'' a traditional example of this archetype at first, but then received a nearly complete overhaul of his moveset in ''[[VideoGame/TheKingOfFighters96 KOF '96]]''.) Additionally, [[StupidJetpackHitler Elektrosoldat]] has almost everything included in Guile's moveset. While his original, Adler can considered to be one as he's the Shoto Guile than Elektrosoldat's original Guile playstyle.

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** [[TheHero Akatsuki]] is a rather curious case, in that he has quite the inklings of this, but by looking closely at his movelist and ''especially'' at his three-hit HurricaneKick, one can see that he takes more leaves from ''[[Franchise/TheKingOfFighters Kyo Kusanagi's]]'' book rather than the traditional Ryu/Ken emsemble. (Granted, Kyo ''was'' a traditional example of this archetype at first, but then received a nearly complete overhaul of his moveset in ''[[VideoGame/TheKingOfFighters96 KOF '96]]''.'96]]'', becoming more of a rushdown-oriented character with a string of chainable special moves.) Additionally, [[StupidJetpackHitler Elektrosoldat]] has almost everything included in Guile's moveset. While his original, Adler can considered to be one as he's the Shoto Guile than Elektrosoldat's original Guile playstyle.



** To degree, Kati can be considered this as she has Roaring Karusell (a Tatsumaki) and Splendid Wirbel (Shoryuken). However, she lacks a fireball, due to the type of project that use her wand can be used as a whip and whacks her opponents like a baseball bat.
* ''Among Us Arena: Ultimate Edition''

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** To degree, Kati can be considered this as she has Roaring Karusell (a Tatsumaki) and Splendid Wirbel (Shoryuken). However, she lacks a fireball, due to with the type of project that use closest thing she has to one being to extend to her wand can be used as a whip and, depending on the input, reel in her opponent and whacks her opponents whack them like she's swinging a baseball bat.
* ''Among Us Arena: Ultimate Edition''Edition'':



* ''VideoGame/ArtOfFighting''

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* ''VideoGame/ArtOfFighting''''VideoGame/ArtOfFighting'':



** Robert's moveset changes [[SoLastSeason depending on the game]]. In the first two parts of ''Art of Fighting'', he was essentially the same as Ryo. While in games such as ''[[VideoGame/TheKingOfFighters2000 KOF 2000]]'', they're only loosely similar, due to Robert having charge motion inputs and different moves. And in ''[[VideoGame/TheKingOfFighters2002 KOF 2002]]'' and ''VideoGame/NeoGeoBattleColosseum'', [[ExtremityExtremist his moveset consists almost entirely of kicks]], like [[VideoGame/FatalFury Kim Kaphwan]] and [[DistaffCounterpart King]].

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** Robert's moveset changes [[SoLastSeason depending on the game]]. In the first two parts of ''Art of Fighting'', he was essentially the same as Ryo. While Ryo, while in games such as ''[[VideoGame/TheKingOfFighters2000 KOF 2000]]'', they're only loosely similar, due to Robert having charge motion inputs and different moves. And in ''[[VideoGame/TheKingOfFighters2002 KOF 2002]]'' and ''VideoGame/NeoGeoBattleColosseum'', [[ExtremityExtremist his moveset consists almost entirely of kicks]], like [[VideoGame/FatalFury Kim Kaphwan]] and [[DistaffCounterpart King]].



* ''Videogame/Asuka120Percent'' has the titular Asuka, who possesses a fireball and a rising anti-air punch, but lacks a traditional rushdown technique. Torami, meanwhile, is an actual shotokan karate practitioner and even wears a gi (not unlike Ryu or SNK's Ryo), but, despite possessing some of the usual specials like a fireball and rising uppercut, plays somewhat differently from the traditional archetype. The closest fit is Shinobu, who uses the same standard Shoto playstyle and specials (fireball, hurricane kick and rising uppercut), and even looks like a PaletteSwap of ''Street Fighter'''s Sakura Kasugano.
* Eiji Shinjo and Kayin Amoh from ''VideoGame/BattleArenaToshinden'' are Ryu and Ken with swords. Kayin even incorporates more kicks in his style like Ken does in later ''Street Fighter'' games.
** There's also Sho Shinjo, who is the Akuma of the series.

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* ''Videogame/Asuka120Percent'' has the titular Asuka, who possesses a fireball and a rising anti-air punch, but lacks a traditional rushdown technique. Torami, meanwhile, is an actual shotokan karate Shotokan Karate practitioner and even wears a gi (not unlike Ryu or SNK's Ryo), but, despite possessing some of the usual specials like a fireball and rising uppercut, plays somewhat differently from the traditional archetype. The closest fit is Shinobu, who uses the same standard Shoto playstyle and specials (fireball, hurricane kick and rising uppercut), and even looks like a PaletteSwap of ''Street Fighter'''s Sakura Kasugano.
* Eiji Shinjo and Kayin Amoh from ''VideoGame/BattleArenaToshinden'' are Ryu and Ken with swords. Kayin even incorporates more kicks in his style like Ken does in later ''Street Fighter'' games. \n** There's also Sho Shinjo, who is the Akuma of the series.



** [[CuteClumsyGirl Celica A. Mercury]], debuting in the third entry of the series ''[[VideoGame/BlazBlueChronophantasma Chronophantasma]]'', is a straight example as she was intentionally designed for newcomers. Her Type: Shooter "Breunor" and Type: Slasher "Griflet" function as her Hadouken and Shoryuken respectively and she even has a hurricane kick style rush move in the form of Lance Quiche. Her Shoryuken is different from the standard input though (236 + C like the Hadoken motion rather than the traditional 623). Additionally, her fireball has an aerial version and Celica possess a jumping command grab/overhead in the vein of Akuma's Zanku Hadoken and Demon Flip.

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** [[CuteClumsyGirl Celica A. Mercury]], debuting in the third entry of the series ''[[VideoGame/BlazBlueChronophantasma Chronophantasma]]'', Chronophantasma]]'' (the third entry of the series), is a straight example as she was intentionally designed for newcomers. Her Type: Shooter "Breunor" and Type: Slasher "Griflet" function as her Hadouken and Shoryuken respectively and she even has a hurricane kick style rush move in the form of Lance Quiche. Her Shoryuken is different from the standard input though (236 + C like the Hadoken motion rather than the traditional 623). Additionally, her fireball has an aerial version and Celica possess a jumping command grab/overhead in the vein of Akuma's Zanku Hadoken and Demon Flip.



* In the VideoGame/CapcomVs games, Ryu, Ken, Dan, Akuma, Sakura, Morrigan, and Batsu (mentioned elsewhere on this page) all put in appearances, as do [[Characters/MarvelComicsCyclops Cyclops]], ComicBook/SpiderMan, ComicBook/CaptainAmerica, Ippatsuman, and the aforementioned Terry and Ryo.

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* In the VideoGame/CapcomVs games, Capcom's own [[Franchise/StreetFighter Ryu, Ken, Dan, Akuma, Sakura, Morrigan, Dan, Sakura]], [[VideoGame/{{Darkstalkers}} Morrigan]], and Batsu [[VideoGame/RivalSchools Batsu]] (mentioned elsewhere on this page) all put in appearances, as do Creator/{{Marvel|Comics}}'s [[Characters/MarvelComicsCyclops Cyclops]], ComicBook/SpiderMan, and ComicBook/CaptainAmerica, Creator/{{Tatsunoko|Production}}'s Ippatsuman, and the aforementioned Terry Creator/{{SNK}}'s [[VideoGame/FatalFury Terry]] and Ryo.[[VideoGame/ArtOfFighting Ryo]].



*** In ''VideoGame/MarvelSuperHeroes'', both Captain America and Spider-Man are this (the former a JackOfAllStats, the latter a FragileSpeedster), but also more distinct than Cyclops as they replace the HurricaneKick with their own rushing attacks -- Charging Star for Cap (a rushing tackle) and Web Swing (ExactlyWhatItSaysOnTheTin) for Spidey. Additionally, Spidey's Spider Sting slaps an opponent back down to the ground with an additional input while most Shoryukens keep them airborne, a distinction that wouldn't be seen in later, non-crossover Creator/{{Capcom}} fighters until Sean's Dragon Smash in ''VideoGame/StreetFighterIII: New Generation'' and ''Second Impact''.

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*** In ''VideoGame/MarvelSuperHeroes'', both Captain America and Spider-Man are this (the former a JackOfAllStats, the latter a FragileSpeedster), but also more distinct than Cyclops as they replace the HurricaneKick with their own rushing attacks -- Charging Star for Cap (a rushing charging tackle) and Web Swing (ExactlyWhatItSaysOnTheTin) for Spidey. Additionally, Spidey's Spider Sting slaps an opponent back down to the ground with an additional input while most Shoryukens keep them airborne, a distinction that wouldn't be seen in later, non-crossover Creator/{{Capcom}} fighters until Sean's Dragon Smash in ''VideoGame/StreetFighterIII: New Generation'' and ''Second Impact''.



*** Of the three Marvel heroes,



* The Typhoon power in ''VideoGame/CopyKitty'' gives Boki a basic shotoclone moveset, her default attack being a {{Shoryuken}} with a secondary Hadoken able to be performed the appropriate QCF input. The Yolomo of the Sun Fist -- the enemy the Typhoon power is typically taken from - is basically Ryu as a squat, boxy robot, with all three of his trademark specials (though the kick is always performed in the air after a Shoryuken.)

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* The Typhoon power in ''VideoGame/CopyKitty'' gives Boki a basic shotoclone moveset, her default attack being a {{Shoryuken}} with a secondary Hadoken able to be performed the appropriate QCF input. The Yolomo of the Sun Fist -- the enemy the Typhoon power is typically taken from - -- is basically Ryu as a squat, boxy robot, with all three of his trademark specials (though the kick is always performed in the air after a Shoryuken.)



* Demitri Maximoff and Morrigan Aensland of the ''VideoGame/{{Darkstalkers}}'' series pull it off as well, but also remain distinctive. The fact that one is a Vampire and the other a [[SuccubiAndIncubi Succubus]] helps a lot. Lilith (from the third game) also counts as one, but being born out of a part of Morrigan's life force, her projectile attacks aren't as powerful.
** For Morrigan it's made more explicit in ''VideoGame/SuperGemFighter'' where she's given Lilith's HurricaneKick-style move as well as a super version that's a direct rip-off of Ryu's Vacuum Hurricane Kick.

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* ''VideoGame/{{Darkstalkers}}'':
**
Demitri Maximoff and Morrigan Aensland of the ''VideoGame/{{Darkstalkers}}'' series pull it off as well, but also remain distinctive. The fact that one is a Vampire vampire and the other a [[SuccubiAndIncubi Succubus]] succubus]] helps a lot. Lilith (from the third game) also counts as one, but being born out of a part of Morrigan's life force, her projectile attacks aren't as powerful.
** For Morrigan it's made more explicit in ''VideoGame/SuperGemFighter'' ''VideoGame/SuperGemFighter'', where she's given Lilith's HurricaneKick-style move (Parasite Roll) as well as a super version that's a direct rip-off of Ryu's Vacuum Hurricane Kick.Shinku Tatsumaki Senpukyaku.



* Billy and Jimmy Lee in the ''VideoGame/DoubleDragon'' fighting game [[RecursiveAdaptation based on]] [[Film/DoubleDragon1994 the movie]] that was released for the UsefulNotes/NeoGeo. Their special moves consists of a ''Shoryuken''-esque jumping hand slice (''Rekkuha'') and a hurricane kick (''Ryubisen''). However, instead of a projectile, their ''Hadoken''-command move is a flying double punch (''Soushuga'') similar to Terry's Burn Knuckle from the ''VideoGame/FatalFury'' series (however, it replaced with a proper projectile during their transformed state). As if that wasn't enough, Billy's main super move is an enhanced version of the ''Hadoken''-style move, while Jimmy's main super move is an enhanced version of the ''Shoryuken''-style move, just like Ryu and Ken respectively.
** However, the ''Ryubisen'' is based on the spin kicks from the original ''Double Dragon'' games, but they still don't predate Ryu and Ken's hurricane kicks.
* Son Goku from ''Manga/DragonBall'' is this to a lesser extent. Though, he and his Kamehameha came before the first ''SF'' game, the thirteenth ''DBZ'' movie introduced his Ryuuken/Dragon Fist. In most of the current video games, Goku has a Kamehameha as one of his basic special moves, and the Ryuuken as one of his ultimate moves. In some games, he also has a rushing or another physical attack that compensates more or less for his lack of a HurricaneKick. In ''VideoGame/DragonBallFighterZ'', his Kamehameha and Rapid Kick rush even use the same button inputs as Ryu's Hadoken and Tatsumaki.
* Both Klaus Garcia and Baekun Dosa from fellow Korean fighting game ''VideoGame/DragonMaster''. Surprisingly, Klaus focuses on HurricaneKicks to the point that he completely lacks a projectile, and Baekun's Shoruyken equivalent is a flying knee that goes diagonally.
* ''VideoGame/FatalFury''
** [[Characters/FatalFuryKingOfFighters Terry Bogard]] is only marginally a shotoclone, as his moves all function differently despite being similar to a staple shotoclone setup. For instance, while Power Wave is a standard shoto projectile, it travels on the ground so it hits low, and in some cases only goes a few inches in front of him. Crack Shoot is his momentum-based special move but it travels in an arc and even raises his height. Rising Tackle meanwhile is his anti-air but is a kick, is mostly straight than having some horizontal reach, and has multiple hits. In some cases it's even a charge move. And there's not even accounting his other moves like Burn Knuckle and Power Dunk.
** Andy Bogard meanwhile is more straightforward, having the fireball, uppercut, and rushdown specials that all lend to a well rounded kit. Though his [[DesperationAttack desperation moves]] are different.
* Makoto Mizoguchi in the ''VideoGame/FightersHistory'' series, although he didn't get the uppercut until later, but it slides first before going straight up, while Ryu and Ken's go straight diagonally upward.
** Whereas Ryu's ''SFII'' look was originally remodeled after Kenshiro from ''Manga/FistOfTheNorthStar'', Makoto Mizoguchi was modeled after Momotaro Tsurugi from ''Sakigake!! Otokojuku''.

to:

* Billy and Jimmy Lee in the ''VideoGame/DoubleDragon'' fighting game [[RecursiveAdaptation based on]] [[Film/DoubleDragon1994 the movie]] that was released for the UsefulNotes/NeoGeo. Their special moves consists of a ''Shoryuken''-esque Shoryuken-esque jumping hand slice (''Rekkuha'') and a hurricane kick Hurricane Kick (''Ryubisen''). However, instead of a projectile, their ''Hadoken''-command Hadoken command move is a flying double punch (''Soushuga'') similar to Terry's Burn Knuckle from the ''VideoGame/FatalFury'' series (however, it it's replaced with a proper projectile during their transformed state). As if that wasn't enough, Billy's main super move is an enhanced version of the ''Hadoken''-style move, Hadoken-style move while Jimmy's main super move is an enhanced version of the ''Shoryuken''-style Shoryuken-style move, just like Ryu and Ken respectively.
** However,
respectively. (It should be noted that while the ''Ryubisen'' [[ShownTheirWork is based on on]] the spin kicks from the original ''Double Dragon'' games, but they still don't predate neither move predates Ryu and Ken's hurricane kicks.
Tatsumaki.)
* Son Goku from is this to a lesser extent in various ''Manga/DragonBall'' is this to a lesser extent. Though, fighting games. Though he and his Kamehameha came before the first ''SF'' game, [[Anime/DragonBallZWrathOfTheDragon the thirteenth ''DBZ'' movie thirteenth]] ''[[Anime/DragonBallZ DBZ]]'' [[NonSerialMovie movie]] introduced his Ryuuken/Dragon Fist. In most of the current more recent video games, games (particularly starting from the ''[[VideoGame/DragonBallZBudokai Budokai]]''), Goku has a Kamehameha as one of his basic special moves, and the Ryuuken Dragon Fist as one of his ultimate moves. In some games, he also has a rushing or another physical attack that compensates more or less for his lack of a HurricaneKick. In ''VideoGame/DragonBallFighterZ'', his Kamehameha and Rapid Kick rush even use have the same functionality and button inputs as Ryu's Hadoken and Tatsumaki.
* Both Klaus Garcia and Baekun Dosa from fellow Korean fighting game ''VideoGame/DragonMaster''. Surprisingly, Klaus focuses on HurricaneKicks {{Hurricane Kick}}s to the point that he completely lacks a projectile, and Baekun's Shoruyken Shoryuken equivalent is a flying knee that goes diagonally.
* ''VideoGame/FatalFury''
''VideoGame/FatalFury'':
** [[Characters/FatalFuryKingOfFighters Terry Bogard]] is only marginally a shotoclone, Shotoclone, as his moves all function differently despite being similar to a staple shotoclone Shotoclone setup. For instance, while Power Wave is a standard shoto Shoto projectile, it travels on the ground so it hits low, and in some cases only goes a few inches in front of him. Crack Shoot is his momentum-based special move but it travels in an arc and even raises his height. Rising Tackle meanwhile is his anti-air but is a kick, is mostly straight than as opposed to having some horizontal reach, and has hits multiple hits. times. In some cases cases, it's even a charge move. move, and at least one game (''Wild Ambition'') has the move start with a sliding kick before the main attack. And there's not even accounting his other moves like Burn Knuckle and (a rushing forward punch), Power Dunk.
Dunk (a [[IKnowMaddenKombat basketball-inspired]] move consisting of a flying shoulder tackle into an overhead punch on the way down), Round Wave (a larger, stronger Power Wave that sacrifices range for size), and so on.
** Andy Bogard meanwhile Bogard, meanwhile, is more straightforward, having the fireball, uppercut, and rushdown specials that all lend to a well rounded well-rounded kit. Though his His [[DesperationAttack desperation moves]] Desperation Moves]] are different.
different, however.
* Makoto Mizoguchi in the ''VideoGame/FightersHistory'' series, although he didn't get the uppercut until later, but and it slides has the quirk of sliding first before going straight up, while Ryu and Ken's go straight diagonally upward.
** Whereas
upward. Additionally, whereas Ryu's ''SFII'' look in ''VideoGame/StreetFighterII'' was originally remodeled after modeled on Kenshiro from ''Manga/FistOfTheNorthStar'', Makoto Mizoguchi was modeled after Momotaro Tsurugi from ''Sakigake!! Otokojuku''.



* ''VideoGame/GranblueFantasyVersus'' has three shotos: Gran, Katalina, and Djeeta. All 3 have a fireball, standard uppercut motion and invul, and some kind of rush move (Grans' boot, Katalina's forward stab, and Djeeta's rekkas where she spins while swinging.

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* ''VideoGame/GranblueFantasyVersus'' has three shotos: Shotos: Gran, Katalina, and Djeeta. All 3 three have a fireball, standard uppercut motion and invul, invulnerability, and some kind of rush move (Grans' boot, Katalina's forward stab, and Djeeta's rekkas where she spins while swinging.swinging).



** Ky Kiske is a more straight example: he has several fireballs (all with different strength and travel time), a jumping uppercut, two different gap closers, and a lack of specialization while lacking any major weaknesses. True to the archetype, Ky rewards players who have mastered fighting game fundamental.
* Jago from ''VideoGame/KillerInstinct'' has everything a shotoclone needs: a projectile (Endokuken), an anti-air uppercut (Tiger Fury) and a kick move (Windkick). The only real deviation from the formula is his Laser Blade move which is used to extend combos.
* ''VideOGame/TheKingOfFighters''

to:

** Ky Kiske is a more straight example: he He has several fireballs (all with different strength and travel time), a jumping uppercut, two different gap closers, and a lack of specialization while lacking any major weaknesses. True to the archetype, Ky rewards players who have mastered fighting game fundamental.
fundamentals.
* Jago from ''VideoGame/KillerInstinct'' has everything a shotoclone Shotoclone needs: a projectile (Endokuken), an anti-air uppercut (Tiger Fury) and a kick move (Windkick). The only real deviation from the formula is his Laser Blade move which is used to extend combos.
* ''VideOGame/TheKingOfFighters''''Franchise/TheKingOfFighters''

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