Ryuuji has a unique move that gives buffs to the player and white damage to the opponent. This is based around how the player manages the Lunchbox flow by avoiding the lunchboxes for 2-3 assist calls in a row. Managing to skip all the lunchboxes does allow 20% white health into even bigger damage when combined together. The downside is avoiding the first lunchbox. Since it offers one bar the player and the opponent would want it and even if the player is purposely avoiding it, the opponent still wants it. If the player is able to find secure ways to have both them and the opponent avoid the boxes it could be beneficial. Then we come to 6S. 6S can be used in a combo, neutral or oki to apply more pressure. Some players use 6S in neutral as bait since the opponent will try to get rid of him when they can actually just jump around to avoid him. This assist has potential but requires some serious coordination.
Contests projectile characters fairly well
Lunchboxes can also be used as bait
Opponent can easily mess up Lunchbox flow by grabbing one
If not done in a combo, the opponent can avoid lunchboxes no problem
6S can be easily avoided in neutral by attacking or jumping over him
Ryuuji appears behind the player and throws a lunchbox that floats in the air and travels once in each direction across the screen. Opponents can also pick up the lunchboxes. Ryuuji throws 3 types of lunchboxes in a preset order: White Lunchbox, Blue Lunchbox, and Triple Lunchbox. Not picking up lunch boxes alters the effect of the next lunchbox that is picked up. The effects of each lunchbox:
White Lunchbox - Gives the player one bar of meter
Blue Lunchbox - Gives 2% white health (10% when White Lunchbox is skipped)
Triple Lunchbox - Gives 4% white health and Status Up Level 1 (15% when both White and Blue Lunchboxes are skipped)
If the White Lunchbox is skipped and the next two are taken afterward, it gives 20% white health. The subsequent values are drastically reduced.
Appears behind the player and travels across the screen, then turns around and attacks the opponent. When attacked by a projectile before turning around he will attack immediately instead. Startup is variable and he does not attack until he exits from the other side of the screen.