The Metsu Shoryuken (滅・昇龍拳 Metsu Shōryūken?, "Destroying Rising Dragon Fist") is one of Ryu's special attacks, introduced as a Super Combo in Street Fighter Alpha 3. It later reappears as his second Ultra Combo in Super Street Fighter IV, and again as Kage's main Critical Art in Street Fighter V.
|Street Fighter Alpha 3||Super Combo||+ (close range)|
|Super Street Fighter IV||Ultra Combo II||+|
|Street Fighter V: Arcade Edition||Critical Art||+|
The move is an extremely powerful Shoryuken that was first used as a result of Ryu being pinned by Sagat during the events of the First World Warrior Tournament. Consumed with desire for victory, Ryu gave in to his rage fully, lost control, and rose up, scarring Sagat with the Metsu Shoryuken.
Street Fighter Alpha 3Edit
Executed by performing two quarter-circle forward motions and pressing kick with a full Super Combo gauge, Ryu slides, hitting his opponent with an elbow and following with a 2-hit Shoryuken, similar to his Shin Shoryuken; the main difference is that Ryu must be close to the opponent. If Ryu knocks out the opponent with this move, he has an unique victory pose where has his back to the player and faces away from his fallen opponent; perhaps acknowledging his (mis)use of the Satsui no Hado. However, if it is used as a counterattack and defeats the opponent without going into it's full motion, Ryu will be in his usual victory poses instead of turning his back to the player.
Super Street Fighter IVEditExecuted by performing two quarter-circle forward motions and pressing all three kick buttons, Ryu crouches, and delivers a powerful punch to the opponent's midsection, which lifts them off their feet and then follows up by delivering the actual Metsu Shoryuken to their chin. The game slows down this part of the sequence to illustrate the force of the move, which is enough to crush the opponent's jaw. Ryu then follows through, blasting the opponent into the air from the force of the uppercut. Though this attack is powered by the Satsui no Hado, Ryu only uses the power to such a minor degree that it does not take him over.
Street Fighter V: Arcade Edition Edit
The Metsu Shoryuken serves as Kage's primary Critical Art. Executed by performing two quarter-circle forward motions and pressing a punch button, the move is almost identical to Ryu's from Super Street Fighter IV except Kage charges his fist with the power of the Satsui no Hado before making contact (he also foregoes the initial hit that Ryu's variation employs). Since the initial hit is no longer present in this version of the move, it will become the Forbidden Shoryuken if it fails to land at the very bottom of its arc.
Unfortunately for Ryu, the opportunity to use Metsu Shoryuken in Super Street Fighter IV is often limited without Focus Attacks, as Ryu's normal moves do not have the ability to set up a situation that would allow the Metsu Shoryuken to do full damage; it would only be used as the Forbidden Shoryuken in most combos, including ones against cornered foes.
Just like the Shin Shoryuken, it has a lengthy recovery and leaves Ryu open to attack for a significant amount of time. Its lack of flexibility restricts its primary use to counterattacks or finishing off crumpled opponents, though the alternate form, Forbidden Shoryuken, can be used as an anti-air, a counter to Ultra Combos, and a punisher.
Experienced players can utilize the full power of the move by performing a counter hit Shakunetsu Hadoken, dash canceling the recovery and performing the Metsu Shoryuken before the opponent hits the floor.