- "You've just experienced the Shin Shoryuken!! Tell me if you've seen any greater force!"
- —Ryu in Street Fighter III: 2nd Impact
The Shin Shoryuken (真・昇龍拳 Shin Shōryūken?, "True Rising Dragon Fist") is a Super Combo that made its debut in the Street Fighter Alpha series as one of Ryu's Super Combos. The move was taught to him by Gouken, who uses it as an Ultra Combo in the Street Fighter IV series, though it was previously implied in the Street Fighter Alpha series to have been discovered by Ryu on his own.
Appearance | Function | Character | Input |
---|---|---|---|
Street Fighter Alpha 3 | Super Combo | Ryu | + (far range) |
X-Men vs. Street Fighter Marvel Super Heroes vs. Street Fighter Marvel vs. Capcom Marvel vs. Capcom 2: New Age of Heroes |
Hyper Combo | Ryu | + |
Street Fighter EX series | Meteor Combo | Ryu | + |
Street Fighter III series | Super Art II | Ryu | + |
Hyper Combo | Ryu | + | |
Capcom vs. SNK Capcom vs. SNK 2 |
Hyper Combo | Ryu | + |
SVC Chaos: SNK vs. Capcom | EXCEED | Ryu | + |
Capcom Fighting Evolution | Hyper Combo | Ryu | + |
Marvel vs. Capcom 3 (Simple Mode) | Hyper Combo | Ryu | + + |
Street Fighter IV series | Ultra Combo I | Gouken | + |
Street Fighter X Tekken Street Fighter V |
EX Shoryuken | Ryu | + |
Super Smash Bros. for Nintendo 3DS and Wii U | Final Smash(Trap) | Ryu | B button |
No. of Stocks | 1 |
---|---|
No. of EX Specials | 3.2 |
Gouken | 503 |
---|---|
Gouken (as a boss) | 653 |
Description
The attack itself is the manifestation of its namesake, the "true" technique of the Shoryuken. The user strikes the opponent very hard in the midsection (via elbow or punch), and then performs a high-damage Shoryuken. This requires the utmost focus and temperament to perform correctly. If the user misses the initial midsection attack, however, they will perform a Shoryuken which has multiple hits and acts as a failsafe; it is capable of hitting the opponent should they jump away to avoid the attack.
Main Series Appearances
Street Fighter Alpha 3
Ryu strikes the foe's midsection with his closer elbow, uppercuts the foe with his other hand, and then perform a powerful Shoryuken with the closer hand.
The move has the same command as the Metsu Shoryuken; the difference between the two is the distance from the opponent and/or the later frames of the attack, with the Shin Shoryuken requiring Ryu to hit the opponent at the last frame of the elbow lunge. The move does great damage, but is practically impossible to use in battle, though it can be visually disguised by if Ryu is facing toward or away from the screen during the final hit.
Street Fighter III series
Ryu punches the foe in the midsection instead with a Shoryuken, and if it connects without Ryu leaving the ground, he then uses his other hand to perform a 3-hit finishing Shoryuken. If it is done with Ryu facing any side of the wall up close, Ryu will fall back a bit to allow room for his opponent to fall down from the attack.
Street Fighter IV series
Gouken's version is the same as Ryu's from the previous series, indicating that he taught Ryu the move. When performing the move, Gouken performs a powerful uppercut; upon landing the initial attack, he delivers a powerful alternate-handed uppercut to the opponent's jaw as he performs the final Shoryuken, sending them skyward.
While Gouken's Shin Shoryuken already does considerable damage, it should be noted that it deals significantly more damage when used by Gouken as a boss in the Arcade mode; it is enough to deal roughly two thirds of the average fighter's health bar, requiring the player to respect the threat of the move which can completely swing a seemingly advantageous fight.
Street Fighter V
The Super Art version of the move does not appear in Street Fighter V but when the EX version of Ryu's Shoryuken connects, it becomes a two-hit Shin Shoryuken (similar to how Oni performs the Goshoryuken at close range).
Crossover Appearances
Marvel vs. Capcom series
The move is performed similarly to its Street Fighter III incarnation with a small cosmetic difference. In every game of the series prior Marvel vs. Capcom 3, the move electrocutes the opponent upon connecting successfully. In Ultimate Marvel vs. Capcom 3, it has the benefit of being able to go into its full animation as it connects if it doesn't go over half the screen.
Capcom vs. SNK series
The move remains mostly the same, although Ryu rears back further during the startup in both Capcom vs. SNK and Capcom vs. SNK 2, and the move finishes with the same "spiral" as a regular Shoryuken.
Street Fighter X Tekken
The move appears in the game as Ryu's EX Shoryuken, and is visually similar to its Street Fighter III incarnation.
Super Smash Bros. for Nintendo 3DS and Wii U
Ryu will use the Shin Shoryuken as his Final Smash if he is close to any of his opponents; otherwise, Ryu will use the Shinku Hadoken instead.
For the Shin Shoryuken, it is important to combo into the move (usually with Up Tilt) in order for the move to be guaranteed due to its poor horizontal range; however, as a tradeoff, it deals much more damage than the Shinku Hadoken, as well as KO'ing more reliably; Ryu has combos into Shin Shoryuken (usually started by his Down Aerial or Focus Attack) that can KO any character in the game from 0% damage.
Also worth noting is that the Shin Shoryuken can miss; in this case, Ryu performs a 6-hit Shoryuken that deals much less damage and will have a very hard time finishing off opponents (in essence, a weak Forbidden Shoryuken). As with most Final Smashes, the move ignores all shields, counters and Armor, and Ryu is completely invincible (including to grabs) for the entire duration of the move. If the move has enough power to K.O an opponent, it shall light up the background in the same way that it does when defeating an opponent with a Super/Ultra Combo in the Street Fighter series. Otherwise, there shall be no background change.
Tactics
A most powerful attack to those of the Shoto school, it is utterly tide turning and potentially match ending at an instant, but only at the right conditions and is often gauge heavy in consumption, therefore it is best if reserved as an ace and trump attack.
Generally, if timed incorrectly and/or the opponent blocks/avoids the attack completely, the opponent can easily punish the user; the after-lag for the resulting "Forbidden Shoryuken" is higher than that of the fierce Shoryuken used by Ryu, Ken, and Akuma.
In the Street Fighter III games, Shin Shoryuken only has a single stock, however the Super Combo Gauge is extremely large, with slightly more than enough to allow 3 EX Specials from a full gauge. However, this means that the Super meter needs to be conserved for a long time before the Shin Shoryuken is ready to unleash.
In the Street Fighter IV games, Gouken is able to fully use this Ultra Combo flexibly, as it has Armor Breaking properties and a very good horizontal range. It is easily utilized in juggles and - with a full Revenge Gauge - does around half a health bar's worth of damage. As a boss, Gouken's Shin Shoryuken has a quicker startup and much greater priority, in addition to doing much more damage.
An easy method of pulling off a combo with the Shin Shoryuken is to use a standing heavy kick up close, which will propel Ryu back enough to combo into the move using the full animation; the timing, however, is crucial.
In most crossover games, such as Tatsunoko vs. Capcom, it is possible to create an opportunity to juggle the falling opponent, based on the varying height levels the opponent was launched at and the varying times for when the user recovers.
Trivia
- Asura from Asura's Wrath uses this move in his fight against Augus.
- Yuri Sakazaki from the Art of Fighting and King of Fighters series parodies this technique in the form of her Shin! Chou Uppaa! (True! Super Upper!) move.
- Oni uses the same motions for his Goshoryuken if it connects up close.