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ShinryuReppaSuperArt

Shinryu Reppa

"A one-two Shoryuken combination followed by one final mighty Shoryuken with an added spin to it. If the first hit misses, a single additional Shoryuken will come out afterward."
Street Fighter 6

"Comin' at ya! Bringing the heat! Shinryu… Reppa! Bet that hurt."
Ken in Street Fighter 6

"It's all or nothing! Shinryu... Reppa! Sit down and SHUT UP! I've had enough of you..."
Ken in Street Fighter 6

The Shinryu Reppa (神龍裂破 Shinryūreppa?, Shenglong/God Dragon Rending Blast) is one of Ken's Super Arts, introduced in Street Fighter 6.

Input
Classic +
Modern ++

Description

KenPunchesCammy

Ken knocking the wind out of Cammy during Shinryu Reppa.

Executed by performing two quarter-circle forward motions and pressing punch, Ken does his traditional Shoryureppa; hitting the opponent with two blazing Shoryukens. Each hit increasing in power and knocking the opponent off of their feet with the second one sending them into the air. Ken then goes for a third uppercut, scoring a direct hit on the opponent's midsection. He finishes them off with a Shinryuken, launching the opponent high in the air before descending. Ken lands first on the ground while his opponent crashes on their back behind him. If Ken whiffs the first hit, it simply becomes a Shoryureppa.

When used as a Critical Art, Ken finishes the combo with a final punch straight to the opponent's face to knock them back to the floor.

Tactics

KenUppercutsCammy

Ken punching Cammy's midsection during Shinryu Reppa.

Since this is Ken's Level 3 Super Art, this is his strongest move in his arsenal. Shinryu Reppa is mainly used to end combos and finish off the opponent. He can cancel Shinryu Reppa from his normals, unique attacks, or special moves such as Hadoken or Jinrai Kick. When Ken is down to 25% or less of his health, this move gain an additional boost of damage. He is fully invincible during the startup frames of this move. Even if the opponent blocks, it can inflict a good chunk of provisional damage than may result in a chip KO if the opponent is in blocks the move while in burnout with minimal health. It also has a lengthy cinematic. This allows Ken to recover Drive Gauge while simultaneously draining the opponent's meter during his Super Art.

ShinryuReppaCriticalArt

Ken punching Cammy's face during Shinryu Reppa.

The cinematic animation is shown, unless the opponent is hit while airborne. In this case, the damage output is less. Additionally, the non-cinematic version drains less Drive Meter. However, it launches the opponent high enough where Ken can finish the juggle combo with a Heavy Shoryuken or OD Tatsumaki. In the corner, Ken can link a Light and Medium Shoryuken for additional damage. Not only that, but each hit of the non-cinematic is a true blockstring, meaning that they opponent cannot interrupt or intercept Ken during the attack. While this is useful to score a chip KO, it leaves Ken very unsafe on block if he doesn't win the round.

Trivia

  • This attack combines the names of two of Ken's signature Supers - the Shinryuken and the Shoryureppa.
  • The inspiration for Shinryu Reppa is Kuzuryu Reppa, where the move ends with a double-punch Shoryureppa followed up by a Shinryuken after delivering a series of kicks akin to Shippu Jinraikyaku.

Gallery

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