Shin Shoryuken / Shinku Hadoken: Difference between revisions

m
Line 28: Line 28:
[[File:ShinkuHadokenOrigin.png|thumb|Shinku Hadoken in ''Street Fighter II''.]]
[[File:ShinkuHadokenOrigin.png|thumb|Shinku Hadoken in ''Street Fighter II''.]]
[[File:ShinShoryukenOrigin.gif|thumb|Shin Shoryuken in ''Street Fighter Alpha 3''.]]
[[File:ShinShoryukenOrigin.gif|thumb|Shin Shoryuken in ''Street Fighter Alpha 3''.]]
The Shinku Hadoken first appeared in ''{{s|wikipedia|Super Street Fighter II Turbo}}'' as his trademark Super Combo (its name wasn't originally presented onscreen until ''{{s|wikipedia|Street Fighter Alpha}}'') that later appeared in several games ever since its debut, and the Shin Shoryuken was introduced in ''{{s|wikipedia|Street Fighter III: New Generation}}'' as his second Super Art, which also appeared in several games since its debut. This move was first taught by his master Gouken. The version seen in this game combines the effects of both the first two hits of Gouken's Shin Shoryuken with the final hit effect of Ryu's Metsu Shoryuken.
The Shinku Hadoken (also spelled as "Shinkuu Hadouken" via extra-vowel usage in romaji) first appeared in ''{{s|wikipedia|Super Street Fighter II Turbo}}'' as his trademark Super Combo (its name wasn't originally presented onscreen until ''{{s|wikipedia|Street Fighter Alpha}}'') that later appeared in several games ever since its debut. In most ''Street Fighter'' games, it is a somewhat-larget but for sure, a multi-hitting version of the Hadoken which paved way for projectile durability ratings in other fighting games (when different projectiles clash with each other to see which one comes out on top). In most of the ''Vs. Capcom'' crossovers, it instead becomes more akin to a laser beam akin to the Kamehameha technique from the ''Dragon Ball'' franchise. In-universe, it is a Hadoken coated with vacuum energy to increase its damage and size, hence the literal translation of the attack.
 
The Shin Shoryuken (also spelled as "Shin Shouryuuken" the same way) was introduced in ''{{s|wikipedia|Street Fighter III: New Generation}}'' as his second Super Art, which also appeared in several games since its debut. This move was first taught by his master Gouken. The version seen in this game combines the effects of both the first two hits of Gouken's Shin Shoryuken with the final hit effect of Ryu's Metsu Shoryuken. In some games, Ryu would perform a spiraling turn true to Shoryuken-fashion at the peak of his rise (in most old ''Vs. Capcom'' series games), while in the attack's standalone debut in ''Street Fighter III'' and in recent titles he and Gouken omit the classic peak-turning motion.
 
In ''Street Fighter Alpha 3'' (or Zero 3 in Japan), Ryu would be able to perform the Shin Shoryuken out of his Metsu Shoryuken Super Combo only if he hits with the very final frame of his initial elbow lunge (practically out in the open, it requires very proper and specific spacing). Otherwise, Ryu will perform a normal Shoryuken as the finisher.


The screen that shows up in the background on the final strike of Shin Shoryuken is the KO screen from ''{{s|wikipedia|Street Fighter IV}}'', which would show up whenever the opponent lost all their health at the end of a round if attacked by a Super/Ultra Combo.
The screen that shows up in the background on the final strike of Shin Shoryuken is the KO screen from ''{{s|wikipedia|Street Fighter IV}}'', which would show up whenever the opponent lost all their health at the end of a round if attacked by a Super/Ultra Combo.


Finally, the fact that Ryu has two Final Smashes is a reference to the Ultra Combo Double mechanic introduced in ''{{s|wikipedia|Ultra Street Fighter IV}}'' where the player, instead of sticking with one Ultra Combo or the other, can use both at the cost of reduced damage on each one. In Ryu's case this would be the Metsu Hadouken and the Metsu Shoryuken. It may also be a reference to how in ''Street Fighter IV'', some Ultra Combos would change if they missed or were blocked. Some examples are Ken's Shinryuken becoming a simple flaming uppercut if it misses or Oni's Tenchi Sokaigen being a shockwave instead of a cinematic uppercut should the opponent block it. Ryu's Shin Shoryuken in ''Marvel vs. Capcom 3'' and his Metsu Shoryuken in ''Street Fighter IV'' also share this property, becoming simply stronger Shoryukens if they miss or are blocked. Ryu's Shin Shoryuken in ''Super Smash Bros. 4'' retains this as well.
Finally, the fact that Ryu has two Final Smashes is a reference to the Ultra Combo Double mechanic introduced in ''{{s|wikipedia|Ultra Street Fighter IV}}'' where the player, instead of sticking with one Ultra Combo or the other, can use both at the cost of reduced damage on each one. In Ryu's case this would be the Metsu Hadouken and the Metsu Shoryuken.
 
It may also be a reference to how in ''Street Fighter IV'', some Ultra Combos would change if they missed or were blocked. Some examples are Ken's Shinryuken becoming a simple flaming uppercut if it misses (making it akin to the original Shinryuken prior to ''Street Fighter IV'') or Oni's Tenchi Sokaigen being a shockwave instead of a cinematic uppercut should the opponent block it. Ryu's Shin Shoryuken in ''Marvel vs. Capcom 3'' and his Metsu Shoryuken in ''Street Fighter IV'' also share this property, becoming simply stronger Shoryukens if they miss or are blocked (as well as being spaced properly so the initial Shoryuken connects in a way to not trigger the actual attack). Ryu's Shin Shoryuken in ''Super Smash Bros. 4'' retains this as well.


==Trivia==
==Trivia==
2,443

edits