Ryu initiates Shinku Hadoken similarly to a standard Hadoken (gathering blue energy, or ki, before launching it forward), though the sequence is much slower and more dramatic.
While the actual projectile is small (being slightly larger than an Input Hadoken), it has a vacuum effect, making it ideal for trapping opponents, and making it a difficult Final Smash to escape. The projectile will hit the opponents 19 times repeatedly (1% for each hit) before exploding with considerable knockback while dealing 10% damage, capping its damage at 29-30%. Shinku Hadoken travels the distance of Final Destination before exploding.
Shinku Hadoken functions similarly to Mario Finale, being capable of dragging multiple opponents to the side blast lines, albeit on a smaller scale. While its knockback is lacking for a Final Smash (only KO'ing at 115%), it possesses little end lag, which can allow Ryu to attack anyone who survived the Final Smash, making it an effective trapping tool.
Shinku Hadoken was Ryu's original Super Move when the Super Move system was first introduced in Super Street Fighter II Turbo, though it wasn't given its name onscreen until the later release of Street Fighter Alpha: Warrior's Dreams. Its appearance varies depending on crossovers as well. In the Marvel vs. Capcom series and Tatsunoko vs. Capcom, this move is instead a giant beam of energy, to fit in with the comic book atmosphere of the former and the over-the-top anime atmosphere of the latter.
Sakura Kasugano can also perform this move as a Super in the Alpha series and as her second Ultra in Super Street Fighter IV onward. Ken Masters can perform this move in the Marvel vs. Capcom series, though only as part of a team super with Ryu where the two fire Shinku Hadoukens at their opponent.
|Ryu's Special Moves|
|Side Special||Tatsumaki Senpukyaku|
|Down Special||Focus Attack|
|Final Smash||Shin Shoryuken / Shinku Hadoken|