Shoryuken

Shoryuken is 's up special move in Super Smash Flash 2.

Overview
When used, Ryu performs a powerful leaping uppercut while uttering "SHORYUKEN!". The move has almost no startup, while also granting Ryu intangibility on its first few frames, making it incredibly difficult to predict, However, it suffers severe ending lag if it misses. Damage and knockback are at their peak at the start of the move, and less if hit as Ryu ascends, and its damage and knockback are determined by whether the player taps or holds the special button. However, a held, normal Shoryuken has abysmal KO power when grounded, only beginning to do so at around 170% on middleweights

Input Shoryuken
Like Ryu's other special moves (excluding Focus Attack), inputting the move's original arcade input increases the move's power. In the case of Shoryuken, it is forward, down, and down-forward. When successfully inputted, Ryu jumps upward as usual, though he announces the move's name with more force. In addition, the inputted Shoryuken has a higher damage output of 16%, and drastically increased KO potential, with the held, inputted Shoryuken being able to KO middleweights at around 80% grounded.

Origin
The Shoryuken (known colloquially as the "Dragon Punch") is one of the special moves used by Ryu, Ken, and various other characters in the  series. It is a rising uppercut, involving the user jumping off the floor with a fist raised and a full body spin. Ryu's Shoryuken hits only once, and knocks the opponent down. Though it possesses invincibility across its many incarnations, it is very unsafe on whiff and block at higher strengths, leaving the user vulnerable during its recovery.

This is one of the more codifying moves in fighting games, as a high number of characters, even in other series, possess similar attacks (an upward rising attack with starting invincibility), with these moves often being dubbed as "Dragon Punch"-type moves; the  series itself is no exception, considering its many recovery-type up special moves. However, it also codifies the archetype of special moves that are meant to be used as anti-airs; other characters in games with this kind of move may be able to perform their versions in midair, something Ryu and Ken cannot do in most Street Fighter titles.