Shin Shoryuken - Shinku Hadoken

Shin Shoryuken and Shinku Hadoken are 's Final Smashes in Super Smash Flash 2.

Overview
When performed, the resulting Final Smash is decided by Ryu's distance from an opponent. If there is an opponent right next to Ryu, Shin Shoryuken will be performed. Otherwise, Shinku Hadoken will be performed instead.

Shin Shoryuken
When using Shin Shoryuken, Ryu will emanate a flash of light, which paralyzes opponents. He then performs three uppercuts on the opponent(s); Ryu performs the first two on the ground (the second one launches foes upward), then leaps upward, performing the third in midair while the opponent is reeling from the knockback of the second uppercut. The affected opponents receive 41% damage total; 1% from the initial flash, 10% from the first uppercut, 10% from the second uppercut, and 20% from the final uppercut. This Final Smash has very high KO power, being able to KO middleweights at around 35%.

Shinku Hadoken
When using Shinku Hadoken, Ryu will charge up a powerful Hadoken and fire it at opponents. Opponents receive 1% damage continually as it drags them to the either of the horizontal blast lines. Once it travels a set distance, the Shinku Hadoken explodes, dealing 10% damage and strong knockback to opponents hit; trapped opponents can receive between 14% and 32% from this move. While the Shinku Hadoken travels, it creates a strong pull effect that sucks opponents into the Shinku Hadoken, leading them into the final hit.

The final hit of Shinku Hadoken carries all of the move's knockback, and can KO middleweights at around 70% from center-stage. In addition, the move has low ending lag for a Final Smash, allowing Ryu to finish off any survivors of Shinku Hadoken.

Origin
The Shinku Hadoken was first introduced in Super Street Fighter II Turbo as a Super Combo for Ryu (although it was not named onscreen until Street Fighter Alpha), which has since been his trademark move in every game he's ever appeared. In his series, it is a larger, multi-hitting Hadoken that racks up a considerable amount of damage of damage. In the Marvel Vs. Capcom series, it is instead a large laser beam akin to the Kamehameha technique from the  franchise. True to its kanji name, it has a vacuum effect in Super Smash Flash 2. In some crossover games, he can able to perform the move in the air.

The Shin Shoryuken, meanwhile, was introduced in Street Fighter III: New Generation as Ryu's second Super Art, which has since then appeared in many games, usually as a Level 3 Super Combo in some crossover games. It was first taught by his master, Gouken, during his training. The one seen in  and, as such, Super Smash Flash 2, combines the effects of the first two hits of Gouken's Shin Shoryuken with the final hit effect of Ryu's Metsu Shoryuken. The screen that shows up when the opponent is hit by the final uppercut is the KO Screen from Street Fighter IV, which shows up whenever the opponent loses all of their health at the end of a round.

The fact that he has two Final Smashes is a reference to the Ultra Combo Double mechanic introduced in Ultra Street Fighter IV, where the opponent can use both of their Ultra Combos instead of choosing one, at the cost of reduced damage.