The Shippu Jinraikyaku (疾風迅雷脚, Shippuu Jinraikyaku, "Hurricane Swift Thunder Leg") is one of Ken's special attacks. It was first introduced as the third of his Super Arts in the Street Fighter III series. It was also seen in Street Fighter Alpha 3 and almost in his every appearance eversince its introduction.
|Street Fighter Alpha 3||Super Combo||+|
|Marvel Super Heroes vs. Street Fighter||Hyper Combo||+|
|Marvel vs. Capcom 2: New Age of Heroes||Hyper Combo||+ ( for more hits)|
|SNK vs. Capcom: SVC Chaos||Hyper Combo||+|
|Capcom vs. SNK and Capcom vs. SNK 2||Hyper Combo||+|
|Pocket Fighter||Mighty Combo||+ (alternate input: + )|
|Street Fighter EX 2 and Street Fighter EX 3||Super Combo||+ ( + to cancel)|
|Street Fighter III series||Super Art||+|
|Street Fighter X Tekken||Super Art||+|
|Ultra Street Fighter IV (Omega Mode)||Super Art||+|
Ken moves forward and delivers a low roundhouse kick (his Kama Barai Geri), two high ones (Nata Otoshi Geri), and another low one (Kama Barai Geri again), and follows up with a knee hit. He then launches into a vertical Tatsumaki Senpukyaku if his knee hit succeeds. In Capcom vs. SNK and SNK vs. Capcom: SVC Chaos, Ken does his Kama Barai Geri to his Nata Otoshi Geri, then performs a high-out kick (Oosoto Mawashi Geri) and an Inazuma Kick, then hits with his knee, changes to his other knee and performs the Tatsumaki Senpuukyaku.
In Street Fighter X Tekken, the whole attack takes on electrical effects as a reference to the move's actual translation.
In Ultra Street Fighter IV, the move uses two bars of the Super Combo Gauge.
Due to how easy it can be to connect with a close range, it is a viable combo tool. However, due to Ken rising upward during the final portion of the attack, it can be easily punished. Due to his first attack aiming rather low, it's not wise to do this during a juggle, since it might knock the opponent out of the way from the rest of the attack unless done in the corner.
The Street Fighter III version has the advantage of being able to follow up a missed first attempt immediately with another one, which adds even more to the advantages it had before. If the opponent blocks and attempts to punish the first one, they may find themselves on the receiving end of the second; this maintains a level of deterrent and makes the attack safer to use than it would otherwise be, as the opponent will be afraid to attempt to counterattack. Not to mention it loses its supposed "Level 3 Super" nature, having a Super meter that is one of the more practical ones to manage out of Ken's Super Arts.
|Ken's Move List|
|Unique Attacks||Inazuma Kick • Forward Step Kick • Thunder Kick|
|Special Attacks||Hadoken • Shoryuken • Tatsumaki Senpukyaku • Roundhouse Kick |
Zenpou Tenshin • Zanku Hadoken • Ryusenkyaku
|Super Combos||Shoryureppa • Shinryuken • Shippu Jinraikyaku • Rengoku Guruma|
|Super Arts||Shoryureppa • Shinryuken • Shippu Jinraikyaku|
|Ultra Combos||Shinryuken • Guren Senpukyaku|
|Critical Arts||Guren Enjinkyaku|
|Meteor Combos||Kuzuryu Reppa|
|Hyper Combos||Shoryureppa • Shinryuken • Shippu Jinraikyaku|
|Mighty Combos||Shoryureppa • Shinryuken • Shippu Jinraikyaku|