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Nichirin Shou

The Nichirin Shou (日輪掌, Nichirin Shou? "Sun Ring Palm") is one of Oro's special attacks, introduced in the Street Fighter III series.

Input
All appearances Arcade Stick CB Arcade-Stick-Right + Arcade Button Punch

Description

STREET-FIGHTER-V-DEV 20210810175604

Executed by charging backward and then pressing forward and punch, the Nichirin Shou has Oro thrust his unbound hand forward and emit a small orb of ki from his fingertips. The angle at which he fires this shot depends on the punch button pressed. The Light version fires it horizontally. Medium Nichirin Shou fires it at roughly a 45° angle into the air. In Street Fighter V, the Medium version also fires horizontally, but faster. The Heavy version fires it at roughly a 75° angle into the air.[1] In Street Fighter V, the Heavy version also fires at a 45° angle.

The EX version of Nichirin Shou gives the projectile homing capabilities, with slow tracking, allowing it to pressure the opponent, and enhanced durability, allowing it to hit twice before dissipating.

Tactics

NichirinShou

In Street Fighter V, Nichirin Shou has a 16-frame startup. Because of its speed and recovery, Oro has a tool to safely keep his opponent at a distance. By mixing the Light and Medium versions, he can catch his opponent off guard and make them walk right into the projectile. The Heavy Nichirin Shou can stop his opponent's jump-in attempts. It can also juggle his opponent with the proper timing and position.

The EX version reduces speed after traveling a certain distance. However, it tracks the opponent and follows them. This is used to frustrate his opponent. Because the EX Nichirin Shou follows the opponent once on the screen, it can be extremely difficult to maneuver around or avoid without getting hit. Unless the opponent teleports to the other side of the screen or jumps over Oro the moment he releases the projectile, they have not choice but to take the hit from the oncoming orb.

When paired with his first V-Skill, Oro can enhanced zoning capabilities. Normally, Onibi has a 60-frame startup, making it difficult to put out on the screen on its own. After releasing a Light Nichirin Shou to keep his opponent on their heels, he can perform his first V-Skill and still charge to throw out another projectile. From there, Oro can potentially put his opponent in a mix-up situation where they are forced to block right or left if he jumps over them as the projectile approaches them.

Sprite

NichirinSho

See also

References

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