Leap into the air and perform a powerful uppercut. A Shoryuken is invincible to an opponent's jumping attacks, making it a great anti-air tool.
派生・强度差异
| 技能 | 发生 | 命中 | 防御 | 伤害 |
|---|---|---|---|---|
| Shoryuken | — | — | — | — |
| H Shoryuken | 7 | D | -36 | 0 |
| L Shoryuken | 5 | D | -23 | 0 |
| M Shoryuken | 6 | D | -32 | 0 |
| OD Shoryuken | 6 | D | -40 | 1600 |
Evaluation
Ryu's signature anti-air. Frame 1 invincible, terrifying on whiff but the highest reward in the game when you read a jump correctly. OD version is fully invincible — usable as a reversal — but -40 on block is a death sentence. Damage scales with how late you connect, so hold the input and let the jump come. Feb 2024 added a launch on first hit which dramatically reduced whiff-punishes against it.
How to Use
Strength selection
- L (623LP) — 5F startup, longest anti-air invincibility. The default choice
- M (623MP) — 6F. Mid ground, used in combos
- H (623HP) — 7F, strong horizontal hitbox. Use against deeper jumps; combos into SA3 for the kill
- OD (623PP) — 6F, fully invincible. Reversal — but -40 on block
As an anti-air
- For straight-up or shallow jumps: L Shoryuken. Wait for the jump to drop in for max damage
- For mid-range jumps: H Shoryuken; the wider hitbox catches them
- For ambiguous crossups: 4HP or air-to-air JLP — Shoryuken can lose to axis shifts
- 623HP → SA3 is the lethal route — go for it whenever you have meter
As a combo ender
- The default mid-screen combo ender, usually H. Tight oki — most opponents go for mash or just-parry
- OD Shoryuken extends into oki even mid-screen, but quick-rise lets the opponent escape your shimmy
As a reversal
OD Shoryuken beats both strikes and throws thanks to full invincibility, ideal against opponents with heavy oki patterns. Don't telegraph it — once it's blocked, the round is essentially over.
Pitfalls
- Even L Shoryuken is -23 on block — most casts have an SA1 punish ready
- A whiffed Shoryuken loses you the round. Don't reach with it; if you don't know a jump is coming, use 4HP or stay grounded
How to Counter
Punishing a blocked Shoryuken is one of the highest-reward defensive plays in SF6.
Recommended counters
Punish chart
- L blocked (-23): full normal combo + special
- M blocked (-32): SA-tier punishes available on many casts
- H blocked (-36): max combo on every character
- OD blocked (-40): full SA3 punishes — take the round
Drill your maximum punish from -23 / -32 / -36 / -40 in training. Muscle memory is the difference between -23 punish and missing the input.
After 623HP hits you
- Ryu has trouble landing meaty throws after H Shoryuken
- Mash a fast button or attempt just-parry — it's plus EV here
- Watch for 6MP active-frame overhead: from H Shoryuken on-ground hit (Ryu -1 on block), Ryu can fish for a deep meaty 6MP. Visual recognition matters — if you don't know the animation you eat it clean
The clip below shows the 6MP overhead landing as a meaty after a grounded 623HP:
After 623PP (OD) hits you
- Ryu can run oki even mid-screen
- Quick-rise blocks Ryu's drive-rush shimmy. Remember it — it's easy to forget
Ryu can stop the rush short with 2LP, but if you took a back-rise there is no oki at all:
Mid-screen, just take the throw. Ryu's mid-screen throw oki is weak.
Defending the wake-up after Shoryuken enders (LPLK situation)
The wake-up that follows 623HP / OD Shoryuken combo enders puts Ryu at +19F (the LPLK situation) — his main offensive starting point. Your best option depends on what your character has access to:
① Characters with a 7F-or-faster invincible SA with a wide horizontal hitbox
Examples: Luke SA1, Manon SA2, Rashid / Cammy OD invincibles.
- Back-rise → confirm Ryu's drive rush → fire the SA
- Beats both strikes and the throws Ryu uses to bait OD reversals
② Characters with a 7F-or-faster OD invincible but no wide hitbox
- Quick-rise → confirm drive rush → OD invincible
- Quick-rise specifically blocks Ryu's shimmy, so this option covers his entire drive-rush oki tree
③ Characters without a reversal
- Mix between quick-rise → confirm rush → delay-tech, and back-rise
- Back-rise is great as a passive option: with no rush, Ryu has no oki at all from this distance
⚠ Watch for super-flash counters: when going for a wide-hitbox SA, Ryu can SA-counter you during the freeze if he has meter. Always check his SA gauge before committing.
How not to feed it
The better Ryu's anti-airs are, the more disciplined you have to be on the ground.
- Early jumps: lose to pre-emptive H Shoryuken
- Late jumps: lose to L Shoryuken's 5F startup
- Answer: jump rarely. Win neutral on the ground; jump only when his anti-air discipline lapses
Don't over-fear OD reversal
OD Shoryuken is great as a reversal but -40 on block. Building your entire offense around "what if he OD's" lets Ryu lock you out of pressure.
- Luke / Kimberly etc., whose drive-rush after throw is strongest, should hold drive-rush meaty until they confirm Ryu isn't waking with reversal
- Throws don't whiff Shoryuken, so shimmy mind-games are weaker than usual here

