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Ryu
Ryu

Shoryuken

→↓↘P
Shoryuken
必杀技

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 Shoryuken7D-360
L Shoryuken5D-230
M Shoryuken6D-320
OD Shoryuken6D-401600

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