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"You've just experienced the Shin Shoryuken!! Tell me if you've seen any greater force!"
Ryu in Street Fighter III: 2nd Impact

"Got you! Shin! Shoryuken! (ここじゃあ! 真! 昇龍拳! Koko jaa! Shin! Shōryūken!?)"
Gouken

"No escape! SHIN! SHOOORYUUUUKEEEEN!!! What's wrong?! Get up! (逃がさん!真! 。。昇龍拳!どうした?!立て! Nigasan! Shin!… Shōryūken! Dōshita?! Tate!?)"
Ryu in Street Fighter 6

"Now or never! SHIN! SHO! RYU! KEEEEN!!! This is the path that I've chosen!"
Ryu in Street Fighter 6

"A powerful Shoryuken unleashed at short range. An overwhelming technique that aims for an opponent's vitals."
—Description, Street Fighter 6
ShinShoryukenSuperArt

The Shin Shoryuken (真・昇龍拳 Shin Shōryūken?, "True Rising Dragon Fist") is a special attack that made its debut in the Street Fighter III series as one of Ryu's Super Arts. The move was taught to him by Gouken, who uses it as an Ultra Combo in the Street Fighter IV series, though it was previously implied in the Street Fighter Alpha series to have been discovered by Ryu on his own.

Input
Appearance User(s) Function Input
Street Fighter III series Ryu Super Art II Arcade Stick QCFArcade Stick QCF+Arcade Button Punch
Marvel Super Heroes vs. Street Fighter
Marvel vs. Capcom
Ryu Hyper Combo Arcade Stick S+Arcade-Button-2xPunch
Street Fighter Alpha 3
SNK vs. Capcom: Match of the Millennium
Ryu Super Combo Arcade-Modifier-Max Arcade Stick QCFArcade Stick QCF+Arcade Button Kick (far distance)
Street Fighter EX2 Ryu Super Combo Arcade-Modifier-Max Arcade Stick QCFArcade Stick QCF+Arcade Button Kick x3
Street Fighter EX2 Plus
Street Fighter EX3
Ryu Meteor Combo Arcade-Modifier-Max Arcade Stick QCFArcade Stick QCF+Arcade Button Kick x3
Marvel vs. Capcom 2 Ryu Hyper Combo Arcade-Modifier-Max Arcade Stick S+'Arcade-Button-2xPunch
Capcom vs. SNK
Capcom vs. SNK 2
Capcom Fighting Evolution
Ryu Super Combo Arcade-Modifier-Max Arcade Stick QCFArcade Stick QCF+Arcade Button Kick
SNK vs. Capcom: SVC Chaos Ryu Exceed Arcade Stick QCFArcade Stick QCF+Arcade Button 2xKick
Street Fighter IV series Gouken Ultra Combo I Arcade Stick QCFArcade Stick QCF+Arcade Button Punch x3
Tatsunoko vs. Capcom
Marvel vs. Capcom 3
Ryu Hyper Combo Arcade-Modifier-Max Arcade Stick S+Attack button 2x
Street Fighter X Tekken
Street Fighter V
Ryu EX Shoryuken Arcade Stick S+Arcade Button Punch x2
Super Smash Bros. for Nintendo 3DS and Wii U
Super Smash Bros. Ultimate‎‎
Ryu Final Smash Button b (close)
Marvel vs. Capcom: Infinite Ryu Hyper Combo Arcade Stick QCF+Arcade Button 2xKick
Street Fighter 6 Ryu Super Art Arcade Stick QCFArcade Stick QCF+Arcade Button Kick
Arcade-Stick-Down+Modern SP+Modern H
3rd Strike Super Art Information
No. of Stocks 1
No. of EX Specials 3.2
Damage
Gouken 503
Gouken (as a boss) 653

Description[]

Shinshoryukenalpha3

The Shin Shoryuken in Street Fighter Alpha 3

The attack itself is the manifestation of its namesake, the "true" technique of the Shoryuken. The user strikes the opponent very hard in the midsection (via elbow or punch), and then performs a high-damage Shoryuken. This requires the utmost focus and temperament to perform correctly. If the user misses the initial midsection attack, however, they will perform a Shoryuken which has multiple hits and acts as a failsafe; it is capable of hitting the opponent should they jump away to avoid the attack.

Main series appearances[]

Street Fighter III series[]

3S-Shin Shoryuken

The final Shoryuken involves the fist -> knee -> elbow

Ryu punches the foe in the midsection with a standing uppercut, and if it connects without Ryu leaving the ground, he follows with a second uppercut and finishes with a Shoryuken. If it is done with Ryu facing any side of the wall up close, Ryu will fall back a bit to allow room for his opponent to fall down from the attack.

In New Generation the Shoryuken hits once, for 3 hits in total. In 2nd Impact and 3rd Strike, a second strike was added to the final Shoryuken, making 4 hits in total.

Street Fighter Alpha 3[]

Ryu strikes the foe's midsection with his leading elbow, uppercuts the foe with his opposite hand, and then performs a powerful Shoryuken with the leading hand.

The move has the same command as the Metsu Shoryuken; the difference between the two is the distance from the opponent and/or the later frames of the attack, with the Shin Shoryuken requiring Ryu to hit the opponent at the last frame of the elbow lunge. The move does great damage, but is practically impossible to use in battle, though it can be visually disguised by if Ryu is facing toward or away from the screen during the final hit.

Street Fighter IV series[]

Shinshoryuken

Gouken's Shin Shoryuken in Street Fighter IV

Gouken's version is the same as Ryu's from Street Fighter III, indicating that he taught Ryu the move. When performing the move, Gouken performs a powerful uppercut; upon landing the initial attack, he delivers a powerful alternate-handed uppercut to the opponent's jaw as he performs the final Shoryuken, sending them skyward.

While Gouken's Shin Shoryuken already does considerable damage, it should be noted that it deals even more damage when used by Gouken as a boss in the Arcade Mode; it is enough to deal roughly two thirds of the average fighter's health bar, requiring the player to respect the threat of the move which can completely swing a seemingly advantageous fight.

Street Fighter V[]

The move appears in the game as Ryu's EX Shoryuken, and is similar to its Street Fighter III incarnation. However, the finishing Shoryuken hits only once, instead of twice.

On June 28, 2018 a new Extra Battle opponent was added to the game. The fight, titled "A True Martial Artist" pitted the player against a powered-up Ryu (named THE MASTER, in-match); wielding a devastating Shin Shoryuken as his second Critical Art.

Street Fighter 6[]

RyuUppercutsCammyGuy

Ryu punching Cammy in the midsection in the CA version of the Shin Shoryuken

Shin Shoryuken appears in Street Fighter 6 as Ryu's Level 3 super art. In this incarnation Ryu first strikes the opponent’s gut with one fist then delivers a blow to the chin with the other, he then sharply raises his knee to strike the opponent’s abdomen a second time and finally completes the uppercut, launching the opponent skyward.

If Ryu's health is low, he performs the Critical Art version of the move, in which he charges his fist with electricity after the first hit to deal greater damage on his second strike. The color scheme of the cutscene also changes from a red background to entirely monochrome with a light blue filter.

If this move hits the opponent a little past the first few active frames, it becomes an enhanced, multi-hitting Shoryuken.

Crossover Appearances[]

Marvel vs. Capcom series[]

The move is performed similarly to its Street Fighter III incarnation with a small cosmetic difference. In every game of the series prior Marvel vs. Capcom 3, the move electrocutes the opponent upon connecting successfully. In Ultimate Marvel vs. Capcom 3, it has the benefit of being able to go into its full animation as it connects if it doesn't go over half the screen. In Marvel vs. Capcom: Infinite, when Ryu has less than 25% of his health remaining, and he performs this attack, when the opponent is hit, its new cinematic animation is similar to a scene during Ryu's final fight against Necalli in Street Fighter V, in which his eyes and body glow in a red aura, signifying the Satsui no Hado about to take over, and then getting replaced by a blue aura, signifying Ryu tapping into the Power of Nothingness, before finishing the attack; it also references Ryu's first fight with Sagat in the original Street Fighter, in which he lost control and wound up scarring Sagat with a Metsu Shoryuken.

Capcom vs. SNK series and Capcom Fighting Evolution[]

The move remains mostly the same, although Ryu rears back further during the startup in both Capcom vs. SNK and Capcom vs. SNK 2, and the move finishes with the same "spiral" as a regular Shoryuken.

In The Match of the Millennium, it appears as Ryu's unlockable Super Combo and it is visually identical to the Street Fighter Alpha 3 version, except that he always performs the full move regardless of his distance from his opponent.

Street Fighter X Tekken[]

Ryu Shin SFXT

Ryu using his Shin Shoryuken variation in Street Fighter X Tekken

The move appears in the game as Ryu's EX Shoryuken, and is visually similar to its Street Fighter III incarnation.

In this game it allows Ryu to get a safe raw tag on hit. On block it provides enough blockstun due to multihits to Switch Cancel. Care has to be taken for Ryu to not be punished afterwards.

On hit this attack provides a good amount of hit animation for the partner.

Super Smash Bros. series[]

Super Smash Bros. for Nintendo 3DS and Wii U[]

Ryu uses the Shin Shoryuken as his Final Smash if he is close to any of his opponents; otherwise, Ryu will use the Shinku Hadoken instead.

For the Shin Shoryuken, it is important to combo into the move (usually with Up Tilt) in order for the move to be guaranteed due to its poor horizontal range; however, as a tradeoff, it deals much more damage than the Shinku Hadoken, as well as KO'ing more reliably; Ryu has combos into Shin Shoryuken (usually started by his Down Aerial or Focus Attack) that can KO any character in the game from 0% damage.

Also worth noting is that the Shin Shoryuken can miss; in this case, Ryu performs a 6-hit Shoryuken that deals much less damage and has a very hard time finishing off opponents (in essence, a weak Forbidden Shoryuken). As with most Final Smashes, the move ignores all shields, counters and Armor, and Ryu is completely invincible (including to grabs) for the entire duration of the move. If the move has enough power to K.O an opponent, the background lights up in the same way that it does when defeating an opponent with a Super Combo in the Street Fighter series.

In the game, Ryu can Super Cancel into the Shin Shoryuken.

Tactics[]

A most powerful attack to Ansatsuken users, it is utterly tide turning and potentially match ending at an instant, but only at the right conditions and is often gauge heavy in consumption, therefore it is best if reserved as an ace and trump attack.

Generally, if timed incorrectly and/or the opponent blocks/avoids the attack completely, the opponent can easily punish the user; the after-lag for the resulting "Forbidden Shoryuken" is higher than that of the HP Shoryuken used by Ryu, Ken, and Akuma.

In the Street Fighter III games, Shin Shoryuken only has a single stock, however the Super Combo Gauge is extremely large, with slightly more than enough to allow 3 EX Specials from a full gauge. However, this means that the Super meter needs to be conserved for a long time before the Shin Shoryuken is ready to unleash.

In the Street Fighter IV games, Gouken is able to fully use this Ultra Combo flexibly, as it has Armor Breaking properties and a very good horizontal range. It is easily utilized in juggles and - with a full Revenge Gauge - does around half a health bar's worth of damage. Most infamously, Gouken can combo into it from his back throw, though this is balanced out by its longer than average startup and tech window. As a boss, Gouken's Shin Shoryuken has a quicker startup and much greater priority, in addition to doing much more damage.

Shin Shoryuken Critical Art

CA Shin Shoryuken's KO Screen in Street Fighter 6

In Street Fighter 6, the separation between EX Special moves and Super Arts into their own gauges means that Ryu is able to combo into Shin Shoryuken considerably easier, particularly off an EX High Blade Kick. Because it's a Level 3 Super Art, Ryu can cancel this move from his normals or special moves. It is mainly used to end combos, inflicting optimal damage to end the round. The non-cinematic version of Shin Shoryuken is also considerably stronger than before, making it a considerably more viable, if not expensive, anti-air option. An easy method of pulling off a combo with the Shin Shoryuken is to use a standing heavy kick up close, which will propel Ryu back enough to combo into the move using the full animation; the timing, however, is crucial.

In most crossover games, such as Tatsunoko vs. Capcom, it is possible to create an opportunity to juggle the falling opponent, based on the varying height levels the opponent was launched at and the varying times for when the user recovers.

Origin[]

The Shin Shoryuken first appeared in 1996's Street Fighter Alpha manga by Masahiko Nakahira, where Ryu used it in his final fight against Bison.

The move is simply a very powerful Shoryuken delivered to the opponent's face, lacking the first two strikes seen in later video game depictions. The attack also has electric-like effects, similar to its appearance in the early Marvel vs. Capcom games, as well as Tatsunoko vs. Capcom. Additionally, the pages showing the move have the same kanji used for the move in the games (真・昇龍拳).

Trivia[]

Sprites[]

Street Fighter III series (Ryu's version) Capcom vs

Gallery[]

Video[]

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