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=The Basics= | =The Basics= | ||
*Notable Normals | |||
Sho has an incredible amount of great normals. He has extremely good air priority and ground priority. | |||
**Crouching C - This move is one of Sho's best anti-airs. He can combo flamekicks or a super afterwards, or even multipunch if the opponent is deep enough. If it hits from far away, it can be comboed into the hopkick. | |||
**Close standing C x3 - This is a free combo if you land Sho's close st.C. Sho ends up airborne and is able to combo into his 2 air supers. From the second hit you can combo into multipunch for an incredible amount of damage. C C C is unbreakerable. | |||
**Far Standing C - This move has a lot of priority and can be done while dashing after a meaty LP fireball for a good frametrap. Cancellable into supers and specials and chains to his command normals. | |||
**Overhead punch, LP+HP - This move hits high and can be chained into from st.C. It is breakerable in between this link so be careful! Has a bunch of startup but combos into a slew of his specials and supers. Be aware that if chained to the hop kick it is breakerable in between very easily. | |||
**Hop, LK+HP - This move has a low dodge and is cancellable by Sho's air supers. Can be comboed into from st.C, but it seems to be breakerable in between. Still a good move. | |||
**Divekick, d+HK in the air - This is one of Sho's most awesome moves, his divekick! He does a downward kick that can be performed anywhere in the course of his jump. Use this often as it can even stuff DP's and is difficult to hit. You can cancel it into air fireball super on whiff or hit at any time. Possible to verify a hit into super or bait an anti-air with a super. | |||
**Jumping B - This move stays out for the duration of Sho's jump. It can cross up and combos into super. Can be canceled by super at any time during its animation, even on whiff. Beats a ridiculous amount of air moves. | |||
**Jumping D - This move crosses up extremely easily and also beats a ton of moves, causes a great deal of hitstun, and is cancellable at any time during its animation by supers. | |||
**Vertical Jump D - This move causes knockdown and beats a LOT of air moves. Extremely big hitbox and priority. | |||
**Jumping LP spam, j.LP up to 5 times - You can combo into ground or air supers from this very easily. You can use this if you don't feel like timing a different air move and just want to spam. | |||
=Advanced Strategy= | =Advanced Strategy= |
Revision as of 21:44, 24 February 2009
Introduction
Moves List
Normal Moves
- Throw - F/B + HP while close
- Air throw - F/B + HP/HK close while both players are airborne
- Overhead punch - LP+HP, must be blocked high, super/special cancellable
- Standing low kick - LK+HK, a dumb kick where Sho kicks the opponent with one foot. Must be blocked low. Special/super cancellable, but overall worthless.
- Hop - LK+HP, Sho hops and can dodge low moves. Is not an overhead, but makes Sho airborne. Cancellable to air fireball and air kick super.
- Divekick - d+HK in the air, Sho does a divekick. Super cancellable at any time during animation, even on whiff. Does not hit high but has excellent priority. Can be performed instantly after jumping.
- Headstomp - d+LK in the air, Sho does Chun-Li's stomp from ST. Can do air moves afterwards and is super cancellable.
- Up punch - u+HP in the air, Sho does a upwards punch in the air. Not as good as his j.B but will beat things way above him.
- Air LP spam - j.LP x5 in the air, Sho can hit with his j.LP up to 5 times in the air. It is possible to combo into super once you land or in the air.
Special Moves
- Fireball - qcf+P. Sho shoots a fireball. It is an OK fireball, the LP version is Sho's best meaty attack.
- Flame kick - qcb+K, K, K. Sho does a 3 hit fire kick that sends him flying. Sho's anti-air and reversal move. Has invulnerability. Press kick up to 3 times to get the all the hits. Very good move but can be difficult to space properly as anti-air.
- Hop kick - qcf+K. Sho does a hop kick that hits 2 times. If blocked, Sho becomes airborne where he can perform either of his air supers, but leave him vulnerable to air throws and counter attacks. If it hits, Sho rolls to safety on the other side of the opponent. Good when done against an airborne opponent as it knocks down and puts you right next to them.
- Multipunch - f,b,f+P. Sho does a vacuuming punch attack that hits several times for a lot of damage. Possible super link afterwards in corner. Very excellent damage and useful in combos.
Super Moves
- Kick super - qcb, qcb+K in air or on ground. Sho launches forward and hits his opponent with a multi-hitting flame kick that ends in an explosion. Good in combos and occasionally as a breaker.
- Air fireball super - qcf, qcf+P in air. Sho shoots a big air fireball. One of Sho's best utilities as it can be canceled into from any air normal even on whiff. Small invulnerability.
- Ground fireball super - qcf, qcf+P on the ground. Sho shoots a beam fireball at the opponent from his fists. Hits a lot, makes a giant horizontal beam that can hit and do damage.
The Basics
- Notable Normals
Sho has an incredible amount of great normals. He has extremely good air priority and ground priority.
- Crouching C - This move is one of Sho's best anti-airs. He can combo flamekicks or a super afterwards, or even multipunch if the opponent is deep enough. If it hits from far away, it can be comboed into the hopkick.
- Close standing C x3 - This is a free combo if you land Sho's close st.C. Sho ends up airborne and is able to combo into his 2 air supers. From the second hit you can combo into multipunch for an incredible amount of damage. C C C is unbreakerable.
- Far Standing C - This move has a lot of priority and can be done while dashing after a meaty LP fireball for a good frametrap. Cancellable into supers and specials and chains to his command normals.
- Overhead punch, LP+HP - This move hits high and can be chained into from st.C. It is breakerable in between this link so be careful! Has a bunch of startup but combos into a slew of his specials and supers. Be aware that if chained to the hop kick it is breakerable in between very easily.
- Hop, LK+HP - This move has a low dodge and is cancellable by Sho's air supers. Can be comboed into from st.C, but it seems to be breakerable in between. Still a good move.
- Divekick, d+HK in the air - This is one of Sho's most awesome moves, his divekick! He does a downward kick that can be performed anywhere in the course of his jump. Use this often as it can even stuff DP's and is difficult to hit. You can cancel it into air fireball super on whiff or hit at any time. Possible to verify a hit into super or bait an anti-air with a super.
- Jumping B - This move stays out for the duration of Sho's jump. It can cross up and combos into super. Can be canceled by super at any time during its animation, even on whiff. Beats a ridiculous amount of air moves.
- Jumping D - This move crosses up extremely easily and also beats a ton of moves, causes a great deal of hitstun, and is cancellable at any time during its animation by supers.
- Vertical Jump D - This move causes knockdown and beats a LOT of air moves. Extremely big hitbox and priority.
- Jumping LP spam, j.LP up to 5 times - You can combo into ground or air supers from this very easily. You can use this if you don't feel like timing a different air move and just want to spam.