Breakers Revenge/Sho/Introduction: Difference between revisions

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===Overview===
===Overview===
Sho is a versatile character with a wide array of strong special moves. He has tremendous damage and stun output, access to air supers, a divekick, and a running dash. His very active jumping moves and air fireball super give oppressive control over the air. He isn't really a zoner, his main gameplan tends to be to put out his light fireball and run behind it with his extremely long and fast dash that he can cancel. This becomes especially problematic for opponents when they get put into the corner.
Sho is a versatile character with a wide array of strong special moves. He has tremendous damage and stun output, access to air supers, a divekick, and a running dash. His very active jumping moves and air fireball super give oppressive control over the air. Despite the multiple fireball attacks, Sho isn't really a zoner. His main gameplan tends to be to put out his light fireball and run behind it with his extremely long and fast, cancellable dash to pressure the opponent. This becomes especially problematic for opponents when they get put into the corner. In addition to getting in, he has good options for getting out with his backdash or 214K.


[[File:BRShoStance.gif|frameless|center|Sho]]
[[File:BRShoStance.gif|frameless|center|Sho]]
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* Unique running, cancellable dash and BC hopkick help him get in and stay in
* Unique running, cancellable dash and BC hopkick help him get in and stay in
* Extremely high meterless damage from 646P combos, this also allows more meter for Air Fireball
* Extremely high meterless damage from 646P combos, this also allows more meter for Air Fireball
*j.B is THE air-to-air normal. Active for the entire jump, cancellable, and has a strong hitbox.
* j.B is THE air-to-air normal. Active for the entire jump, cancellable, and has a strong hitbox.
* Very good set of jumping normals + dive kick / head stomp make him harder to anti-air
* Very good set of jumping normals + dive kick / head stomp make him harder to anti-air
* 214K is a solid breaker and combo tool
* 214K is a solid breaker and combo tool

Revision as of 16:45, 15 December 2022

Introduction

Sho Kamui is a master of Karate and the protagonist of Breakers Revenge. He enters the FIST Tournament in order to prove the strength of his martial art and to face off against his old rival, Lee Dao-Long, who gave him the scar on his cheek.

Overview

Sho is a versatile character with a wide array of strong special moves. He has tremendous damage and stun output, access to air supers, a divekick, and a running dash. His very active jumping moves and air fireball super give oppressive control over the air. Despite the multiple fireball attacks, Sho isn't really a zoner. His main gameplan tends to be to put out his light fireball and run behind it with his extremely long and fast, cancellable dash to pressure the opponent. This becomes especially problematic for opponents when they get put into the corner. In addition to getting in, he has good options for getting out with his backdash or 214K.

Sho
Strengths Weaknesses
  • Easy to play. Does a bit of everything.
  • Air Fireball super is hard to punish and provides extra damage opportunities
  • Unique running, cancellable dash and BC hopkick help him get in and stay in
  • Extremely high meterless damage from 646P combos, this also allows more meter for Air Fireball
  • j.B is THE air-to-air normal. Active for the entire jump, cancellable, and has a strong hitbox.
  • Very good set of jumping normals + dive kick / head stomp make him harder to anti-air
  • 214K is a solid breaker and combo tool
  • Invincible backdash
  • Above average health
  • Grounded normals are a bit stubby, this hurts his punish game especially