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* 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, anti-air, and a combo tool | ||
* Tricky dash under resets off of jumping attacks or in the corner | |||
*Invincible backdash | *Invincible backdash | ||
* Above average health | * Above average health |
Revision as of 21:38, 16 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 run behind his 236A 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.
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