Breakers Revenge/Sho/Introduction: Difference between revisions

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(Created page with "==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...")
 
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| pros =
| pros =
* Air Fireball super is hard to punish and provides extra damage opportunities
* Air Fireball super is hard to punish and provides extra damage opportunities
* Unique run dash and BC hopkick help him get in and stay in
* Unique running dash and BC hopkick help him get in and stay in
* Extremely high meterless damage from 646P combos
* Extremely high meterless damage from 646P combos, this also allows more meter for Air Fireball
*j.B is THE air-to-air normal. It is active for the entire jump, cancels into super, 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
* Above average health
* Above average health
| cons =
| cons =
* Normal range is a little short, this can hurt his punish game especially
* Grounded normals are a bit stubby, this hurts his punish game especially


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[[Category:Breakers Revenge]]
[[Category:Breakers Revenge]]

Revision as of 19:35, 11 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. 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
Strengths Weaknesses
  • Air Fireball super is hard to punish and provides extra damage opportunities
  • Unique running 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. It is active for the entire jump, cancels into super, 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
  • Above average health
  • Grounded normals are a bit stubby, this hurts his punish game especially