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 he can do from any jump, and a running dash. His active jumping moves and air fireball super also give oppressive control over the air.
Despite his strong fireballs, Sho isn't really a zoner. He mainly runs behind 236A to pressure the opponent. This becomes especially tough for opponents when they get put into the corner. Sho doesn't just excel at getting in, either. He sports two of the strongest breakers in the game: 214K and his backdash.
There really isn't anywhere on the screen Sho isn't dangerous.
Strengths | Weaknesses |
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Sho | |
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[[File:BR{{{filename}}}Victory.png|center]] | |
Defense | 126 |
Stun | 2976 |
Move List
Normals
Standing
Crouching
Close
Neutral Jumping
Diagonal Jumping
Command Normals
Throws
Specials
Supers
Combos
- Meterless Combos
- cr.A/cr.B xn, cr.D - Basic knockdown combo.
- LP+HP xx a special move - The HK version of hopkick is breakerable but the LK version usually isn't, depending on range. Basic combo from overhead. Different moves work differently in this combo, test them out to see their nuances.
- cr.A/cr.B xn, cr.C xx multipunch/flamekick - Use this combo as your bread and butter if you are deep enough to land the flamekick or multipunch. Multipunch may do more damage, but is more difficult to land. Multipunch gives a TON of meter.
- cr.A/cr.B xn, st.A, st.C xx fireball/hop kick - st.A is optional, and the hop kick will more than likely make your combo breakerable. Ending with a fireball up close or too far away is bad because it can make you open to attacks via breakers.
- st.C, st.C xx mutlipunch/flamekick - Great punish combo. Use the mutlipunch unless for some reason you forget. The flamekick will hit and everything but it doesn't do as good of damage. Unbreakerable and multipunch will give you a lot of super meter.
- cr.A/cr.B xn, st.C, LP+HP xx fireball/hop kick - This combo is so breakerable you should not use it, ever. But it is here anyway because you can use it as a pressure string.
- Combos with meter
- cr.A/cr.B xn, cr.D xx kick super - Great combo.
- cr.A/cr.B xn, cr.C xx kick super - Another good combo.
- cr.A/cr.B x2, st.A, st.C xx kick super - Yet another combo!
- cr.A/cr.B x2, st.A, st.C, LK+HK xx either air super - This combo will more than likely be breakerable no metter how it is spaced. St.A is optional.
- While opponent cornered, cr.A/cr.B xn, cr.C xx multipunch, kick/fireball super. Fireball super is easier to land, do not push yourself too far out of the corner. Recommended number of cr.a/cr.b is 2. Great damage.
- j.LP xn, land, ground fireball super - Bad damage but at least its something.
- j.LP xn, air fireball super/air kick super - Still bad damage but at least its damage. Fireball will only hit if opponent is in a certain range. Test it out to find the proper ranges to use it.
- j.B xx air fireball super - A combo. You can cancel this as late as it takes to make the combo work!
- any air move vs aerial opponent, land, ground fireball super - This is a good way to milk some damage.
- d+HK in the air xx fireball super - Easy to verify the divekick into super. You can land and do a ground combo but sometimes this is easier. The way that damage scaling works makes either one a good choice.
- Fireball vs an aerial opponent, any super - Combo off a fireball that hits a jumping opponent!
- Vertical jump D, Air fireball super - This works well!
- in corner, anti-air cr.C, LK flamekick (one hit), land, st.C xx either ground super - This combo does bad damage and is basically just for show. Do it for cool points though!
Advanced Strategy
How does Sho play?
Sho is quite possibly the most versatile character in the game. He can rush down and play a damn good bait-and-punish game. With one of the most damaging normal combos in the game, st.C, st.C, Multipunch, he can do a gigantic amount of damage if he baits nearly anything. He gains super so quickly that he can rush down from the air with cover from whiff-canceled air normals into super. His normals are incredible and his divekicks can scare the opponent from chasing him, allowing him to throw fireballs.
Breakering
Kurenai is a standard breaker move, since it functions as an uppercut; however it is punishable on block. If you use the LK version and do not press another kick until the opponent has been hit, that makes the move safer than quickly hammering on kicks to make him fly all over the screen.
If you ever attempt to mix up or combo with his hop or overhead, be aware that this is breakerable. It is extremely dangerous but the reward can be a shitload of damage. His normal strings are generally not breakerable, unless they use Fireball, dash Normal, Fireball type pressure. If you suspect the opponent will breaker your fireball pressure after a knockdown, you can stop short and throw another fireball instead of a normal to bait their breaker attempt. Sho has a breakerable infinite with chained normals into Hop much like Maherl's infinite. It is completely worthless because it is very tight and nearly impossible to do without getting breakered by random mashing.
Random Tips
- All of Sho's knockdown combos including flame kick allow him to pressure with an LP fireball leading to a mixup opportunity.
- Sho gets meter so incredibly fast that he can use it more frequently than any other character without any drawbacks. Since his air moves are cancellable even on whiff by air fireball super, you can use this to punish anti-airs. If you see a super flash while you're jumping in, input your air fireball super during the flash to hit the opponent easily.
- Sho has far more options than other characters, especially considering that he will typically always have meter if you're playing him correctly. Without any meter he can do a lot of damage and can sometimes afford to use supers solely for pressure via air fireball canceled from a whiffed or connected j.B or divekick.
- Sho's vertical j.D attack has an enormous amount of priority. A vertical j.d slightly outside of uppercut range can work wonders against some character. It also makes the opponent do a tiny bounce when they slam into the ground. You can combo into an air fireball off this bounce to milk extra damage from his j.D.
Matchups
Matchup Table
Great | Maherl, Condor |
Good | Pielle, Dao-Long, Rila, Alsion III |
Even | Saizo |
Weak | Tia |
Bad |
Character Specific Tips
Alsion III
Condor
Dao-Long
Maherl
Pielle
Rila
Sho
Sho
Tia