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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Move List
Normals
Standing
Crouching
Close
Neutral Jumping
Diagonal Jumping
Command Normals
Throws
Damage | Guard | Stun | Properties | ||
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Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
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Sho's 5C works well as a throw OS. He also has 21[4]C~B/D as a dp/throw OS. |
Damage | Guard | Stun | Properties | |
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Startup | Active | Recovery | Adv. Hit | Adv. Guard |
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Specials
Supers
Combos
- Meterless Combos
- 2B, 2B, 2B, 2D - Basic day 1 knockdown combo. Can be used for combos started far away.
- cl.5C, cl.5C xx 646P - Easy day 1 type combo. Can use sub any special or super ender.
- AC xx 646P - Basic combo from overhead. Can use 236B or 214D or a super instead.
- 2B, 2B, 2C xx 214Dx3 - Basic day 1 BnB. Use for 236A, dash setplay.
- 2B, 2B, 2C xx 646P - Damage combo. Harder combo but worth the damage.
- (Recommended input for cancelling 2C into hands is: 1C~646A~C. Game seems to register the first 6 input more consistently and pianoing the punches gives a better chance of hitting the cancel window).
- 2B, 2B, 2C xx 236D - Stun combo, use it in round 1.
- Anti-air 5B, j.Ax5 - Anti-air conversion, leads into a reset opportunity.
- Air-to-air divekick, 2C xx 214Dx3 - air to air conversion.
- Combos with meter
- 2B, 2B, 2B, 2D xx 214214K - Super version of day 1 knockdown combo.
- 2B, 2B, 2C, BC xx 236236P - Super damage bnb.
- While opponent cornered, 2B, 2B, 2C xx 646P, 236236P. Big damage in the corner.
- j.A x5, j.236236P - 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 j.236236P - 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.
- Divekick xx j.236236P - Easy to verify 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, fireball super - This works well!
- Anti-air 214Bx2, forward dash, 5C xx Fireball or kick super. Delay the 2nd hit in 214B. Can go into the combo off of 2B, 2B, 2C for swag.
Advanced Strategy
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 some of the best meterless damage in the game, 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.
Running
Sho's dash is unique in that he does a run instead. He will stop running when he reaches the opponent or up to 35 frames, whichever happends first. At the end of the run, a stopping animation happens before Sho can act, this animation lasts for 12 frames. However, the run can be freely cancelled into an attack or a jump at any point. Attempting to block to stop the run can happen as early as frame 13. Sho is actionable the next frame to block but throw will not come out until the 6th frame of the stopping animation. This makes dashing into block or throw less effective for Sho than the other top characters that can cancel dash.
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
- End combos with 214K to pressure with 236A, followed by run leading to a mixup opportunity.
- Opponents can roll out of the meaty fireball midscreen, consider using super midscreen for the guaranteed setup from hard knockdown.
- End combos with 236K in the first round to take advantage of stun. Otherwise use 646P for damage.
- 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, Alsion III |
Good | Pielle, Dao-Long, Rila |
Even | Saizo, Tia |
Weak | |
Bad |
Character Specific Tips
Alsion III
Condor
Dao-Long
Maherl
Pielle
Rila
Saizo
You want be a completely rushdown centered character against Saizo. Establish air superiority, use j.B to beat out Saizo's dj.C. Air fireball super or mixing up high/low divekicks to beat anti air attempts. If Saizo is keeping you out with anti-airs, use your dash and guard to advance in.
Sho
Tia