Introduction
Moves List
Normal Moves
- Throw - F/B + HP while close
- Air throw - F/B + HP/HK close while both players are airborne
- Overhead punch - LP+HP, must be blocked high, super/special cancellable
- Standing low kick - LK+HK, a dumb kick where Sho kicks the opponent with one foot. Must be blocked low. Special/super cancellable, but overall worthless.
- Hop - LK+HP, Sho hops and can dodge low moves. Is not an overhead, but makes Sho airborne. Cancellable to air fireball and air kick super.
- Divekick - d+HK in the air, Sho does a divekick. Super cancellable at any time during animation, even on whiff. Does not hit high but has excellent priority. Can be performed instantly after jumping.
- Headstomp - d+LK in the air, Sho does Chun-Li's stomp from ST. Can do air moves afterwards and is super cancellable.
- Up punch - u+HP in the air, Sho does a upwards punch in the air. Not as good as his j.B but will beat things way above him.
- Air LP spam - j.LP x5 in the air, Sho can hit with his j.LP up to 5 times in the air. It is possible to combo into super once you land or in the air.
Special Moves
- Fireball - qcf+P. Sho shoots a fireball. It is an OK fireball, the LP version is Sho's best meaty attack.
- Flame kick - qcb+K, K, K. Sho does a 3 hit fire kick that sends him flying. Sho's anti-air and reversal move. Has invulnerability. Press kick up to 3 times to get the all the hits. Very good move but can be difficult to space properly as anti-air.
- Hop kick - qcf+K. Sho does a hop kick that hits 2 times. If blocked, Sho becomes airborne where he can perform either of his air supers, but leave him vulnerable to air throws and counter attacks. If it hits, Sho rolls to safety on the other side of the opponent. Good when done against an airborne opponent as it knocks down and puts you right next to them.
- Multipunch - f,b,f+P. Sho does a vacuuming punch attack that hits several times for a lot of damage. Possible super link afterwards in corner. Very excellent damage and useful in combos.
Super Moves
- Kick super - qcb, qcb+K in air or on ground. Sho launches forward and hits his opponent with a multi-hitting flame kick that ends in an explosion. Good in combos and occasionally as a breaker.
- Air fireball super - qcf, qcf+P in air. Sho shoots a big air fireball. One of Sho's best utilities as it can be canceled into from any air normal even on whiff. Small invulnerability.
- Ground fireball super - qcf, qcf+P on the ground. Sho shoots a beam fireball at the opponent from his fists. Hits a lot, makes a giant horizontal beam that can hit and do damage.