Breakers Revenge/Sho

From SuperCombo Wiki

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.

Sho
Strengths Weaknesses
  • Easy to play. Does a bit of everything.
  • Air Fireball super is hard to punish and provides extra damage opportunities
  • Unique running, cancellable 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. 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
  • 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
  • Above average health
  • Grounded normals are a bit stubby, this hurts his punish game and forces him to rely on far conversions if he doesn't have a clean hit.
Sho
BRShoVictory.png
Defense 126
Stun 2976


Move List

Normals

Standing


Damage Guard Stun Properties
- Mid.png - Specialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Just a jab. Typically 2A would be better due to low profiling and being generally harder to avoid.


Damage Guard Stun Properties
- Mid.png - Specialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

High kick, good for a quick anti-air.


Damage Guard Stun Properties
- Mid.png - Specialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

This move has a lot of priority and can be done while dashing after a meaty LP fireball for a good frametrap. Cancellable into supers and specials and chains to his command normals.


Damage Guard Stun Properties
- Mid.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Slower, high kick. Can be used as a far anti-air.

Crouching


Damage Guard Stun Properties
- Mid.png - Specialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Standard low jab. Use it over 2B if you need to beat a move that avoids lows.


Damage Guard Stun Properties
- Low.png - Specialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Basic low combo starter.


Damage Guard Stun Properties
- Mid.png - Specialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

This move is one of Sho's best anti-airs and a combo staple. He can combo into all of his specials and supers afterwards. Leaves the opponent in a juggle state, preventing any potential breakers.

The range is not good, substitute 5C or 2D if converting a combo from farther away.


Damage Guard Stun Properties
- Low.png - Specialcancel.pngSupercancel.pngKnockdown.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Sweep, not very good range but it is cancellable and can be a useful part of his offense.

Close


Hiji San Dan Kougeki
5C (up to 3x)
C Damage Guard Stun Properties
- Mid.png - Specialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Quick, hard punch that also functions as a great anti-air. Combine with 4/6 to open up throw OS.

CC Damage Guard Stun Properties
- Mid.png - Specialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

2nd hit. Cancel this one into a special/super.

CCC Damage Guard Stun Properties
- Mid.png - Supercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

3rd and last hit of the chain. Can combo into air supers.


Damage Guard Stun Properties
- Mid.png - Specialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Very short proximity range.


Damage Guard Stun Properties
- Mid.png - Specialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Only first hit is cancellable.

Neutral Jumping


Damage Guard Stun Properties
- High.png - Supercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- High.png - Supercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- High.png - Supercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- High.png - Knockdown.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

This move causes knockdown and beats a LOT of air moves. Extremely big hitbox and priority.

Diagonal Jumping


Damage Guard Stun Properties
- High.png - Supercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

You can combo into ground or air supers from this very easily. You can use this if you don't feel like timing a different air move and just want to spam.

Combo into an air super for some extra damage or set up a reset as the opponent lands.


Damage Guard Stun Properties
- High.png - Supercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

This move stays out for the duration of Sho's jump. Can be canceled by super at any time during its animation, even on whiff. Beats a ridiculous amount of air moves.

This move is the god air to air. Requires no timing and it is always a risk to anti-air it when Sho has meter.


Damage Guard Stun Properties
- High.png - Supercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Downward punch, use this over j.D if you are further out. Does excellent damage.


Damage Guard Stun Properties
- High.png - Supercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

This move crosses up extremely easily and also beats a ton of moves, causes a great deal of hitstun, and is cancellable at any time during its animation by supers.

Can fuzzy with dj.D after a jump in (on Pielle/Condor you can do it raw). Cancel into air fireball to make it safe or add damage.

Command Normals

Damage Guard Stun Properties
- High.png - Ovrhd.pngSpecialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Grounded overhead that can confirm into combos. Can be chained into but is very breakable as a combo.


Damage Guard Stun Properties
- Low.png - Specialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Sho sticks out his foot, hits low for some reason. Can beat other lows, try buffering a fireball behind it. Will hit further out than 2C for situational combos.


Damage Guard Stun Properties
- Mid.png - Supercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Sho hops and can dodge low moves. Is not an overhead, but makes Sho airborne. Cancellable to air fireball and air kick super.

Moves Sho forward very far, though easily interrupted, it is a good way to stay in.


Uppercut
Jump, 7~9C
Damage Guard Stun Properties
- Mid.png - Supercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Sho does a upwards punch in the air. Not as good as his j.B but will beat things way above him.


Fumitsuke
Jump, 1~3B
Damage Guard Stun Properties
- High.png - Supercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Sho does Chun-Li's stomp from ST. Can do air moves afterwards and is super cancellable. If it connects with an opponent near the corner Sho will bounce away from the corner automatically.


Sashikomi Kick
Jump, 1~3D
Damage Guard Stun Properties
- Mid.png - Supercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

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.

One of Sho's hallmark moves, the variety of heights that can be used combined with the whiff cancellable nature make it tough to deal with. Beware of breaker throw if you are hitting too high, use 214K or j.236236P to call it out.

Throws

Shoulder Toss
4/6C
Damage Guard Stun Properties
- Unblockable.png - Throw.pngKnockdown.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Sho's 5C works well as a throw OS. He also has 21[4]C~K as a dp/throw OS, this works by kara cancelling his 5C into his 214K.


Air Throw
Jump, Any direction+C/D
Damage Guard Stun Properties
- Unblockable.png - Airthrow.pngProj.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Specials

Rekkou ha
236P
ShoRekohha.gif
236A Damage Guard Stun Properties
- Mid.png - Proj.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Sho throws a slow fireball, useful for running behind, particularly as a meaty fireball.

236C Damage Guard Stun Properties
- Mid.png - Proj.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Fast fireball for when you want to poke or keep out.


Kurenai Sandan Geri
214K
ShoSandanGeki.gif
214B Damage Guard Stun Properties
- Mid.png - Startupinv.pngKnockdown.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Sho does a flying fire kick. Sho's anti-air and reversal move. Has invulnerability on startup; press K up to 3 times to get the all the hits.

4 frames of landing recovery.

214D Damage Guard Stun Properties
- Mid.png - Startupinv.pngKnockdown.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Sho flies up faster, does slightly more damage.


Ranki Ryuu Geri
236K
ShoMidare.gif
236B Damage Guard Stun Properties
- Mid.png - Supercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Sho does a hop spin kick that hits 2 times and sideswitches, hops over low attacks. If blocked, Sho becomes airborne where he can perform either of his air supers, but leave him vulnerable to air throws and counter attacks. Prefer this version if you need a non-breakerable version.

236D Damage Guard Stun Properties
- Mid.png - Supercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

A little slower, but Sho hops higher and does more damage. This version is breakable in combos, only use it in juggles. Your go to move for dealing lots of stun.


Shippu Seiken Tsuki
646P
ShoShippuKen.gif
Damage Guard Stun Properties
- Mid.png - Knockdown.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

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.

The input for this move seems to be particularly finnicky. Diagonals won't be accepted and the input needs to be done quickly.

Supers

Seiken Shou ha
236236P
Shosuperpunch.gif
Damage Guard Stun Properties
- Mid.png - Proj.pngHardknockdown.pngStartupinv.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Sho punches rapidly, creating several powerful fireballs that strike the opponent for increasing damage. Small invulnerability.


Gekki Rekkou Ha
Jump, 236236P
Shojumpsuper.gif
Damage Guard Stun Properties
- Mid.png - Proj.pngHardknockdown.pngStartupinv.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Sho shoots a big air fireball downward at the opponent. One of Sho's best utilities as it can be canceled into from any air normal even on whiff. Small invulnerability.


Kurenai Gansaishuu
214214K (Air Okay)
Shosuperkick.gif
Damage Guard Stun Properties
- Mid.png - Airok.pngHardknockdown.pngStartupinv.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

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. Can combo from a trip if the command is input immediately.

Invulnerable as Sho rises up, allowing it to beat out lows on wakeup. Travels full screen on whiff.

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 - punish combo. Do the input fast.
    • 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, do the 646 fast and clean, diagonals won't count towards the inputs.
    • 2B, 2B, 2C xx 236D - Stun combo, use it in round 1.
    • 2B, 2B, 2B, BD xx 236C - Alternative far combo, leaves opponent standing. Good as a block string for keeping them far.
    • 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, 2C, BC xx 236236P - Super damage bnb.
    • 2B, 2B, 2B, 2D xx 214214K - Super version of day 1 knockdown combo, good far conversion. (Can sub 2D for BD)
    • 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!
    • 2B, 2B, 2C, 5C, BC xx j.236236P - Max mid-screen damage (standing opponent only, except for Condor)
    • Anti-air 236P, 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

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

214K 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.

BC Corner Reset

After 2C, BC in the corner Sho can set up a left/right mix. To do the crossup after BC there are 3 ways depending on the character:

  • Walk under --> Condor
  • Dash empty --> Bai-Hu, Rila, Saizo, Sho, Tia
  • Dash 2A/B --> Alsion III, Bai-Hu, Dao-Long, Maherl, Pielle

Throw OS

  • cl.5C / Throw OS - Input is 4/6C. Easy way to prevent a jump out. Avoid mashing it unless you want the whole 5CCC series to come out.
  • 214K / Throw OS - Input is 21[4]C + B/D for back throw or 214[6]C + B/D for forward throw
    • If the opponent is throwable, they get thrown. Otherwise the 4/6C is kara cancelled into 214K. Good for beating jump out and buttons.

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.
  • 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

Advantage
Great Maherl, Condor, Alsion III, Pielle
Good Dao-Long, Rila, Saizo
Even
Weak Tia
Bad

Character Specific Tips


Alsion III


Condor


Dao-Long


Maherl


Pielle


Rila

  • When Rila has meter, fireballs are vulnerable to a reaction Bloody Fang at any range. Without meter, beyond half screen her [4]3K are too slow or don't reach far enough.
  • 2B and 2D will beat out her 2C at footsie range.
  • Easy punish for her [4]3D is 236236P.
  • Quick Scratch is safe but you can punish Quick Uppercut.

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. His reversal is unsafe if he doesn't have super. Don't even bother trying to stun Saizo.


Sho


Tia

Game Navigation

General
Controls
Notation
HUD
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Strategy
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EXTRA
Characters
Sho
Pielle
Condor
Rila
Tia
Alsion III
Maherl
Dao-Long
Saizo
Bai-Hu