Sho Kamui, the Karate master and protagonist of Breakers Revenge, enters the FIST Tournament to prove the strength of his martial arts and face his old rival, Lee Dao-Long, the one who gave him the scar on his cheek.
Colors
Gallery
Normals
Commands
Specials
Supers
Sho is a top-tier character, with quick movement, high damage output and excellent air control. He can use his divekick from any jump angle to apply constant pressure. Most of his moves are safe and cancelable, making him a relentless threat in any situation.
Neutral
His projectile (236P) allows you to dash in and cancel at any time, making it great for baiting jumps or okizeme pressure.
Quickly close gaps by canceling dashes into 2B or 5C. Both are safe but are vulnerable to preemptive low attacks.
Tobihizageri (B+C) is great for canceling unsafe normals like 2D and in Bnbs for super confirms. It’s safe, but it leaves at throw range. There’s also a punishable gap if done from afar.
Jumps
Jump B is his most reliable air attack because it has a high priority and stays active. It's also super-cancelable.
Sho's divekick is a strong tool. If blocked high, mix up with a low (2B) or with a fuzzy jump D. However on hit, you remain vulnerable to throws or reversals.
Most of his air moves are super-cancelable. jA, jB, and divekick are also cancelable on whiff, so you can use air Super (236236P) to bait anti-airs.
Anti-air
2C and 5C can be canceled into specials or supers. If you're struggling against certain air attacks, use 214K for its startup invincibility.
214B comes fast and allows for juggle combos, while 214D is slower but reach higher. Both have startup invincibility.
Jump B is super-cancelable on hit and whiff. It’s fast, high-priority, stays active and has no recovery. It's also great for catching bad jump-ins on your wake-up.
Break
His best uses of the break mechanic are throw, backdash, and 214K, effective against close-range attacks and jump-ins.
Supers
Sho can super-cancel from most normals, except for far D and neutral jD.
Use Seiken Shou Ha (236236P) to punish unsafe moves or end combos after 2D or A+C.
In the air, Geki Rekkou Ha (j.236236P) is safe on block and perfect for baiting anti-airs, even after whiffed attacks. For projectile punishes, use Kurenai Gansai Shuu (214214K), which offers startup invincibility and excellent reach.
Tips
Avoid overusing breakable combos
Using Far 5C in combos often gives your opponent a chance to break. Instead, use 2C or 2D :
- 2B, 2B, 2C > 214K,K,K or 464P
- 2B, 2B, 2C > B+C > 236236P
- 2B, 2B, 2D > 236236P
Chip damage
To finish off a low-health opponent, use either 464P or 236D. 464P will deal the most chip damage.
Fuzzy
To break through the defense, jump-in or divekick to attempt to force high blocks. Then, mix up with a low (2B) or Fuzzy (jD > Super 236236P).
Divekick can be blocked low, but most players block it high up close. Just be aware that you can’t use fuzzy when they low block.
Corner reset
Use 2C > B+C or close 5C.C > B+C then :
- walk under (condor)
- dash low (pielle, alsion, maherl, dao-long)
- dash empty/low (sho, rila, tia, saizo, bai-hu)
Throw Option Select
At close range, this OS ensures that if a throw fails, you automatically perform an invincible anti-air (214K) instead.
- Forward throw: 214[6]C~B or 214[6]C~D
- Back throw: 21[4]C~B or 21[4]C~D
Ressources
Replays
Meterless combos
- 2B, 2B, 2B, 2D
- 2B, 2B, 2C > 236D or 214D.D.D
- 2B, 2B, 3C > 46P
- A+C > 646P
- 8D > 214D.D.D or 646P
- close 5C.C > 646P or 214D
- close 5C > B+D > 646P
Metered combos
- 2B, 2B, 2B, 2D > 236236P or 214214K
- 2B, 2B, 2C > B+C > 236236P or 214214K
- Divekick > 236236P
- 2B, 2B, 3C > 46P > 236236P or 214214K
- jD, 5C > B+D > 646P > 236236P or 214214K
Anti-air
- 2C > 236236P
- 2C > 214B > 236236P
- 214B > 5C > 236236P or 214214K
- 214B > jD > 236236P
- 5A or 5B > jA,A,A > 236236P
Air-to-air
- Divekick > 236236P
- jB > 236236P
- jA,A,A > 236236P
- Divekick > 2C > 214D.D.D
- Divekick > jA,A,A > 236236P
Kurenai juggles
- 2C > 214B > B (delay) > 5C > 236236P or 214214K
- 5C.C > 214B > B (delay) > 5C > 236236P or 214214K
Breakable combos
- far 5C ❌ B+C or 236236P
- A+C ❌ 236D
- jD ❌ 2B, 2B, 2C > 236D
- Divekick ❌ 2B, 2B, 2C > 214D.D.D
5C
Close 5C hits low and is safe, while the far version has significant recovery, making it
punishable
even on hit.
Rasen Kyaku
Overhead, unsafe on hit and block. Saizo rarely uses this move except to finish off his opponent.
Ryuuei Kyaku
On midscreen, Saizo's slide must be canceled and spaced correctly to be safe. Unsafe in corner, you can punish slide > bomb with 5C or 2A.
Yashagami
Light version has invincible startup—used as a strong anti-air or reversal. Unsafe on block or hit unless canceled into super. On block, players often delay super to bait your punish, but you can still punish with Super (214214K).
Engetsuzan
Punish with dash > 5C
Saber Bash
Doesn’t hit overhead, unsafe at close range. Leaves a gap in blockstrings, use 214K to whiff punish
Flying Peach Bomber
Flying Peach Bomber (B+D) hits overhead, but it always leaves a gap in blockstrings, so you can whiff punish with 214K.
Bonjour Shot
Unsafe up close, even on hit since it has slow recovery.
Monsieur Crash
Can chain up to 2 follow-ups, all unsafe. Pielle can delay each one as frametrap to bait your punish attempts.
Merci Un Deux Trois
This can be used to mess up your anti-air timing. On block, Pielle crosses behind, leaving him open to a juggle punish.
Super Rose
Safe on block and with a wide range, it can be used from full screen. Whiff punish at the super flash with 2D.
Thunder Croiser
Anti-air super that works as a reversal. Punish with dash > 2B.
Killer Snake
Light version is unsafe even on hit. Heavy version is unsafe but can be followed by any super to bait punishes. Use 2A, which hits if she doesn’t do anything and blocks if she goes into super. 214D also punishes or evades her supers.
Spinning Claw
Hard to punish due to pushback. Stays active for a while and can win against certains normals, specials and supers.
Quick Scratch A
Can catch you off guard at mid or close range. Safe on block, whiff punish with any normal.
Quick Scratch C
Comes out fast and functions as an anti-air, also catches backdashes and back jumps. Can be followed up with a super. Unsafe on block.
Shine Beast
On block, she switches sides. With practice, you can jump to punish
Bloody Fang
Doesn't hit overhead, despite the jump animation. Punish with dash > 5C. If you get hit, mash buttons and directions to reduce the damage.
Kouryuu Ga
Punish in corner (close range) with 2B or 236236P. Whiff punish with 214214K or 236D (requires spacing).
Senpuure Kyaku
Slow anti-air command. If you’re close, punish with 2B.
Shoutenchuu
A safe short jump (hits high). Whiff punish with 214K.
Houshin Renpa
Used at mid-range to punish your projectiles. Gives pushback on block—only punishable with 2B in the corner.
Shin Kyoku Ranbu
Despite the jump animation, it’s not an overhead. Punish on block with dash > 5C.
Tomahawk Jack
Unsafe on block. Punish with 5C or Super 214214K. This super also works as a whiff punish from any range.
Gran Buffalo Horn
Passes through projectiles and closes distance. Safe at max range. Otherwise, punish or whiff-punish with 2D.
Atlas Rock Buster
Brief invincibility on startup. Pushback makes it not easy to punish, but after blocking the first hit, use throw or backdash > dash > 5C.
Rekkou Ha
Whiff punish with 214214K or 236K (requires spacing). If used in long-range combos (2B, 2B, 2B, 5C x 236P) it becomes breakable.
Ranki Ryuu Geri
Unsafe on its own, but Sho can follow with air super to stay safe and bait punishes. If you have meter, use jD > 236236P for a guaranteed punish.
Onigawara
Overhead, cancelable and safe on block. If canceled into 236K, you can punish/break with 214K.
Tobihizageri
Safe on block, but he ends close enough to be thrown. From long range, there's a punishable gap before the move connects.
Sashikomi Kick
Safe on block, can bait anti-airs and enable fuzzy mixups. Block low to avoid the fuzzy. On hit, break with 214K or throw, but beware: divekick combos into 214K, which beats throws.
Cadabra Bomber
Safe super with invincible startup. If you're close, backdash to avoid the last part, then punish.
Abdomen Step
Safe when canceled from normals due to pushback, except in the corner, where 2B punishes. Whiff punish with 214K.
Slash Sword
Safe at max range. if you're close enough, punish with 5C.
Punish Sword
Travels a shorter distance than Slash Words. Also safe at max range. if you're close enough, punish with 2D.
Balloon Bomb
Hits overhead and can cross up, but has long recovery. Whiff punish with 5C, 2C, or 214K. If blocked, punish with dash > 5C.
Shiva Dance
Can go through projectiles up close. Punish with dash > 5C.
Soul Spike
Not an overhead. Light version is safe; Heavy isn’t. She can super instantly to bait your punish. Use throw to avoid it.
Rapid Gale
Mainly used on okizeme and pressure. Whiff punish with 214214K or 236D (requires spacing).
Heel Break
Two-hit sequence, the second is overhead. Interrupt after the first with throw, 214K, or super.
Rapid Charge
On block, she switches sides and ends mid-air, turn around quickly to punish.
Burning Revolver
Hits both sides, great for catching crossups and ambiguous jumps. On block, punish with dash > 5C
Cutlass Flasher
Hits overhead and switches sides on block. Punish with 5C.
Horus Shade
A safe overhead with slow startup, making it easy to react to. Punishable on whiff with 214K, 2C or 5C.
Death Shred
Hits twice on standing, second hit is overhead. whiff punish or interrupt the second hit with any normal.
Deadly Claw
At close range, 214B stays in front, while 214D crosses up and lands behind. Punish with super (236236P) or anti-air with 2C.
Dash Knee
Long-range special, only safe with proper spacing. On block or hit, punish with 2B. You can also whiff punish with 214K.








