Sho Kamui
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
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Gallery



Commands
Specials
Supers
Normals
Commands
Specials
Supers
Overview
Sho is one of the most powerful characters, with strong attacks, high damage, and excellent air control. He has quick dashes and a divekick that can be used from any jump angle allow him to stay aggressive and apply constant pressure. Plus, many of his moves are safe and cancelable, making him a relentless threat in any situation.
Pressure
Rekkou Ha (236P): Throw a projectile, then dash in with the option to stop or cancel at any point. This can be used as okizeme to apply pressure on the opponent's wakeup
Using dashes: Quickly cancel Sho's dashes with 2B or 5C to close the distance (5C has more range). Both are safe and recover fast, but can be beaten by preemptive light attacks.
Tobihizageri (B+C): Use it to extend combos or cancel unsafe normals to keep up the pressure. It's safe on block but leaves you in throw range. If used from too far, the startup gap can be punished.
Jumps
Super cancels: All of Sho's air moves are super cancelable. jA, jB, and divekick, can be canceled on whiff. This lets him use air Super (236236P) to punish anti-airs. Low air-to-air hits can lead into 2C, 214K juggles, or a jA re-jump.
Jump B: His strongest air normal due to its high priority and lack of recovery.
Divekick pressure: Low divekicks are strong for close-range pressure. If the opponent blocks high, you can follow up with a low 2B or a fuzzy jump. On hit, divekicks are still vulnerable to throws, reversals, or backdashes.
Anti-air
2C and 5C: Sho's easiest anti-airs are both special and super cancelable. If they lose to certain jump-ins, switch to 214K for its startup invincibility.
Kurenai (214K): 214B is fast and allows for juggle combos, while 214D is slower but hits higher. Both have startup invincibility.
Jump B: Super cancelable on hit or whiff. It’s fast, stays active, has no recovery, and beats many air normals. Also great for catching jump-ins on your wake-up.
Break
His best options to use the break mechanic are throw, backdash, and 214B, which are effective against close-range jump-ins. In certain combos, 214K and backdash work well due to their startup invincibility.
Supers
Super cancel from any command or normal, except for far D.
Seiken Shou Ha (236236P): Use it for punishing unsafe moves or in combos, usually after 2D or A+C.
Geki Rekkou Ha (Air 236236P): Safe on block, effective for baiting anti-air and can be performed after a whiffed air attack like 2C > B+C, divekick, jA or jB.
Kurenai Gansai Shuu (214214K): This super hits from full screen and has a fast, invincible startup, making it perfect for punishing projectiles. It can also be used in the air.
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 an opponent’s defense, use a jump attack or divekick to make them block high (divekicks can also be blocked low). Then, while they recover, mix up with high or low attacks. Fuzzy is especially strong for Sho, since his jD into air Super (236236P) is safe.
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 or dash low (sho, rila, tia, saizo, bai-hu)
Throw Option Select
- 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
A slide that needs to be canceled to be safe. At the right distance, Slide > bomb is safe midscreen against Sho. If close in the corner, punish Slide > bomb with 5C or 2A.
Yashagami
Unsafe on hit and block unless canceled, but can be followed by a super to bait your punish attempt. In that case, punish with 214214K.
Engetsuzan
Punish with dash > 5C
Saber Bash
Not an overhead. Punish with 2B or Super (236236P). On whiff, use 214K.
Flying Peach Bomber
Overhead but whiffs up close. Always leaves a gap if used in blockstrings. Whiff punish with 214K.
Bonjour Shot
Slow-recovery projectile. Whiff punish with Super (214214K). Unsafe up close, even on hit.
Robin Liner
Slow recovery, no invincible startup. Light version hit leaves you standing; Heavy causes knockdown.
Monsieur Crash
A move with up to 3 follow-up hits (rekka), each is unsafe. However, Pielle can delay them to bait your punish attempts.
Merci Un Deux Trois
Aerial dive that can mess up your anti-air timing. Unsafe on block, Pielle goes behind.
Super Rose
Safe full-screen super with a wide hitbox. Whiff punish at the super flash with 2D.
Thunder Croiser
Anti-air super that works as a reversal. Punish with dash > 2B.
Dynamite Kick
It makes her hop forward. She usually uses it to close distance mid-range and on your wake-up from afar.
Crouching C
Her main poke that is annoying to deal with. Safe on block, has good range, and can also anti-air.
Killer Snake
Light version is unsafe on hit and block. Heavy lets her instantly follow with an invulnerable super. Punish with 2A : it hits if she does nothing, and you can still block in case there's a super. 214D also punishes or avoids 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. Only punishable on whiff with any normal.
Quick Scratch C
Unsafe, but works as a fast anti-air and catches backdashes. Can juggle into Bloody Fang super.
Wild Saver
Fast anti-air. Heavy version has longer recovery. Unsafe.
Shine Beast
On block, she switches sides at mid and close range. With practice, you can time a jump to punish her.
Bloody Fang
This super isn’t an overhead despite the jump animation. Punish with dash > 5C. If you get hit, mash buttons and directions to reduce damage.
Kouryuu Ga
Punish at point blank with 2B or 236236P. Whiff punish with 214214K or 236D at backdash range.
Senkyuu Tai
Punish the heavy version with 5C or a forward jump thanks to the pushback. If it whiffs, run in and use 5C.
Riyuu Seishou
Safe on block. A combo ender and pressure tool he often follows with a Super or projectile to chip damage and build meter safely.
Senpuure Kyaku
Slow anti-air command. If you’re close, punish on block with 2B.
Shoutenchuu
A safe short jump that hits high. Whiff punish with 214K.
Houshin Renpa
Used at mid-range to punish your own projectiles. It gives pushback on block and is 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. Up close, punish with 5C. From any range, punish with super (214214K), which also hits on whiff.
Gran Buffalo Horn
Safe at max range. Passes through projectiles and helps close distance from afar or during your knockdown. Use 2D to punish or whiff punish.
Sky Bridge
Punish with 2C at close range.
Atlas Rock Buster
Has brief invincibility on startup. Hard to punish due to pushback. After blocking the first hit, punish with throw or backdash > dash > 5C.
Ranki Ryuu Geri
Unsafe on block, but can be followed by air fireball super to bait punish attempts. If you have meter, forward jD > air 236236P guarantees a punish.
Onigawara
Safe on block. On hit, if the opponent cancels with 236K, you can interrupt it (break) by using 214K.
Tobihizageri
Safe on block but leaves him in throw range. If used from too far, the startup gap can be punished.
Sashikomi Kick
Safe ob block, often used to bait anti-airs or set up a fuzzy mixup. On hit, try to Break with 214K or throw (divekick combos into 214K, which beats throws).
Rekkou Ha
At backdash range, whiff punish with 214214K or 236K. It's also breakable if used from afar in combos like 2B, 2B, 2B, 5C > 236P.
Shiva Dance
A safe super with invincible startup. If you're close, you can backdash to avoid the second hit, then punish.
Abdomen Step
Safe when canceled from any normal because of pushback, except in the corner where you can use 2B. 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 5C.
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.
Cadabra Bomber
Can go through projectiles up close. Punish with dash > 5C.
Soul Spike
Not an overhead. Light version is safe, but Heavy isn’t. Be careful, she can super right away to bait your punish. Against Heavy, use throw to punish and avoid it.
Mirage Spear Kick
Safe on block. Common in blockstrings to build meter and corner the opponent.
Rising Upper
Her projectiles have slightly slow recovery, mainly used for okizeme or setting up offense from afar. Whiff punish with 214214K or 236D at backdash range.
Rapid Gale
has a slightly slow recovery, used for okizeme or pressure. Whiff punish with 214214K or 236D at backdash range.
Heel Break
2-hit sequence; the second is an overhead. After the first, interrupt with throw, 214K or super.
Rapid Charge
She switches sides mid-air on block, quickly turn your character and punish.
Burning Revolver
Punish with dash > 5C
Cutlass Flasher
Overhead super, switches sides on block.
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 an overhead. whiff punish or interrupt the second hit with 2B.
Poison Fog
A slow, close-range projectile used for chip damage or wake-up pressure.
Deadly Claw
At close range, 214B lands in front, while 214D lands behind. Punish with 236236P or anti-air with 2C.
Dash Knee
A long range special that’s only safe at the right distance. On block or hit, punish with 2B.