Sho Kamui Banner

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

Sho A
Sho B
Sho C
Sho D

Gallery

1 2 3 4

Normals

All normals

Commands

Onigawara +
Sunegoroshi +
Tobihizageri +
Sashikomi Kick +
Upper +
Hiji 3 Dan Kougeki ..
Fumitsuke +

Specials

Rekkou Ha +
Kurenai Sandan Geri +..
Ranki Ryuu Geri +
Shippu Seiken Tsuki +

Supers

Seiken Shou Ha +
Geki Rekkou Ha +
Kurenai Gansai Shuu ()+

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

  • 236P: Projectile. Follow with a dash, then cancel at any time to bait jumps or apply pressure.
  • Offense: Find openings using dash into 2B/5C. On close range use lows (normals/B+D) or overhead (A+C).
  • Tobihizageri (B+C): Safe on block. Leaves you in throw range if used too close. From far away, it has a punishable gap.

Jumps

  • Jump B: His most reliable air-to-air: Stays active, high priority, Super-cancelable.
  • Divekick: Safe on block. Can bait anti-airs with Super (air 236236P). If blocked (high) you can setup a fuzzy mixup : 2B (low) or jump D > Super.
  • Super cancels: Except neutral jD, all jump attacks are cancelable; you can whiff-cancel jA, jB, and divekick to bait anti-airs.

Anti-air

  • 2C & 5C: Cancellable into specials or supers.
  • 214K: Has startup invincibility; 214B is faster for juggles, while 214D reaches higher.
  • Jump B: Stays active, high priority, Super-cancelable. Also ideal for catching bad jump-ins on your wake-up.

Break

You can break using a throw, a backdash, or 214K. It’s effective against close-range attacks and jump-ins.

Supers

  • Seiken Shou Ha (236236P): Punish unsafe moves or end combos.
  • Geki Rekkou Ha (j.236236P): Safe on block; ideal for baiting anti-airs.
  • Kurenai Gansai Shuu (214214K): Has invincibility on startup and long reach. Often used as a reversal or to punish projectiles.

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

Jump-in or divekick to force high block, then mix with low (2B) or fuzzy (jD > 236236P). Fuzzy fails if divekick is blocked low.

Corner reset

Use 2C > B+C or close 5C.C > B+C then :
- Walk (condor)
- Dash (sho, rila, tia, saizo, bai-hu)
- Dash 2A/2B (all characters)

Throw Option Select

At close range, use this OS to throw or auto-trigger 214K (anti-air) if the throw fails.

  • 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
Corner :
  • 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
Corner:
  • 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

It must be canceled into a bomb and properly spaced to stay safe.
Unsafe in corner, you can punish slide > bomb with 5C or 2A.

Yashagami

Unsafe on block or hit unless canceled into a super.
On block, players often delay a super to bait you, but you can still respond with 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

Safe on block. Hits high (overhead) but leaves a gap in blockstrings, allowing a whiff punish with 214K.

Bonjour Shot

Unsafe on block and hit due to its slow recovery.

Monsieur Crash

All hits are unsafe, but Pielle can delay them as a frametrap to bait your punish attempt.

Merci Un Deux Trois

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

Unsafe. The heavy version can be followed by any super to bait punishes. Use 2A, which hits if she does nothing and if she goes for a super you'll have time to block. 214D can also punish or evade 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 quickly and works as an anti-air, also hitting backdashes and back jumps. Can be followed up with a super but is unsafe on block.

Shine Beast

On block, she switches sides. With practice, you can punish with a jump attack.

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.

Gran Buffalo Horn

Passes through projectiles and closes distance. Safe at max range. Otherwise, punish or whiff-punish with 2D.

Atlas Rock Buster

Has brief startup invincibility. The last hit’s pushback makes it hard to punish, but after the first hit, there’s a gap : follow up with throw or backdash > dash > 5C.

Rekkou Ha

Whiff punish: 214214K or 236K (needs proper spacing).
Break: 214K (if your opponent use far 5C > 236P).

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.
Break: 214K (if your opponent use A+C > 236K).

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 on block and has invincible startup. If 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 for okizeme and pressure. Can be whiff punished with 214214K or 236D (needs proper spacing).

Heel Break

Two-hit sequence, with the second hit being an overhead. Interrupt after the first with throw, 214K, or a 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

An overhead with slow startup, making it easy to react to. Punishable on whiff with 214K, 2C, or 5C, and unsafe on block.

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 lands behind. Punish with super (236236P) or anti-air with 2C.

Dash Knee

Safe only with proper spacing. On block or hit, punish with 2B, or whiff punish with 214K.