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.
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Commands
Specials
Supers
Normals
Commands
Specials
Supers
Overview
Sho has strong offense, high damage, and great air control. His quick dashes, and divekick from any jump angle let him stay aggressive and apply pressure. He has many safe, cancelable moves, making him a constant threat and tough to handle.
Pressure
Rekkou Ha (236P): Dash forward with the fireball and choose to stop or cancel at any moment, depending on the situation. A solid okizeme tool to pressure as they get up
Using dashes: Quickly cancel Sho's dashes with either 2B or 5C to get close. (5C reaches further than 2B). Both are safe and recover quickly, but can be countered by preemptive light attacks.
Tobihizageri (B+C): Use this knee attack to cancel normals and maintain pressure. It’s safe on block but leaves you in throw range, and using it from too far can be risky due to a punishable startup gap.
Jumps
Super cancels: Sho can cancel all of his air moves including divekick. Whiffing jB, jA or divekick into super (236236P) can counter anti-airs. Low to the ground air-to-air hits allow 2C and 214K juggles or jA re-jump.
Jump B: His strongest air normal due to its high priority and lack of recovery.
Divekick pressure: Use Low divekicks pressure up close. If they block high, mix with low (2B) or fuzzy jump. On hit divekicks are vulnerable to breaks (throw, reversal and backdash).
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): The light version (214B) comes out quickly and enables juggle combos, while 214D is slower but reaches higher. Both have startup invincibility.
Jump B: jump B can cancel into supers on hit or whiff. It’s fast, has no recovery, and beats many other air normals. Also great for catching jump-ins on your wake-up.
Break
Sho’s best Break options are throw, backdash, and 214B. These work well against close-range jump-ins. In some combos, 214K or backdash can also be used because of their startup invincibility.
Supers
Super cancel from any command or normal attack, except for far D.
Seiken Shou Ha (236236P): Use it for punishing unsafe moves or in combos, usually after 2D or B+C.
Geki Rekkou Ha (Air 236236P): Air super projectile, safe on block, effective for baiting anti-air and can be performed after a whiffed air attack like divekick, jA or jB.
Kurenai Gansai Shuu (214214K): This super can hit from full screen and has 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
Force a high block with a jump attack or divekick, then mix up with low or high before their recovery. Sho excels with his super-cancelable jD into air Super, which is safe and deals significant damage.
Corner reset
Use 2C > B+C or close 5C.C > B+C then :
- walk under (condor)
- dash empty (sho, rila, tia, saizo, bai-hu)
- crouch dash low (pielle, alsion, maherl, dao-long)
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
Standing C
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 resorts to this move unless finishing off his opponent
Ryuuei Kyaku
A slide that must be canceled to be safe. Slide into bomb is safe midscreen against Sho. At close range in the corner, punish slide > bomb with 2A.
Yashagami
Unless canceled, it's unsafe on hit and block, but can be followed by a super, interrupting your punish. in this case punish with 214214K.
Engetsuzan
punish with Run > 5C
Saber Bash
Despite its animation, this move isn't an overhead. Punish with 2B or Super (236236P) and on whiff with 214K
Flying Peach Bomber
Overhead, whiffs up close. Always a gap if used in blockstrings. Whiff punish with 214K.
Bonjour Shot
A projectile with a slow recovery. whiff punish with Super (214214K). At close range, punish on block or hit.
Robin Liner

An anti-air special with slow recovery and no reversal properties... On hit, light version keeps you standing for a punish, while the heavy one knocks you down.
Monsieur Crash
A three-hit move, easily punishable. Be careful, Pielle can delay each hit to counter your punish attempt.
Merci Un Deux Trois
An aerial dive that can deceive your anti-air or jump. When you block all 3 hits, Pielle passes behind you. Punish with 2B
Super Rose
A super that crosses the entire screen with a wide hitbox, useful for countering jump attempts. Whiff punish at super flash with 2D.
Thunder Croiser
A super that crosses the entire screen with a wide hitbox, useful for countering jump attempts.
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; it's safe on block, has good range, and can also anti-air.
Killer Snake
light version has a lot of recovery on block and hit, giving you time to punish. heavy version Goes through projectiles; has quick recovery, allowing follow-up Supers. Punish with 214D or input 2A, 2A to block in time.
Spinning Claw
It's hard to punish due to pushback. It stays active for a while and has priority over normals and some Supers.
Quick Scratch A
It can catch you off guard at mid and close range. You can only punish it on whiff with any normal.
Quick Scratch C
It’s the same as the light version unless it’s minus on block; punish with 5C.
Wild Saver
It's a fast anti-air. The Heavy version has more recovery
Shine Beast
On block, she ends up on the other side (at mid and close range). With practice, you can time your jump correctly to punish her
Bloody Fang
This super is not overhead despite the jump animation. punish with dash > 5C. If you get hit, mash buttons and directions to take less damage.
Kouryuu Ga
Punish at point blank with 2B. use your super (214214K) to pass through fireball. break with super: 2A, 2A, 2B ❌ Kouryuu Ga
Senkyuu Tai
Punish the D version with 5C or a forward jump due to its multiple pushback hits. If it whiffs, run and use 5C.
Riyuu Seishou

A combo ender and pressure tool he often follows with a Super or projectile. It lets him chip and build meter safely.
Senpuure Kyaku
slow anti-air command. If you're close enough, you can punish him on block with 2B
Shoutenchuu
A safe short jump overhead, whiff punish with 214K.
Houshin Renpa
It can be used at mid-range to punish your own projectiles, gives pushback on block, and is only punishable with 2B when cornered.
Shin Kyoku Ranbu
It's not an overhead despite the jump animation. Punish it on block with dash > 5C.
Tomahawk Jack
Easily punishable on block. up close, punish with 5C and from any range, punish with super (214214K), which also punishes on whiff.
Gran Buffalo Horn
Only safe at max range. Passes through projectiles and helps close the distance against grounded opponents. Punishable on hit and whiff with 2D
Sky Bridge
Punish with 5C at close range.
Atlas Rock Buster
Has startup invincibility. Hard to punish on block due to pushback. React after the 1st blocked hit with throw or backdash > run > 5C.
Ranki Ryuu Geri
Not easy to counter due to the potential air super follow-up. With meter, forward jD > air super guarantees a punish.
Onigawara
Safe Overhead, break it when canceled with 236K.
Tobihizageri
If close enough, he may enter throw range, but can counter with 214K. If too far, react with 214K.
Sashikomi Kick
This divekick can bait anti-airs or set up a fuzzy mixup. Break with 214K or throw, but divekick combos into 214K, beating throws.
Rekkou Ha
Whiff punish with 214214K or 236K, as it goes through fireballs. It is also breakable if used from afar in combos like 2B, 2B, 2B, 5C x 236P.
Shiva Dance
A Super with invincible startup that is safe on block. Punishable up close with a backdash after blocking first hit.
Abdomen Step
On corner punish with 2B. It's safe if canceled by st.LK due to slight pushback. However, you can break or whiff punish with 214K.
Slash Sword
Can reach you from very far away. Safe at maximum range. At mid and close range, punish with 5C.
Punish Sword
Travels a shorter distance than Slash Words. It is also Safe at maximum range. At close range, punish with 5C.
Balloon Bomb
Overhead, whiff punish with 5C/cr.HP or 214HK. on block, punish with run > 5C
Cadabra Bomber
A Super that can go through projectiles up close. Punish with run > 5C
Soul Spike
Passes through projectiles. A blocked 214D allows a follow-up Super, but you can avoid it with throw.
Mirage Spear Kick

Safe on block. Often used in blockstrings to build meter and push opponents closer to the corner.
Rising Upper

Quick recovery and invulnerable startup. pass through projectiles. Punish at close-range with 5C.
Rapid Gale
has a slightly slow recovery, used for okizeme or pressure. Whiff punish with 214214K at backdash range.
Heel Break
2-hit sequence, last hit is an overhead. After the first hit, punish or break with throw, 214HK or super.
Rapid Charge
She switches sides mid-air on block, quickly turn your character to punish.
Burning Revolver
Punish with dash > 5C
Cutlass Flasher
Overhead super, switches sides on block.
Horus Shade
An overhead that is safe but has a slow startup, making it easily reactable. Punish on whiff with 214K or 2C
Death Shred
Overhead (2nd hit) and anti-air; interrupt before the second hit if blocked crouching.
Poison Fog

A slow close-range projectile for chip damage or pressure on your wakeup.
Deadly Claw
At close range, 214B lands in front, while 214D lands behind. Punish with 236236P and anti-air with 2C.
Dash Knee
A special dash attack that must be executed at the right spacing to be safe. Punish on block or hit with 2B.