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

Gallery

1 2 3

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 ()+

Normals

far/close
down
up
ub/uf
far
close
down
up
ub/uf
far
close
down
up
ub/uf
far
close
down
up
ub/uf

Commands

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+
+
+
+
+
+

Specials

+
+..
+
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Supers

+
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()+

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
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

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.