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Line 1,031: |
Line 1,031: |
| Sho's awakening super, he rises up diagonally with his blades and then slams them straight down. It can be used as a reversal. If both hits connect, it can deal a great amount of damage. | | Sho's awakening super, he rises up diagonally with his blades and then slams them straight down. It can be used as a reversal. If both hits connect, it can deal a great amount of damage. |
| Additionally, it is air unblockable for a short distance as it's rising. Can be blocked higher up in the animation. | | Additionally, it is air unblockable for a short distance as it's rising. Can be blocked higher up in the animation. |
| | |
| | Unlike Blazing Moon Barrage, Moon Smasher will not combo correctly at the end of long combos, limiting its use as a combo finisher to shorter combos. |
| | |
| | Unlike Minazuki's Moon Smasher, Sho's does not launch the opponent on counter-hit for a combo. However, it can be followed up with a One More Burst, unlike Minazuki. |
| }} | | }} |
| }} | | }} |
Introduction
P-1 Climax Nickname: "The Rule-Smashing Pun Machine !"
Persona:N/A
Arcana: The Sun
Backstory:
Overview
Health: 8500
Persona Cards: 0
Play-style: Rushdown
Air Movement Options: 1 Double Jump/Air Dash
Run-Type: Dash
Pros/Strengths:
- Good offense
- Good reversals
- Tricky cross-ups
- Unable to enter Persona Break
- Silence isn't as dangerous for SHO as it is for other characters
Cons/Weaknesses:
- Low damage without resources
- No Persona means no "sandwich" combos or disjointed attacks
- Low life
External References:
Move List
- See also: Sho Full Frame Data
Normal Moves
5A
5A
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
5A
|
200
|
Any
|
9
|
5
|
9
|
0
|
Body
|
Large slash. Cancelable with backstep. Has a longer start-up than a typical 5A move, due to it being 9F, but it has a much longer range than a typical 5A and it is 0 on guard. Very good for stagger pressure.
|
5AA
|
400
|
Any
|
10
|
3
|
15
|
-1
|
Body
|
|
5AAA
|
500
|
Any
|
17
|
2
|
9+18
|
-10
|
Head
|
A jumping attack with a downwards slash, similar to his 2C.
Auto Combo continues with A Flash > A Soaring > A Destructive. With 50 meter, A Flash will instead Super Cancel into Blazing Moon Barrage.
|
|
5B
5B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
300,150
|
Any
|
10
|
2(8)3
|
20
|
-8
|
Body
|
Two-part slash move that slams the opponent to the ground. Can be canceled after first hit. Low damage for a typical 5B move. Useful when closing the gap between your opponent and acts like a pseudo-5A.
|
|
5C
5C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
300,150
|
Any
|
15
|
3
|
21
|
-7
|
Body
|
Wide slash. Same motion as Minazuki's 5AA. Can cancel into 5B or 2B unless two B normals have been already used in the chain.
|
|
5D/2D
2A
2B
2B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
300,150
|
AUB
|
10
|
4(10)2,3
|
18
|
-6
|
Body
|
Two-part slash move. When it connects with a midair opponent, the first slash launches the opponent into air and the second slash slams them down. Just like 5B, this one can also be canceled after the first hit.
|
|
2C
2C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
800
|
All
|
30
|
3
|
5+6 after landing
|
+6
|
Head
|
Sho jumps into the air and strikes with a downwards slash. Can be used to go over certain moves and throw attempts. Very strong pressure tool used to reset a string into an advantageous situation, but is slow enough to be punished on reaction if used predictably. Because 2C Fatal Counters, it is Sho's best damage punish on moves that recover slowly. Fatal Recovery.
Can be cancelled into air D/SB teleport for tricky surprise crossups. Can also be cancelled later to perform grounded specials.
On air hit, the opponent can be picked up from the ground with 2A or 5A for a combo.
|
|
j.A
j.B
j.C
j.2C
j.2C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
400
|
High
|
28
|
3
|
12
|
-
|
Head
|
Sho performs a short hop forward in midair and then slashes downwards. Will cross up the opponent from close range, and looks similar to Sho's 2C, which won't cross up.
|
|
j.D
j.D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
-
|
-
|
-
|
-
|
33 total + 16 after landing
|
-
|
-
|
Sho turns around and shows his back to the opponent, avoiding attacks. Midair version of his dodge/parry.
|
|
Sweep
All Out Attack A+B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
300
|
High
|
31 during each attack
|
3
|
38
|
-22
|
Body
|
Dashes towards the opponent and strikes with two wide slashes with his swords. Overhead. It has a slow start-up but it covers a very long distance. If done close enough to the opponent, Sho will pass through and cross them up.
|
|
Universal Mechanics
Ground Throw
Ground Throw C+D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
0,500*3
|
Throw
|
5
|
3
|
25
|
-
|
Throw
|
Sho grabs the opponent, slices their stomach and the opponent falls to the ground. Can be canceled with a One More Cancel or One More Burst. If cancelling with One More Burst, the timing is a bit tighter.
|
|
Air Throw
Izayoi
Izayoi B+D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
700,350
|
Any
|
10
|
3(3)3
|
39+15 Landing Recovery
|
-40
|
Body
|
Very good anti-air move with invincibility. Move can be cancelled from Flash Fang. It can be followed with Ura Izayoi only on hit.
|
|
Ura Izayoi
Ura Izayoi j.B+D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
600
|
Any
|
11
|
4
|
22 Landing Recovery
|
-14 during each attack
|
Head
|
A downwards slash that knocks the opponent away. Can be cancelled from Izayoi and Soaring Fang. Be careful using this follow up with Izayoi since it can result in a large amount of blue health.
|
|
Survival Knife
Survival Knife [4]6A/B/C/D
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
A/B/C/D
|
400
|
Any
|
13
|
-
|
Total of 43
|
-18
|
Projectile
|
SB
|
400*2
|
Any
|
13
|
-
|
Total of 34
|
-9
|
Projectile
|
Sho throws out a combat knife at the opponent. Speed and height of the knife depend on the button used.
A: Aims near the chest, slow. Whiffs on crouching opponents.
B: Aims near the legs, slow.
C: Aims near the chest, fast. Whiffs on crouching opponents.
D: Aims near the legs, fast.
SB ver A+B: Throws two knives. High knife travels slow, low knife travels fast.
SB ver C+D: Throws two knives. High knife travels fast, low knife travels slow.
Once out, the projectile will stay out even if Sho is hit. Sho can run behind a slow knife to help approach the opponent.
|
|
Hougetsuzan: Flash Fang
Hougetsuzan: Flash Fang 236A/B
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
A/B
|
600
|
Any
|
12
|
3
|
24
|
-12
|
Body
|
SB
|
600
|
Any
|
10
|
3
|
18
|
0
|
Body
|
Sho rushes forward and slashes. Can be canceled into Soaring Fang by pressing A or B on block or hit. Can also be canceled into Izayoi. B version travels further. SB version is faster and has the range of the B version.
|
|
Hougetsuzan: Soaring Fang
Hougetsuzan: Soaring Fang 214A/B (A/B after Flash Fang)
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
A
|
500
|
Any
|
8
|
3
|
28
|
-14
|
Body
|
B
|
100,50,650
|
Any
|
10
|
5,2,3
|
21
|
-7
|
Body
|
SB
|
100,50*5,550
|
Any
|
6
|
1*6,3
|
7
|
+7
|
Body
|
Sho does a heavy slash and launches himself and the opponent to the air. Can be canceled into Destructive Fang by pressing A or B on block or hit. It can be cancelled into Ura Izayoi. Unlike Minazuki, Sho can perform this move as a followup to Flash Fang or by itself. A version hits ones, B version hits three times, and SB version hits five times. A version launches upwards right away while B and SB versions drag the blade along the ground first, covering more distance.
|
|
Hougetsuzan: Destructive Fang
Hougetsuzan: Destructive Fang j.236A/B (A/B after Soaring Fang)
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
A
|
1000
|
High
|
18
|
until landing
|
16 Landing Recovery
|
-
|
Head
|
B
|
1000
|
High
|
22
|
until landing
|
16 Landing Recovery
|
-
|
Head
|
SB
|
1000
|
High
|
14
|
until landing
|
0
|
-
|
Head
|
Sho slashes downwards, falling back to the ground. Unlike Minazuki, Sho can perform this move as a followup to Soaring Fang or by itself. Fatal Counters.
|
|
High-Speed Movement
High-Speed Movement 236C/D (air OK) (C/D after Flash Fang)
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
C
|
-
|
-
|
-
|
-
|
35 total (21 after landing in Air)
|
-
|
-
|
D
|
-
|
-
|
-
|
-
|
49 total (21 after landing in Air)
|
-
|
-
|
Ground SB
|
-
|
-
|
-
|
-
|
29 total
|
-
|
-
|
Air SB
|
-
|
-
|
-
|
-
|
6 after landing
|
-
|
-
|
Sho's teleport/flash step. Can cross up through the opponent. The D version travels much farther than the C version, covering roughly 3/4ths of the screen. Can use Flash Fang or Soaring Fang right after the teleport, otherwise there's a noticeable recovery. SB version reduces this recovery and can cross up in the corner. Can help Sho get closer to the opponent but it should be used with caution.
The midair version has Sho teleport diagonally onto the ground. D version aims at a slightly wider angle but has more startup. SB version is similar to the D version, only it recovers significantly faster and can cross the opponent up in the corner.
In addition to cancelling the recovery of the teleport itself into Flash Fang or Soaring Fang, you can also cancel the recovery of Flash Fang and Soaring Fang into High-Speed Movement. Sho can only use each version of Flash Fang and Soaring Fang once this way in a single string.
|
|
Blazing Moon Barrage 236236A/B
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
A
|
100*13,1200
|
Any
|
4+4
|
16
|
20
|
-17
|
Body
|
B
|
100*13,1200
|
Any
|
4+14
|
16
|
20
|
-17
|
Body
|
SB
|
100*13,1700
|
Any
|
4+4
|
18
|
20
|
-19
|
Body
|
Sho's rushing combo super. He lurches back and then rushes at the enemy. If it hits, he goes into an automatic combo ending with a slash that knocks the opponent down and away. SB version deals more damage and knocks the opponent upwards at the end.
|
|
Awakened SP Skill Attacks
Moon Smasher 214214A/B
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
A
|
700,2000
|
AUB, All
|
4+2
|
6(28)11
|
32
|
-24
|
Body
|
B
|
700,2500
|
AUB, All
|
4+7
|
12(30)11
|
40
|
-32
|
Body
|
SB
|
700,3000
|
AUB, All
|
4+2
|
12(30)11
|
40
|
-32
|
Body
|
Sho's awakening super, he rises up diagonally with his blades and then slams them straight down. It can be used as a reversal. If both hits connect, it can deal a great amount of damage.
Additionally, it is air unblockable for a short distance as it's rising. Can be blocked higher up in the animation.
Unlike Blazing Moon Barrage, Moon Smasher will not combo correctly at the end of long combos, limiting its use as a combo finisher to shorter combos.
Unlike Minazuki's Moon Smasher, Sho's does not launch the opponent on counter-hit for a combo. However, it can be followed up with a One More Burst, unlike Minazuki.
|
|
Strategy
General Tactics
In this part, you can talk about anything you feel like beginner players should know.
Split up your topics like this
- And even further split it up
- Like this.
Add more asterisks to further indent your text as necessary.
Tips and Tricks
Combos
Combo Notation Guide:
|
- > = cancel into the next attack
- , = link the next attack after preceding move's recovery
- jc = jump cancel
- hjc = high jump cancel
- dc = dash cancel
- (N) = only use the Nth attack of the move (for example, if 5D(1) is written, you only use the first hit of 5D)
- (move) = whatever's listed in the parentheses is optional
- If you have notations that are not listed here but are necessary, feel free to add them as you see fit.
|
Midscreen
This combo section is designed on a "move starter" basis. However, you can use whatever kind of organization you prefer, as long as it is readable and efficient.
*insert move name* Starter
Notes: In case these combos need notes. If they do not, you can remove this line.
Point 1
- move > move > special >> special NOTE: this is only a base. your combos do not have to follow this format.
- Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
- Damage: ----, Heat Gain: --
- + move = Damage: ----, Heat Gain: -- NOTE: if a necessary combo is very similar to a previous one, you can add options like this.
- Notes: Write notes for the combo if necessary.
Point 2
Copy and paste the code from Point 1 to Point 2 as many times as you need to.
*5A* Starter
- 5A>5AA>5AAA>236A>214A>j.236A
- Damage:-- SP Gain:--
- 5A>5B>5C>236B>214B>j.236C>214A>j.236A
- Damage:-- SP Gain:--
*2B* Starter
2Bch>5B>5C>236A>214B>jc>j.C>OMB>2C>5A>5AA>2B>5B(1)>5C>236A>B+D(1)>236236A
- Requirements: Burst, 50 SP, aerial opponent, counter hit
- Damage:-- SP Gain:--
*j.A* Starter
- j.A>5A>5AA>5AAA>236A>214B>j.236C>236A>214A>j.236A
- Damage:1993 SP Gain:--
*C+D* Starter
- C+D>OMC>5C>5B(1)>2B>2AB>236A>214A>j.236A
- Requirements:50 SP
- Damage:2971 SP Gain:--
- C+D>OMB>2C>5C>5B(1)>2B>2AB>236A>B+D(1)>236236A
- Requirements: Burst, 50 SP
- Damage:4121 SP Gain:--
*5A+B* Starter
- 5A+B~FC C>j.C(1)>j.B(1)>j.236B>OMC>j.B(1)>5B(1)>5C>2B>2A+B>236A>B+D(1)>236236A
- Requirements: 100 SP
- Damage:4788 SP Gain:--
Midscreen to Corner
*5B* Starter
- 5B>5C>jc>j.B>j.C>5B>5C>236A>214B>j.236C>236A>214A>j.236A
- Damage: ----, SP Gain: --
*2C* Starter
- 2C>5C>2B>5B>236B>214B>jc>j.B>2B>5B(1)>5C>jc>j.C>>2B>5B(1)>5C>236A>B+D(1)>236236Ax3
- Requirements: Awakening, 150 SP, Fatal Counter
- Damage: 7004, SP Gain: --
*214214AB* Starter
- 214214AAB>OMB>2C>5A>5AA>2B>5B(1)>5C>236A>B+D(1)>214214B
- Requirements: Awakening, 125 SP, Counter Hit
- Damage: --, SP Gain: 1(-125)
- 214214AB>OMB>2C>2A+B>214A>j.C>j.B+D>214214AB
- Requirements: Awakening, 150 SP, Counter Hit
- Damage: 7611, SP Gain: 1(-150)
Corner Only
*5B* Starter
- 5B>5C>5B>236B>214B>j.236C>214A>jc>j.C>j.B>j.B+D>236236A
- Damage:-- SP Gain:--
Click [★] for character's full frame data