P4U2R/Sho: Difference between revisions

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======<span style="visibility:hidden;font-size:0">Overview</span>======
==Overview==
{{MFlag|update}}
{{P4U2R/CharacterLinks}}
{{Overview
<div id="home-content" class="home-grid">
| overview =
{{card|width=4
| lore =
|header=Overview
Originally Shuji Ikutsuki's test subject, Sho was subjected to various experiments that forged his combat powers and later given a Plume of Dusk. When his second personality, [[P4U2.5/Minazuki|Minazuki]], emerged, he fell into a coma and was abandoned by Ikutsuki. However, he awakened and now habours the desire to live alone -- ''completely'' alone, by ridding the world of all others, fulfilling Ikutsuki's wish to bring about the Fall. As the mastermind of the prior P-1 Grand Prix, Sho has now engineered the P-1 Climax to take the Persona fragments gathered during combat to create his ideal world. Despite his bratty, juvenile personality and penchant for terrible puns, Sho is an adept fighter, wielding a pair of katanas with minimal trouble and quickly disposing of any who would stand in his way.
|content= '''Sho''' Minazuki is a '''relentless rushdown''' character who utilizes a number of high-speed techniques to make his way in against his enemies. Unlike his Persona-wielding counterpart {{Character Label|P4U2R|Minazuki}}, Sho has no Persona at all -- a facet that makes him unique unto the rest of the cast (but for the most part is to his detriment).
| quote =
 
| summary =
Sho's biggest asset (outside of his irksome arsenal of puns) is his '''strong close-range pressure'''. Many of Sho's buttons lead into mixup opportunities, such as crossups with {{MMC|input=236C|label=High-Speed Movement}} or instant overheads with SB {{MMC|input=j.236AB|label=Hougetsuzan}}. Even if Sho chooses to not go for a mixup, he can always safely end pressure and back off to control space with his excellent sword normals, like {{clr|1|5A}} and {{clr|2|2B}}. Sho will have to rely on his strong normals a lot, as his total lack of a Persona means he must contest against the rest of the cast's ability to control neutral with their own Persona. Neutral in general can be difficult for Sho to navigate, though he has to the tools necessary to fight back against his opponents.  
| pros =
 
* '''Strong Offense and Mix-up:''' Sho has good pressure options such as many moves that keep him close to the opponent, tricky cross-ups, and numerous overhead points in pressure.
While Sho might lack the explosive damage and volatile neutral that other characters on the roster have access to, his gameplan is unaffected by many things that would cripple other characters. Silence only locks out his burst and his Furious Action is accessible at all times, allowing Sho to remain a threat even if his opponent has the upper hand. He has plenty of reversals and enough consistent damage output to get the job done without much issue. This simple, yet effective style of play makes him a great pick for newcomers who are unsure about the more complex elements of the game.
* '''Per-Sho-na-less:''' Sho and his moveset do not use a Persona at all, and thus he is unable to enter Persona Break where other characters' options would be severely limited. Similarly, Silence only locks Sho out of using his Burst.
 
* '''Normals:''' Tying into the first point and even with the implications of the second, he also keeps a good number of potent normals ({{clr|1|5A}} / {{clr|2|2B}} / {{clr|2|j.B}}) that make him difficult to challenge or escape in certain situations, and allow some easily reliable hit-confirmability and combo-ability.
If you can work around his lack of a Persona, Sho will reward you with great pressure, consistency, and a well-balanced kit. Now get out there and "Sho" them who's boss!
* '''Reversal Game:''' Even on defense, Sho can still fight back well; he has many good and even some unique reversal options to choose from, both meterless and with meter.
}}
| cons =
{{P4U2R/infobox
* '''No Persona Sho-nanigans:''' On the flip-side, no Persona also means no Persona-displaced attacks or longer-range pressure extension, and less burst-safe combo route potential.
|fastestAttack = {{clr|1|2A}} (7F) <br/> {{clr|1|214214A}}/{{clr|1|A}}+{{clr|2|B}} (6F)
* '''Low Health:''' Sho's health is in the lesser health bracket, limiting the number of touches he can survive in an already volatile game.
|reversalType = Attack
* '''Lacking Neutral:''' While his buttons are nice and his pressure is oppressive once he gets in, Sho lacks safer or full-screen neutral tools outside of his knives and must play directly around what the opponent has to offer.
|fatalStarter = {{clr|3|2C}} <br> {{clr|1|j.236A}}/{{clr|2|B}}/{{clr|1|A}}+{{clr|2|B}}
| unique_mechanic1_name= Multi-Hit Move Properties
|fatalRecovery = All {{clr|1|236236A}}/{{clr|2|B}}
| unique_mechanic1=
}}
Due to the nature of Sho's weapons, many of Sho's normals are multi-hit attacks. This grants him a unique damage property: for multi-hitting normal attacks, even if the first hit whiffs, the higher damage value for the first hit will be applied to the first hit that connects with an ''opponent'', even if it's the second hit of the ''attack''. For example, {{clr|2|2B}} has three possible hits, so if {{clr|2|2B}}'s second and third hits connect, the damage will be 450 (300 + 150) rather than 300 (150 + 150) -- the damage for {{clr|2|2B}}'s first hit (300) is applied to its second hit, as it was the first to strike the opponent.
{{ProsAndCons
:The following attacks are granted this property:
|intro= is a solid rushdown character, who notably does not have a Persona at all. This benefits and hinders him in unique ways.
:*{{clr|2|5B}}.
|pros =
:*{{clr|2|2B}}.
*'''Strong Offense and Mix-up:''' Sho has good pressure options such as many moves that keep him close to the opponent, tricky cross-ups, and numerous overhead points in pressure.
:*{{clr|2|j.B}}.
*'''Normals:''' Sho also keeps a good number of potent normals ({{clr|1|5A}} / {{clr|2|2B}} / {{clr|2|j.B}}) that make him difficult to challenge or escape in certain situations, and allow some easily reliable hit-confirmability and combo-ability.
:*{{clr|3|j.C}}.
*'''Reversal Game:''' Even on defense, Sho can still fight back well; he has many good and even some unique reversal options to choose from, both meterless and with meter.
|cons =
*'''No Persona Sho-nanigans:''' On the flip-side, no Persona also means no Persona-displaced attacks or longer-range pressure extension, and less burst-safe combo route potential.
*'''Low Health:''' Sho's health is in the lesser health bracket, limiting the number of touches he can survive in an already volatile game.
*'''Lacking Neutral:''' Even with sword normals and knives, Sho lacks safer and more effective neutral tools and must often play directly around what the opponent has to offer. There are not a lot of matchups where neutral is truly his for the taking off the bat.
}}
}}
<br clear="both"/>
</div>
 
===Unique Mechanics===
{{card|
|header=Per-Sho-na-less
|content=For lore reasons, Sho is the only character in the game who does not utilize a Persona, thus meaning he has no Persona-required normals, specials, or supers. His {{clr|C|C}} buttons are also sword normals, and his {{clr|4|D}} button performs unique strike-invincible spotdodges. While the moves he does have don't really do the best to make up for not having Persona privileges, at least he cannot be Persona broken or Silenced to seal off any parts of his moveset like other characters.
}}
 
{{FrameChartKey}}


==Normal Moves==
==Normal Moves==
===<big>{{clr|1|5A}}</big>===
===<big>{{clr|1|5A}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=5A,5AA,5AAA|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4AU_Sho_5A.png | Everything including the kitchen sink
*Can chain into itself up to two times
P4AU_Sho_5AA.png | Tick throw button.
*Jump and backdash cancellable on connect, backdash cancel is -6 on block
P4AU_Sho_5AAA.png | If we knew how to make it consistently cross up, we'd tell you.
Sho's {{clr|1|5A}} has a longer start-up than a typical {{clr|A|A}} normal, but in turn has a much longer range and disjoint and is backdash cancellable as well. Sho tends to use this button as an obnoxious defensive poke or dash button similarly to {{CLabel|P4U2R|Mitsuru}} and {{CLabel|P4U2R|Yukiko}}'s {{clr|A|5A}}s, being able to connect at ranges the opponent wouldn't expect or even outspace some abare and Furious Actions while staying relatively safe on whiff. Do note that this is vulnerable to sweeps, but Sho easily mixes in {{clr|B|5B}} for close range footsies to stuff the counterplay out.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2|version=yes}}
|-
{{#cargo_query:tables=MoveData_P4U2
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5A" or input="5AA" or input="5AAA")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
* Can chain into itself up to two times
* Jump cancellable on hit or block
* Backdash cancellable on hit or block, is -6 on block
Large slash. Has more start-up than a typical {{clr|1|5A}} at 9F, but it has a much larger range than a typical {{clr|1|5A}} and it is +2 on guard. Very good for stagger pressure as it cannot be low-profiled, and its range allows Sho to space himself so that reversals will whiff. Has a good vertical hitbox, making it a situational anti-air and good for preventing jump-outs. Your best grounded poke, and a move that should see a lot of use. {{clr|1|5A}} can be cancelled into itself up to three times by inputting the move as {{clr|1|4A}}.


Interestingly, the jump cancel can also allow Sho to set up a 50/50 between either his SB Destructive Fang and his sweep (as detailed on the Strategy page).
Interestingly, the jump cancel can also allow Sho to set up a 50/50 between either his SB Destructive Fang and his sweep (as detailed on the Strategy page).
----
----
'''{{clr|1|5AA}}''' is -1 on block and fast start-up (faster than Minazuki's {{clr|1|5AA}}), making it good for pressure. Also a useful combo move as it moves Sho in for other normals such as {{clr|2|2B}} and {{clr|1|2A}}+{{clr|2|B}} to connect properly.
'''{{clr|1|5AA}}''' is good for pressure due to the frame advantage, making it good for tick throws and pressure resets. Also a useful combo move as it moves Sho in for other normals such as {{clr|2|2B}} and {{clr|1|2A}}+{{clr|2|B}} to connect properly.
----
----
* Can be cancelled into All Out Attack upon landing
*Can be cancelled into All Out Attack upon landing
* Can go over certain opponents on block at close range
*Can go over certain opponents on block at close range
'''{{clr|1|5AAA}}''' is head attribute but not an overhead. Ye olde autocombo filler, but another good use for this normal is that it takes Sho airborne quickly which allows him some more mix-up options mid pressure, while the opponent also has to watch for Sho just resetting pressure on {{clr|1|5AA}} instead. Can sometimes crossup, but is inconsistent, so don't rely on it.
'''{{clr|1|5AAA}}''' is head attribute but not an overhead. Ye olde autocombo filler, but another good use for this normal is that it takes Sho airborne quickly which allows him some more mix-up options mid pressure, while the opponent also has to watch for Sho just resetting pressure on {{clr|1|5AA}} instead. Can sometimes crossup, but is inconsistent, so don't rely on it.


Sho's auto-combo continues with A Flash > A Soaring > A Destructive, with A Flash Fang in the chain giving him ~13 SP and 1/8th of the Burst gauge on hit. With 50 meter, A Flash will instead Super Cancel into Blazing Moon Barrage.
Sho's auto-combo continues with A Flash > A Soaring > A Destructive, with A Flash Fang in the chain giving him ~13 SP and 1/8th of the Burst gauge on hit. With 50 meter, A Flash will instead Super Cancel into Blazing Moon Barrage.
</div>
}}
</div>


===<big>{{clr|2|5B}}</big>===
===<big>{{clr|2|5B}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=5B
<gallery widths="210px" heights="210px" mode="nolines">
|frameChart=auto
P4U2_P-Sho_5B.png |
|description=
</gallery>
*Can be canceled on either hit
</div>
Two-part slash move that, unlike Minazuki's {{clr|2|5B}}, keeps them in the air if the second slash hits. Useful to close smaller gap between Sho and the opponent while putting out hitboxes at the same time. The long, two-hit nature of this move makes it much easier to hit-confirm into a combo off of stray hits.
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5B")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Second hit keeps opponents in the air
* Can be canceled on either hit
Two-part slash move that, unlike Minazuki's {{clr|2|5B}}, keeps them in the air if the second slash hits. Low damage for a typical {{clr|2|5B}} move. Useful to close the gap between Sho and the opponent while putting out hitboxes at the same time. The long, two-hit nature of this move makes it much easier to hit-confirm into a combo off of stray hits.
</div>
</div>


===<big>{{clr|3|5C}}</big>===
===<big>{{clr|3|5C}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=5C
<gallery widths="210px" heights="210px" mode="nolines">
|frameChart=auto
P4AU_Sho_5C.png |
|description=
</gallery>
*As the animation suggests, hitbox extends to hit behind Sho
</div>
Wide slash that is mostly used for combo/blockstring filler. Not very interesting otherwise, but at least is safe to even the fastest Furious Actions if left to recover on block like many of his other buttons.
<div class="attack-info">
 
{| class="wikitable attack-data"
A rare use of {{clr|3|5C}} is its large hitbox's ability to stop some cross-up attempts such as {{Character Label|P4U2R|Akihiko Sanada|label=Akihiko}}'s SB Ducking, or Sho's own High-Speed Movement cross-ups. It's a possible, but not recommended defensive abare option in these instances. In a way, this can also be used against the opponent's rolls.
{{AttackDataHeader-P4U2}}
 
|-
Combos into {{clr|3|2C}} on crouching Counter Hit for minor optimization.
{{#cargo_query:tables=MoveData_P4U2
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5C")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
* As the animation suggests, hitbox extends to hit behind Sho
* Unlike most other characters, be normal cancelled backwards into B normals without 5C being used before them (some rules apply, read below)
Wide slash. Same motion as Minazuki's {{clr|1|5AA}}, and in a similar way is mostly used for combo/blockstring filler. Its uniquely lesser-restricted reverse cancel rule makes it very useful for combos and pressure, as it can help Sho chain into vital B normals for certain optimized combos, and especially now that Sho can Hop-cancel his B normals later on block for extra pressure.


A rare use of 5C is its large hitbox's ability to stop some cross-up attempts such as {{Character Label|P4U2.5|Akihiko Sanada|30px|label=Akihiko}}'s SB Ducking, or Sho's own High-Speed Movement cross-ups. It's a possible, but not recommended defensive abare option in these instances.
===<big>{{clr|4|5D}}/{{clr|4|2D}}</big>===
{{P4U2R Move Card
|input=5D,5D~C/D
|versioned=yes
|description=
*Can be cancelled into from certain special moves, in addition to normals when they connect.
*Can cancel into a follow-up attack with C or D after 21F, regardless of if an attack was dodged or not
Sho turns his back and taunts the opponent. This is a spotdodge used for avoiding the opponent's attacks; it will dodge every move they may throw at you, except for throw-type moves.


Also combos into 2C on crouching CH, for minor optimization.
Thanks to the frame 1 invincibility, Sho can use his spotdodge as an option to escape some pressure, even on wake-up by making the opponent's attack whiff, and then waiting to recover to punish, or using the manual counter-attack. Sho can also use his spotdodges ''during his own pressure'', to bait out and i-frame through some attempts to escape such as mashing, reversals, and even Guard Cancels and Bursts. He has to be careful with it though, as he can be immediately punished if the opponent's attack remains active past the invulnerability frames, or in some cases the opponent can recover from the whiff in time to punish.


'''Notes about the cancel rules:''' You cannot cancel back into a normal that was previously canceled from. This means that the string {{clr|2|2B}} > {{clr|3|5C}} > {{clr|2|5B}} is still valid, but {{clr|2|5B}} > {{clr|3|5C}} > {{clr|2|5B}} as seen in BNBs in P4U2 v1.1 is no longer possible.
A side note: Sho can still collide with the opponent while invincible, so advancing moves like Narukami's {{MMC|game=P4U2R|chara=Yu Narukami|input=214D|label=Swift Strikes}} and Akihiko's {{MMC|game=P4U2R|chara=Akihiko Sanada|input=Cyclone > 6A|label=Corkscrews}} will still push him a bit even though they can't hit. Projectiles will simply pass through.
</div>
----
</div>
;Follow-up attack
*Can cancel into specials on connect (hit or block)
*Has extremely poor P1 (starter) proration
The follow-up attack uses {{clr|3|5C}}'s animation, so yes, it can still hit well behind Sho. The attack is also '''not''' invulnerable, so this does not make his dodge an alternative true reversal, and thus it should not exactly be used as if it is one.  


===<big>{{clr|4|5D/2D}}</big>===
Can go into specials on hit for a combo, or on block to start an offense, but the ensuing combo will have high hitstun scaling.
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
P4AU_Sho_5D.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2|version=yes}}
|-
{{#cargo_query:tables=MoveData_P4U2
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5D" or input="5D~C/D")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
==== ====
* Can cancel into a follow-up attack with C or D, regardless of if an attack was dodged or not
* Follow-up can cancel into specials on hit or block
* Follow-up has high combo hitstun scaling on hit
Sho turns around and shows his back to the opponent, taunting them. A spotdodge used for avoiding the opponent's attacks.


The invulnerability frames will cause projectiles to whiff completely, but do not make Sho "not there" with respect to physical attacks. While projectile attacks such as Narukami's Zio or Yukiko's fans will pass through Sho as if he is not there, strike attacks such as Narukami's Swift Strike will push Sho along the ground once making contact with Sho. Dodge can be punished immediately if the opponent's attack remains active past Sho's invulnerability frames.
===<big>{{clr|1|2A}}</big>===
{{P4U2R Move Card
|input=2A
|frameChart=auto
|description=
*Cancels into itself up to 2 times in a row, even on whiff
Low kick that serves as Sho's fastest low as well as his fastest normal, period. Very useful button to use, as it is his main option for mashing out of pressure and very easy to confirm into a combo on hit or pressure sequence on block. Do note that the hitbox is pretty low due to the animation, so his fastest button has the problem of being weak to hops and not being useful against {{keyword|IAD}}s.


The dodge follow-up uses {{clr|3|5C}}'s animation. The attack is also *not* invulnerable, so you must be careful when using it to punish whiffed moves. Can go into specials on hit for a combo, or on block to start an offense, but the ensuing combo will have high hitstun scaling.
{{clr|1|2A}} can chain to {{clr|1|5A}} on connect, but {{clr|1|5A}} does not chain to {{clr|1|2A}}.
</div>
</div>


===<big>{{clr|1|2A}}</big>===
Finally, {{clr|1|2A}} is utilized in Sho's {{keyword|Kara Cancel}} SB Destructive Fang combos to link from the air special once he lands, allowing him to go into a longer juggle for more damage.
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
P4AU_Sho_2A.png | Your best abare move
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="2A")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Can chain into itself up to two times in a row.
Crouching kick with great range for a {{clr|1|2A}}. Hits low, and is Sho's fastest normal at 7f, making it his button of choice for mashing out of pressure and links in combos, and also his low of choice after jump-ins/in mix-ups. Gatlings to {{clr|1|5A}}, but {{clr|1|5A}} does not gatling to {{clr|1|2A}}, so {{clr|1|2A}} > {{clr|1|2A}} > {{clr|1|5A}} is a valid chain but not {{clr|1|5A}} > {{clr|1|2A}}. Being -1 on block also makes it good for pressure and tick throw set-ups.
</div>
</div>


===<big>{{clr|2|2B}}</big>===
===<big>{{clr|2|2B}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=2B
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4AU_Sho_2B.png |
{{#invoke:FrameChart|drawFrameData
</gallery>
|startup  = 10
</div>
|active  = 4
<div class="attack-info">
|inactive2 = 10
{| class="wikitable attack-data"
|active3 = 5
{{AttackDataHeader-P4U2}}
|recovery = 18
|-
{{#cargo_query:tables=MoveData_P4U2
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="2B")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Universal anti-air
* Universal anti-air
* ''Both'' hits are air unblockable.
* First hit launches airborne opponents up, second hit plummets airborne opponents.
Two-part slash move that hits three times. Just like {{clr|2|5B}}, this one can also be canceled after the first hit. When it connects with a midair opponent, the first slash launches the opponent into air and the second slash slams them down. Both Sho's upward ''and'' downward swings possess the AUB trait, making it a surprisingly dangerous {{clr|2|2B}} under the right conditions.
'''{{clr|B|2B}}''' is a massive, two-part slash move that everyone hates with a passion.


On grounded portions of combos, the multi-hit nature helps make hit-confirming very easy with Sho. On an airborne opponent, you can go into {{clr|1|2A}}+{{clr|2|B}} before going into specials to optimize the combo.
Sho's {{clr|B|2B}} is easily one of the best anti-airs in the game due to its large hitbox, good active frames, good combo options on hit and relatively low recovery compared to other great {{clr|B|2B}}s, even lower than Minazuki's. Sometimes, Sho is even able to use this attack to hit opponents who are attempting to jump over his head to escape the corner or cross him up! And just like {{clr|2|5B}}, this move is also great for easy hit-confirming.
</div>
 
</div>
After the second hit when {{clr|B|2B}} lands high, can be cancelled into {{clr|A|2A}}+{{clr|B|B}} into rekkas for a decent combo, otherwise can be jump cancelled for a short air string on the first hit.
}}


===<big>{{clr|3|2C}}</big>===
===<big>{{clr|3|2C}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=2C
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4AU_Sho_2C.png |
{{#invoke:FrameChart|drawFrameData
</gallery>
|startup  = 30
</div>
|active  = 2
<div class="attack-info">
|recovery = 5
{| class="wikitable attack-data"
|specialRecovery = 6
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="2C")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Sho goes airborne after 10F.
* Sho goes airborne after 10F.
* '''Forces Fatal Counter on Counter Hit.
* '''Forces Fatal Counter on Counter Hit.
* Counter Hit recovery.
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 {{clr|3|2C}} Fatal Counters, it is Sho's best damage punish on moves that recover slowly.
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 {{clr|3|2C}} Fatal Counters, it is Sho's best damage punish on moves that recover slowly.


Can be cancelled into air D/SB teleport for tricky surprise cross-ups, as well as cancelled later to perform grounded specials. On air hit, the opponent can be picked up from the ground with {{clr|1|2A}} or {{clr|1|5A}} for a combo. {{clr|3|2C}} can also be kara-cancelled into SB Destructive Fang to allow an overhead for even deadlier mix-up options.
Can be cancelled into air D/SB teleport for tricky surprise cross-ups, as well as cancelled later to perform grounded specials. On air hit, the opponent can be picked up from the ground with {{clr|1|2A}} or {{clr|1|5A}} for a combo. {{clr|3|2C}} can also be kara-cancelled into SB Destructive Fang to allow an overhead for even deadlier mix-up options.
</div>
}}
</div>


===<big>{{clr|1|j.A}}</big>===
===<big>{{clr|1|j.A}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=j.A
<gallery widths="210px" heights="210px" mode="nolines">
|frameChart=auto
P4AU_Sho_j.A.png |
|description=
</gallery>
Extends his leg for a long kick. Works as an air-to-air. Great horizontal range and a huge number of active frames, but doesn't have much vertical range. Very good for punishing aerial persona attacks and air-to-air battles, but not for air-to-ground combat.
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="j.A")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
Extends his leg for a long kick. Works as an air-to-air. Great horizontal range and a huge number of active frames, but doesn't have much vertical range. Very good for punishing aerial persona attacks and air-to-air battles, but not for air-to-ground combat.
</div>
</div>


===<big>{{clr|2|j.B}}</big>===
===<big>{{clr|2|j.B}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=j.B
<gallery widths="210px" heights="210px" mode="nolines">
|frameChart=auto
P4AU_Sho_j.B.png | "My neutral is so nice..."
|description=
</gallery>
Two slashes, but can be cancelled after the first hit. One of Sho's best normals thanks to its two-hit nature with good horizontal and vertical range on both, making it difficult for some opponents to anti-air / air-to-air your jumps, and also making it surprisingly useful for mix-ups. The first hitbox extends to hit slightly behind Sho as the animation suggests, meaning he can use it as a cross-up normal if close enough. An all-around good normal, this is generally your air button of choice. Go crazy.
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="j.B")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
Two slashes, but can be cancelled after the first hit. One of Sho's best normals thanks to its two-hit nature with good horizontal and vertical range on both, making it difficult for some opponents to anti-air / air-to-air your jumps, and also making it surprisingly useful for mix-ups. The first hitbox extends to hit slightly behind Sho as the animation suggests, meaning he can use it as a cross-up normal if close enough. An all-around good normal, this is generally your air button of choice. Go crazy.
</div>
</div>


===<big>{{clr|3|j.C}}</big>===
===<big>{{clr|3|j.C}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=j.C
<gallery widths="210px" heights="210px" mode="nolines">
|frameChart=auto
P4AU_Sho_j.C.png |
|description=
</gallery>
Two horizontal slashes. Can be cancelled after the first hit. Works as an air-to-air, though slower than {{clr|1|j.A}}. Typically reserved for combos.
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="j.C")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
Two horizontal slashes. Can be cancelled after the first hit. Works as an air-to-air, though slower than {{clr|1|j.A}}. Typically reserved for combos.
</div>
</div>


===<big>{{clr|3|j.2C}}</big>===
===<big>{{clr|3|j.2C}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=j.2C
<gallery widths="210px" heights="210px" mode="nolines">
|frameChart=auto
P4AU_Sho_j.2C.png |
|description=
</gallery>
*As the animation suggests, has a large hitbox surrounding Sho on most sides
</div>
*Landing recovery is reduced if he lands before the attack goes active
<div class="attack-info">
Sho's '''{{clr|C|j.2C}}''' performs a short hop forward in midair and then slashes downwards for a long startup, but large hitbox anti-anti-air and mix-up tool.
{| class="wikitable attack-data"
 
{{AttackDataHeader-P4U2}}
At close range, Sho can cross up the opponent with the initial leap, and with certain spacing can be made to not cross up as well. It can also be used to alter Sho's air movement in neutral to dodge attacks, bait {{clr|B|2B}}s to hit the opponent after their head invuln, or as a mix-up tool of either an extra overhead or a cross-up after jump-ins. Be wary of the startup though, as it makes the move prone to getting beaten by air-to-airs or Furious Actions.
|-
{{#cargo_query:tables=MoveData_P4U2
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="j.2C")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|}
==== ====
* As the animation suggests, has a large hitbox surrounding Sho on most sides
* Landing recovery is reduced if he lands before the attack goes active
Sho performs a short hop forward in midair and then slashes downwards. Long startup, but large hitbox. At close range you can cross up the opponent with the initial leap, and with certain spacing you can make the move not cross up as well. It can be used to alter Sho's air movement in neutral to dodge attacks, bait 2Bs to hit the opponent after their head invuln, or as a mix-up tool of either an extra overhead or a cross-up after jump-ins. Be wary of the startup though, as it makes the move prone to getting beaten by air-to-airs or Furious Actions.


If {{clr|3|j.2C}} used very close to the ground after a jump, Sho may land before the attack comes out, reducing the landing recovery greatly and basically allowing him to fake the move into a low or throw for more mix.
If {{clr|3|j.2C}} used very close to the ground after a jump, Sho may land before the attack comes out, reducing the landing recovery greatly and basically allowing him to fake the move into a low or throw for more mix.


Whether or not you can combo off of the hit generally depends on the spacing and how high Sho hits the opponent from, with closer and lower being better. In ideal situations, Sho can link a {{clr|1|5A}} for a nice combo.
Whether or not you can combo off of the hit generally depends on the spacing and how high Sho hits the opponent from, with closer and lower being better. In ideal situations, Sho can link a {{clr|1|5A}} for a nice combo.
</div>
}}
</div>


===<big>{{clr|4|j.D}}</big>===
===<big>{{clr|4|j.D}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=j.D,j.D~C/D|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4AU_Sho_j.D.png |
*Can cancel into a follow-up attack with C or D, regardless of if an attack was dodged or not.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="j.D")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|}
==== ====
* Can cancel into a follow-up attack with C or D, regardless of if an attack was dodged or not.
Sho turns around and shows his back to the opponent, avoiding attacks. Midair version of his {{clr|4|5D}}/{{clr|4|2D}} Dodge, but no frame 1 invincibility, so it's not as effective as a reversal. Has landing recovery in addition to the recovery on Dodge itself, so use it wisely.
Sho turns around and shows his back to the opponent, avoiding attacks. Midair version of his {{clr|4|5D}}/{{clr|4|2D}} Dodge, but no frame 1 invincibility, so it's not as effective as a reversal. Has landing recovery in addition to the recovery on Dodge itself, so use it wisely.


Follow-up attack uses {{clr|3|j.2C}}'s animation, but does not have as much horizontal movement; it is also ''not'' invulnerable just like {{clr|4|5D}}'s follow-up, so you still must be careful when using it to punish whiffed moves.
Follow-up attack uses {{clr|3|j.2C}}'s animation, but does not have as much horizontal movement; it is also ''not'' invulnerable just like {{clr|4|5D}}'s follow-up, so you still must be careful when using it to punish whiffed moves.
</div>
}}
</div>


===<big>Sweep</big>===
==Universal Mechanics==
<span class="input-badge">'''{{clr|1|2A}}+{{clr|2|B}}'''</span>
===<big>[[P4U2R/Mechanics#All_Out_Attack|All Out Attack]]</big>===
<div class="attack-container">
{{InputBadge|{{clr|1|5A}}+{{clr|2|B}}}}
<div class="attack-gallery">
{{P4U2R Move Card
<gallery widths="210px" heights="210px" mode="nolines">
|input=5AB
P4AU_Sho_2AB.png |
|description=
</gallery>
{{#invoke:FrameChart|drawFrameData
</div>
|startup  = 30
<div class="attack-info">
|active  = 3
{| class="wikitable attack-data"
|recovery = 34
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="2AB")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
{{#invoke:FrameChart|drawFrameData
==== ====
|startup  = 39
* Knocks down opponents on hit.
|active  = 3
Two low kicks with both legs. Used in blockstrings for low hits late into a string, and in combos to float the opponent. Unlike Minazuki's sweep, Sho's is gapless even if the opponent Instant Blocks the first hit. Low profiles Chest attribute attacks. While the start-up is good, it's a two-hit attack, so it has more active frames than most other sweeps, leaving Sho very punishable on whiff.
|recovery = 34
</div>
</div>
 
===<big>[[P4U2.5/Offense#All_Out_Attack|All Out Attack]]</big>===
<span class="input-badge">'''{{clr|1|5A}}+{{clr|2|B}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
P4AU_Sho_AoA.png | Delay based unblockable
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5AB")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
*Can pass through the opponent on start-up
==== ====
* Universal overhead
* Can pass through the opponent on start-up
* Hold [A] or [B] on hit to follow up with an attack rush to increase damage
* Attack rush can be followed up with C or D finishers at any time
Sho dashes toward the opponent and strikes with two wide slashes with his swords. Universal overhead. It has a slow start-up, but it covers a large distance and can even blow through the opponent's mashing with its autoguard in the later frames. If done close enough to the opponent, Sho will pass through and cross them up, and the start-up will increase to 40F. Typically not used often due to being very reactable and unsafe on block, and Sho having better mix options, but still worth keeping to catch an opponent by surprise.
Sho dashes toward the opponent and strikes with two wide slashes with his swords. Universal overhead. It has a slow start-up, but it covers a large distance and can even blow through the opponent's mashing with its autoguard in the later frames. If done close enough to the opponent, Sho will pass through and cross them up, and the start-up will increase to 40F. Typically not used often due to being very reactable and unsafe on block, and Sho having better mix options, but still worth keeping to catch an opponent by surprise.
</div>
}}
</div>
<br clear=all/>


==Universal Mechanics==
===<big>Sweep</big>===
{{InputBadge|{{clr|1|2A}}+{{clr|2|B}}}}
{{P4U2R Move Card
|input=2AB
|frameChart=auto
|description=
*Knocks down opponents on hit.
Two low kicks with both legs. Used in blockstrings for low hits late into a string, and in combos to float the opponent. Unlike Minazuki's sweep, Sho's is gapless even if the opponent Instant Blocks the first hit. Low profiles Chest attribute attacks. While the start-up is good, it's a two-hit attack, so it has more active frames than most other sweeps, leaving Sho very punishable on whiff.
}}


===<big>Ground Throw</big>===
===<big>Ground Throw</big>===
<span class="input-badge">'''{{clr|3|C}}+{{clr|4|D}}'''</span>
{{InputBadge|{{clr|3|C}}+{{clr|4|D}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=CD
<gallery widths="210px" heights="210px" mode="nolines">
|frameChart=auto
P4AU_Sho_CD.png |
|description=
</gallery>
Sho grabs the opponent, slices their stomach and the opponent is left right next to you, standing. Can be canceled on hit with SP Skill Attacks, One More! Cancel, or One More! Burst. If cancelling with One More! Burst, the timing is a bit tighter.
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="CD")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
Sho grabs the opponent, slices their stomach and the opponent is left right next to you, standing. Can be canceled on hit with SP Skill Attacks, One More! Cancel, or One More! Burst. If cancelling with One More! Burst, the timing is a bit tighter.
</div>
</div>


===<big>Air Throw</big>===
===<big>Air Throw</big>===
<span class="input-badge">'''{{clr|3|j.C}}+{{clr|4|D}}'''</span>
{{InputBadge|{{clr|3|j.C}}+{{clr|4|D}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=j.CD
<gallery widths="210px" heights="210px" mode="nolines">
|frameChart=auto
P4AU_Sho_j.CD.png |
|description=
</gallery>
Sho grabs the opponent, slashes them and then slashes them away. Can be followed up in the corner with a falling {{clr|2|j.B}}.
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="j.CD")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
Sho grabs the opponent, slashes them and then slashes them away. Can be followed up in the corner with a falling {{clr|2|j.B}}.
</div>
</div>


===<big>Izayoi</big>===
===<big>Izayoi</big>===
<span class="input-badge">'''{{clr|2|B}}+{{clr|4|D}}'''</span>
{{InputBadge|{{clr|2|B}}+{{clr|4|D}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=BD
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4AU_Sho_BD.png |
{{#invoke:FrameChart|drawFrameData
</gallery>
|startup  = 10
</div>
|active  = 3
<div class="attack-info">
|inactive2  = 3
{| class="wikitable attack-data"
|active3  = 3
{{AttackDataHeader-P4U2}}
|recovery = 39
|-
|specialRecovery = 8
{{#cargo_query:tables=MoveData_P4U2
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="BD")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Universal Reversal
A very good attack reversal as it has invincibility through both hits, and on hit can be followed up with Ura Izayoi. Highly untechable on Counter Hit, allowing a late Ura Izayoi to let you combo into Blazing Moon Barrage when near the corner. Izayoi can also be cancelled into from Flash Fang and B or SB Soaring Fang to help combo into Barrage or Moon Smasher anywhere.
A very good attack reversal as it has invincibility through both hits, and on hit can be followed up with Ura Izayoi. Highly untechable on Counter Hit, allowing a late Ura Izayoi to let you combo into Blazing Moon Barrage when near the corner. Izayoi can also be cancelled into from Flash Fang and B or SB Soaring Fang to help combo into Barrage or Moon Smasher anywhere.
</div>
}}
</div>


===<big>Ura Izayoi</big>===
===<big>Ura Izayoi</big>===
<span class="input-badge">'''{{clr|2|j.B}}+{{clr|4|D}}'''</span>
{{InputBadge|{{clr|2|j.B}}+{{clr|4|D}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=j.BD
<gallery widths="210px" heights="210px" mode="nolines">
|frameChart=auto
P4AU_Sho_j.BD.png |
|description=
</gallery>
*Ground slides the opponent a short distance on hit.
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="j.BD")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|}
==== ====
* Ground slides the opponent a short distance on hit.
A downwards slash that knocks the opponent away, that can also be cancelled into from Izayoi and Soaring Fang. Unlike Minazuki's, it is an overhead. Having an air DP is useful as it allows Sho to reversal out in bad situations in the air where other characters normally would not be able to, such as against air resets/tech traps. Be careful using this follow up with Izayoi though, since it can result in a large amount of blue health, adding extra damage to an opponent's punish.
A downwards slash that knocks the opponent away, that can also be cancelled into from Izayoi and Soaring Fang. Unlike Minazuki's, it is an overhead. Having an air DP is useful as it allows Sho to reversal out in bad situations in the air where other characters normally would not be able to, such as against air resets/tech traps. Be careful using this follow up with Izayoi though, since it can result in a large amount of blue health, adding extra damage to an opponent's punish.


Ura Izayoi can also be used in combos, with its primary use being to connect a low air combo into Blazing Moon Barrage or Moon Smasher in the corner by cancelling the landing recovery with the SP Skill.
Ura Izayoi can also be used in combos, with its primary use being to connect a low air combo into Blazing Moon Barrage or Moon Smasher in the corner by cancelling the landing recovery with the SP Skill.
</div>
}}
</div>


===<big>[[P4U2.5/Gauges#Guard_Cancel_Attack|Guard Cancel Attack]]</big>===
===<big>[[P4U2R/Mechanics#Guard_Cancel_Attack|Guard Cancel Attack]]</big>===
<span class="input-badge">'''{{clr|1|6A}}+{{clr|2|B}} while blocking'''</span>
{{InputBadge|{{clr|1|6A}}+{{clr|2|B}} while blocking}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=6AB
<gallery widths="210px" heights="210px" mode="nolines">
|frameChart=auto
P4AU_Sho_5C.png |
|description=
</gallery>
Has the same animation as Sho's {{clr|3|5C}}, giving it a good hitbox that even hits behind himself. Like all Guard Cancel Assaults, it's slow, blasts the opponent away on hit, does zero damage, has autoguard to all attacks for the duration, and a One More! Cancel or One More! Burst can be used to cancel the lengthy recovery.
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="6AB")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
*Inputted as {{clr|1|6A}}+{{clr|2|B}} while blocking at the cost of 50SP.
Has the same animation as Sho's {{clr|3|5C}}, giving it a good hitbox that even hits behind himself. Like all Guard Cancel Assaults, it's slow, blasts the opponent away on hit, does zero damage, has autoguard to all attacks for the duration, and a One More! Cancel or One More! Burst can be used to cancel the lengthy recovery.
</div>
</div>
<br clear=all/>
==[[P4U2.5/Offense#Skills|Skill Attacks]]==


==[[P4U2R/Mechanics#Skills|Skill Attacks]]==
===<big>Survival Knife</big>===
===<big>Survival Knife</big>===
<span class="input-badge">'''{{clr|1|[4]6A}}/{{clr|2|B}}/{{clr|3|C}}/{{clr|4|D}}'''</span>
{{InputBadge|{{clr|1|[4]6A}}/{{clr|2|B}}/{{clr|3|C}}/{{clr|4|D}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=[4]6A/C,[4]6B/D,[4]6AB/CD|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4U2_Sho_Knife.png |
*Has two different SB versions, performed with {{clr|1|A}}+{{clr|2|B}} or {{clr|3|C}}+{{clr|4|D}}
</gallery>
*Projectile will disappear if Sho is hit while it is out
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2|version=yes}}
|-
{{AttackVersion|name=A/C|subtitle=}}
{{#cargo_query:tables=MoveData_P4U2
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="[4]6A")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=B/D|subtitle=}}
{{#cargo_query:tables=MoveData_P4U2
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="[4]6B")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=SB|subtitle=}}
{{#cargo_query:tables=MoveData_P4U2
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="[4]6AB")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|}
==== ====
* Has two different SB versions, performed with {{clr|1|A}}+{{clr|2|B}} or {{clr|3|C}}+{{clr|4|D}}
* Projectile will disappear if Sho is hit while it is out
Sho throws out a combat knife at the opponent. Speed and height of the knife depend on the button used. Generally his dedicated neutral tool, and a situational pressure tool that can bait mashing.
Sho throws out a combat knife at the opponent. Speed and height of the knife depend on the button used. Generally his dedicated neutral tool, and a situational pressure tool that can bait mashing.
----
----
Line 574: Line 313:
A little awkward-to-use projectile that carries a lot of utility in Sho's neutral. He can run behind a slow knife to approach the opponent, or use a fast knife to hinder the opponent's movement and setups in neutral. Knives can also be used to harass opponents at range without committing, or to punish their Personas. SB Knives can set up or cover both situations at the same time at the cost of meter, with {{clr|1|[4]6A}}+{{clr|2|B}} generally being the go-to. If an opponent blocks a slow knife, that can give Sho all he needs to get in, and even when stronger opponents try to dodge it, their attempts can be baited and punished.
A little awkward-to-use projectile that carries a lot of utility in Sho's neutral. He can run behind a slow knife to approach the opponent, or use a fast knife to hinder the opponent's movement and setups in neutral. Knives can also be used to harass opponents at range without committing, or to punish their Personas. SB Knives can set up or cover both situations at the same time at the cost of meter, with {{clr|1|[4]6A}}+{{clr|2|B}} generally being the go-to. If an opponent blocks a slow knife, that can give Sho all he needs to get in, and even when stronger opponents try to dodge it, their attempts can be baited and punished.


Beware using this move too close to the opponent though, as it's *punishable on hit* at close ranges. With some proper spacing and a Counter Hit, Sho can link into a full combo, albeit a bit difficult.
Doing j.9/7B(hold 4)>land>6A/B can be a powerful tactic in some cases.
 
Beware using this move too close to the opponent though, as it's *punishable on hit*at close ranges. With some proper spacing and a Counter Hit, Sho can link into a full combo, albeit a bit difficult.


Apparently, you can also cancel into this special from Hougetsuzan moves ({{clr|1|236A}}/{{clr|2|B}} and {{clr|1|214A}}/{{clr|2|B}} series), but it appears the only practical way is off of a B Soaring Fang in the middle of a Hougetsuzan rekka chain, via 236X~[4]~dl.B~6X.
Apparently, you can also cancel into this special from Hougetsuzan moves ({{clr|1|236A}}/{{clr|2|B}} and {{clr|1|214A}}/{{clr|2|B}} series), but it appears the only practical way is off of a B Soaring Fang in the middle of a Hougetsuzan rekka chain, via 236X~[4]~dl.B~6X.


Note that charging can be performed on diagonal inputs too, so [1] can be used to charge as well as [4]. This is importantly to note for pressure, as you can retain your charge while doing both standing and crouching moves.
Note that charging can be performed on diagonal inputs too, so [1] can be used to charge as well as [4]. This is importantly to note for pressure, as you can retain your charge while doing both standing and crouching moves. However, when releasing the charge, only 6X and 9X will work (meaning inputs such as [1]3X and [4]3X will NOT allow Sho to use this move).
</div>
}}
</div>


===<big>Hougetsuzan: Flash Fang</big>===
===<big>Hougetsuzan: Flash Fang</big>===
<span class="input-badge">'''{{clr|1|236A}}/{{clr|2|B}}'''</span>
{{InputBadge|{{clr|1|236A}}/{{clr|2|B}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=236A,236B,236AB|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4AU_Sho_FlashFang.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2|version=yes}}
|-
{{#cargo_query:tables=MoveData_P4U2
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="236A" or input="236B" or input="236AB")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
Sho rushes forward and slashes, starting his rekka chain. Can be canceled into Soaring Fang by pressing A or B on hit or block, and can also be canceled into Izayoi. B version has slightly longer startup, but travels further.
Sho rushes forward and slashes, starting his rekka chain. Can be canceled into Soaring Fang by pressing A or B on hit or block, and can also be canceled into Izayoi. B version has slightly longer startup, but travels further.


The SB version is the fastest of the three, has the range of the B version, and is also plus on block, allowing you to start or reset pressure. SB version also links into {{clr|1|2A}} on crouching hit for optimized combos.
The SB version is the fastest of the three, has the range of the B version, and is also plus on block, allowing you to start or reset pressure. SB version also links into {{clr|1|2A}} on crouching hit for optimized combos.
</div>
}}
</div>


===<big>Hougetsuzan: Soaring Fang</big>===
===<big>Hougetsuzan: Soaring Fang</big>===
<span class="input-badge">'''{{clr|1|214A}}/{{clr|2|B}} (air OK)'''</span> <span class="input-badge">'''{{clr|1|A}}/{{clr|2|B}} after Flash Fang'''</span>
{{InputBadge|{{clr|1|214A}}/{{clr|2|B}} (Air OK)\Flash Fang > {{clr|1|A}}/{{clr|2|B}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=214A,j.214A,214B,j.214B,214AB,j.214AB|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4AU_Sho_SoaringFang.png |
*Jump cancellable on hit
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2|version=yes}}
|-
{{#cargo_query:tables=MoveData_P4U2
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="214A" or input="214B" or input="214AB")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
* Jump cancellable on hit
Sho does a heavy slash and launches himself and the opponent to the air. The A version hits once and launches upwards right away, while the B version covers more distance first and hits three times, and finally the SB version starts up the fastest and hits seven times.
Sho does a heavy slash and launches himself and the opponent to the air. The A version hits once and launches upwards right away, while the B version covers more distance first and hits three times, and finally the SB version starts up the fastest and hits seven times.


Can be canceled into Destructive Fang by pressing A or B on hit or block, or High Speed Movement by pressing C or D on hit or block. It can also be cancelled into either Izayoi or Ura Izayoi, depending on the timing. Unlike Minazuki, Sho can perform this move as a follow-up to Flash Fang, or by itself. All of this makes it a staple move in Sho's pressure and combo game, as he can both run mix-ups and extend combos with the cancellability. This move can also be used in the air and keeps all applicable cancels in the air, giving Sho a nice ender to his air combos with j.214X~X. When the SB version is done in the air it has two hits, both of which are cancelable allowing for more mixup potential.
Can be canceled into Destructive Fang by pressing A or B on hit or block, or High Speed Movement by pressing C or D on hit or block. It can also be cancelled into either Izayoi or Ura Izayoi, depending on the timing. Unlike Minazuki, Sho can perform this move as a follow-up to Flash Fang, or by itself. All of this makes it a staple move in Sho's pressure and combo game, as he can both run mix-ups and extend combos with the cancellability. This move can also be used in the air and keeps all applicable cancels in the air, giving Sho a nice ender to his air combos with j.214X~X. When the SB version is done in the air it has two hits, both of which are cancelable allowing for more mixup potential.
</div>
}}
</div>


===<big>Hougetsuzan: Destructive Fang</big>===
===<big>Hougetsuzan: Destructive Fang</big>===
<span class="input-badge">'''{{clr|1|j.236A}}/{{clr|2|B}}'''</span> <span class="input-badge">'''{{clr|1|A}}/{{clr|2|B}} after Soaring Fang'''</span>
{{InputBadge|{{clr|1|j.236A}}/{{clr|2|B}}\Soaring Fang > {{clr|1|A}}/{{clr|2|B}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=j.236A,j.236B,j.236AB|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4AU_Sho_DestructiveFang.png |
*Fatal Counter
</gallery>
 
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2|version=yes}}
|-
{{#cargo_query:tables=MoveData_P4U2
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="j.236A" or input="j.236B" or input="j.236AB")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
* Forces Fatal Counter on counter hit.
Sho slashes downwards, falling back to the ground. All versions are overhead strikes, typically used to end combos or pressure. Unlike Minazuki, Sho can perform this move by itself while airborne in addition to as a follow-up to Soaring Fang.
Sho slashes downwards, falling back to the ground. All versions are overhead strikes, typically used to end combos or pressure. Unlike Minazuki, Sho can perform this move by itself while airborne in addition to as a follow-up to Soaring Fang.
----
----
The '''{{clr|1|A}} version''' goes down at a steep angle, while the '''{{clr|2|B}} version''' takes more of a 45 degree angle after a slight delay. Due to the angle, the B version may also side swap when used as a combo ender with the opponent at a specific height.
The '''{{clr|1|A}} version''' goes down at a steep angle, while the '''{{clr|2|B}} version''' takes more of a 45 degree angle after a slight delay. Due to the angle, the B version may also side swap when used as a combo ender with the opponent at a specific height.


The '''SB version ''' is the fastest, with ''zero'' landing recovery at all, making it decently plus on block as a result. If it's performed by kara-cancelling Sho's teleport (High Speed Movement), it can become a swiss army knife of a move as either an instant overhead, quick Fatal punish starter, or combo tool in optimized combos.
The '''SB version ''' is the fastest, with ''zero'' landing recovery at all, making it decently plus on block as a result. If it's performed by kara-cancelling Sho's teleport (High Speed Movement), it can become a swiss army knife of a move as either an instant overhead, quick Fatal punish starter, or combo tool in optimized combos. To perform the instant overhead, do 2369C~AB. 5A is jump cancellable, which makes it a good point to do it on.


On block, cancelling into the A or B versions from Soaring Fang leaves a gap in the string that opponents can easily Furious Action through, so you must use the SB version to keep the string gapless.
On block, cancelling into the A or B versions from Soaring Fang leaves a gap in the string that opponents can easily Furious Action through, so you must use the SB version to keep the string gapless.
</div>
 
</div>
<b> Frame advantage for the A and B versions typically has three frames of variance, with B being in the range of -1 to +1, and A being -7 to -5. When using Soaring Fang, the A version will leave Sho closer to the ground before he starts using Destructive Fang, meaning he will typically see better frame advantage. SB Destructive Fang's arc seems to not care about this as much, so its static difference is more reliable than A/B. </b>
}}


===<big>High-Speed Movement</big>===
===<big>High-Speed Movement</big>===
<span class="input-badge">'''{{clr|3|236C}}/{{clr|4|D}} (air OK)'''</span> <span class="input-badge">'''{{clr|3|C}}/{{clr|4|D}} after Flash Fang or Soaring Fang'''</span>
{{InputBadge|{{clr|3|236C}}/{{clr|4|D}} (Air OK)\Flash Fang/Soaring Fang > {{clr|3|C}}/{{clr|4|D}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=236C,236D,j.236C/D,236CD,j.236CD|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4AU_Sho_HighSpeedMovementGround.png|
*Often referred to as "Teleport".
P4AU_Sho_HighSpeedMovementAir.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2|version=yes}}
|-
{{#cargo_query:tables=MoveData_P4U2
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="236C" or input="236D" or input="236CD" or input="j.236C" or input="j.236D" or input="j.236CD")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
* Often referred to as "Teleport".
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.
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.


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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.
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.
</div>
}}
</div>
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==[[P4U2.5/Gauges#SP_Skill_Attack|SP Skill Attacks]]==
==[[P4U2R/Mechanics#SP_Skills|SP Skill Attacks]]==
===<big>Blazing Moon Barrage</big>===
===<big>Blazing Moon Barrage</big>===
<span class="input-badge">'''{{clr|1|236236A}}/{{clr|2|B}}'''</span>
{{InputBadge|{{clr|1|236236A}}/{{clr|2|B}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=236236A,236236B,236236AB|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4AU_Sho_BlazingMoonBarrage.png |
*All versions have Fatal Recovery
</gallery>
*Side switches on hit, unless opponent is completely cornered
</div>
*Automatic combo only triggers upon hitting the opponent directly, thus ignoring the opponent's Persona
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2|version=yes}}
|-
{{#cargo_query:tables=MoveData_P4U2
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="236236A" or input="236236B" or input="236236AB")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
* All versions have Fatal Recovery
* Side switches on hit, unless opponent is completely cornered
* Automatic combo only triggers upon hitting the opponent directly, thus ignoring the opponent's Persona
Sho's rushing combo super. After lurching backward, he then rushes at the enemy, and then performs an automatic combo ending with a slash that knocks the opponent down and away. All versions are extremely unsafe if blocked, and Sho will remain right in front of the enemy and vulnerable to a massive punish.
Sho's rushing combo super. After lurching backward, he then rushes at the enemy, and then performs an automatic combo ending with a slash that knocks the opponent down and away. All versions are extremely unsafe if blocked, and Sho will remain right in front of the enemy and vulnerable to a massive punish.
----
----
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----
----
While super-canceling causes [[P4U2.5/Damage#Blue_Health|Blue Health]], the animation for Blazing Moon Barrage is lengthy enough to allow Sho to recover most of the Blue Health incurred from the super-cancel.
While super-canceling causes [[P4U2.5/Damage#Blue_Health|Blue Health]], the animation for Blazing Moon Barrage is lengthy enough to allow Sho to recover most of the Blue Health incurred from the super-cancel.
</div>
}}
</div>
<br clear=all/>


==[[P4U2.5/Damage#Awakening|Awakened]] SP Skill Attacks==
==[[P4U2.5/Damage#Awakening|Awakened]] SP Skill Attacks==
===<big>Moon Smasher</big>===
===<big>Moon Smasher</big>===
<span class="input-badge">'''{{clr|1|214214A}}/{{clr|2|B}}'''</span>
{{InputBadge|{{clr|1|214214A}}/{{clr|2|B}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=214214A,214214B,214214AB|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4AU_Sho_MoonSmasher.png |Sho-tenjin!
*AUB for 8F while rising.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2|version=yes}}
|-
{{#cargo_query:tables=MoveData_P4U2
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="214214A" or input="214214B" or input="214214AB")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
* AUB for 8F while rising.
* Minimum damage: 50%
Sho's Awakening super and best reversal. He rises up diagonally with his blades and then slams them straight down. If both hits connect, Moon Smasher deals a nice amount of damage. All versions are air-unblockable on the early active frames, and can be followed up into One More! Burst on either hit into a combo.
Sho's Awakening super and best reversal. He rises up diagonally with his blades and then slams them straight down. If both hits connect, Moon Smasher deals a nice amount of damage. All versions are air-unblockable on the early active frames, and can be followed up into One More! Burst on either hit into a combo.


Unlike Minazuki's Moon Smasher, Sho's does not launch the opponent on counter-hit for a follow-up combo. Moon Smasher may also not fully connect at the end of longer combos due to proration, limiting its use as a combo finisher to mostly shorter combos.
Unlike Minazuki's Moon Smasher, Sho's does not launch the opponent on counter-hit for a follow-up combo. However, it works very well with OMB (especially the {{clr|1|A}} version) due to its higher damage and lower P2.
----
----
The '''{{clr|1|A}} version''' is the fastest, being notably faster than a lot of Furious Actions, but dealing the least amount of damage. This is the version that you will be using most often as its speed can beat out certain safe-jump setups that Sho normally would not be able to challenge, and also allow it to connect in a combo.
The '''{{clr|1|A}} version''' is the fastest, being notably faster than a lot of Furious Actions, but dealing the least amount of damage. This is the version that you will be using most often as its speed can beat out certain safe-jump setups that Sho normally would not be able to challenge, and also allow it to connect in a combo.
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----
----
Finally, the '''SB version''' is the best of both worlds, having the speed of the A version but the range of the B version, while also dealing the most raw damage and retaining the cross-up properties of the B version. You will need to use this version at the end of longer combos where an A Moon Smasher will not combo both of its hits due to hitstun scaling. Like many SB SP Skills, it's not really the best use of meter, but still worth keeping in your back pocket to cover multiple situations or fully cashing out if need be.
Finally, the '''SB version''' is the best of both worlds, having the speed of the A version but the range of the B version, while also dealing the most raw damage and retaining the cross-up properties of the B version. You will need to use this version at the end of longer combos where an A Moon Smasher will not combo both of its hits due to hitstun scaling. Like many SB SP Skills, it's not really the best use of meter, but still worth keeping in your back pocket to cover multiple situations or fully cashing out if need be.
</div>
}}
</div>
<br clear=all/>


==[[P4U2.5/Gauges#Instant Kill|Instant Kill]]==
==[[P4U2R/Mechanics#Instant Kill|Instant Kill]]==
{{Note|Due to Sho's lack of Persona privilege and excess of corny jokes, he is currently not allowed to have an Instant Kill. Tough luck.|warn}}
{{Note|Sho has no Persona, and therefore does not have an instant kill. Unfor-Sho-nate.|warn}}


==External References==
==Colors==
*Japanese Name: 皆月 翔 (みなづき しょう)
{{P4U2RColors
*[http://www.dustloop.com/ Japanese Wiki]
|Size=180
*[http://www.dustloop.com/ Japanese BBS]
|Character=SHO Minazuki
*[http://www.dustloop.com/ Arcade Profile Dan Rankings]
|reference2=''Opposite''
*[http://www.dustloop.com/ Character Video Thread]
|reference9=[https://megamitensei.fandom.com/wiki/Tatsuya_Sudou ''Tatsuya Sudou (P2:IS)'']
|reference10={{Character Label|BBCF|Hakumen|size=42px}}
|reference11={{Character Label|GGXRD-R2|Johnny|size=42px}}
|reference15=[https://megamitensei.fandom.com/wiki/Tatsuya_Sudou ''Tatsuya Sudou (P2:EP)'']
|reference22=
|reference23=''Velvet Room Attendant''
|reference25=''Christmas''
|reference27=''Dengeki''
|reference28=''Human Teddie''
}}


<br clear="both"/>
==Navigation==
==Navigation==
<center>{{Character Label|P4U2.5|Sho|36px|P4AU_Sho_portrait.png}}</center>
<center>{{Character Label|P4U2R|Sho|size=36px}}</center>
{{#lst:{{PAGENAME}}/Data|Links}}
{{P4U2R/CharacterLinks}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{#lst:P4U2.5/Navigation}}
{{#lst:P4U2R/Navigation}}
[[Category:Unga]]

Latest revision as of 08:27, 22 February 2024

Overview

Overview

Sho Minazuki is a relentless rushdown character who utilizes a number of high-speed techniques to make his way in against his enemies. Unlike his Persona-wielding counterpart  Minazuki, Sho has no Persona at all -- a facet that makes him unique unto the rest of the cast (but for the most part is to his detriment).

Sho's biggest asset (outside of his irksome arsenal of puns) is his strong close-range pressure. Many of Sho's buttons lead into mixup opportunities, such as crossups with High-Speed MovementP4AU Sho HighSpeedMovementGround.pngGuardStartupRecovery35Advantage- or instant overheads with SB HougetsuzanP4AU Sho DestructiveFang.pngGuardHighStartup14Recovery0LAdvantage+10. Even if Sho chooses to not go for a mixup, he can always safely end pressure and back off to control space with his excellent sword normals, like 5A and 2B. Sho will have to rely on his strong normals a lot, as his total lack of a Persona means he must contest against the rest of the cast's ability to control neutral with their own Persona. Neutral in general can be difficult for Sho to navigate, though he has to the tools necessary to fight back against his opponents.

While Sho might lack the explosive damage and volatile neutral that other characters on the roster have access to, his gameplan is unaffected by many things that would cripple other characters. Silence only locks out his burst and his Furious Action is accessible at all times, allowing Sho to remain a threat even if his opponent has the upper hand. He has plenty of reversals and enough consistent damage output to get the job done without much issue. This simple, yet effective style of play makes him a great pick for newcomers who are unsure about the more complex elements of the game.

If you can work around his lack of a Persona, Sho will reward you with great pressure, consistency, and a well-balanced kit. Now get out there and "Sho" them who's boss!
P4U2R Sho Nameplate.png
P4U2 Sho Portrait.png
Health
8,500
Backdash
21F (1~6F Inv All)
Persona Cards
-
Combo Rate
65%
Unique Movement Options
High-Speed Movement
Fastest Attack
2A (7F)
214214A/A+B (6F)
Reversal Type
Attack
Fatal Starters
2C
j.236A/B/A+B
Fatal RecoveryAny moves that put this character in a state where any Counter Hit will force a Fatal Counter.
All 236236A/B

 Sho is a solid rushdown character, who notably does not have a Persona at all. This benefits and hinders him in unique ways.

Pros
Cons
  • Strong Offense and Mix-up: Sho has good pressure options such as many moves that keep him close to the opponent, tricky cross-ups, and numerous overhead points in pressure.
  • Normals: Sho also keeps a good number of potent normals (5A / 2B / j.B) that make him difficult to challenge or escape in certain situations, and allow some easily reliable hit-confirmability and combo-ability.
  • Reversal Game: Even on defense, Sho can still fight back well; he has many good and even some unique reversal options to choose from, both meterless and with meter.
  • No Persona Sho-nanigans: On the flip-side, no Persona also means no Persona-displaced attacks or longer-range pressure extension, and less burst-safe combo route potential.
  • Low Health: Sho's health is in the lesser health bracket, limiting the number of touches he can survive in an already volatile game.
  • Lacking Neutral: Even with sword normals and knives, Sho lacks safer and more effective neutral tools and must often play directly around what the opponent has to offer. There are not a lot of matchups where neutral is truly his for the taking off the bat.

Unique Mechanics

Per-Sho-na-less
For lore reasons, Sho is the only character in the game who does not utilize a Persona, thus meaning he has no Persona-required normals, specials, or supers. His C buttons are also sword normals, and his D button performs unique strike-invincible spotdodges. While the moves he does have don't really do the best to make up for not having Persona privileges, at least he cannot be Persona broken or Silenced to seal off any parts of his moveset like other characters.
StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

Normal Moves

5A

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
5A 200 All 9 3 14 -4 Chest
5AA 400 All 10 3 15 -1 Body
5AAA 500 All 17 2 9+18L -10 Head
  • Can chain into itself up to two times
  • Jump and backdash cancellable on connect, backdash cancel is -6 on block

Sho's 5A has a longer start-up than a typical A normal, but in turn has a much longer range and disjoint and is backdash cancellable as well. Sho tends to use this button as an obnoxious defensive poke or dash button similarly to  Mitsuru and  Yukiko's 5As, being able to connect at ranges the opponent wouldn't expect or even outspace some abare and Furious Actions while staying relatively safe on whiff. Do note that this is vulnerable to sweeps, but Sho easily mixes in 5B for close range footsies to stuff the counterplay out.

Interestingly, the jump cancel can also allow Sho to set up a 50/50 between either his SB Destructive Fang and his sweep (as detailed on the Strategy page).


5AA is good for pressure due to the frame advantage, making it good for tick throws and pressure resets. Also a useful combo move as it moves Sho in for other normals such as 2B and 2A+B to connect properly.


  • Can be cancelled into All Out Attack upon landing
  • Can go over certain opponents on block at close range

5AAA is head attribute but not an overhead. Ye olde autocombo filler, but another good use for this normal is that it takes Sho airborne quickly which allows him some more mix-up options mid pressure, while the opponent also has to watch for Sho just resetting pressure on 5AA instead. Can sometimes crossup, but is inconsistent, so don't rely on it.

Sho's auto-combo continues with A Flash > A Soaring > A Destructive, with A Flash Fang in the chain giving him ~13 SP and 1/8th of the Burst gauge on hit. With 50 meter, A Flash will instead Super Cancel into Blazing Moon Barrage.

5B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
300,150 All 10 2(4)3 20 -8 Body
Total: 38

5C

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
600 All 12 3 21 -7 Body
Total: 35
  • As the animation suggests, hitbox extends to hit behind Sho

Wide slash that is mostly used for combo/blockstring filler. Not very interesting otherwise, but at least is safe to even the fastest Furious Actions if left to recover on block like many of his other buttons.

A rare use of 5C is its large hitbox's ability to stop some cross-up attempts such as  Akihiko's SB Ducking, or Sho's own High-Speed Movement cross-ups. It's a possible, but not recommended defensive abare option in these instances. In a way, this can also be used against the opponent's rolls.

Combos into 2C on crouching Counter Hit for minor optimization.

5D/2D

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
5D Total 33 1~24 Strike
5D~C/D 600 All 12 3 21 -7 Body
  • Can be cancelled into from certain special moves, in addition to normals when they connect.
  • Can cancel into a follow-up attack with C or D after 21F, regardless of if an attack was dodged or not

Sho turns his back and taunts the opponent. This is a spotdodge used for avoiding the opponent's attacks; it will dodge every move they may throw at you, except for throw-type moves.

Thanks to the frame 1 invincibility, Sho can use his spotdodge as an option to escape some pressure, even on wake-up by making the opponent's attack whiff, and then waiting to recover to punish, or using the manual counter-attack. Sho can also use his spotdodges during his own pressure, to bait out and i-frame through some attempts to escape such as mashing, reversals, and even Guard Cancels and Bursts. He has to be careful with it though, as he can be immediately punished if the opponent's attack remains active past the invulnerability frames, or in some cases the opponent can recover from the whiff in time to punish.

A side note: Sho can still collide with the opponent while invincible, so advancing moves like Narukami's Swift StrikesP4Arena Yu SwiftStrike.pngGuardLowStartup17Recovery29Advantage-19 and Akihiko's CorkscrewsP4Arena Akihiko Corkscrew.pngGuardAllStartup6Recovery34Advantage-18 will still push him a bit even though they can't hit. Projectiles will simply pass through.


Follow-up attack
  • Can cancel into specials on connect (hit or block)
  • Has extremely poor P1 (starter) proration

The follow-up attack uses 5C's animation, so yes, it can still hit well behind Sho. The attack is also not invulnerable, so this does not make his dodge an alternative true reversal, and thus it should not exactly be used as if it is one.

Can go into specials on hit for a combo, or on block to start an offense, but the ensuing combo will have high hitstun scaling.

2A

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
160 Low 7 3 9 -1 Foot
Total: 18
  • Cancels into itself up to 2 times in a row, even on whiff

Low kick that serves as Sho's fastest low as well as his fastest normal, period. Very useful button to use, as it is his main option for mashing out of pressure and very easy to confirm into a combo on hit or pressure sequence on block. Do note that the hitbox is pretty low due to the animation, so his fastest button has the problem of being weak to hops and not being useful against IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump.s.

2A can chain to 5A on connect, but 5A does not chain to 2A.

Finally, 2A is utilized in Sho's Kara Cancel A type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup. SB Destructive Fang combos to link from the air special once he lands, allowing him to go into a longer juggle for more damage.

2B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
300,150×2 Air Unblockable 10 4(10)2,3 18 -6 Body 7~13 Head
Total: 46
  • Universal anti-air
  • First hit launches airborne opponents up, second hit plummets airborne opponents.

2B is a massive, two-part slash move that everyone hates with a passion.

Sho's 2B is easily one of the best anti-airs in the game due to its large hitbox, good active frames, good combo options on hit and relatively low recovery compared to other great 2Bs, even lower than Minazuki's. Sometimes, Sho is even able to use this attack to hit opponents who are attempting to jump over his head to escape the corner or cross him up! And just like 5B, this move is also great for easy hit-confirming.

After the second hit when 2B lands high, can be cancelled into 2A+B into rekkas for a decent combo, otherwise can be jump cancelled for a short air string on the first hit.

2C

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
800 All 30 2 5+6L +6 Head
Total: 42
  • Sho goes airborne after 10F.
  • Forces Fatal Counter on Counter Hit.
  • Counter Hit recovery.

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.

Can be cancelled into air D/SB teleport for tricky surprise cross-ups, as well as 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. 2C can also be kara-cancelled into SB Destructive Fang to allow an overhead for even deadlier mix-up options.

j.A

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
200 High 7 7 12 Head
Total: 25

j.B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
300,150 High 10 3(6)3 16 Head
Total: 37

Two slashes, but can be cancelled after the first hit. One of Sho's best normals thanks to its two-hit nature with good horizontal and vertical range on both, making it difficult for some opponents to anti-air / air-to-air your jumps, and also making it surprisingly useful for mix-ups. The first hitbox extends to hit slightly behind Sho as the animation suggests, meaning he can use it as a cross-up normal if close enough. An all-around good normal, this is generally your air button of choice. Go crazy.

j.C

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
400 High 12 3(3)3 11 Head
Total: 31

j.2C

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
700 High 28 3 12 Head
Total: 42
  • As the animation suggests, has a large hitbox surrounding Sho on most sides
  • Landing recovery is reduced if he lands before the attack goes active

Sho's j.2C performs a short hop forward in midair and then slashes downwards for a long startup, but large hitbox anti-anti-air and mix-up tool.

At close range, Sho can cross up the opponent with the initial leap, and with certain spacing can be made to not cross up as well. It can also be used to alter Sho's air movement in neutral to dodge attacks, bait 2Bs to hit the opponent after their head invuln, or as a mix-up tool of either an extra overhead or a cross-up after jump-ins. Be wary of the startup though, as it makes the move prone to getting beaten by air-to-airs or Furious Actions.

If j.2C used very close to the ground after a jump, Sho may land before the attack comes out, reducing the landing recovery greatly and basically allowing him to fake the move into a low or throw for more mix.

Whether or not you can combo off of the hit generally depends on the spacing and how high Sho hits the opponent from, with closer and lower being better. In ideal situations, Sho can link a 5A for a nice combo.

j.D

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
j.D 33+4L 4~24 Strike
j.D~C/D 700 High 28 3 12 Head
  • Can cancel into a follow-up attack with C or D, regardless of if an attack was dodged or not.

Sho turns around and shows his back to the opponent, avoiding attacks. Midair version of his 5D/2D Dodge, but no frame 1 invincibility, so it's not as effective as a reversal. Has landing recovery in addition to the recovery on Dodge itself, so use it wisely.

Follow-up attack uses j.2C's animation, but does not have as much horizontal movement; it is also not invulnerable just like 5D's follow-up, so you still must be careful when using it to punish whiffed moves.

Universal Mechanics

All Out Attack

5A+B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
300 High 30 [39] 3 34 -18 Body 10~30 Guard Strike
[10~39 Guard Strike]
Total: 66
Total: 75
  • Can pass through the opponent on start-up

Sho dashes toward the opponent and strikes with two wide slashes with his swords. Universal overhead. It has a slow start-up, but it covers a large distance and can even blow through the opponent's mashing with its autoguard in the later frames. If done close enough to the opponent, Sho will pass through and cross them up, and the start-up will increase to 40F. Typically not used often due to being very reactable and unsafe on block, and Sho having better mix options, but still worth keeping to catch an opponent by surprise.

Sweep

2A+B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
200,500 Low 10 3(8)3 15 -3 Foot 4~12 Chest
Total: 38
  • Knocks down opponents on hit.

Two low kicks with both legs. Used in blockstrings for low hits late into a string, and in combos to float the opponent. Unlike Minazuki's sweep, Sho's is gapless even if the opponent Instant Blocks the first hit. Low profiles Chest attribute attacks. While the start-up is good, it's a two-hit attack, so it has more active frames than most other sweeps, leaving Sho very punishable on whiff.

Ground Throw

C+D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
0,500, 400, 500 Throw 5 3 25 - Throw
Total: 32

Air Throw

j.C+D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
0,800×2 Throw 4 3 18 Throw
Total: 24

Izayoi

B+D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
700,350 All 10 3(3)3 39+8L -33 Body 1~18 All

Ura Izayoi

j.B+D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
600 High 11 4 Until L+22 Body 1~14 All
Total: 36
  • Ground slides the opponent a short distance on hit.

A downwards slash that knocks the opponent away, that can also be cancelled into from Izayoi and Soaring Fang. Unlike Minazuki's, it is an overhead. Having an air DP is useful as it allows Sho to reversal out in bad situations in the air where other characters normally would not be able to, such as against air resets/tech traps. Be careful using this follow up with Izayoi though, since it can result in a large amount of blue health, adding extra damage to an opponent's punish.

Ura Izayoi can also be used in combos, with its primary use being to connect a low air combo into Blazing Moon Barrage or Moon Smasher in the corner by cancelling the landing recovery with the SP Skill.

Guard Cancel Attack

6A+B while blocking

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
0 All 16 3 28 -14 Body 1~21 Guard All
Total: 46

Skill Attacks

Survival Knife

[4]6A/B/C/D

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
[4]6A/C 400 All 13 Until Hit Total 43 -18 Projectile
[4]6B/D 400 Low 13 Until Hit Total 43 -18 Projectile
[4]6AB/CD 400×2 All 13 Until Hit×2 Total 34 -9 Projectile
  • Has two different SB versions, performed with A+B or C+D
  • Projectile will disappear if Sho is hit while it is out

Sho throws out a combat knife at the opponent. Speed and height of the knife depend on the button used. Generally his dedicated neutral tool, and a situational pressure tool that can bait mashing.


A: Aims near the chest, slow. Whiffs on crouching opponents.

B: Aims near the legs, slow. Hits low as well.

C: Aims near the chest, fast. Whiffs on crouching opponents.

D: Aims near the legs, fast. Hits low as well.

SB ver A+B: Throws two knives. High knife travels slow, low knife travels fast and still hits low.

SB ver C+D: Throws two knives. High knife travels fast, low knife travels slow and still hits low.


A little awkward-to-use projectile that carries a lot of utility in Sho's neutral. He can run behind a slow knife to approach the opponent, or use a fast knife to hinder the opponent's movement and setups in neutral. Knives can also be used to harass opponents at range without committing, or to punish their Personas. SB Knives can set up or cover both situations at the same time at the cost of meter, with [4]6A+B generally being the go-to. If an opponent blocks a slow knife, that can give Sho all he needs to get in, and even when stronger opponents try to dodge it, their attempts can be baited and punished.

Doing j.9/7B(hold 4)>land>6A/B can be a powerful tactic in some cases.

Beware using this move too close to the opponent though, as it's *punishable on hit*at close ranges. With some proper spacing and a Counter Hit, Sho can link into a full combo, albeit a bit difficult.

Apparently, you can also cancel into this special from Hougetsuzan moves (236A/B and 214A/B series), but it appears the only practical way is off of a B Soaring Fang in the middle of a Hougetsuzan rekka chain, via 236X~[4]~dl.B~6X.

Note that charging can be performed on diagonal inputs too, so [1] can be used to charge as well as [4]. This is importantly to note for pressure, as you can retain your charge while doing both standing and crouching moves. However, when releasing the charge, only 6X and 9X will work (meaning inputs such as [1]3X and [4]3X will NOT allow Sho to use this move).

Hougetsuzan: Flash Fang

236A/B

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
236A 800 All 12 3 24 -12 Body
236B 1000 All 16 3 24 -12 Body
236AB 1000 All 10 3 18 +5 Body

Sho rushes forward and slashes, starting his rekka chain. Can be canceled into Soaring Fang by pressing A or B on hit or block, and can also be canceled into Izayoi. B version has slightly longer startup, but travels further.

The SB version is the fastest of the three, has the range of the B version, and is also plus on block, allowing you to start or reset pressure. SB version also links into 2A on crouching hit for optimized combos.

Hougetsuzan: Soaring Fang

214A/B (Air OK) or Flash Fang > A/B

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
214A 400 All 8 3 28+0L -14 Body
j.214A 400 All 9 3 34 Body
214B 100,50,350 All 10 5,2,3 21 -7 Body
j.214B 500 All 11 3 39 Body
214AB 100,50×5,350 All 6 1×6,3 7 +7 Body 6~11 Body
j.214AB 100,600 All 6 1,3 35 Body 4~9 All
  • Jump cancellable on hit

Sho does a heavy slash and launches himself and the opponent to the air. The A version hits once and launches upwards right away, while the B version covers more distance first and hits three times, and finally the SB version starts up the fastest and hits seven times.

Can be canceled into Destructive Fang by pressing A or B on hit or block, or High Speed Movement by pressing C or D on hit or block. It can also be cancelled into either Izayoi or Ura Izayoi, depending on the timing. Unlike Minazuki, Sho can perform this move as a follow-up to Flash Fang, or by itself. All of this makes it a staple move in Sho's pressure and combo game, as he can both run mix-ups and extend combos with the cancellability. This move can also be used in the air and keeps all applicable cancels in the air, giving Sho a nice ender to his air combos with j.214X~X. When the SB version is done in the air it has two hits, both of which are cancelable allowing for more mixup potential.

Hougetsuzan: Destructive Fang

j.236A/B or Soaring Fang > A/B

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
j.236A 600 High 16 Until L 16L Head
j.236B 800 High 22 Until L 10L Head
j.236AB 800 High 14 Until L 0L +10 Head
  • Fatal Counter

Sho slashes downwards, falling back to the ground. All versions are overhead strikes, typically used to end combos or pressure. Unlike Minazuki, Sho can perform this move by itself while airborne in addition to as a follow-up to Soaring Fang.


The A version goes down at a steep angle, while the B version takes more of a 45 degree angle after a slight delay. Due to the angle, the B version may also side swap when used as a combo ender with the opponent at a specific height.

The SB version is the fastest, with zero landing recovery at all, making it decently plus on block as a result. If it's performed by kara-cancelling Sho's teleport (High Speed Movement), it can become a swiss army knife of a move as either an instant overhead, quick Fatal punish starter, or combo tool in optimized combos. To perform the instant overhead, do 2369C~AB. 5A is jump cancellable, which makes it a good point to do it on.

On block, cancelling into the A or B versions from Soaring Fang leaves a gap in the string that opponents can easily Furious Action through, so you must use the SB version to keep the string gapless.

Frame advantage for the A and B versions typically has three frames of variance, with B being in the range of -1 to +1, and A being -7 to -5. When using Soaring Fang, the A version will leave Sho closer to the ground before he starts using Destructive Fang, meaning he will typically see better frame advantage. SB Destructive Fang's arc seems to not care about this as much, so its static difference is more reliable than A/B.

High-Speed Movement

236C/D (Air OK) or Flash Fang/Soaring Fang > C/D

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
236C 35
236D 49
j.236C/D Until L+21
236CD 29 9~23 All
j.236CD Until L+6 8~Until L All
  • Often referred to as "Teleport".

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.

SP Skill Attacks

Blazing Moon Barrage

236236A/B

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
236236A 100×13, 700 All 4+(60 Flash)+4 16 20 -24 Body 1~14 All
236236B 100×13, 1000 All 4+(60 Flash)+14 16 20 -24 Body 1~32 All
236236AB 100×13, 1200 All 4+(60 Flash)+4 18 20 -26 Body 1-24 All
  • All versions have Fatal Recovery
  • Side switches on hit, unless opponent is completely cornered
  • Automatic combo only triggers upon hitting the opponent directly, thus ignoring the opponent's Persona

Sho's rushing combo super. After lurching backward, he then rushes at the enemy, and then performs an automatic combo ending with a slash that knocks the opponent down and away. All versions are extremely unsafe if blocked, and Sho will remain right in front of the enemy and vulnerable to a massive punish.


The A version is typically used as a combo ender for additional damage, though it can also be used as a reversal and punish tool due to it being the fastest version. On the other hand, it travels the shortest distance and deals the least amount of damage. An additional quirk about A Barrage is that if the combo is a Fatal Counter combo, the additional hitstun allows Sho to link this super into itself multiple times in the corner, or can combo into Moon smasher for more damage at the cost of no knockdown.


The B version has a much slower startup, but at the same time travels further than the A version and the invincibility extends through all of the active frames. This makes the B version more of a tool up Sho's sleeve to punish zoning as he can blow through practically anything with the invincibility frames and reach opponents through what they're doing from far away. This is not foolproof though, because if the opponent hasn't used a very committal move or is at very long ranges they will likely have time to block or avoid the super. Can still be combo'd into via canceling the first hit of Izayoi on an airborne opponent. Has the ability to link into more supers in Fatal Counter combos as well


The SB version carries the start-up speed of the A version and even better range that the B version and is active for a little bit longer than both, while also dealing more damage and knocking the opponent upwards at the end. Not quite as useful for cutting through zoning due to lack of B version's high invincibility, but can still work for a higher damage reversal to cash out.


While super-canceling causes Blue Health, the animation for Blazing Moon Barrage is lengthy enough to allow Sho to recover most of the Blue Health incurred from the super-cancel.

Awakened SP Skill Attacks

Moon Smasher

214214A/B

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
214214A 700, 1900 Air Unblockable 4+(63 Flash)+2 6(28)11 32 -24 Body 1~11 All
214214B 700, 2000 Air Unblockable 4+(63 Flash)+7 12(30)11 40 -32 Body 1~22 All
214214AB 700, 2100 Air Unblockable 4+(63 Flash)+2 12(30)11 40 -32 Body 1~17 All
  • AUB for 8F while rising.

Sho's Awakening super and best reversal. He rises up diagonally with his blades and then slams them straight down. If both hits connect, Moon Smasher deals a nice amount of damage. All versions are air-unblockable on the early active frames, and can be followed up into One More! Burst on either hit into a combo.

Unlike Minazuki's Moon Smasher, Sho's does not launch the opponent on counter-hit for a follow-up combo. However, it works very well with OMB (especially the A version) due to its higher damage and lower P2.


The A version is the fastest, being notably faster than a lot of Furious Actions, but dealing the least amount of damage. This is the version that you will be using most often as its speed can beat out certain safe-jump setups that Sho normally would not be able to challenge, and also allow it to connect in a combo.


The B version is slower, but is invincible for longer and rises up higher on the first hit. You could try to use this to snipe the opponent out of the air from further ranges, but is expensive and risky to do so as it can easily be dodged on reaction. Interestingly, the second downward hit can now force the opponent to properly block it as a cross-up for some shenanigans.


Finally, the SB version is the best of both worlds, having the speed of the A version but the range of the B version, while also dealing the most raw damage and retaining the cross-up properties of the B version. You will need to use this version at the end of longer combos where an A Moon Smasher will not combo both of its hits due to hitstun scaling. Like many SB SP Skills, it's not really the best use of meter, but still worth keeping in your back pocket to cover multiple situations or fully cashing out if need be.

Version P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). Level
LevelBlockstunHitstunAir HitstunHitstop/BlockstopBonus CH Hitstun
(Ground/Air)
Lv.110F11F13F9F+12/12F
Lv.212F13F15F10F+12/12F
Lv.314F15F17F11F+12/20F
Lv.416F17F19F12F+12/20F
Lv.518F19F21F13F+12/20F
214214A 1000 100 50 5
214214B 1000 50 5
214214AB 1000 50 5

214214A:

  • During second hit, opponent experiences 6F additional hitstop on hit/counter hit
  • Minimum damage 350, 950 (1300)


214214B:

  • During second hit, opponent experiences 6F additional hitstop on hit/counter hit
  • Minimum damage 350, 1000 (1350)


214214AB:

  • During second hit, opponent experiences 6F additional hitstop on hit/counter hit
  • Minimum damage 385, 1155 (1540)

Instant Kill

Sho has no Persona, and therefore does not have an instant kill. Unfor-Sho-nate.

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To edit frame data, edit values in P4U2R/Sho/Data.