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Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo List
Introductory / Main Combos
Primary combos that are nice for starting to play Sho, or may be all that you need to play Sho. Most of his advanced combos expand off of these routes in one way or another.
Even if not explicitly stated, a lot of these combos can have their starting normals interchanged between 5A / 5AA, 5B, 2B, 5C, 2C, and after jump-ins like j.B as long as the main structure is followed, so be sure to experiment!
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | 5AAAA~B > jc j.B > j.214B~A | Anywhere | 1723 | 27 | All | Beginner | Simple autocombo extension that benefits from the autocombo meter boost. |
2 | 5AAAA~B~C > 236A~A > jc j.C > j.214B~A | Anywhere | 2070 | 32 | All | x | A more optimized autocombo extension. |
3 | (5AA or 2A >) 2B > 5C > 5B > 2A+B > 236B~dl.B~C > 214A > jc j.C > j.214B~A | Anywhere | 2884 | 27 | All | x | Basic meterless BNB, works from either A or B normals. Omit 2B if too far away. |
4 | (5AA or 2A >) 2B > 5B > 5C > 236B~B~C > 236A~A > jc > j.C > j.214B~A | Anywhere | 2929 | 27 | All | x | Another meterless BNB, works from either A or B normals. Once again, omit 2B if too far away. |
5 | 214A > jc j.B(1) > j.C > j.214B~A | Anywhere | 1434 | 10 | x | x | Basic air combo after 214A. |
6 | AA 2B > 5B > 5C > 236B~dl.B~C > 214A > jc j.C > j.214B~A | Anywhere | 2862 | 21 | x | x | Juggle combo from an anti-air 2B. |
All Out Attack Combos
Combo routes after your Universal Overhead lands
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
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1 | 5A+B~C > j.B(1) > j.C > jc > j.B(1) > j.C > j.214B~B | Anywhere | 2480 | 28 | x | Easy | Basic air combo from an All Out Attack. |
2 | 5A+B~D > 66, 5B > 5C > 2B > 2A+B > 236B~dl.B~C > 214A > jc > j.C > j.214B~A | Near Corner | 3157 | 38 | x | x | Corner AoA combo for more damage and meter gain instead. |
Throw Combos
Combos off of throws; if you need fully unburstable damage, you can always simply cancel the throw into an SP Skill.
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | C+D > | Anywhere | x | x | x | x | x |
Advanced & Metered Combos
Combos that may require some practice to land consistently, or make use of resources, or in some cases both
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | 214A > j.B(1) > j.C, land j.A > j.C(1) > jc > j.B(1) > j.C > j.214B~A | Anywhere | 1923 | x | All | Intermediate | Optimized rejump combo off of 214A, useful for maximizing damage off of the common teleport cross-up > 214A. Initial j.B requires a little precise delay for the rest of the combo to connect. |
2 | 2C (FC) > 2A+B > 236B~A~C > 236A~B > j.C > 5C > hc j.C > 5C > hc j.C > 5B > 2B > 2A+B > 236B > DP(1) > 214214B | Anywhere | 5953 | x | All | Hard | 2C FC route for damage |
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | 2B > 5C > 5B > 236A+B, 2A > 5B > 2B > 5C > 236B~B~C > 236A~A > jc > j.C > j.214B~A | Anywhere | 3814 | -5 | All | x | Crouching hit only. 236A+B can link into 2A on crouching hit, letting Sho go back into another ground chain to improve his damage a bit. |
2 | 2B > 5C > 5B > 2A+B > 236B~B~[C~A+B], land 2A > 5B > 5C > 2B > 2A+B > 236B~A > j.C > j.214B~A | Anywhere | 3973 | -6 | x | x | Modified Sho BNB that utilizes a kara SB Destructive Fang. More details on the technique in the Combo Theory / Strategy section. |
# | Combo | Position | Damage | SP Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
1 | x | x | x | x | x | x | x |
Extras & Neta
Combos that are not a priority or pivotal to a gameplan to learn, random conversions, too inconsistent to be recommended, or are just plain "neta" (gimmicks)
Combo Theory
Sho combos are pretty "easy-bake" in what you are to do, and what you can do: Chain buttons, go into rekkas, launch with rekkas and simply chain into the ender.
Combo Choice
Ender Choice
In a high hitstun scaling combo (such as off of 2A or spotdodge counter attacks), or if you aren't sure if a combo has gone on for too long, you may want to finish the combo with a regular 236A~A~A or even just a 214A~A instead of attempting a fancier ender as it may drop.
Explanations for routing choices
j.214X~A vs j.214X~B in combos
In a lot of combos, the two follow-ups to a j.214X are interchangeable, but in most combos the A ender follow-up is preferred and should be used over the other despite the fact that the B version can grant more optimized damage and meter gain, and here's why:
- The A ender has faster startup, so it will connect at the end of more combos than the B version, such as longer ones, ones off of higher hitstun scaling starters (i.e. 2A, Spotdodge follow-ups), and off of weaker hit-confirm starters such as a 2AAA or 5AAA.
- The A ender will leave Sho on the same side every time, while the B version can cross up when ending air combos at specific heights. This is important if you're trying to carry the opponent to the corner, so that you can do better combos into/with supers.
Overall, it's clearly more reliable, but this doesn't necessarily mean the B version is inferior:
- As mentioned earlier, it does a bit more damage and gives a bit more meter. Arguably negligible, but still optimized when you can land it.
- The side switch can be useful for adding mix-ups on some opponents (i.e. Side switch with 236B, cross back over with 236C > crossup 214A) or escaping the corner off of a stray hit.
- There are still some combos where the B ender can be guaranteed and is preferred, such as off of good or Fatal Counter starters.
On Crouching Hit
Sho's chains that only combo on crouching hit:
- 5B > 236B
- CH 5C > 2C
- 2C > 5B / 2B / 2A+B
- 236A+B > 2A
Old combos to be tested/confirmed for this version
- 5A Starter
- 5A>5AA>5B>5C>5B>2AB>236B~(delay)B~C>214A~A
- Damage: 2651 SP Gain: 24
Universal BnB, works on every character
- 5A>5AA>5B>5C>5B>2AB>236B>B+D(1)>236236B
- Damage: 3013 SP Gain: -33
Super ender on universal combo.
- 5A>5AA>5B>5C>5B>2AB>236B~(delay)B~C>214A~A>214214A
- Damage: 3731 SP Gain: -26
Awakening Ender
- 2B Starter
- CH 2B>5B>5C>236A>214B>jc>j.C>OMB>2C>5A>5AA>2B>5B(1)>5C>236A>B+D(1)>236236A
- Requirements: Burst, 50 SP, aerial opponent, counter hit
- Damage:-- SP Gain:--
- j.A Starter
- j.A>5A>5AA>5AAA>236A>214B>j.236C>236A>214A>j.236A
- Damage:1993 SP Gain:--
- C+D>OMB>2C>5C>5B(1)>2B>2AB>236B~(delay)B~C>214A~A
- Damge: 3617 SP Gain: 7
OMB throw combo. OMB as soon as the 4th hit connects, won't work if you do it late
- 2C Starter
- 2C>5C>2B>5B>236B>214B>jc>j.B>2B>5B(1)>5C>jc>j.C>>2B>5B(1)>5C>236A>B+D(1)>236236Ax3
- Requirements: Awakening, 150 SP, Fatal Counter
- Damage: 7004, SP Gain: --
- 214214AB Starter
- 214214AB>OMB>2C>5A>5AA>2B>5B(1)>5C>236A>B+D(1)>214214B
- Requirements: Awakening, 125 SP, Counter Hit
- Damage: --, SP Gain: 1(-125)
- 214214AB>OMB>2C>2A+B>214A>j.C>j.B+D>214214AB
- Requirements: Awakening, 150 SP, Counter Hit
- Damage: 7611, SP Gain: 1(-150)
Corner Only
- 5B Starter
- 5B>5C>5B>236B>214B>j.236C>214A>jc>j.C>j.B>j.B+D>236236A
- Damage:-- SP Gain:--
Combo Videos
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