this is mostly to give a note about sho's character specific combo.
some things to note about sho/his combos and moves:
if you're dropping DP > super, the trick is to cancel into super right before the 2nd hit. Also, while B is the main version after DP, 236236AB can work in the corner. 236236B does not NEED to be in the corner, but midscreen you will switch sides, so it's better in the corner to keep them in. After Sho's 236A/B/AB or 214A/B/AB you can follow up with the next part of the rekka just by pushing A/B/AB, or if you want to use his high speed movement, push C/D/CD. No direction needs to be held, just as long as you push the button, however after highspeed movement you do need to do the input for the special move you want. in the combos below, 214214B for a ender is not possible to my knowledge since it has more startup, at least not without OMB.
these combos were already posted, but i'm just letting you know which super goes to which combo
5AA > 5B > 5C > 5B > sweep > 236B > DP > 236236B
5AA > 5B > 5C > 5B > sweep > 236B > delayed B > C > 214A > A > 214214A/AB *IN AWAKENING*
5AA > 5B > 5C > jump cancel j.B > j.C > 5B > 5C > 5B > sweep > 236B > delayed B > C > 214A > A > 214214A/AB (could not get the "5B > 5C > jump cancel j.B" to land on naoto, teddie, kanji, minazuki/sho, labrys/s.labrys, akihiko, junpei, and rise)
OMB combo (I only have one so far)
Throw > OMB > 2C > 5A > 5C > 2B > sweep > 236B > DP > 236236B
or
Throw > OMB > 2C > 5A > 5C > 2B > sweep > 236B > delayed B > C > 214A > A > 214214A/AB if you do 2C too early, you'll either miss or they will land behind you, possibly dropping the combo.
this is also my first post like this to a combo thread, or even dustloop for that matter so please let me know if i messed up something so i can fix it.