Author Topic: KOF 2002 UM - Shingo Yabuki  (Read 8604 times)

Amedø310

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KOF 2002 UM - Shingo Yabuki
« on: November 11, 2010, 04:10:39 AM »
Normals:
Far A: Cancel-able/ whiff cancel-able.
Far B: Decent reach for pokes, slower than Kyo's Far B.
Far C: Slow on start-up and pushes Shingo back. Whiffing this meaning absolute punishment.
Far D: Anti-air with a little slow start-up.

cl. A: Cancel-able, can link into itself, Far A, cl. B, cr. A, cr. B, and cl. C (in corner only).  
cl. B: Cancel-able, can link into itself, Far A, cl. A, cr. A, and cr. B.
cl. C: Cancel-able, anti-air, can link into f+B, preferable over cl. D.
cl. D: Cancel-able, can link into f+B.

cr. A: Cancel-able/ whiff cancel-able, can link into itself, Far A, Far B, cl. A, cl. B, and cr. B.
cr. B: Cancel-able/ whiff cancel-able, can link into itself, Far A, cl. A, cl. B, and cl. C.
cr. C: Cancel-able/ whiff cancel-able, anti-air, can link into f+B.
cr. D: Cancel-able/ whiff cancel-able, sweep.

neutral high j. B
neutral high j. D

j. A
j. B: Instant overhead, can be used as a cross-up.
j. C
j. D: Can be used as a cross-up.

CD: Knockdown, cancel-able/ whiff cancel-able, cancel-able into command move.
j. CD: Knockdown, 2 hits on counter-hit.

Throw
Hatsu Gane -  ;bk/ ;fd+ ;c: Tech-able

Issestu Seoi Nage Fukanzen -  ;bk/ ;fd+ ;d: Untech-able

Command Moves
Geshiki: Goufu You "Kakkodake" - ;fd+ ;b
*Cancel-able, high hit-stun like cl. C and cl. D

Special Moves
104 Shiki: Aragami Mikansei -  ;dn ;df ;fd+ ;a

105 Shiki: Dokugami Mikansei -  ;dn ;df ;fd+ ;c

202 Shiki: Kototsuki Mikansei -  ;fd ;df ;dn ;db ;bk + ;b/ ;d
*1st Hit Super Cancel-able, 2nd hit is an overhead and  knock-down

Shingo Kick -  ;bk ;db ;dn ;df ;fd+ ;b/ ;d

100 Shiki: Oniyaki Mikansei-  ;fd ;dn ;df+ ;a / ;c

Shingo Kinsei Ore Shiki Nietogi -  ;fd ;dn ;df+ ;b/ ;d close
*Launcher, unblockable

Shingo Kinsei Ore Shiki Zenpou Tenshin -  ;dn ;db ;bk + ;a/ ;c
*Overhead and knock-down. It is also a counter that wall-bounces.

101 Shiki: Oboro Kurama Mikansei -  ;bk ;dn ;db+ ;b/ ;d
*;bk ;dn ;db+ ;b 1 hit
*;bk ;dn ;db+ ;d 2-3 hits, 3rd hit knock-down, 3rd will connect more successfully in corner.


Desperation Moves
Geshiki: Kake Hourin -  ;dn ;df ;fd x2 +  ;a/ ;c
*Guard Crushes
*;dn ;df ;fd x2  ;c; Launcher, Can be followed up by rdp B/D

Shingo Kinsei Ore "Mushiki" -  ;dn ;db ;bk ;db ;dn ;df ;fd +  ;a/ ;c

Super Desperation Moves
Geshiki: Kake Hourin - ;dn ;df ;fd x2 +  ;a ;c
*Launcher, Guard Crushes)

HSDM
Shingo Kinsei Oreshiki Kamichiri -   ;fd ;df ;dn ;db ;bk x2 +  ;a ;c
*Instant Command throw


Combos
0 stock:
cr. B,  qcf+A
Far A,  qcf+A/ hcb+B
(Meaty)cr. B, cr. B, A, qcf+A
cl. A,  dp+ B/D,  hcb+D
cr. B,  cl. A,  qcf+A/ hcb+D
cr. B,  cr. A,  qcf+A/ hcb+D
cr. B,  cl. C,  qcf+C/ hcb+B
j. B/ j. C/ j. D, cl. C, f+B, qcf+C / hcb+B
cl. A/ cl. C,  dp+B/D,  hcb+D
(Corner) cl. C,  dp+B/D,  rdp+D

1 stock
cr. B, cr. A qcb, hcf+A/C
cr. B, cl. C, qcf(x2)+C, rdp+D

2 stocks:
[cr. B (x2)/ cr. B, A], hcb+B (1st hit)(SC), qcb hcf+A/C
cl. C,  f+ B,  hcb+B (1st hit)(SC),  qcb hcf+A/C
(Corner) cl. C,  f+B,  hcb+ B (1st hit)(SC),  qcf x2+C,  rdp+B/D

3 Stocks
cr. B, cr. A, hcb(x2)+AC
cr. B, cl. C, qcf(x2)+AC, rdp+D
qcb+P (Counter connects), qcfx2+AC, rdp+D

4 stocks:
(Corner) cr. B, st. A, hcb+B (1st hit)(SC), qcf x2+AC,  rdp+D
(Corner) cl. C,  f+B,  hcb+B (1st hit)(SC),  qcf x2+AC,  rdp+D

Max Mode Combo Starters:
cl. C,  BC(Max mode),  dash,  cl. C....
[cr.B, cr.A /cl. C, f+B], hcb+BC (1 hit)...

Max Mode:
cl. C, f+B, hcb+BC (1 hit), qcf+A,  dp+B/D (2 hits),  qcf+A,  dp+B/D,  hcb+D
cl. C,  BC(Max mode),  dash,  cl. C,  dp+B/D (2 hits),  qcf+A,  dp+B/D (2 hits),  qcf+A,  dp+B/D,  hcb+D

Max Mode plus 1 stock:
cl. C,  BC(Max mode), hcb+B (1 hit),  qcf+A,  dp+B/D (2 hits),  qcf+A,  dp+B/D (2 hits),  qcf x2+AC,  rdp+B/D / hcb+D
cl. C,  BC(Max mode),  dash,  cl. C,  dp+B/D (2 hits),  qcf+A,  dp+B/D (2 hits),  qcf+A,  dp+B/D (2 hits),  qcf x2+AC,  rdp+B/D / hcb+D

While in Max Mode plus 4 stocks (5 stocks altogether):
cl. C,  f+B,  hcb+ B (1st hit)(SC),  qcf x2+AC, qcf x2+AC, rdp+B/D / dp+A/C
cl. C,  dp+B/D (2 hits),  qcf+A,  dp+B/D (2 hits),  qcf+A,  dp+B/D (2 hits),  qcf x2+AC, qcf x2+AC  rdp+B/D / hcb+D
qcb+P (Counter connects), (qcfx2+AC)x2 , rdp+D
« Last Edit: November 05, 2011, 03:29:02 PM by AmedoS310 »

Remxi

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Re: KOF 2002 UM - Shingo
« Reply #1 on: November 11, 2010, 06:04:11 AM »
I think you need to check your combos...

Amedø310

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Re: KOF 2002 UM - Shingo
« Reply #2 on: November 11, 2010, 07:10:57 AM »
Wow. I didn't realize all of those mistakes that I've made. Thanks.

Dark Chaotix

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Re: KOF 2002 UM - Shingo
« Reply #3 on: December 15, 2010, 09:33:09 AM »
My VS combo showcase

http://www.youtube.com/watch?v=UHjuB9RmJ8g

I usually have a transcript but i havent updated with it yet.

Shinra Shiranui

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Re: KOF 2002 UM - Shingo
« Reply #4 on: January 13, 2011, 10:00:47 PM »
KOF XIII: EX Kyo,Mai,Saiki

jinxhand

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Re: KOF 2002 UM - Shingo Yabuki
« Reply #5 on: May 22, 2011, 06:10:07 AM »
I don't know if this is old info, but its not been posted yet, and I think it will help a few Shingo players at least...

I was practicing a good BC combo last night with Robert as the dummy. Here's the combo:

cl. ;c , ;fd + ;b ;c (Shingo will do his overhead kick while BC Mode activates), ;qcf ;a , ;hcb ;b (1 hit), ;qcf ;a , ;dp ;b (cancel right before the launch) , ranbu SDM. It did a pretty substantial amount of damage. My concern/problem was this-- I was tried this exact same combo on another character (Heidern) and completely whiffed the ;qcf ;a after the link... I wondered if the move connected randomly, so I tried seeing how often I could do it, and under what conditions could this connect with specific characters. Then it I assumed that Robert had a relatively big hitbox that other characters didn't have (which I might be right in some aspects and will explain later). I picked Angel as the dummy, and figured something that I'm not sure is old or new news (since Shingo isn't really in OG 2k2)...

With a good portion of the characters, canceling ;c , ;fd ;b to ;qcf ;a needs to be a slightly delayed link. This delay somehow allows the hitbox to reach out just enough for Shingo to use ;qcf ;a and extend the combo. If you do this anytime sooner, the hitbox will "shrink", causing the ;qcf ;a to whiff, and if the player's smart, they'll punish accordingly. Now, I'd just simply say use the delay link vs all characters, but here's the list of characters that get hit with the link regardless of input timing:

Robert
EX Robert
Chang
I think Maxima

I didn't manage to test this on all characters, however... This BC combo works on all characters, even Choi... I will test more on this to see if canceling ;fd ;b to ;qcf ;a normally works on other characters. I use a close ;c to ;fd ;b and cancel to ;qcf ;a without BC mode in my tests, since if it connects normally, then it will work in BC mode and that, too, has been confirmed with the other characters. I haven't determined if it works on counter hit yet.

I hoped I explained this well enough for you guys to understand... Lemme know if something's wrong or doesn't work...

Amedø310

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Re: KOF 2002 UM - Shingo Yabuki
« Reply #6 on: May 22, 2011, 04:32:58 PM »
Thanks.
But it would be better to do ;c, ;fd+ ;b ;c, ;fd ;df ;dn ;db ;bk+ ;b.... because hcb+b puts Shingo right in front of the opponent.

jinxhand

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Re: KOF 2002 UM - Shingo Yabuki
« Reply #7 on: May 22, 2011, 07:35:21 PM »
Yeah most people tend to use ;hcb ;b because its better, but I only use ;qcf ;a simply because canceling that to ;hcb ;b will allow me to get an extra hit in while getting closer to the opponent, then I can cancel into ;qcf ;a again, which brings me closer to the ;dp ;b to be used...

I'm still testing the whole BC mode links... Shingo is really strong just with 1 bar, and its ridiculous!!!

Amedø310

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Re: KOF 2002 UM - Shingo Yabuki
« Reply #8 on: June 01, 2011, 03:43:32 AM »
ok... I modified the first post after I realized an error that was there for a long time. Even after so many edits, i missed this one error. lol. I apologize for this error.