Movelist
(*) = EX OK
(!) = MAX OK
(Hold OK) = Can hold down input briefly before releasing.
Throws
Hatsugane - (close)
/
+
Issetsu Seoi Nage Incomplete - (close)
/
+
Command Normals
Ge Shiki Gofu Imitation -
+
Special Moves
114 Shiki * Aragami Unfinished -
+
115 Shiki * Dokugami Unfinished (*) -
+
- ┗115 Shiki * Dokugami Unfinished (Feint) -
+![B.gif](/w/images/1/1f/B.gif)
100 Shiki * Oniyaki Unfinished (*) -
+
or
Shingo Kinsei Ore Shiki * Mizukiri (*) -
+
or
Shingo Kinsei Ore Shiki * Nietogi (*) - (close) ![Hcb.gif](/w/images/6/62/Hcb.gif)
+
or
Shingo Kick (*)-
+
or
Shingo Kick Air (*) -
+
or
(Midair only)
Shingo Kinsei Ore Shiki * Naraku Otoshi -
+
212 Shiki * Kototsuki Unfinished (*) -
+
101 Shiki * Oboroguruma Unfinished (*) - ![Bk.gif](/w/images/4/4d/Bk.gif)
+
or
Super Special Moves
Burning Shingo (!) - ![Qcb.gif](/w/images/d/da/Qcb.gif)
![Db.gif](/w/images/4/42/Db.gif)
+
or
Shingo Kinsei Ore Shiki * Orochi Zuki (Hold OK) (!) - ![Qcf.gif](/w/images/1/1e/Qcf.gif)
+
or
Climax Super Special Move
Climax Shingo - ![Qcb.gif](/w/images/d/da/Qcb.gif)
![Db.gif](/w/images/4/42/Db.gif)
+
+
Quick Combo Reference
Quick Combo Reference
Notation
0 Meter
|
Placeholder
Placeholder
|
( = dmg
( = dmg
|
1 Meter
|
Placeholder
Placeholder
|
( = dmg
( = dmg
|
2 Meters
|
Placeholder
Placeholder
|
( = dmg
( = dmg
|
Gameplay Overview
At first glance, it'd be easy to assume that Shingo Yabuki is little more than a Joke Character (a la Dan Hibiki), but in actuality, he's a Lethal Joke Character. Simply put, underneath that silly exterior of his, Shingo is a fairly competent Rushdown character with a plethora of ways to close the gap between him and the opponent. Whether we're talking about his signature Shingo Kick (which can be performed in the air, ever since 2003), his take on Kyo's Kototsuki (which got an entirely different move out of the B version), or his all-new Mizukiri (based on Kyo's Munotsuchi follow-up from his Aragami Rekka), Shingo has no shortage of ways to approach his opponent. And once he's close, it can be tough to shake him off owing to his Aragami Mikansei poke, fantastic Light normals, and his Nietogi command grab.
Shingo also reintroduces his own unique mechanic from '97-XI, Critical Hits. Like in some JRPGs, all of Shingo's Specials and Supers have a chance to land a Critical Hit, which not only increases their damage output significantly but also comes with entirely different properties as well. For example, his EX Dokugami hook turns into a Wall Bounce if it's a Critical Hit, while EX Oboroguruma becomes a Ground Bounce (which stacks with his EX Kototsuki), amplifying his already fantastic combo damage that much further. |
Pros |
Cons |
- High Damage: There's no sugarcoating it - if you want damage, Shingo has it in spades. Even his meterless combos - especially with Critical Hits - can do upwards of 30% if you're lucky. With meter, however, you're looking at around 50% damage with half a bar. And assuming those hits are critical, it can go upwards of 70%. Needless to say, with and without flames, Shingo's hits don't tickle.
- Critical Hits: Unique to Shingo, his Critical Hits increase his already solid damage output even further and buffs the properties of his Specials and Supers on top of that.
- Long Limbs: Shingo's normals have shockingly fantastic reach. 5A and 5C have amazing reach and are special cancelable, and his 5B and 5D are also great to keep his opponents in check. Most of his crouching normals carry over from Kyo and work like you'd expect them to. And the less said about his fantastic j.D, the better.
- Mix-ups: Shingo has many ways to keep his opponent guessing up close. With a low that leads into a combo (214P), an overhead (6B), a command grab, a divekick (aka, Shingo Kick Air) with no height limit, and a feint (236C~AB) which synergizes with his command grab. Suffice it to say you've got plenty of options.
- Strong Hard Knockdown Conversions: Shingo has many ways convert into 412D/BD, EX Shingo Kick, and his 624K specials, giving him a lot of consistency for his pressure.
- Hilarious: If you just want to lay back and have fun, Shingo is the character for you. Being the token comic relief character of KOF, just about everything Shingo does is liable to either crack a smile and/or a laugh, or outright annoy the opponent (which if you're into mind games, works better than you think).
|
- Slow: One of the things that hold Shingo back is his general sluggishness. His mobility is only average, his far heavies are easily contested at range (especially his 5C), his DP is slower than most, and quicker characters will make dealing with pressure a pain for Shingo.
- Inconsistent: Unfortunately, Shingo's Critical Hits are a double-edged sword for him as his light confirms into 236AC can either lead into explosive damage or damage equal to a meterless heavy combo, not to mention a critical hit in the corner will take his opponent out of it. High damage combos can still be performed with less RNG-dependent specials, but he will lose his explosive capabilities without testing your luck.
- Weak Against Zoning: Shingo does not have many options outside of system mechanics to contest zoning in mid range or full screen, requiring him to take risks on defense and potentially on offense against fireballs and/or long range normals/specials.
- Needs to be in your face: For Shingo to play well, if at all, he has to be up close in personal to use his tools effectively.
|
Far Standing Normals
far A
far A
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
25
|
Mid
|
special
|
6
|
4
|
12
|
-1
|
-3
|
-
|
30
|
-
|
- Shingo punches with one arm forward. Very good range and is also special cancellable.
- Whiffs against majority of crouching characters.
- Use this to poke or check hops.
|
|
far B
far B
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
30
|
Mid
|
super
|
8
|
3
|
15
|
-5
|
-3
|
-
|
30
|
-
|
- Shingo stretches one of his surprisingly long legs to maximum length to kick his opponent.
- Has the most range out of all his light normals.
- Good for spacing your opponent out and checking their approach.
- Awesome as a normal to MAX Cancel from.
|
|
far C
far C
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
70
|
Mid
|
special
|
12
|
3
|
22
|
-4
|
-6
|
-
|
70
|
-
|
- Shingo clumsily lunges his whole body forward for a downward punch
- Has the most reach of his grounded normals but incredibly slow.
|
|
far D
far D
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
80
|
Mid
|
super
|
10
|
5
|
19
|
-3
|
-5
|
-
|
70
|
-
|
- Shingo twirls on one leg and spins the other into the air.
- Solid as a far anti-air option but still quite slow.
|
|
Close Standing Normals
close A
close A
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
25
|
Mid
|
command
|
4
|
3
|
7
|
+5
|
+3
|
-
|
30
|
60
|
- Close range jab with good frame advantage.
- Use this to lead into frame traps up close.
- Links into cl.C on hit if you are in range.
|
|
close B
close B
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
30
|
Low
|
command
|
5
|
3
|
12
|
0
|
-2
|
-
|
30
|
-
|
- Shingo does a shin kick that hits low and is special cancellable.
- Has a lot of knockback so you can only chain this into itself twice before you're out of range.
|
|
close C
close C
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
70
|
Mid
|
command
|
5
|
3
|
18
|
0
|
-2
|
-
|
70
|
-
|
- Shingo does a close range uppercut thats 5f startup.
- Generally the button you want to use when you're trying to mash throw.
|
|
close D
close D
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
80
|
Mid
|
command
|
8
|
3
|
19
|
-1
|
-3
|
-
|
70
|
-
|
- Shingo kicks at his opponent's mid-level.
- Slower than his cl.C but does a little more damage.
|
|
Crouch Normals
crouch A
crouch A
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
25
|
Mid
|
command
|
4
|
4
|
8
|
+3
|
+1
|
-
|
30
|
-
|
- Typical crouching punch.
- Has good reach for it's speed, is good for frame traps at +1, and also your easiest hitconfirm option off of lights.
- You will be pressing this a lot.
|
|
crouch B
crouch B
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
15
|
Low
|
super
|
5
|
3
|
10
|
+2
|
0
|
-
|
30
|
60
|
- Crouching kick that hit's low.
- Your go-to low opener that's also a respectable +0 on block. Isn't special cancellable so you have to chain back into 2A to confirm from it.
|
|
crouch C
crouch C
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
70
|
Mid
|
command
|
8
|
4
|
17
|
0
|
-2
|
-
|
70
|
-
|
- Crouching uppercut.
- You will use this to stop predictable hop pressure.
- Forces STANDING on hit so useful for certain combos that require a standing opponent.
|
|
crouch D
crouch D
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
80
|
Low
|
command
|
7
|
4
|
23
|
Soft Knockdown (+22)
|
-8
|
-
|
70
|
-
|
- Low sweep.
- Good speed and range making it a great tool in footsies or catching someone trying to walk away from you.
- Is special cancellable on hit/block/whiff so you can use it for a variety of purposes.
|
|
Jump Normals
Jump A
jump A
|
jump A
jump A
|
45
|
High
|
special
|
4
|
7
|
1 on ground
|
-
|
-
|
-
|
30
|
-
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
hop A
hop A
|
40
|
High
|
special
|
4
|
5
|
1 on ground
|
-
|
-
|
-
|
30
|
-
|
- Shingo does an elbow at the air that unfortunately has low active frames.
- Has fast startup but will whiff most crouchers when used as a jump in. Kind of useless.
|
|
Jump B
jump B
|
jump B
jump B
|
45
|
High
|
-
|
5
|
9
|
1 on ground
|
-
|
-
|
-
|
30
|
60
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
hop B
hop B
|
40
|
High
|
-
|
6
|
8
|
1 on ground
|
-
|
-
|
-
|
30
|
-
|
- Shingo sticks out his knee while jumping.
- Your primary cross-up button. It's a very small hitbox but it's enough if you can get the right spacings for it.
|
|
Jump C
jump C
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
70
|
High
|
special
|
6
|
8
|
1 on ground
|
-
|
-
|
-
|
70
|
-
|
|
Jump D
jump D
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
jump D
jump D
|
70
|
High
|
-
|
8
|
5
|
1 on ground
|
-
|
-
|
-
|
70
|
120
|
- Shingo sticks out his massive legs horizontally in the air to kick.
- Godlike air normal. Has insane reach and just useful for everything. Use it to space out your opponent in the air or to tag people on the ground from far away.
- Use this often!
|
|
Stand CD
Blowback
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
75
|
Mid
|
special
|
16
|
6
|
19
|
+75~+90 Wall Splat (Ground hit) / Soft Knockdown (Air hit)
|
-2
|
-
|
100
|
160
|
|
|
Shatterstrike
Shatterstrike
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
75
|
Mid
|
-
|
15
|
6
|
27
|
+93 Crumple (Ground Hit) / Wall Bounce (Air hit)
|
-10
|
Armor: 4 to 14 (11 frames)
|
0
|
200
|
|
|
Jump CD
jump CD
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
hop CD
hop CD
|
80
|
Mid
|
special
|
14
|
6
|
1 on ground
|
Soft Knockdown
|
-
|
-
|
80
|
120
|
jump CD
jump CD
|
90
|
Mid
|
special
|
14
|
8
|
1 on ground
|
Soft Knockdown
|
-
|
-
|
80
|
-
|
|
|
Throws
C throw
Hatsugane
(close) 4/6C
(close) 4/6C
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
100
|
-
|
-
|
1
|
1
|
0
|
Hard Knockdown (+60)
|
Unblockable
|
-
|
0
|
-
|
|
|
D throw
Issetsu Seoi Nage Incomplete
(close) 4/6D
(close) 4/6D
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
100
|
-
|
-
|
1
|
1
|
0
|
Hard Knockdown (+30)
|
Unblockable
|
-
|
0
|
-
|
|
|
Command Moves
Ge Shiki • Gofu Imitation
"Outer Style: Roaring Axe of Heaven Imitation"
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
60 [35]
|
High
|
super [special]
|
24 [18]
|
2
|
19 [21]
|
0 [-2]
|
-2 [-4]
|
-
|
80 [40]
|
-
|
- Standing overhead
- Startup in brackets [] is for cancel version.
- Cancel version loses overhead properties, but gains special cancels
Overhead axe kick that can help open an opponent up, but is minus on both hit and block, and you cannot cancel into anything except supers or Quick Max on hit. The cancel version has much more combo-ability as it can be cancelled into specials, but requires some range dependency. Doesn't see all that much use because of the reward of hop normals, but can still be useful to catch an opponent off guard on your offense after a jump-in / jump CD.
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|
Special Moves
114 Shiki • Aragami Unfinished
114 Shiki • Aragami Unfinished
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
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Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
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Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
70 [90]
|
Mid
|
super
|
9
|
6
|
19
|
-2 [+29 SKD - Critical]
|
-6
|
-
|
70
|
70
|
- Can be used in light confirms.
- Can be punished by certain moves when blocked, such as Kyo's 623AC
- Leaves the opponent standing on hit, with Shingo at a slight disadvantage.
- Causes a juggle on an airborne opponent.
- If hit on an airborne character from the right height, such as after 214A/C/AC, it can be followed up, such as with 623AC.
- Upon Critical Hit:
- The opponent is sent into a soft knockdown.
|
|
115 Shiki • Dokugami Unfinished
115 Shiki • Dokugami Unfinished
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
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StartupNumber of frames for the move to become active, first active frame included.
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Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
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Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
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Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
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Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
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StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
C
C
|
90 [128 (90+40)]
|
Mid
|
super
|
16
|
2
|
24
|
+28 [+41 HKD - Critical]
|
-7 [+2 - Critical]
|
-
|
130 (90+40)
|
130 (90+40)
|
- C version is a soft knockdown upon regular hit
- Upon Critical Hit:
- Flames appear and the opponent is sent into a hard knockdown, while Shingo looks at his hands in confusion. Hits twice.
- Shingo can safe jump 4 frame DPs after the animation finishes.
- When midscreen, hyper jump forward and use any air normal but j.B. On hit, Shingo can use Close D to combo. On block, Shingo is too far to do much outside of flail his Far C/D.
- When in Corner, simply hold jump and use any air normal.
Be aware that when you super cancel from a Critical Hit 236C, 236236A/C/AC will whiff. Use his other super when cancelling from this move to be safe.
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
AC
AC
|
120 (40+80) [158 (40+80+40)]
|
Mid
|
-
|
10
|
2 (4) 2
|
36
|
Wall Splat +62 to 77 [Wall Bounce +82 to 98 - Critical]
|
-21 [-12 - Critical]
|
-
|
0
|
140 (60+80) [180 (60+80+40)]
|
- AC version is a hard knockdown on regular hit.
- Hits twice.
- Upon Critical Hit:
- The opponent wall bounces into a juggle state. Hits three times with an extra flame effect.
- Will send the opponent out of the corner during corner combos.
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|
115 Shiki • Dokugami Unfinished (Feint)
115 Shiki • Dokugami Unfinished (Feint)
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
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StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
-
|
-
|
-
|
-
|
-
|
32
|
-
|
-
|
-
|
-
|
-
|
- Exactly as the name says, Shingo will feint the startup of 236C.
- Especially scary when paired with his command grab.
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|
100 Shiki • Oniyaki Unfinished
100 Shiki • Oniyaki Unfinished
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
A
A
|
80 [100]
|
Mid
|
super
|
7
|
9
|
42 (15 on ground)
|
Soft Knockdown (+16)
|
-32
|
Air Invincible 1 to 10
|
60
|
60
|
C
C
|
120 [140]
|
Mid
|
super
|
9
|
13
|
47 (20 on ground)
|
Soft Knockdown (+14)
|
-41
|
Full Body 1 to 13
|
100
|
120
|
AC
AC
|
160 (120+40) [180 (140+40)]
|
Mid
|
-
|
5
|
17
|
53 (30 on ground)
|
Soft Knockdown (+10)
|
-44
|
Full Body 1 to 11
|
0
|
160 (120+40)
|
|
|
Shingo Kinsei Ore Shiki • Mizukiri
Shingo Kinsei Ore Shiki • Mizukiri
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
60 [80]
|
Low
|
super
|
15
|
3
|
21
|
SKD +38
|
-5
|
-
|
60
|
60
|
90 [110]
|
Low
|
super
|
21
|
3
|
21
|
SKD +43
|
-5
|
-
|
90
|
90
|
100 [120]
|
Low
|
-
|
15
|
3
|
21
|
SKD +43
|
-5
|
-
|
0
|
100
|
A low based on one of Kyo's rekka follow ups.
- A version is fast, but doesn't cover much distance and has a low launch.
- C version is slower, but has a high launch. It can be used after a whiffed blowback and cover a large distance.
- AC version is the best of both worlds with high speed and a high launch. Combined with the launch being guaranteed with no RNG, this move is a combo staple.
- Upon Critical Hit on all versions:
|
|
Shingo Kinsei Ore Shiki • Nie Togi
Shingo Kinsei Ore Shiki • Nie Togi
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
K
K
|
70 (20+20+30) [90 (20+20+50)]
|
Throw
|
-
|
8
|
1
|
49
|
HKD +62
|
-
|
Full Body: 8 (1 Frame)
|
0
|
0
|
BD
BD
|
90 (20+20+50) [110 (20+20+70)]
|
Throw
|
-
|
8
|
1
|
49
|
HKD +68
|
-
|
Full Body: 8 (1 Frame)
|
0
|
-
|
- Command grab that, while standard at a glance, can be a massive blow to the opponent.
- B and D versions are identical and can combo into 4214B/BD midscreen and can combo into 623A/AC in the corner.
- BD version has a higher launch and can combo into most specials anywhere on screen.
- Upon Critical Hit:
What makes this grab scary to an opponent is the combo into 4214BD. If Shingo gets a Critical Hit on that EX, and with enough meter, he can do upwards of 50% off of this command grab. Of course, this is reliant on 4214BD being a Critical Hit, so it's not guaranteed. Regardless, make the opponent afraid of a surprise command grab with the potential of death.
|
|
Shingo Kick
Shingo Kick
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
B
B
|
90 [110]
|
Mid
|
-
|
19
|
7
|
19
|
SKD +34
|
-5
|
-
|
80
|
80
|
D
D
|
110 [130]
|
Mid
|
-
|
28
|
6
|
15
|
HKD (73 - Close Range to 78 Max Range)
|
-2 (Standing Block) to -0 (Crouch Block) to 2 (Max Range)
|
-
|
100
|
100
|
BD
BD
|
130 [150]
|
Mid
|
-
|
21
|
6
|
15
|
HKD (73 - Close Range to 78 Max Range)
|
-2 (Standing Block) to -0 (Crouch Block) to 2 (Max Range)
|
-
|
0
|
120
|
Shingo's most infamous move, and surprisingly useful. This flying kick can be incredibly hard to punish.
- B version causes a soft knockdown.
- D version is slower, but causes a hard knockdown on hit.
- BD version is the middle ground in speed between the two versions, while causing a hard knockdown.
The BD version is safe at -2. The recovery is so low that, with the right meaty setup, it can be slightly plus on block. However, the distance created is only useful for gimmicky frame traps with 2C or 2D. Do not let this dissuade you, though, as this still can be used to mind game your opponent with how low the recovery is.
|
|
Shingo Kick Air
Shingo Kick Air
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
80 [100]
|
Mid
|
-
|
22
|
Active until landing
|
21 on ground
|
29+30
|
-6~-5
|
-
|
80
|
80
|
The air version of Shingo Kick. While a simple divekick on the surface, this move has the capability to be an anti fireball tool.
- Soft knockdown on all versions
- Juggle state on airborne opponents. Can be followed up in the corner.
- No height restriction, so this move can be done with a Tiger Knee input.
- Can be done from backdash, where its application for getting in on projectiles shows its true abilities.
- Cannot be done from a backwards jump
- B version goes about 1/4 of the screen.
- Upon Critical Hit for all versions:
|
80 [100]
|
Mid
|
-
|
24
|
Active until landing
|
20 on ground
|
+30
|
-5
|
-
|
80
|
80
|
- D version travels 1/2 of the screen at the cost of slightly longer startup.
|
120 [140]
|
Mid
|
-
|
22
|
Active until landing
|
17 on ground
|
+33
|
-2
|
-
|
0
|
120
|
- BD version travels 1/2 of the screen as well, but with the B version's startup time.
What makes this move good as an anti fireball tool is that Shingo goes higher than where he is when he originally input the move. Essentially, rather than being low to the ground like during the backdash, Shingo will actually be higher. The B version only slightly increases the height, while the D and BD version places him much higher (high enough to go past an opponent even). Shingo will soar over a fireball with incredible speed with his own counter attack that can be a juggle on an airborne hit. The BD kick is especially good at these air to air interactions, as he can more easily combo into moves like 236AC (which means that he makes this anti air lead to insane damage).
On top of this, Shingo Kick Air has the same recovery as the grounded version, so it's also hard to punish and BD can also be made plus with a meaty setup (though with the same issues as the grounded version's plus frames) Use this move. Give your opponent real fear.
|
|
Shingo Kinsei Ore Shiki • Naraku Otoshi
Shingo Kinsei Ore Shiki • Naraku Otoshi
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
B
B
|
70 [90] / 40
|
High
|
-
|
25
|
9
|
18
|
HKD +38
|
-10
|
Lower Body
|
80 / 0
|
80
|
- Shingo hops and slams down on the opponent's head.
- This is a real 25f overhead
- Hits OTG and creates a consistent knockdown.
|
|
212 Shiki • Kototsuki Unfinished
212 Shiki • Kototsuki Unfinished
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
D
D
|
120 (50+70) [140 (50+90)]
|
Mid
|
-
|
15
|
3 (18) 10
|
17
|
HKD +38
|
-10
|
-
|
140 (60+80)
|
140 (60+80)
|
BD
BD
|
120 (50+70) [140 (50+90)]
|
Mid
|
-
|
15
|
3 (18) 10
|
17
|
Ground Bounce - HKD +69
|
-10
|
-
|
0
|
140 (60+80)
|
- Shingo runs forward with an elbow and follows up with a two handed slam. Despite appearances, the last hit is not an overhead.
- D version is a combo ender.
- BD version gives a small launch. Consistent, as it is not dependent on Critical Hit.
- Like 63214B, the second hit also hits OTG. Unlike that move, this one is not an overhead.
- Upon Critical Hit for all versions:
|
|
101 Shiki • Oboroguruma Unfinished
101 Shiki • Oboroguruma Unfinished
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
80 [100]
|
Mid
|
-
|
7
|
7
|
35 (22 on ground)
|
+30 SKD
|
-23
|
-
|
80
|
80
|
- Very fast, can be used instead of 236A for a guaranteed soft knockdown meterlessly.
- Can combo into 4214BD on a high enough air opponent, most notably from Critical Hit 236AC.
- Upon Critical Hit:
|
129 (30+30+50+20) [140 (30+30+80)]
|
Mid
|
-
|
12
|
7 (15) 7 (29) 3 (13) 3 [7 (15) 7 (29) 3 - Critical]
|
40 [37 (22 on ground) - Critical]
|
HKD +15 [+28 - Critical]
|
-76 [-57 - Critical]
|
-
|
200 (60+60+80+0)
|
120 (60+60)
|
- Always a hard knockdown.
- Too slow to land in situations where the B or BD versions hit.
- Travels surprisingly far across the screen, but also does it slowly, so death if the move is whiffed.
- Is the only special in Shingo's kit to have 2 different Critical Hits
- Upon Critical Hit, Shingo either:
- Gets a damage increase
- Falls on his face onto the opponent. Unlike KoF XI, where this fall was unblockable, Shingo's face first plummet cannot even hit a standing opponent when the rest of the move is whiffed.
|
160 (40+40+80) [160 (40+40+80)]
|
Mid
|
-
|
7
|
7 (8) 7 (10) 3 [7 (8) 7 (27) 5 - Critical]
|
42 (22 on ground) [30 - Critical]
|
+23 (+74)
|
-16
|
-
|
0
|
60 [180 (60+120)]
|
- On normal hit, this is a hard knockdown, but the Critical Hit is where this move shines.
- Like 4214A, can be used after lights.
- Upon Critical Hit:
- Shingo falls on the third hit, causing a ground bounce.
- This one actually can hit grounded opponents when the start whiffs, but is blockable.
This move is used at the end of combos as a gamble with high meter. Either you get a hard knockdown or you get the opportunity to dump your meter and do even more damage.
|
|
Super Special Moves
Burning Shingo
Burning Shingo
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
A/C
A/C
|
200 (60+30+30+80) [220 (60+30+30+100)]
|
Mid
|
advanced, climax
|
12
|
6
|
61
|
HKD +69
|
-48
|
Full Body: 1-17f
|
0
|
0
|
AC
AC
|
350 (60+30+30+50+50+50+80) [370 (60+30+30+50+50+50+100)]
|
Mid
|
climax
|
10
|
6
|
61
|
HKD +69
|
-48
|
Full Body: 1-15f
|
0
|
0
|
Shingo quickly attacks the opponent and follow up with multiple strike.
- Much faster super, but a little less range
- Will whiff after cancelling from 623A/C
- Both versions can combo into an OTG 63214K
- Upon Critical Hit:
|
|
Shingo Kinsei Ore Shiki • Orochi Zuki
Shingo Kinsei Ore Shiki • Orochi Zuki
236236A/C/AC
236236A/C/AC
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
A/C
A/C
|
180 [200]
|
Mid
|
advanced, climax
|
20
|
14
|
40
|
HKD +40
|
-35
|
Full Body: 1-3f
|
0
|
0
|
AC
AC
|
330 [350]
|
Mid
|
climax
|
18
|
14
|
40
|
HKD +40
|
-35
|
Full Body: 1f
|
0
|
0
|
Shingo holds up his hand and charges a powerful attack, just like his idol. Unlike Kyo, though, Shingo throws no flames and only hits the opponent with a backfist.
- Can be charged, but does not do any more damage if held whatsoever.
- Slow attack, will be too slow to connect in situations like a late 236A cancel.
- Covers slightly more distance than his other super.
- If hit on a high enough opponent, such as from 623A, OTG 63214B will hit the opponent.
- Upon Critical Hit:
Remember, you lose no damage by immediately letting go of the super. Only hold the super if it would whiff other wise or if you want to be more comfortable when Advanced Cancelling into 2141236AC..
|
|
Climax Super Special Moves
Climax Shingo
Climax Shingo
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
450 (50+60+70+70+200) Min: 225
|
Mid
|
-
|
10
|
5
|
56
|
HKD +18
|
-42
|
Full Body: 1-14f
|
0
|
0
|
|
|
Misc
Frame Data preview (actual wiki page WIP)
https://pbs.twimg.com/media/FmqbUuHaYAACvRI?format=png&name=large
Videos
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