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The King of Fighters XV/Shingo Yabuki/Data: Difference between revisions

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Line 6: Line 6:
| input   = c.A
| input   = c.A
| images   = XV_shingo_cla_ima.png
| images   = XV_shingo_cla_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_shingo_cla.png
| damage   = 25
| damage   = 25
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = command
| cancel   = command
| startup   = 4
| startup   = 4
| active   =  
| active   = 3
| recovery   =  
| recovery   = 7
| hitadv   = +5
| hitadv   = +5
| blockadv   = +3
| blockadv   = +3
Line 25: Line 25:
| input   = c.B
| input   = c.B
| images   = XV_shingo_clb_ima.png
| images   = XV_shingo_clb_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_shingo_clb.png
| damage   = 30
| damage   = 30
| guard   = [[The_King_of_Fighters_XV/Defense#Low|Low]]
| guard   = [[The_King_of_Fighters_XV/Defense#Low|Low]]
| cancel   = command
| cancel   = command
| startup   = 5
| startup   = 5
| active   =  
| active   = 3
| recovery   =  
| recovery   = 12
| hitadv   = 0
| hitadv   = 0
| blockadv   = -2
| blockadv   = -2
Line 44: Line 44:
| input   = c.C
| input   = c.C
| images   = XV_shingo_clc_ima.png
| images   = XV_shingo_clc_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_shingo_clc.png, XV_shingo_clc2.png
| damage   = 70
| damage   = 70
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = command
| cancel   = command
| startup   = 5
| startup   = 5
| active   =  
| active   = 3
| recovery   =  
| recovery   = 18
| hitadv   = 0
| hitadv   = 0
| blockadv   = -2
| blockadv   = -2
Line 63: Line 63:
| input   = c.D
| input   = c.D
| images   = XV_shingo_cld_ima.png
| images   = XV_shingo_cld_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_shingo_cld.png
| damage   = 80
| damage   = 80
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = command
| cancel   = command
| startup   = 8
| startup   = 8
| active   =
| active   = 3
| recovery   =  
| recovery   = 19
| hitadv   = -1
| hitadv   = -1
| blockadv   = -3
| blockadv   = -3
Line 83: Line 83:
| input   = f.A
| input   = f.A
| images   = XV_shingo_fa_ima.png
| images   = XV_shingo_fa_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_shingo_fa.png
| damage   = 25
| damage   = 25
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = special
| cancel   = special
| startup   = 6
| startup   = 6
| active   =  
| active   = 4
| recovery   =  
| recovery   = 12
| hitadv   = -1
| hitadv   = -1
| blockadv   = -3
| blockadv   = -3
Line 102: Line 102:
| input   = f.B
| input   = f.B
| images   = XV_shingo_fb_ima.png
| images   = XV_shingo_fb_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_shingo_fb.png
| damage   = 30
| damage   = 30
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = super
| cancel   = super
| startup   = 8
| startup   = 8
| active   =  
| active   = 3
| recovery   =  
| recovery   = 15
| hitadv   = -5
| hitadv   = -5
| blockadv   = -3
| blockadv   = -3
Line 121: Line 121:
| input   = f.C
| input   = f.C
| images   = XV_shingo_fc_ima.png
| images   = XV_shingo_fc_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_shingo_fc.png
| damage   = 70
| damage   = 70
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = special
| cancel   = special
| startup   = 14
| startup   = 12
| active   =  
| active   = 3
| recovery   =  
| recovery   = 22
| hitadv   = -4
| hitadv   = -4
| blockadv   = -6
| blockadv   = -6
Line 140: Line 140:
| input   = f.D
| input   = f.D
| images   = XV_shingo_fd_ima.png
| images   = XV_shingo_fd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_shingo_fd.png
| damage   = 80
| damage   = 80
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = super
| cancel   = super
| startup   = 12
| startup   = 10
| active   =  
| active   = 5
| recovery   =  
| recovery   = 19
| hitadv   = -3
| hitadv   = -3
| blockadv   = -5
| blockadv   = -5
Line 160: Line 160:
| input   = 2A
| input   = 2A
| images   = XV_shingo_2a_ima.png
| images   = XV_shingo_2a_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_shingo_2a.png
| damage   = 25
| damage   = 25
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = command
| cancel   = command
| startup   = 4
| startup   = 4
| active   =  
| active   = 4
| recovery   =  
| recovery   = 8
| hitadv   = +3
| hitadv   = +3
| blockadv   = +1
| blockadv   = +1
Line 179: Line 179:
| input   = 2B
| input   = 2B
| images   = XV_shingo_2b_ima.png
| images   = XV_shingo_2b_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_shingo_2b.png
| damage   = 15
| damage   = 15
| guard   = [[The_King_of_Fighters_XV/Defense#Low|Low]]
| guard   = [[The_King_of_Fighters_XV/Defense#Low|Low]]
| cancel   = super
| cancel   = super
| startup   = 5
| startup   = 5
| active   =
| active   = 3
| recovery   =  
| recovery   = 10
| hitadv   = +2
| hitadv   = +2
| blockadv   = 0
| blockadv   = 0
Line 198: Line 198:
| input   = 2C
| input   = 2C
| images   = XV_shingo_2c_ima.png
| images   = XV_shingo_2c_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_shingo_2c.png, XV_shingo_2c2.png
| damage   = 70
| damage   = 70
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = command
| cancel   = command
| startup   = 8
| startup   = 8
| active   =  
| active   = 4
| recovery   =  
| recovery   = 17
| hitadv   = 0
| hitadv   = 0
| blockadv   = -2
| blockadv   = -2
Line 217: Line 217:
| input   = 2D
| input   = 2D
| images   = XV_shingo_2d_ima.png
| images   = XV_shingo_2d_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_shingo_2d.png
| damage   = 80
| damage   = 80
| guard   = [[The_King_of_Fighters_XV/Defense#Low|Low]]
| guard   = [[The_King_of_Fighters_XV/Defense#Low|Low]]
Line 241: Line 241:
| input   = h.A
| input   = h.A
| images   = XV_shingo_ja_ima.png
| images   = XV_shingo_ja_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_shingo_ha.png
| damage   = 40
| damage   = 40
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   =  
| cancel   = special
| startup   =  
| startup   = 4
| active   =  
| active   = 5
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
Line 254: Line 254:
| guardDamage =  
| guardDamage =  
}}
}}
====j.A====
====j.A====
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_ja
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_ja
Line 262: Line 263:
| input   = j.A
| input   = j.A
| images   = XV_shingo_ja_ima.png
| images   = XV_shingo_ja_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_shingo_ja.png
| damage   = 45
| damage   = 45
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   =  
| cancel   = special
| startup   = 4
| startup   = 4
| active   =  
| active   = 7
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
Line 284: Line 285:
| input   = h.B
| input   = h.B
| images   = XV_shingo_jb_ima.png
| images   = XV_shingo_jb_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_shingo_hb.png
| damage   = 40
| damage   = 40
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   =  
| cancel   =  
| startup   = 6
| startup   = 6
| active   =  
| active   = 8
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
Line 306: Line 307:
| input   = j.B
| input   = j.B
| images   = XV_shingo_jb_ima.png
| images   = XV_shingo_jb_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_shingo_jb.png
| damage   = 45
| damage   = 45
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   =  
| cancel   =  
| startup   = 5
| startup   = 5
| active   =  
| active   = 9
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
Line 323: Line 324:
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_jc
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_jc
| name   = jump C
| name   = jump C
| header      = no
| header      = yes
| version   = jump C
| version   =  
| orderId   = 2
| orderId   = 1
| input   = j.C
| input   = j.C
| images   = XV_shingo_jc_ima.png
| images   = XV_shingo_jc_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_shingo_hc.png, XV_shingo_jc.png
| damage   = 70
| damage   = 70
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   =  
| cancel   = special
| startup   = 6
| startup   = 6
| active   =  
| active   = 8
| recovery   =
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
Line 345: Line 346:
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_jd
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_jd
| name   = jump D
| name   = jump D
| header      = no
| header      = yes
| version   = jump D
| version   = jump D
| orderId   = 2
| orderId   = 1
| input   = j.D
| input   = j.D
| images   = XV_shingo_jd_ima.png
| images   = XV_shingo_jd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_shingo_hd.png, XV_shingo_jd.png
| damage   = 70
| damage   = 70
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   =  
| cancel   =  
| startup   = 8
| startup   = 8
| active   =  
| active   = 5
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
Line 370: Line 371:
| input   = 6B
| input   = 6B
| images   = XV_shingo_6b_ima.png
| images   = XV_shingo_6b_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_shingo_6b.png, XV_shingo_6b2.png
| damage   = 60 [35]
| damage   = 60 [35]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   = super [special]
| cancel   = super [special]
| startup   = 24 [18]
| startup   = 24 [18]
| active   =  
| active   = 2
| recovery   =  
| recovery   = 19 [21]
| hitadv   = 0 [-2]
| hitadv   = 0 [-2]
| blockadv   = -4 [-2]
| blockadv   = -2 [-4]
| invul   =  
| invul   =  
| stun        = 80 [40]
| stun        = 80 [40]
Line 390: Line 391:
| input   = CD
| input   = CD
| images   = XV_shingo_cd_ima.png
| images   = XV_shingo_cd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_shingo_cd.png
| damage   = 75
| damage   = 75
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = command
| cancel   = special
| startup   = 16
| startup   = 16
| active   =
| active   = 6
| recovery   =  
| recovery   = 19
| hitadv   = +75~+90 Wall Splat (Ground hit) / Soft Knockdown (Air hit)
| hitadv   = +75~+90 Wall Splat (Ground hit) / Soft Knockdown (Air hit)
| blockadv   = -2
| blockadv   = -2
Line 409: Line 410:
| input   = qcf+CD
| input   = qcf+CD
| images   = XV_shingo_236cd_ima.png
| images   = XV_shingo_236cd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_shingo_236cd.png, XV_shingo_236cd2.png
| damage   = 75
| damage   = 75
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
Line 421: Line 422:
| stun        = 0
| stun        = 0
| guardDamage = 200
| guardDamage = 200
}}
====AdvanceStrike====
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_214cd
| name        = AdvanceStrike
| input      = 214CD
| images      = XV_shingo_214cd_ima.png
| hitboxes    = XV_shingo_214cd.png, XV_shingo_214cd2.png
| damage      = 100
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =
| startup   = 28
| active   = 6
| recovery   = 37 (on whiff) / Recovers faster on hit and block.
| hitadv   =  HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit)
| blockadv   = 3
| invul   = Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames)
| stun        = 0
| guardDamage = 150
}}
}}


Line 431: Line 451:
| input   = h.CD
| input   = h.CD
| images   = XV_shingo_jcd_ima.png
| images   = XV_shingo_jcd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_shingo_hcd.png
| damage   = 80
| damage   = 80
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   = special
| startup   =  
| startup   = 14
| active   =  
| active   = 6
| recovery   =  
| recovery   = 1 on ground
| hitadv   = Soft Knockdown
| hitadv   = Soft Knockdown
| blockadv   =  
| blockadv   =  
Line 453: Line 473:
| input   = j.CD
| input   = j.CD
| images   = XV_shingo_jcd_ima.png
| images   = XV_shingo_jcd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_shingo_jcd.png
| damage   = 90
| damage   = 90
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   = special
| startup   = 14
| startup   = 14
| active   =  
| active   = 8
| recovery   =  
| recovery   = 1 on ground
| hitadv   = Soft Knockdown
| hitadv   = Soft Knockdown
| blockadv   =  
| blockadv   =  
Line 521: Line 541:
| input   = 4/6C
| input   = 4/6C
| images   = XV_shingo_cthrow_ima.png
| images   = XV_shingo_cthrow_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_shingo_cthrow.png
| damage   = 100
| damage   = 100
| guard   = -
| guard   = -
Line 543: Line 563:
| input   = 4/6D
| input   = 4/6D
| images   = XV_shingo_dthrow_ima.png
| images   = XV_shingo_dthrow_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_shingo_dthrow.png
| damage   = 100  
| damage   = 100  
| guard   = -
| guard   = -
Line 560: Line 580:
===100 Shiki • Oniyaki Unfinished===
===100 Shiki • Oniyaki Unfinished===
====623A====
====623A====
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_dp+a
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_623a
| name   = 100 Shiki • Oniyaki Unfinished
| name   = 100 Shiki • Oniyaki Unfinished
| header      = yes
| header      = yes
Line 567: Line 587:
| input   = 623A
| input   = 623A
| images   = XV_shingo_623a_ima.png
| images   = XV_shingo_623a_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_shingo_623a.png, XV_shingo_623a2.png, XV_shingo_623a3.png
| damage   = 80 (100)
| damage   = 80 [100]
| guard   = Mid
| guard   = Mid
| cancel   = super(1)
| cancel   = super
| startup   = 7
| startup   = 7
| active   =  
| active   = 9
| recovery   =  
| recovery   = 42 (15 on ground)
| hitadv   = Soft Knockdown (+16)
| hitadv   = Soft Knockdown (+16)
| blockadv   = -32
| blockadv   = -32
| invul   = Upper body invincibility
| invul   = Air Invincible 1 to 10
| stun        = 60
| stun        = 60
| guardDamage =  
| guardDamage = 60
}}
}}


====623C====
====623C====
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_dp+c
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_623c
| name   = 100 Shiki • Oniyaki Unfinished
| name   = 100 Shiki • Oniyaki Unfinished
| header      = no
| header      = no
Line 589: Line 609:
| input   = 623C
| input   = 623C
| images   = XV_shingo_623a_ima.png
| images   = XV_shingo_623a_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_shingo_623c.png, XV_shingo_623c2.png, XV_shingo_623c3.png
| damage   = 120 (140)
| damage   = 120 [140]
| guard   = Mid
| guard   = Mid
| cancel   = super(1)
| cancel   = super
| startup   = 9
| startup   = 9
| active   =
| active   = 13
| recovery   =  
| recovery   = 47 (20 on ground)
| hitadv   = Soft Knockdown (+14)
| hitadv   = Soft Knockdown (+14)
| blockadv   = -41
| blockadv   = -41
| invul   = Full Body (1f-?f)
| invul   = Full Body 1 to 13
| stun        = 100
| stun        = 100
| guardDamage =  
| guardDamage = 120
}}
}}


====623AC====
====623AC====
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_dp+ac
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_623ac
| name   = 100 Shiki • Oniyaki Unfinished
| name   = 100 Shiki • Oniyaki Unfinished
| header      = no
| header      = no
Line 611: Line 631:
| input   = 623AC
| input   = 623AC
| images   = XV_shingo_623a_ima.png
| images   = XV_shingo_623a_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_shingo_623ac.png, XV_shingo_623ac2.png, XV_shingo_623ac3.png
| damage   = 160 (180)
| damage   = 160 (120+40) [180 (140+40)]
| guard   = Mid
| guard   = Mid
| cancel   =  
| cancel   =  
| startup   = 5
| startup   = 5
| active   =  
| active   = 17
| recovery   =  
| recovery   = 53 (30 on ground)
| hitadv   = Soft Knockdown (+10)
| hitadv   = Soft Knockdown (+10)
| blockadv   = -44
| blockadv   = -44
| invul   = Full Body (1f -?f)
| invul   = Full Body 1 to 11
| stun        = 0
| stun        = 0
| guardDamage =
| guardDamage = 160 (120+40)
}}
}}


Line 630: Line 650:
| name   = 101 Shiki * Oboroguruma Unfinished
| name   = 101 Shiki * Oboroguruma Unfinished
| header      = yes
| header      = yes
| version   =  
| version   = B
| orderId   = 1
| orderId   = 1
| input   = 4124B
| input   = 4124B
| images   = XV_shingo_4214b_ima.png
| images   = XV_shingo_421b_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_shingo_421b.png
| damage   = 80 (100)
| damage   = 80 [100]
| guard   = Mid
| guard   = Mid
| cancel   =  
| cancel   =  
| startup   = 7
| startup   = 7
| active   =  
| active   = 7
| recovery   =  
| recovery   = 35 (22 on ground)
| hitadv   = +30 SKD
| hitadv   = +30 SKD
| blockadv   = -23
| blockadv   = -23
| invul   =  
| invul   =  
| stun        = 80
| stun        = 80
| guardDamage =  
| guardDamage = 80
}}
}}


Line 652: Line 672:
| name   = 101 Shiki * Oboroguruma Unfinished
| name   = 101 Shiki * Oboroguruma Unfinished
| header      = no
| header      = no
| version   =  
| version   = D
| orderId   = 2
| orderId   = 2
| input   = 4124D
| input   = 4124D
| images   = XV_shingo_4214b_ima.png
| images   = XV_shingo_421d_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_shingo_421d.png, XV_shingo_421d3.png, XV_shingo_421d4.png
| damage   = 129 (140)
| damage   = 129 (30+30+50+20) [140 (30+30+80)]
| guard   = Mid
| guard   = Mid
| cancel   =  
| cancel   =  
| startup   = 12
| startup   = 12
| active   =  
| active   = 7 (15) 7 (29) 3 (13) 3 [7 (15) 7 (29) 3 - Critical]
| recovery   =  
| recovery   = 40 [37 (22 on ground) - Critical]
| hitadv   = +28 HKD
| hitadv   = HKD +15 [+28 - Critical]
| blockadv   = -57
| blockadv   = -76 [-57 - Critical]
| invul   =  
| invul   =  
| stun        = (60+60+80+0)
| stun        = 200 (60+60+80+0)
| guardDamage =  
| guardDamage = 120 (60+60)
}}
}}


Line 674: Line 694:
| name   = 101 Shiki * Oboroguruma Unfinished
| name   = 101 Shiki * Oboroguruma Unfinished
| header      = no
| header      = no
| version   =  
| version   = BD
| orderId   = 2
| orderId   = 3
| input   = 4124BD
| input   = 4124BD
| images   = XV_shingo_4214b_ima.png
| images   = XV_shingo_421b_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_shingo_421bd.png, XV_shingo_421bd3.png, XV_shingo_421bd4.png
| damage   = 160 (160)
| damage   = 160 (40+40+80) [160 (40+40+80)]
| guard   = Mid
| guard   = Mid
| cancel   =  
| cancel   =  
| startup   = 7
| startup   = 7
| active   =  
| active   = 7 (8) 7 (10) 3 [7 (8) 7 (27) 5 - Critical]
| recovery   =  
| recovery   = 42 (22 on ground) [30 - Critical]
| hitadv   = +23 (+74)
| hitadv   = +23 (+74)
| blockadv   = -16
| blockadv   = -16
| invul   =  
| invul   =  
| stun        = 0
| stun        = 0
| guardDamage = 100
| guardDamage = 60 [180 (60+120)]
}}
}}


Line 700: Line 720:
| orderId   = 1
| orderId   = 1
| input   = j.236B
| input   = j.236B
| images   = XV_shingo_j236b_ima.png
| images   = XV_shingo_41236b_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_shingo_j236b.png, XV_shingo_j236b2.png, XV_shingo_j236b3.png
| damage   = 80 (100)
| damage   = 80 [100]
| guard   = Mid
| guard   = Mid
| cancel   =  
| cancel   =  
| startup   = 22
| startup   = 22
| active   =  
| active   = Active until landing
| recovery   =  
| recovery   = 21 on ground
| hitadv   = 29+30
| hitadv   = 29+30
| blockadv   = -6~-5
| blockadv   = -6~-5
| invul   =  
| invul   =  
| stun        = 80
| stun        = 80
| guardDamage =  
| guardDamage = 80
}}
}}
====j.236D====
====j.236D====
Line 721: Line 741:
| orderId   = 2
| orderId   = 2
| input   = j.236D
| input   = j.236D
| images   = XV_shingo_j236d_ima.png
| images   = XV_shingo_41236b_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_shingo_j236b.png, XV_shingo_j236b2.png, XV_shingo_j236b3.png
| damage   = 80 (100)
| damage   = 80 [100]
| guard   = Mid
| guard   = Mid
| cancel   =  
| cancel   =  
| startup   = 24
| startup   = 24
| active   =
| active   = Active until landing
| recovery   =  
| recovery   = 20 on ground
| hitadv   = +30
| hitadv   = +30
| blockadv   = -5
| blockadv   = -5
| invul   =  
| invul   =  
| stun        = 80
| stun        = 80
| guardDamage =  
| guardDamage = 80
}}
}}
====j.236BD====
====j.236BD====
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_236bd
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_j236bd
| name   = Shingo Kick Air  
| name   = Shingo Kick Air  
| header      = no
| header      = no
Line 742: Line 762:
| orderId   = 3
| orderId   = 3
| input   = j.236BD
| input   = j.236BD
| images   = XV_shingo_j236bd_ima.png
| images   = XV_shingo_41236b_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_shingo_j236bd.png, XV_shingo_j236bd2.png, XV_shingo_j236bd3.png
| damage   = 120 (140)
| damage   = 120 [140]
| guard   = Mid
| guard   = Mid
| cancel   =  
| cancel   =  
| startup   = 22
| startup   = 22
| active   =  
| active   = Active until landing
| recovery   =  
| recovery   = 17 on ground
| hitadv   = +33
| hitadv   = +33
| blockadv   = -2
| blockadv   = -2
| invul   =  
| invul   =  
| stun        = 0
| stun        = 0
| guardDamage =
| guardDamage = 120
}}
}}


===75 Shiki • Kai (Follow Up)===
===Shingo Kick===
====236B,K====
====41236B====
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_236bk
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_41236b
| name   = 75 Shiki • Kai (Follow Up)
| name   = Shingo Kick
| header      = yes
| header      = yes
| version   =  
| version   = B
| orderId   = 1
| orderId   = 1
| input   = 236B,K
| input   = 426B
| images   = XV_shingo_236b_k_ima.png
| images   = XV_shingo_41236b_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_shingo_41236b.png, XV_shingo_41236b2.png, XV_shingo_41236b3.png
| damage   = 30
| damage   = 90 [110]
| guard   = Mid
| guard   = Mid
| cancel   =  
| cancel   =  
| startup   = 6
| startup   = 19
| active   = 9
| active   = 7
| recovery   = 14
| recovery   = 19
| hitadv   = -19
| hitadv   = SKD +34
| blockadv   = -4
| blockadv   = -5
| invul   =  
| invul   =  
| stun        = 40
| stun        = 80
| guardDamage = 40
| guardDamage = 80
}}
}}
====236D,D====
====41236D====
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_236dk
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_41236d
| name   = 75 Shiki • Kai (Follow Up)
| name   = Shingo Kick
| header      = no
| header      = no
| version   =  
| version   = D
| orderId   = 2
| orderId   = 2
| input   = 236D,K
| input   = 41236D
| images   = XV_shingo_236b_k_ima.png
| images   = XV_shingo_41236b_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_shingo_41236b.png, XV_shingo_41236b2.png, XV_shingo_41236b3.png
| damage   = 30
| damage   = 110 [130]
| guard   = Mid
| guard   = Mid
| cancel   =  
| cancel   =  
| startup   = 6
| startup   = 28
| active   = 9
| active   = 6
| recovery   = 14
| recovery   = 15
| hitadv   = Juggle
| hitadv   = HKD (73 - Close Range to 78 Max Range)
| blockadv   = -4
| blockadv   = -2 (Standing Block) to -0 (Crouch Block) to 2 (Max Range)
| invul   =  
| invul   =  
| stun        =  
| stun        = 100
| guardDamage = 40
| guardDamage = 100
}}
}}
====236BD====
====41236BD====
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_236bdk
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_41236bd
| name   = 75 Shiki • Kai (Follow-Up)
| name   = Shingo Kick
| header      = no
| header      = no
| version   =  
| version   = BD
| orderId   = 3
| orderId   = 3
| input   = 236BD
| input   = 41236BD
| images   = XV_shingo_236b_k_ima.png
| images   = XV_shingo_41236b_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_shingo_41236bd.png, XV_shingo_41236bd2.png, XV_shingo_41236bd3.png
| damage   = 40
| damage   = 130 [150]
| guard   = Mid
| guard   = Mid
| cancel   =  
| cancel   =  
| startup   =  
| startup   = 21
| active   =  
| active   = 6
| recovery   =  
| recovery   = 15
| hitadv   = Juggle
| hitadv   = HKD (73 - Close Range to 78 Max Range)
| blockadv   = -4
| blockadv   = -2 (Standing Block) to -0 (Crouch Block) to 2 (Max Range)
| invul   =  
| invul   =  
| stun        =  
| stun        = 0
| guardDamage = 40
| guardDamage = 120
}}
}}


===114 Shiki • Aragami===
===114 Shiki • Aragami===
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_qcf+A
====236A====
| name   = 114 Shiki • Aragami
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_236a
| name   = 114 Shiki • Aragami Unfinished
| header      = yes
| header      = yes
| version   =  
| version   =  
Line 830: Line 851:
| input   = 236A
| input   = 236A
| images   = XV_shingo_236a_ima.png
| images   = XV_shingo_236a_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_shingo_236a.png
| damage   = 60
| damage   = 70 [90]
| guard   = Mid
| guard   = Mid
| cancel   = super
| cancel   = super
| startup   = 11
| startup   = 9
| active   = 6
| active   = 6
| recovery   = 19
| recovery   = 19
| hitadv   = -4
| hitadv   = -2 [+29 SKD - Critical]
| blockadv   = -6
| blockadv   = -6
| invul   = Upper Body Armor: 5 to 6 (2 frames)
| invul   =  
| stun        = 30
| stun        = 70
| guardDamage = 30
| guardDamage = 70
}}
}}


===128 Shiki • Konokizu===
===115 Shiki • Dokugami Unfinished===
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_236A~236P
====236C====
| name   = 128 Shiki • Konokizu
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_236c
| name   = 115 Shiki: Dokugami Unfinished
| header      = yes
| header      = yes
| version   =  
| version   = C
| orderId   = 2
| orderId   = 1
| input   = 236A ~ 236P
| input   = 236C
| images   = XV_shingo_236a_236p_ima.png
| images   = XV_shingo_236c_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_shingo_236c.png
| damage   = 45
| damage   = 90 [128 (90+40)]
| guard   = Mid
| guard   = Mid
| cancel   = super
| cancel   = super
| startup   = 9
| startup   = 16
| active   = 8
| active   = 2
| recovery   = 25
| recovery   = 24
| hitadv   = Soft Knockdown (+21)
| hitadv   = +28 [+41 HKD - Critical]
| blockadv   = -14
| blockadv   = -7 [+2 - Critical]
| invul   =  
| invul   =  
| stun        = 40
| stun        = 130 (90+40)
| guardDamage = 40
| guardDamage = 130 (90+40)
}}
}}


===127 Shiki • Yanosabi===
====236C > AB====
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_236A~236P~P
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_236c_ab
| name   = 127 Shiki • Yanosabi
| name   = 115 Shiki: Dokugami Unfinished
| header      = yes
| header      = yes
| version   =  
| version   =  
| orderId   = 3
| orderId   = 1
| input   = 236A ~ 236P ~ P
| input   = 236C > AB
| images   = XV_shingo_236a_63214p_ima.png
| images   = XV_shingo_236c_ab_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_shingo_236c_ab.png
| damage   = 40
| damage   =  
| guard   = Mid
| guard   =  
| cancel   =  
| cancel   =  
| startup   = 12
| startup   =  
| active   = 3
| active   =
| recovery   = 27
| recovery   = 32
| hitadv   = Hard Knockdown (+38)
| hitadv   =  
| blockadv   = -11
| blockadv   =  
| invul   =  
| invul   =  
| stun        = 60
| stun        =  
| guardDamage = 60
| guardDamage =  
}}
}}


===125 Shiki • Nanase===
====236AC====
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_236A~236P~K
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_236ac
| name   = 127 Shiki • Nanase
| name   = 115 Shiki: Dokugami Unfinished
| header      = yes
| header      = yes
| version   =  
| version   = AC
| orderId   = 3
| orderId   = 3
| input   = 236A ~ 236P ~ K
| input   = 236AC
| images   = XV_shingo_236a_236p_k_ima.png
| images   = XV_shingo_236c_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_shingo_236ac.png, XV_shingo_236ac2.png
| damage   = 40
| damage   = 120 (40+80) [158 (40+80+40)]
| guard   = Mid
| guard   = Mid
| cancel   =  
| cancel   =  
| startup   = 12
| startup   = 10
| active   = 6
| active   = 2 (4) 2
| recovery   = 22
| recovery   = 36
| hitadv   = Soft Knockdown (+38)
| hitadv   = Wall Splat +62 to 77 [Wall Bounce +82 to 98 - Critical]
| blockadv   = -9
| blockadv   = -21 [-12 - Critical]
| invul   =  
| invul   =  
| stun        = 40
| stun        = 0
| guardDamage = 60
| guardDamage = 140 (60+80) [180 (60+80+40)]
}}
}}


===127 Shiki • Yanosabi (2)===
===Shingo Kinsei Ore Shiki * Naraku Otoshi===
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_236A~63214P
====63214B====
| name   = 127 Shiki • Yanosabi (2)
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_63214b
| name   = Shingo Kinsei Ore Shiki * Naraku Otoshi
| header      = yes
| header      = yes
| version   =  
| version   = B
| orderId   = 2
| orderId   = 1
| input   = 236A ~ 63214P
| input   = 63214B
| images   = XV_shingo_236a_63214p_ima.png
| images   = XV_shingo_63214d_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_shingo_63214b.png, XV_shingo_63214b2.png
| damage   = 40
| damage   = 70 [90] / 40
| guard   = High
| guard   = High
| cancel   =  
| cancel   =  
| startup   = 24
| startup   = 25
| active   = 4
| active   = 9
| recovery   = 27
| recovery   = 18
| hitadv   = Hard Knockdown
| hitadv   = HKD +38
| blockadv   = -14
| blockadv   = -10
| invul   =  
| invul   = Lower Body
| stun        = 60
| stun        = 80 / 0
| guardDamage = 60
| guardDamage = 80
}}
}}


===212 Shiki • Kototsuki  Yo (2)===
===212 Shiki • Kototsuki  Unfinished===
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_236A~63214P~63214K
====63214D====
| name   = 212 Shiki • Kototsuki  Yo
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_63214d
| name   = 212 Shiki • Kototsuki  Unfinished
| header      = yes
| header      = yes
| version   =  
| version   = D
| orderId   = 2
| orderId   = 1
| input   = 236A ~ 63214P ~ 63214K
| input   = 63214D
| images   = XV_shingo_63214d_ima.png
| images   = XV_shingo_63214b_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_shingo_63214d.png, XV_shingo_63214d2.png, XV_shingo_63214d3.png
| damage   = 90 (10+80)
| damage   = 120 (50+70) [140 (50+90)]
| guard   = Mid
| guard   = Mid
| cancel   =  
| cancel   =  
| startup   = 5
| startup   = 15
| active   = 3
| active   = 3 (18) 10
| recovery   = 33
| recovery   = 17
| hitadv   = Hard Knockdown
| hitadv   = HKD +38
| blockadv   = -17
| blockadv   = -10
| invul   =  
| invul   =  
| stun        =  
| stun        = 140 (60+80)
| guardDamage = 0
| guardDamage = 140 (60+80)
}}
}}


===Ge-Shiki • Migari Ugachi===
====63214BD====
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_236A~63214P~P
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_63214bd
| name   = Ge-Shiki • Migari Ugachi
| name   = 212 Shiki • Kototsuki  Unfinished
| header      = yes
| header      = no
| version   =  
| version   = BD
| orderId   = 2
| orderId   = 2
| input   = 236A ~ 63214P ~ P
| input   = 63214BD
| images   = XV_shingo_236a_63214p_p_ima.png
| images   = XV_shingo_63214d_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_shingo_63214bd.png, XV_shingo_63214bd2.png, XV_shingo_63214bd3.png
| damage   = 60
| damage   = 120 (50+70) [140 (50+90)]
| guard   = Mid
| guard   = Mid
| cancel   =  
| cancel   =  
| startup   = 16
| startup   = 15
| active   = 5
| active   = 3 (18) 10
| recovery   = 30
| recovery   = 17
| hitadv   = Hard Knockdown
| hitadv   = Ground Bounce - HKD +69
| blockadv   = -16
| blockadv   = -10
| invul   =  
| invul   =  
| stun        = 60
| stun        = 0
| guardDamage = 60
| guardDamage = 140 (60+80)
}}
}}


===124 Shiki • Munotsuchi===
===Shingo Kinsei Ore Shiki * Mizukiri===
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_236A~63214K
====214A====
| name   = 124 Shiki • Munotsuchi
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_214a
| name   = Shingo Kinsei Ore Shiki * Mizukiri
| header      = yes
| header      = yes
| version   =  
| version   =  
| orderId   = 2
| orderId   = 1
| input   = 236A ~ 63214K
| input   = 214A
| images   = XV_shingo_236a_63214k_ima.png
| images   = XV_shingo_214a_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_shingo_214a.png
| damage   = 60
| damage   = 60 [80]
| guard   = Low
| guard   = Low
| cancel   =  
| cancel   = super
| startup   = 21
| startup   = 15
| active   = 2
| active   = 3
| recovery   = 29
| recovery   = 21
| hitadv   = Soft Knockdown
| hitadv   = SKD +38
| blockadv   = -12
| blockadv   = -5
| invul   =  
| invul   =  
| stun        = 60
| stun        = 60
Line 998: Line 1,023:
}}
}}


===427 Shiki • Hikigane===
====214C====
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_236A~63214K~K
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_214c
| name   = 427 Shiki • Hikigane
| name   = Shingo Kinsei Ore Shiki * Mizukiri
| header      = yes
| version   =
| orderId   = 2
| input   = 236A ~ 63214K ~ K
| images   = XV_shingo_236a_63214k_k_ima.png
| hitboxes   = XV_placeholder.png
| damage   = 60
| guard   = Mid
| cancel   =
| startup   = 21
| active   = 2
| recovery   = 25
| hitadv   = Juggle
| blockadv   = -12
| invul   = Low Body: 8 to 18 (11 frames)
| stun        = 60
| guardDamage = 100
}}
 
===Ge-Shiki • Tsurubeotoshi===
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_236A~63214K~P
| name   = Ge-Shiki • Tsurubeotoshi
| header      = yes
| version   =
| orderId   = 2
| input   = 236A ~ 63214K ~ P
| images   = XV_shingo_j2c_ima.png
| hitboxes   = XV_placeholder.png
| damage   = 60
| guard   = Mid
| cancel   =
| startup   = 24
| active   = 2
| recovery   = 27
| hitadv   = Hard Knockdown (+36)
| blockadv   = -16
| invul   =
| stun        = 60
| guardDamage = 60
}}
 
===115 Shiki • Dokugami===
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_236C
| name   = 115 Shiki: Dokugami
| header      = yes
| version   =
| orderId   = 1
| input   = 236C
| images   = XV_shingo_236c_ima.png
| hitboxes   = XV_placeholder.png
| damage   = 70
| guard   = Mid
| cancel   = super
| startup   = 18
| active   = 6
| recovery   = 20
| hitadv   = -2
| blockadv   = -7
| invul   = Upper Body Armor: 7 to 11 (5 frames)
| stun        = 40
| guardDamage = 40
}}
 
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_236AC
| name   = 115 Shiki: Dokugami
| header      = no
| header      = no
| version   =  
| version   =  
| orderId   = 2
| orderId   = 2
| input   = 236AC
| input   = 214C
| images   = XV_shingo_236c_ima.png
| images   = XV_shingo_214a_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_shingo_214c.png
| damage   = 90
| damage   = 90 [110]
| guard   = Mid
| guard   = Low
| cancel   =
| startup   = 18
| active   = 5
| recovery   = 16
| hitadv   = +0
| blockadv   = -2
| invul   = Upper Body Armor: 3 to 12 (10 frames)
| stun        =
| guardDamage = 40
}}
 
===401 Shiki • Tsumiyomi===
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_236C~63214P
| name   = 401 Shiki • Tsumiyomi
| header      = yes
| version   =
| orderId   = 2
| input   = 236C ~ 63214P
| images   = XV_shingo_236c_63214p_ima.png
| hitboxes   = XV_placeholder.png
| damage   = 25
| guard   = Mid
| cancel   = super
| cancel   = super
| startup   = 10
| startup   = 21
| active   = 3
| active   = 3
| recovery   = 29
| recovery   = 21
| hitadv   = -11
| hitadv   = SKD +43
| blockadv   = -13
| blockadv   = -5
| invul   =  
| invul   =  
| stun        = 30
| stun        = 90
| guardDamage = 30
| guardDamage = 90
}}
}}


{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_236AC~63214P
====214AC====
| name   = 401 Shiki • Tsumiyomi
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_214ac
| name   = Shingo Kinsei Ore Shiki * Mizukiri
| header      = no
| header      = no
| version   =
| orderId   = 2
| input   = 236AC ~ 63214P
| images   = XV_shingo_236c_63214p_ima.png
| hitboxes   = XV_placeholder.png
| damage   = 25
| guard   = Mid
| cancel   =
| startup   = 10
| active   = 3
| recovery   = 23
| hitadv   = -5
| blockadv   = -7
| invul   =
| stun        =
| guardDamage = 40
}}
===402 Shiki • Batsuyomi===
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_236C~63214P~6P
| name   = 401 Shiki • Batsuyomi
| header      = yes
| version   =  
| version   =  
| orderId   = 3
| orderId   = 3
| input   = 236C ~ 63214P ~ 6P
| input   = 214AC
| images   = XV_shingo_236c_63214p_6p_ima.png
| images   = XV_shingo_214a_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_shingo_214ac.png
| damage   = 30
| damage   = 100 [120]
| guard   = Mid
| guard   = Low
| cancel   =  
| cancel   =  
| startup   = 14
| startup   = 15
| active   = 3
| active   = 3
| recovery   = 36
| recovery   = 21
| hitadv   = Soft Knockdown (+26~+27)
| hitadv   = SKD +43
| blockadv   = -20
| blockadv   = -5
| invul   =  
| invul   =  
| stun        = 40
| stun        = 0
| guardDamage = 40
| guardDamage = 100
}}
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_236AC~63214P~6P
| name   = 401 Shiki • Batsuyomi
| header      = no
| version   =
| orderId   = 3
| input   = 236AC ~ 63214P ~ 6P
| images   = XV_shingo_236c_63214p_6p_ima.png
| hitboxes   = XV_placeholder.png
| damage   = 30
| guard   = Mid
| cancel   =
| startup   = 14
| active   = 3
| recovery   = 36
| hitadv   = Soft Knockdown (+26)
| blockadv   = -20
| invul   =
| stun        =
| guardDamage = 40
}}
}}


===100 Shiki • Oniyaki (2)===
===Shingo Kinsei Ore Shiki * Nietogi===
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_236C~63214P~6P~623P
====632146K====
| name   = 100 Shiki • Oniyaki (2)
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_632146K
| name   = Shingo Kinsei Ore Shiki * Mizukiri
| header      = yes
| header      = yes
| version   =  
| version   = K
| orderId   = 4
| orderId   = 1
| input   = 236C ~ 63214P ~ 6P ~ 623P
| input   = 632146K
| images   = XV_shingo_623a_ima.png
| images   = XV_shingo_632146b_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_shingo_632146b.png
| damage   = 65
| damage   = 70 (20+20+30) [90 (20+20+50)]
| guard   = Mid
| guard   = Throw
| cancel   =  
| cancel   =  
| startup   = 6
| startup   = 8
| active   = 4
| active   = 1
| recovery   = 35
| recovery   = 49
| hitadv   = Soft Knockdown (+32~36)
| hitadv   = HKD +62
| blockadv   = -20
| blockadv   =  
| invul   =
| invul   = Full Body: 8 (1 Frame)
| stun        =
| stun        = 0
| guardDamage = 40
}}
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_236AC~63214P~6P~623P
| name   = 100 Shiki • Oniyaki (2)
| header      = no
| version   =
| orderId   = 4
| input   = 236AC ~ 63214P ~ 6P ~ 623P
| images   = XV_shingo_623a_ima.png
| hitboxes   = XV_placeholder.png
| damage   = 55
| guard   = Mid
| cancel   =
| startup   = 6
| active   = 4
| recovery   = 35
| hitadv   = Soft Knockdown (+32~35)
| blockadv   = -20
| invul   =
| stun        =
| guardDamage = 40
}}
 
===212 Shiki • Kototsuki  Yo===
====63214B====
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_63214B
| name   = 212 Shiki • Kototsuki  Yo
| header      = yes
| version   = B
| orderId   = 1
| input   = 63214B
| images   = XV_shingo_63214b_ima.png
| hitboxes   = XV_placeholder.png
| damage   = 124 (30+10+90)
| guard   = Mid
| cancel   = super
| startup   = 15 (4+11?)
| active   = 3
| recovery   = 27
| hitadv   = Hard Knockdown (+40)
| blockadv   = -11
| invul   = Low Body: 1 to 14 (14 Frames - Earliest active attack)
| stun        =  
| guardDamage = 0
| guardDamage = 0
}}
}}


====63214D====
====632146BD====
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_63214D
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_632146BD
| name   = 212 Shiki • Kototsuki  Yo
| name   = Shingo Kinsei Ore Shiki * Mizukiri
| header      = no
| header      = no
| version   = D
| version   = BD
| orderId   = 2
| orderId   = 2
| input   = 63214D
| input   = 632146BD
| images   = XV_shingo_63214d_ima.png
| images   = XV_shingo_632146bd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_shingo_632146bd.png
| damage   = 124 (30+10+90)
| damage   = 90 (20+20+50) [110 (20+20+70)]
| guard   = Mid
| guard   = Throw
| cancel   = super
| startup   = 15 (4+11?)
| active   = 3
| recovery   = 27
| hitadv   = Hard Knockdown (+40)
| blockadv   = -11
| invul   = Low Body after opponent is in proximity box.
| stun        =
| guardDamage = 0
}}
 
====63214BD====
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_63214BD
| name   = 212 Shiki • Kototsuki  Yo
| header      = no
| version   = BD
| orderId   = 3
| input   = 63214BD
| images   = XV_shingo_63214bd_ima.png
| hitboxes   = XV_placeholder.png
| damage   = 170 (50+120)
| guard   = -
| cancel   =  
| cancel   =  
| startup   = 3
| startup   = 8
| active   = 1
| active   = 1
| recovery   = 39
| recovery   = 49
| hitadv   = KND (+40)
| hitadv   = HKD +68
| blockadv   = Unblockable
| blockadv   =  
| invul   = Full Body 3 (1 Frame)
| invul   = Full Body: 8 (1 Frame)
| stun        =  
| stun        = 0
| guardDamage = 0
| guardDamage =  
}}
}}


==Supers==
==Supers==
===Ura 108 Shiki • Orochinagi===
===Burning Shingo===
====214236A/C====
====2141236A/C====
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_214236p
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_2141236p
| name   = Ura 108 Shiki • Orochinagi
| name   = Burning Shingo
| header      = yes
| header      = yes
| version   = A/C
| version   = A/C
| orderId   = 1
| orderId   = 1
| input   = 214236A/C
| input   = 2141236A/C
| images   = XV_shingo_2141236p_ima.png
| images   = XV_shingo_2141236p_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_shingo_2141236p.png
| damage   = 180/210/240/270
| damage   = 200 (60+30+30+80) [220 (60+30+30+100)]
| guard   = Mid
| guard   = Mid
| cancel   = advanced, climax
| cancel   = advanced, climax
| startup   = 23[99]
| startup   = 12
| active   = 10
| active   = 6
| recovery   = 30
| recovery   = 61
| hitadv   = Hard Knockdown (+58)
| hitadv   = HKD +69
| blockadv   = -21
| blockadv   = -48
| invul   = Full Body: 1 to 3 ( 3 frames)/ Upper Body: 4 to 18 (15 frames)/ Upper Body during charge.
| invul   = Full Body: 1-17f
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = 0
}}
}}
====214236AC====
====2141236AC====
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_214236ac
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_2141236ac
| name   = Ura 108 Shiki • Orochinagi
| name   = Burning Shingo
| header      = no
| header      = no
| version   = AC
| version   = AC
| orderId   = 2
| orderId   = 2
| input   = 214236AC
| input   = 2141236AC
| images   = XV_shingo_2141236p_ima.png
| images   = XV_shingo_2141236p_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_shingo_2141236p.png
| damage   = 330/345/360/420 (110/115/120/140)*3
| damage   = 350 (60+30+30+50+50+50+80) [370 (60+30+30+50+50+50+100)]
| guard   = Mid
| guard   = Mid
| cancel   = climax
| cancel   = climax
| startup   = 10[104]
| startup   = 10
| active   = 10
| active   = 6
| recovery   = 30
| recovery   = 61
| hitadv   = Hard Knockdown (+62)
| hitadv   = HKD +69
| blockadv   = -17
| blockadv   = -48
| invul   = Full Body: 1 to 9 (9 frames), Upper Body during charge.
| invul   = Full Body: 1-15f
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = 0
}}
}}


===182 Shiki===
===Shingo Kinsei Ore Shiki * Orochi Zuki ===
====236236A/C====
====236236A/C====
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_236236p
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_236236p
| name   = 182 Shiki
| name   = Shingo Kinsei Ore Shiki * Orochi Zuki
| header      = yes
| header      = yes
| version   = A/C
| version   = A/C
Line 1,333: Line 1,166:
| input   = 236236A/C
| input   = 236236A/C
| images   = XV_shingo_236236p_ima.png
| images   = XV_shingo_236236p_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_shingo_236236p.png
| damage   = 180/200/230/250 (80+100/120/150/170)
| damage   = 180 [200]
| guard   = Mid
| guard   = Mid
| cancel   = advanced, climax
| cancel   = advanced, climax
| startup   = 13[130]
| startup   = 20
| active   = 2 (18) 2
| active   = 14
| recovery   = 40
| recovery   = 40
| hitadv   = Hard Knockdown (+50)
| hitadv   = HKD +40
| blockadv   = -19[Unblockable]
| blockadv   = -35
| invul   = Full Body: 1 to 17 (17 frames)
| invul   = Full Body: 1-3f
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = 0
}}
}}
====236236AC====
====236236AC====
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_236236ac
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_236236ac
| name   = 182 Shiki
| name   = Shingo Kinsei Ore Shiki * Orochi Zuki
| header      = no
| header      = no
| version   = AC
| version   = AC
Line 1,354: Line 1,187:
| input   = 236236AC
| input   = 236236AC
| images   = XV_shingo_236236ac_ima.png
| images   = XV_shingo_236236ac_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_shingo_236236p.png
| damage   = 310 (90+100+120) / 330 (90+100+130) / 370 (90+120+160) / 430 (90+120+220)
| damage   = 330 [350]
| guard   = Mid
| guard   = Mid
| cancel   = climax
| cancel   = climax
| startup   = 7[127]
| startup   = 18
| active   = 2 (18) 2
| active   = 14
| recovery   = 40
| recovery   = 40
| hitadv   = Hard Knockdown (+62)
| hitadv   = HKD +40
| blockadv   = -19[Unblockable]
| blockadv   = -35
| invul   = Full Body: 1 to 14 (14 frames)
| invul   = Full Body: 1f
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = 0
}}
}}


Line 1,371: Line 1,204:
====214236cd====
====214236cd====
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_214236cd
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_214236cd
| name   = Ura 1212 Shiki • Yakumo
| name   = Climax Shingo
| header      = yes
| header      = yes
| version   = CD
| version   =  
| orderId   = 1
| orderId   = 1
| input   = 214236CD
| input   = 214236CD
| images   = XV_shingo_2141236cd_ima.png
| images   = XV_shingo_2141236cd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_shingo_2141236cd.png
| damage   = 420 (70+60+60+30*10) Min:245
| damage   = 450 (50+60+70+70+200) Min: 225
| guard   = Mid
| guard   = Mid
| cancel   =  
| cancel   =  
| startup   = 11
| startup   = 10
| active   = 20
| active   = 5
| recovery   = 45
| recovery   = 56
| hitadv   = Hard Knockdown (+35)
| hitadv   = HKD +18
| blockadv   = -24~-5
| blockadv   = -42
| invul   = Full Body: 1 to 16 (16 frames)
| invul   = Full Body: 1-14f
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = 0
}}
}}


[[Category:The King of Fighters XV]][[Category:{{#titleparts:{{BASEPAGENAME}}|2|2}}]]
[[Category:The King of Fighters XV]][[Category:{{#titleparts:{{BASEPAGENAME}}|2|2}}]]

Latest revision as of 18:55, 29 October 2024

The King of Fighters XV

OverviewStrategyDataCombosReplays

Close Standing Normals

c.A

Shingo Yabuki
shingo_cla
c.A
c.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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25Midcommand437+5+3-3060


c.B

Shingo Yabuki
shingo_clb
c.B
c.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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30Lowcommand53120-2-30-


c.C

Shingo Yabuki
shingo_clc
c.C
c.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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Midcommand53180-2-70-


c.D

Shingo Yabuki
shingo_cld
c.D
c.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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Midcommand8319-1-3-70-


Far Standing Normals

f.A

Shingo Yabuki
shingo_sta
f.A
f.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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25Midspecial6412-1-3-30-


f.B

Shingo Yabuki
shingo_stb
f.B
f.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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30Midsuper8315-5-3-30-


f.C

Shingo Yabuki
shingo_stc
f.C
f.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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Midspecial12322-4-6-70-


f.D

Shingo Yabuki
shingo_std
f.D
f.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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Midsuper10519-3-5-70-


Crouch Normals

2A

Shingo Yabuki
shingo_cra
2A
2A
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25Midcommand448+3+1-30-


2B

Shingo Yabuki
shingo_crb
2B
2B
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
15Lowsuper5310+20-3060


2C

Shingo Yabuki
shingo_crc
2C
2C
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Midcommand84170-2-70-


2D

Shingo Yabuki
shingo_crd
2D
2D
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Lowcommand7423Soft Knockdown (+22)-8-70-


Jump Normals

h.A

Shingo Yabuki
shingo_ha
h.A
h.A
hop 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40Highspecial451 on ground---30-


j.A

Shingo Yabuki
shingo_ja
j.A
j.A
jump 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
45Highspecial471 on ground---30-


h.B

Shingo Yabuki
shingo_hb
h.B
h.B
hop 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40High-681 on ground---30-


j.B

Shingo Yabuki
shingo_jb
j.B
j.B
jump 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
45High-591 on ground---3060


j.C

Shingo Yabuki
shingo_jc
j.C
j.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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Highspecial681 on ground---70-


j.D

Shingo Yabuki
shingo_jd
j.D
j.D
jump 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70High-851 on ground---70120


Command Normals

Ge Shiki • Gofu Imitation

Shingo Yabuki
shingo_6B
6B
6B
Ge Shiki • Gofu 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
60 [35]Highsuper [special]24 [18]219 [21]0 [-2]-2 [-4]-80 [40]-


Blowback

Blowback

Shingo Yabuki
shingo_cd
CD
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
75Midspecial16619+75~+90 Wall Splat (Ground hit) / Soft Knockdown (Air hit)-2-100160


Shatter Strike

Shingo Yabuki
shingo_qcf+cd
qcf+CD
qcf+CD
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
75Mid-15627+93 Crumple (Ground Hit) / Wall Bounce (Air hit)-10Armor: 4 to 14 (11 frames)0200


AdvanceStrike

Shingo Yabuki
shingo_214cd
214CD
214CD
AdvanceStrike

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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100Mid-28637 (on whiff) / Recovers faster on hit and block.HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit)3Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames)0150


h.CD

Shingo Yabuki
shingo_hcd
h.CD
h.CD
hop CD
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Midspecial1461 on groundSoft Knockdown--80120


jump CD

Shingo Yabuki
shingo_jcd
j.CD
j.CD
jump CD
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
90Midspecial1481 on groundSoft Knockdown--80-


Rush

Rush 1

Shingo Yabuki
shingo_rush1
c.AA
c.AA
Rush 1
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
48 (25+25)MidRush11---5-7-30120 (60+60)


Rush 2

Shingo Yabuki
shingo_rush2
c.AAX
c.AAX
Rush 2
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70 (25+25+25)MidRush8---6-8-30180 (60+60+60)


Throws

Hatsugane

Shingo Yabuki
shingo_cthrow
4/6C
4/6C
Hatsugane
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100--110Hard Knockdown (+60)Unblockable-0-


Issetsu Seoi Nage

Shingo Yabuki
shingo_dthrow
4/6D
4/6D
Issetsu Seoi Nage Incomplete
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100--110Hard Knockdown (+30)Unblockable-0-


Specials

100 Shiki • Oniyaki Unfinished

623A

Shingo Yabuki
shingo_623a
623A
623A
100 Shiki • Oniyaki 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80 [100]Midsuper7942 (15 on ground)Soft Knockdown (+16)-32Air Invincible 1 to 106060


623C

Shingo Yabuki
shingo_623c
623C
623C
100 Shiki • Oniyaki 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
120 [140]Midsuper91347 (20 on ground)Soft Knockdown (+14)-41Full Body 1 to 13100120


623AC

Shingo Yabuki
shingo_623ac
623AC
623AC
100 Shiki • Oniyaki 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
160 (120+40) [180 (140+40)]Mid-51753 (30 on ground)Soft Knockdown (+10)-44Full Body 1 to 110160 (120+40)


101 Shiki * Oboroguruma Unfinished

4214B

Shingo Yabuki
shingo_4214B
4124B
4124B
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80 [100]Mid-7735 (22 on ground)+30 SKD-23-8080


4214D

Shingo Yabuki
shingo_4214D
4124D
4124D
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
129 (30+30+50+20) [140 (30+30+80)]Mid-127 (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)


4214BD

Shingo Yabuki
shingo_4214BD
4124BD
4124BD
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
160 (40+40+80) [160 (40+40+80)]Mid-77 (8) 7 (10) 3 [7 (8) 7 (27) 5 - Critical]42 (22 on ground) [30 - Critical]+23 (+74)-16-060 [180 (60+120)]


Shingo Kick Air

j.236B

Shingo Yabuki
shingo_j236b
j.236B
j.236B
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80 [100]Mid-22Active until landing21 on ground29+30-6~-5-8080


j.236D

Shingo Yabuki
shingo_j236d
j.236D
j.236D
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80 [100]Mid-24Active until landing20 on ground+30-5-8080


j.236BD

Shingo Yabuki
shingo_j236bd
j.236BD
j.236BD
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
120 [140]Mid-22Active until landing17 on ground+33-2-0120


Shingo Kick

41236B

Shingo Yabuki
shingo_41236b
426B
426B
Shingo Kick


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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
90 [110]Mid-19719SKD +34-5-8080


41236D

Shingo Yabuki
shingo_41236d
41236D
41236D
Shingo Kick


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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
110 [130]Mid-28615HKD (73 - Close Range to 78 Max Range)-2 (Standing Block) to -0 (Crouch Block) to 2 (Max Range)-100100


41236BD

Shingo Yabuki
shingo_41236bd
41236BD
41236BD
Shingo Kick


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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
130 [150]Mid-21615HKD (73 - Close Range to 78 Max Range)-2 (Standing Block) to -0 (Crouch Block) to 2 (Max Range)-0120


114 Shiki • Aragami

236A

Shingo Yabuki
shingo_236a
236A
236A
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70 [90]Midsuper9619-2 [+29 SKD - Critical]-6-7070


115 Shiki • Dokugami Unfinished

236C

Shingo Yabuki
shingo_236c
236C
236C
115 Shiki: Dokugami 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
90 [128 (90+40)]Midsuper16224+28 [+41 HKD - Critical]-7 [+2 - Critical]-130 (90+40)130 (90+40)


236C > AB

Shingo Yabuki
shingo_236c_ab
236C > AB
236C > AB
115 Shiki: Dokugami 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-----32-----


236AC

Shingo Yabuki
shingo_236ac
236AC
236AC
115 Shiki: Dokugami 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
120 (40+80) [158 (40+80+40)]Mid-102 (4) 236Wall Splat +62 to 77 [Wall Bounce +82 to 98 - Critical]-21 [-12 - Critical]-0140 (60+80) [180 (60+80+40)]


Shingo Kinsei Ore Shiki * Naraku Otoshi

63214B

Shingo Yabuki
shingo_63214b
63214B
63214B
Shingo Kinsei Ore Shiki * Naraku Otoshi

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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70 [90] / 40High-25918HKD +38-10Lower Body80 / 080


212 Shiki • Kototsuki Unfinished

63214D

Shingo Yabuki
shingo_63214d
63214D
63214D
212 Shiki • Kototsuki 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
120 (50+70) [140 (50+90)]Mid-153 (18) 1017HKD +38-10-140 (60+80)140 (60+80)


63214BD

Shingo Yabuki
shingo_63214bd
63214BD
63214BD
212 Shiki • Kototsuki 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
120 (50+70) [140 (50+90)]Mid-153 (18) 1017Ground Bounce - HKD +69-10-0140 (60+80)


Shingo Kinsei Ore Shiki * Mizukiri

214A

Shingo Yabuki
shingo_214a
214A
214A
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
60 [80]Lowsuper15321SKD +38-5-6060


214C

Shingo Yabuki
shingo_214c
214C
214C
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
90 [110]Lowsuper21321SKD +43-5-9090


214AC

Shingo Yabuki
shingo_214ac
214AC
214AC
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100 [120]Low-15321SKD +43-5-0100


Shingo Kinsei Ore Shiki * Nietogi

632146K

Shingo Yabuki
shingo_632146K
632146K
632146K
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70 (20+20+30) [90 (20+20+50)]Throw-8149HKD +62-Full Body: 8 (1 Frame)00


632146BD

Shingo Yabuki
shingo_632146BD
632146BD
632146BD
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
90 (20+20+50) [110 (20+20+70)]Throw-8149HKD +68-Full Body: 8 (1 Frame)0-


Supers

Burning Shingo

2141236A/C

Shingo Yabuki
shingo_2141236p
2141236A/C
2141236A/C
Burning 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
200 (60+30+30+80) [220 (60+30+30+100)]Midadvanced, climax12661HKD +69-48Full Body: 1-17f00


2141236AC

Shingo Yabuki
shingo_2141236ac
2141236AC
2141236AC
Burning 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
350 (60+30+30+50+50+50+80) [370 (60+30+30+50+50+50+100)]Midclimax10661HKD +69-48Full Body: 1-15f00


Shingo Kinsei Ore Shiki * Orochi Zuki

236236A/C

Shingo Yabuki
shingo_236236p
236236A/C
236236A/C
Shingo Kinsei Ore Shiki * Orochi Zuki
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
180 [200]Midadvanced, climax201440HKD +40-35Full Body: 1-3f00


236236AC

Shingo Yabuki
shingo_236236ac
236236AC
236236AC
Shingo Kinsei Ore Shiki * Orochi Zuki
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
330 [350]Midclimax181440HKD +40-35Full Body: 1f00


Climax Super

214236cd

Shingo Yabuki
shingo_214236cd
214236CD
214236CD
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
450 (50+60+70+70+200) Min: 225Mid-10556HKD +18-42Full Body: 1-14f00