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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 = | | 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 = | | 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 = | | 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 = | | 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 = | | 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 = | | 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 = | | 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 = | | 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 = | | 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 = | | 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 = | | 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 = | | 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 = | | 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 = | | 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 = | | 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 = | | 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 = | | 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 = | | 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 = | | header = yes | ||
| version = | | version = | ||
| orderId = | | orderId = 1 | ||
| input = j.C | | input = j.C | ||
| images = XV_shingo_jc_ima.png | | images = XV_shingo_jc_ima.png | ||
| hitboxes = | | 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 = | | header = yes | ||
| version = jump D | | version = jump D | ||
| orderId = | | orderId = 1 | ||
| input = j.D | | input = j.D | ||
| images = XV_shingo_jd_ima.png | | images = XV_shingo_jd_ima.png | ||
| hitboxes = | | 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 = | | 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 = - | | 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 = | | 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 = | | 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 = | | 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 = | | 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 = | | 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 = | | 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 = | | hitboxes = XV_shingo_dthrow.png | ||
| damage = 100 | | damage = 100 | ||
| guard = - | | guard = - | ||
Line 567: | Line 587: | ||
| input = 623A | | input = 623A | ||
| images = XV_shingo_623a_ima.png | | images = XV_shingo_623a_ima.png | ||
| hitboxes = | | hitboxes = XV_shingo_623a.png, XV_shingo_623a2.png, XV_shingo_623a3.png | ||
| damage = 80 | | damage = 80 [100] | ||
| guard = Mid | | guard = Mid | ||
| cancel = super | | 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 = | | invul = Air Invincible 1 to 10 | ||
| stun = 60 | | stun = 60 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
Line 589: | Line 609: | ||
| input = 623C | | input = 623C | ||
| images = XV_shingo_623a_ima.png | | images = XV_shingo_623a_ima.png | ||
| hitboxes = | | hitboxes = XV_shingo_623c.png, XV_shingo_623c2.png, XV_shingo_623c3.png | ||
| damage = 120 | | damage = 120 [140] | ||
| guard = Mid | | guard = Mid | ||
| cancel = super | | 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 | | invul = Full Body 1 to 13 | ||
| stun = 100 | | stun = 100 | ||
| guardDamage = | | guardDamage = 120 | ||
}} | }} | ||
Line 611: | Line 631: | ||
| input = 623AC | | input = 623AC | ||
| images = XV_shingo_623a_ima.png | | images = XV_shingo_623a_ima.png | ||
| hitboxes = | | 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 | | 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 = | | images = XV_shingo_421b_ima.png | ||
| hitboxes = | | hitboxes = XV_shingo_421b.png | ||
| damage = 80 | | 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 = | | images = XV_shingo_421d_ima.png | ||
| hitboxes = | | 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 | | 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 = | | orderId = 3 | ||
| input = 4124BD | | input = 4124BD | ||
| images = | | images = XV_shingo_421b_ima.png | ||
| hitboxes = | | 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 = | | guardDamage = 60 [180 (60+120)] | ||
}} | }} | ||
Line 700: | Line 720: | ||
| orderId = 1 | | orderId = 1 | ||
| input = j.236B | | input = j.236B | ||
| images = | | images = XV_shingo_41236b_ima.png | ||
| hitboxes = | | hitboxes = XV_shingo_j236b.png, XV_shingo_j236b2.png, XV_shingo_j236b3.png | ||
| damage = 80 | | 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 = | | images = XV_shingo_41236b_ima.png | ||
| hitboxes = | | hitboxes = XV_shingo_j236b.png, XV_shingo_j236b2.png, XV_shingo_j236b3.png | ||
| damage = 80 | | 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 = | {{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 = | | images = XV_shingo_41236b_ima.png | ||
| hitboxes = | | hitboxes = XV_shingo_j236bd.png, XV_shingo_j236bd2.png, XV_shingo_j236bd3.png | ||
| damage = 120 | | 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 | ||
}} | }} | ||
Line 762: | Line 782: | ||
| name = Shingo Kick | | name = Shingo Kick | ||
| header = yes | | header = yes | ||
| version = | | version = B | ||
| orderId = 1 | | orderId = 1 | ||
| input = 426B | | input = 426B | ||
| images = XV_shingo_41236b_ima.png | | images = XV_shingo_41236b_ima.png | ||
| hitboxes = | | hitboxes = XV_shingo_41236b.png, XV_shingo_41236b2.png, XV_shingo_41236b3.png | ||
| damage = 90 | | damage = 90 [110] | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = 19 | | startup = 19 | ||
| active = | | active = 7 | ||
| recovery = | | recovery = 19 | ||
| hitadv = +34 | | hitadv = SKD +34 | ||
| blockadv = -5 | | blockadv = -5 | ||
| invul = | | invul = | ||
| stun = 80 | | stun = 80 | ||
| guardDamage = | | guardDamage = 80 | ||
}} | }} | ||
====41236D==== | ====41236D==== | ||
Line 783: | Line 803: | ||
| name = Shingo Kick | | name = Shingo Kick | ||
| header = no | | header = no | ||
| version = | | version = D | ||
| orderId = 2 | | orderId = 2 | ||
| input = 41236D | | input = 41236D | ||
| images = | | images = XV_shingo_41236b_ima.png | ||
| hitboxes = | | hitboxes = XV_shingo_41236b.png, XV_shingo_41236b2.png, XV_shingo_41236b3.png | ||
| damage = 110 | | damage = 110 [130] | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = 28 | | startup = 28 | ||
| active = | | active = 6 | ||
| recovery = | | recovery = 15 | ||
| hitadv = | | hitadv = HKD (73 - Close Range to 78 Max Range) | ||
| blockadv = - | | blockadv = -2 (Standing Block) to -0 (Crouch Block) to 2 (Max Range) | ||
| invul = | | invul = | ||
| stun = 100 | | stun = 100 | ||
| guardDamage = | | guardDamage = 100 | ||
}} | }} | ||
====41236BD==== | ====41236BD==== | ||
Line 804: | Line 824: | ||
| name = Shingo Kick | | name = Shingo Kick | ||
| header = no | | header = no | ||
| version = | | version = BD | ||
| orderId = 3 | | orderId = 3 | ||
| input = 41236BD | | input = 41236BD | ||
| images = | | images = XV_shingo_41236b_ima.png | ||
| hitboxes = | | hitboxes = XV_shingo_41236bd.png, XV_shingo_41236bd2.png, XV_shingo_41236bd3.png | ||
| damage = 130 | | damage = 130 [150] | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = | | startup = 21 | ||
| active = | | active = 6 | ||
| recovery = | | recovery = 15 | ||
| hitadv = - | | hitadv = HKD (73 - Close Range to 78 Max Range) | ||
| blockadv = | | blockadv = -2 (Standing Block) to -0 (Crouch Block) to 2 (Max Range) | ||
| invul = | | invul = | ||
| stun = 0 | | stun = 0 | ||
| guardDamage = | | guardDamage = 120 | ||
}} | }} | ||
Line 831: | Line 851: | ||
| input = 236A | | input = 236A | ||
| images = XV_shingo_236a_ima.png | | images = XV_shingo_236a_ima.png | ||
| hitboxes = | | hitboxes = XV_shingo_236a.png | ||
| damage = 70 | | damage = 70 [90] | ||
| guard = Mid | | guard = Mid | ||
| cancel = super | | cancel = super | ||
| startup = 9 | | startup = 9 | ||
| active = | | active = 6 | ||
| recovery = | | recovery = 19 | ||
| hitadv = -2 | | hitadv = -2 [+29 SKD - Critical] | ||
| blockadv = -6 | | blockadv = -6 | ||
| invul = | | invul = | ||
| stun = 70 | | stun = 70 | ||
| guardDamage = | | guardDamage = 70 | ||
}} | }} | ||
Line 850: | Line 870: | ||
| name = 115 Shiki: Dokugami Unfinished | | name = 115 Shiki: Dokugami Unfinished | ||
| header = yes | | header = yes | ||
| version = | | version = C | ||
| orderId = 1 | | orderId = 1 | ||
| input = 236C | | input = 236C | ||
| images = XV_shingo_236c_ima.png | | images = XV_shingo_236c_ima.png | ||
| hitboxes = | | hitboxes = XV_shingo_236c.png | ||
| damage = 90 ( | | damage = 90 [128 (90+40)] | ||
| guard = Mid | | guard = Mid | ||
| cancel = super | | cancel = super | ||
| startup = | | startup = 16 | ||
| active = | | active = 2 | ||
| recovery = | | recovery = 24 | ||
| hitadv = +28 | | hitadv = +28 [+41 HKD - Critical] | ||
| blockadv = -7 | | blockadv = -7 [+2 - Critical] | ||
| invul = | | invul = | ||
| stun = | | stun = 130 (90+40) | ||
| guardDamage = | | guardDamage = 130 (90+40) | ||
}} | }} | ||
Line 871: | Line 891: | ||
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_236c_ab | {{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_236c_ab | ||
| name = 115 Shiki: Dokugami Unfinished | | name = 115 Shiki: Dokugami Unfinished | ||
| header = | | header = yes | ||
| version = | | version = | ||
| orderId = | | orderId = 1 | ||
| input = 236C > AB | | input = 236C > AB | ||
| images = XV_shingo_236c_ab_ima.png | | images = XV_shingo_236c_ab_ima.png | ||
| hitboxes = | | hitboxes = XV_shingo_236c_ab.png | ||
| damage = | | damage = | ||
| guard = | | guard = | ||
Line 882: | Line 902: | ||
| startup = | | startup = | ||
| active = | | active = | ||
| recovery = | | recovery = 32 | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 893: | Line 913: | ||
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_236ac | {{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_236ac | ||
| name = 115 Shiki: Dokugami Unfinished | | name = 115 Shiki: Dokugami Unfinished | ||
| header = | | header = yes | ||
| version = | | version = AC | ||
| orderId = 3 | | orderId = 3 | ||
| input = 236AC | | input = 236AC | ||
| images = | | images = XV_shingo_236c_ima.png | ||
| hitboxes = | | hitboxes = XV_shingo_236ac.png, XV_shingo_236ac2.png | ||
| damage = 120 (158) | | damage = 120 (40+80) [158 (40+80+40)] | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = 10 | | startup = 10 | ||
| active = | | active = 2 (4) 2 | ||
| recovery = | | recovery = 36 | ||
| hitadv = +62 | | hitadv = Wall Splat +62 to 77 [Wall Bounce +82 to 98 - Critical] | ||
| blockadv = -21 | | blockadv = -21 [-12 - Critical] | ||
| invul = | | invul = | ||
| stun = 0 | | stun = 0 | ||
| guardDamage = 40 | | guardDamage = 140 (60+80) [180 (60+80+40)] | ||
}} | }} | ||
=== | ===Shingo Kinsei Ore Shiki * Naraku Otoshi=== | ||
====63214B==== | ====63214B==== | ||
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_63214b | {{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_63214b | ||
| name = | | name = Shingo Kinsei Ore Shiki * Naraku Otoshi | ||
| header = yes | | header = yes | ||
| version = B | | version = B | ||
| orderId = 1 | | orderId = 1 | ||
| input = 63214B | | input = 63214B | ||
| images = | | images = XV_shingo_63214d_ima.png | ||
| hitboxes = | | hitboxes = XV_shingo_63214b.png, XV_shingo_63214b2.png | ||
| damage = 70 | | damage = 70 [90] / 40 | ||
| guard = High | | guard = High | ||
| cancel = | | cancel = | ||
| startup = 25 | | startup = 25 | ||
| active = | | active = 9 | ||
| recovery = | | recovery = 18 | ||
| hitadv = +38 | | hitadv = HKD +38 | ||
| blockadv = -10 | | blockadv = -10 | ||
| invul = Lower Body | | invul = Lower Body | ||
| stun = 80 | | stun = 80 / 0 | ||
| guardDamage = | | guardDamage = 80 | ||
}} | }} | ||
===212 Shiki • Kototsuki Unfinished=== | |||
====63214D==== | ====63214D==== | ||
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_63214d | {{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_63214d | ||
| name = 212 Shiki • Kototsuki Unfinished | | name = 212 Shiki • Kototsuki Unfinished | ||
| header = | | header = yes | ||
| version = D | | version = D | ||
| orderId = | | orderId = 1 | ||
| input = 63214D | | input = 63214D | ||
| images = | | images = XV_shingo_63214b_ima.png | ||
| hitboxes = | | hitboxes = XV_shingo_63214d.png, XV_shingo_63214d2.png, XV_shingo_63214d3.png | ||
| damage = 50+70 (50+90) | | damage = 120 (50+70) [140 (50+90)] | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = 15 | | startup = 15 | ||
| active = | | active = 3 (18) 10 | ||
| recovery = | | recovery = 17 | ||
| hitadv = +38 | | hitadv = HKD +38 | ||
| blockadv = -10 | | blockadv = -10 | ||
| invul = | | invul = | ||
| stun = 80 | | stun = 140 (60+80) | ||
| guardDamage = | | guardDamage = 140 (60+80) | ||
}} | }} | ||
Line 962: | Line 983: | ||
| header = no | | header = no | ||
| version = BD | | version = BD | ||
| orderId = | | orderId = 2 | ||
| input = 63214BD | | input = 63214BD | ||
| images = | | images = XV_shingo_63214d_ima.png | ||
| hitboxes = | | hitboxes = XV_shingo_63214bd.png, XV_shingo_63214bd2.png, XV_shingo_63214bd3.png | ||
| damage = 50+70 (50+90) | | damage = 120 (50+70) [140 (50+90)] | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = 15 | | startup = 15 | ||
| active = | | active = 3 (18) 10 | ||
| recovery = | | recovery = 17 | ||
| hitadv = +69 | | hitadv = Ground Bounce - HKD +69 | ||
| blockadv = -10 | | blockadv = -10 | ||
| invul = | | invul = | ||
| stun = | | stun = 0 | ||
| guardDamage = | | guardDamage = 140 (60+80) | ||
}} | }} | ||
===Shingo Kinsei Ore Shiki * Mizukiri=== | ===Shingo Kinsei Ore Shiki * Mizukiri=== | ||
====214A==== | ====214A==== | ||
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = | {{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_214a | ||
| name = Shingo Kinsei Ore Shiki * Mizukiri | | name = Shingo Kinsei Ore Shiki * Mizukiri | ||
| header = yes | | header = yes | ||
Line 987: | Line 1,008: | ||
| orderId = 1 | | orderId = 1 | ||
| input = 214A | | input = 214A | ||
| images = | | images = XV_shingo_214a_ima.png | ||
| hitboxes = | | hitboxes = XV_shingo_214a.png | ||
| damage = | | damage = 60 [80] | ||
| guard = Low | | guard = Low | ||
| cancel = super | | cancel = super | ||
| startup = | | startup = 15 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = 21 | ||
| hitadv = | | hitadv = SKD +38 | ||
| blockadv = | | blockadv = -5 | ||
| invul = | | invul = | ||
| stun = | | stun = 60 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
==== | ====214C==== | ||
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = | {{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_214c | ||
| name = Shingo Kinsei Ore Shiki * Mizukiri | | name = Shingo Kinsei Ore Shiki * Mizukiri | ||
| header = no | | header = no | ||
| version = | | version = | ||
| orderId = 2 | | orderId = 2 | ||
| input = | | input = 214C | ||
| images = | | images = XV_shingo_214a_ima.png | ||
| hitboxes = | | hitboxes = XV_shingo_214c.png | ||
| damage = | | damage = 90 [110] | ||
| guard = Low | | guard = Low | ||
| cancel = super | | cancel = super | ||
| startup = | | startup = 21 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = 21 | ||
| hitadv = | | hitadv = SKD +43 | ||
| blockadv = | | blockadv = -5 | ||
| invul = | | invul = | ||
| stun = | | stun = 90 | ||
| guardDamage = | | guardDamage = 90 | ||
}} | }} | ||
====214AC==== | ====214AC==== | ||
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = | {{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_214ac | ||
| name = Shingo Kinsei Ore Shiki * Mizukiri | | name = Shingo Kinsei Ore Shiki * Mizukiri | ||
| header = no | | header = no | ||
Line 1,031: | Line 1,052: | ||
| orderId = 3 | | orderId = 3 | ||
| input = 214AC | | input = 214AC | ||
| images = | | images = XV_shingo_214a_ima.png | ||
| hitboxes = | | hitboxes = XV_shingo_214ac.png | ||
| damage = | | damage = 100 [120] | ||
| guard = Low | | guard = Low | ||
| cancel = | | cancel = | ||
| startup = | | startup = 15 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = 21 | ||
| hitadv = | | hitadv = SKD +43 | ||
| blockadv = | | blockadv = -5 | ||
| invul = | | invul = | ||
| stun = | | stun = 0 | ||
| guardDamage = | | guardDamage = 100 | ||
}} | }} | ||
Line 1,051: | Line 1,072: | ||
| name = Shingo Kinsei Ore Shiki * Mizukiri | | name = Shingo Kinsei Ore Shiki * Mizukiri | ||
| header = yes | | header = yes | ||
| version = | | version = K | ||
| orderId = 1 | | orderId = 1 | ||
| input = 632146K | | input = 632146K | ||
| images = | | images = XV_shingo_632146b_ima.png | ||
| hitboxes = | | hitboxes = XV_shingo_632146b.png | ||
| damage = 70 (90) | | damage = 70 (20+20+30) [90 (20+20+50)] | ||
| guard = Throw | | guard = Throw | ||
| cancel = | | cancel = | ||
| startup = 8 | | startup = 8 | ||
| active = | | active = 1 | ||
| recovery = | | recovery = 49 | ||
| hitadv = +62 | | hitadv = HKD +62 | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = Full Body: 8 (1 Frame) | ||
| stun = 0 | | stun = 0 | ||
| guardDamage = | | guardDamage = 0 | ||
}} | }} | ||
Line 1,072: | Line 1,093: | ||
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_632146BD | {{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_632146BD | ||
| name = Shingo Kinsei Ore Shiki * Mizukiri | | name = Shingo Kinsei Ore Shiki * Mizukiri | ||
| header = | | header = no | ||
| version = | | version = BD | ||
| orderId = 2 | | orderId = 2 | ||
| input = 632146BD | | input = 632146BD | ||
| images = | | images = XV_shingo_632146bd_ima.png | ||
| hitboxes = | | hitboxes = XV_shingo_632146bd.png | ||
| damage = 90 (110) | | damage = 90 (20+20+50) [110 (20+20+70)] | ||
| guard = Throw | | guard = Throw | ||
| cancel = | | cancel = | ||
| startup = 8 | | startup = 8 | ||
| active = | | active = 1 | ||
| recovery = | | recovery = 49 | ||
| hitadv = +68 | | hitadv = HKD +68 | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = Full Body: 8 (1 Frame) | ||
| stun = 0 | | stun = 0 | ||
| guardDamage = | | guardDamage = | ||
Line 1,093: | Line 1,114: | ||
==Supers== | ==Supers== | ||
===Burning Shingo=== | ===Burning Shingo=== | ||
==== | ====2141236A/C==== | ||
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = | {{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_2141236p | ||
| name = Burning Shingo | | name = Burning Shingo | ||
| header = yes | | header = yes | ||
| version = A/C | | version = A/C | ||
| orderId = 1 | | orderId = 1 | ||
| input = | | input = 2141236A/C | ||
| images = XV_shingo_2141236p_ima.png | | images = XV_shingo_2141236p_ima.png | ||
| hitboxes = | | hitboxes = XV_shingo_2141236p.png | ||
| damage = 200 (220) | | damage = 200 (60+30+30+80) [220 (60+30+30+100)] | ||
| guard = | | guard = Mid | ||
| cancel = advanced, climax | | cancel = advanced, climax | ||
| startup = 12 | | startup = 12 | ||
| active = | | active = 6 | ||
| recovery = | | recovery = 61 | ||
| hitadv = +69 | | hitadv = HKD +69 | ||
| blockadv = -48 | | blockadv = -48 | ||
| invul = Full Body: 1-17f | | invul = Full Body: 1-17f | ||
| stun = 0 | | stun = 0 | ||
| guardDamage = | | guardDamage = 0 | ||
}} | }} | ||
==== | ====2141236AC==== | ||
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = | {{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_2141236ac | ||
| name = Burning Shingo | | name = Burning Shingo | ||
| header = no | | header = no | ||
| version = AC | | version = AC | ||
| orderId = 2 | | orderId = 2 | ||
| input = | | input = 2141236AC | ||
| images = XV_shingo_2141236p_ima.png | | images = XV_shingo_2141236p_ima.png | ||
| hitboxes = | | hitboxes = XV_shingo_2141236p.png | ||
| damage = 350 (370) | | 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 | | startup = 10 | ||
| active = | | active = 6 | ||
| recovery = | | recovery = 61 | ||
| hitadv = +69 | | hitadv = HKD +69 | ||
| blockadv = -48 | | blockadv = -48 | ||
| invul = Full Body: 1-15f | | invul = Full Body: 1-15f | ||
| stun = 0 | | stun = 0 | ||
| guardDamage = | | guardDamage = 0 | ||
}} | }} | ||
Line 1,145: | Line 1,166: | ||
| input = 236236A/C | | input = 236236A/C | ||
| images = XV_shingo_236236p_ima.png | | images = XV_shingo_236236p_ima.png | ||
| hitboxes = | | hitboxes = XV_shingo_236236p.png | ||
| damage = 180 | | damage = 180 [200] | ||
| guard = Mid | | guard = Mid | ||
| cancel = advanced, climax | | cancel = advanced, climax | ||
| startup = | | startup = 20 | ||
| active = | | active = 14 | ||
| recovery = | | recovery = 40 | ||
| hitadv = +40 | | hitadv = HKD +40 | ||
| blockadv = -35 | | blockadv = -35 | ||
| invul = Full Body: 1-3f | | invul = Full Body: 1-3f | ||
| stun = 0 | | stun = 0 | ||
| guardDamage = | | guardDamage = 0 | ||
}} | }} | ||
====236236AC==== | ====236236AC==== | ||
Line 1,166: | Line 1,187: | ||
| input = 236236AC | | input = 236236AC | ||
| images = XV_shingo_236236ac_ima.png | | images = XV_shingo_236236ac_ima.png | ||
| hitboxes = | | hitboxes = XV_shingo_236236p.png | ||
| damage = 330 | | damage = 330 [350] | ||
| guard = Mid | | guard = Mid | ||
| cancel = climax | | cancel = climax | ||
| startup = | | startup = 18 | ||
| active = | | active = 14 | ||
| recovery = | | recovery = 40 | ||
| hitadv = +40 | | hitadv = HKD +40 | ||
| blockadv = -35 | | blockadv = -35 | ||
| invul = Full Body: 1f | | invul = Full Body: 1f | ||
| stun = 0 | | stun = 0 | ||
| guardDamage = | | guardDamage = 0 | ||
}} | }} | ||
Line 1,183: | Line 1,204: | ||
====214236cd==== | ====214236cd==== | ||
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_214236cd | {{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_214236cd | ||
| name = Climax | | name = Climax Shingo | ||
| header = yes | | header = yes | ||
| version = | | version = | ||
| orderId = 1 | | orderId = 1 | ||
| input = 214236CD | | input = 214236CD | ||
| images = XV_shingo_2141236cd_ima.png | | images = XV_shingo_2141236cd_ima.png | ||
| hitboxes = | | hitboxes = XV_shingo_2141236cd.png | ||
| damage = 450 | | damage = 450 (50+60+70+70+200) Min: 225 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup =10 | | startup = 10 | ||
| active = | | active = 5 | ||
| recovery = | | recovery = 56 | ||
| hitadv = +18 | | hitadv = HKD +18 | ||
| blockadv = -42 | | blockadv = -42 | ||
| invul = Full Body: 1-14f | | invul = Full Body: 1-14f | ||
| stun = 0 | | 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
Close Standing Normals
c.A
Shingo Yabuki shingo_cla | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
25 | Mid | command | 4 | 3 | 7 | +5 | +3 | - | 30 | 60 |
c.B
Shingo Yabuki shingo_clb | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
30 | Low | command | 5 | 3 | 12 | 0 | -2 | - | 30 | - |
c.C
Shingo Yabuki shingo_clc | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
70 | Mid | command | 5 | 3 | 18 | 0 | -2 | - | 70 | - |
c.D
Shingo Yabuki shingo_cld | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | command | 8 | 3 | 19 | -1 | -3 | - | 70 | - |
Far Standing Normals
f.A
Shingo Yabuki shingo_sta | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
25 | Mid | special | 6 | 4 | 12 | -1 | -3 | - | 30 | - |
f.B
Shingo Yabuki shingo_stb | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
30 | Mid | super | 8 | 3 | 15 | -5 | -3 | - | 30 | - |
f.C
Shingo Yabuki shingo_stc | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
70 | Mid | special | 12 | 3 | 22 | -4 | -6 | - | 70 | - |
f.D
Shingo Yabuki shingo_std | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | super | 10 | 5 | 19 | -3 | -5 | - | 70 | - |
Crouch Normals
2A
Shingo Yabuki shingo_cra | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
25 | Mid | command | 4 | 4 | 8 | +3 | +1 | - | 30 | - |
2B
Shingo Yabuki shingo_crb | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
15 | Low | super | 5 | 3 | 10 | +2 | 0 | - | 30 | 60 |
2C
Shingo Yabuki shingo_crc | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
70 | Mid | command | 8 | 4 | 17 | 0 | -2 | - | 70 | - |
2D
Shingo Yabuki shingo_crd | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
80 | Low | command | 7 | 4 | 23 | Soft Knockdown (+22) | -8 | - | 70 | - |
Jump Normals
h.A
Shingo Yabuki shingo_ha | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
40 | High | special | 4 | 5 | 1 on ground | - | - | - | 30 | - |
j.A
Shingo Yabuki shingo_ja | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
45 | High | special | 4 | 7 | 1 on ground | - | - | - | 30 | - |
h.B
Shingo Yabuki shingo_hb | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
40 | High | - | 6 | 8 | 1 on ground | - | - | - | 30 | - |
j.B
Shingo Yabuki shingo_jb | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
45 | High | - | 5 | 9 | 1 on ground | - | - | - | 30 | 60 |
j.C
Shingo Yabuki shingo_jc | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
70 | High | special | 6 | 8 | 1 on ground | - | - | - | 70 | - |
j.D
Shingo Yabuki shingo_jd | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
70 | High | - | 8 | 5 | 1 on ground | - | - | - | 70 | 120 |
Command Normals
Ge Shiki • Gofu Imitation
Shingo Yabuki shingo_6B | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
60 [35] | High | super [special] | 24 [18] | 2 | 19 [21] | 0 [-2] | -2 [-4] | - | 80 [40] | - |
Blowback
Blowback
Shingo Yabuki shingo_cd | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
75 | Mid | special | 16 | 6 | 19 | +75~+90 Wall Splat (Ground hit) / Soft Knockdown (Air hit) | -2 | - | 100 | 160 |
Shatter Strike
Shingo Yabuki shingo_qcf+cd | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
75 | Mid | - | 15 | 6 | 27 | +93 Crumple (Ground Hit) / Wall Bounce (Air hit) | -10 | Armor: 4 to 14 (11 frames) | 0 | 200 |
AdvanceStrike
Shingo Yabuki shingo_214cd | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
100 | Mid | - | 28 | 6 | 37 (on whiff) / Recovers faster on hit and block. | HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit) | 3 | Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames) | 0 | 150 |
h.CD
Shingo Yabuki shingo_hcd | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | special | 14 | 6 | 1 on ground | Soft Knockdown | - | - | 80 | 120 |
jump CD
Shingo Yabuki shingo_jcd | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
90 | Mid | special | 14 | 8 | 1 on ground | Soft Knockdown | - | - | 80 | - |
Rush
Rush 1
Shingo Yabuki shingo_rush1 | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
48 (25+25) | Mid | Rush | 11 | - | - | -5 | -7 | - | 30 | 120 (60+60) |
Rush 2
Shingo Yabuki shingo_rush2 | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
70 (25+25+25) | Mid | Rush | 8 | - | - | -6 | -8 | - | 30 | 180 (60+60+60) |
Throws
Hatsugane
Shingo Yabuki shingo_cthrow | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
100 | - | - | 1 | 1 | 0 | Hard Knockdown (+60) | Unblockable | - | 0 | - |
Issetsu Seoi Nage
Shingo Yabuki shingo_dthrow | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
100 | - | - | 1 | 1 | 0 | Hard Knockdown (+30) | Unblockable | - | 0 | - |
Specials
100 Shiki • Oniyaki Unfinished
623A
Shingo Yabuki shingo_623a | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
80 [100] | Mid | super | 7 | 9 | 42 (15 on ground) | Soft Knockdown (+16) | -32 | Air Invincible 1 to 10 | 60 | 60 |
623C
Shingo Yabuki shingo_623c | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
120 [140] | Mid | super | 9 | 13 | 47 (20 on ground) | Soft Knockdown (+14) | -41 | Full Body 1 to 13 | 100 | 120 |
623AC
Shingo Yabuki shingo_623ac | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
160 (120+40) [180 (140+40)] | Mid | - | 5 | 17 | 53 (30 on ground) | Soft Knockdown (+10) | -44 | Full Body 1 to 11 | 0 | 160 (120+40) |
101 Shiki * Oboroguruma Unfinished
4214B
Shingo Yabuki shingo_4214B | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
80 [100] | Mid | - | 7 | 7 | 35 (22 on ground) | +30 SKD | -23 | - | 80 | 80 |
4214D
Shingo Yabuki shingo_4214D | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
129 (30+30+50+20) [140 (30+30+80)] | Mid | - | 12 | 7 (15) 7 (29) 3 (13) 3 [7 (15) 7 (29) 3 - Critical] | 40 [37 (22 on ground) - Critical] | HKD +15 [+28 - Critical] | -76 [-57 - Critical] | - | 200 (60+60+80+0) | 120 (60+60) |
4214BD
Shingo Yabuki shingo_4214BD | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
160 (40+40+80) [160 (40+40+80)] | Mid | - | 7 | 7 (8) 7 (10) 3 [7 (8) 7 (27) 5 - Critical] | 42 (22 on ground) [30 - Critical] | +23 (+74) | -16 | - | 0 | 60 [180 (60+120)] |
Shingo Kick Air
j.236B
Shingo Yabuki shingo_j236b | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
80 [100] | Mid | - | 22 | Active until landing | 21 on ground | 29+30 | -6~-5 | - | 80 | 80 |
j.236D
Shingo Yabuki shingo_j236d | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
80 [100] | Mid | - | 24 | Active until landing | 20 on ground | +30 | -5 | - | 80 | 80 |
j.236BD
Shingo Yabuki shingo_j236bd | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
120 [140] | Mid | - | 22 | Active until landing | 17 on ground | +33 | -2 | - | 0 | 120 |
Shingo Kick
41236B
Shingo Yabuki shingo_41236b | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
90 [110] | Mid | - | 19 | 7 | 19 | SKD +34 | -5 | - | 80 | 80 |
41236D
Shingo Yabuki shingo_41236d | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
110 [130] | Mid | - | 28 | 6 | 15 | HKD (73 - Close Range to 78 Max Range) | -2 (Standing Block) to -0 (Crouch Block) to 2 (Max Range) | - | 100 | 100 |
41236BD
Shingo Yabuki shingo_41236bd | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
130 [150] | Mid | - | 21 | 6 | 15 | HKD (73 - Close Range to 78 Max Range) | -2 (Standing Block) to -0 (Crouch Block) to 2 (Max Range) | - | 0 | 120 |
114 Shiki • Aragami
236A
Shingo Yabuki shingo_236a | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
70 [90] | Mid | super | 9 | 6 | 19 | -2 [+29 SKD - Critical] | -6 | - | 70 | 70 |
115 Shiki • Dokugami Unfinished
236C
Shingo Yabuki shingo_236c | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
90 [128 (90+40)] | Mid | super | 16 | 2 | 24 | +28 [+41 HKD - Critical] | -7 [+2 - Critical] | - | 130 (90+40) | 130 (90+40) |
236C > AB
Shingo Yabuki shingo_236c_ab | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
- | - | - | - | - | 32 | - | - | - | - | - |
236AC
Shingo Yabuki shingo_236ac | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
120 (40+80) [158 (40+80+40)] | Mid | - | 10 | 2 (4) 2 | 36 | Wall Splat +62 to 77 [Wall Bounce +82 to 98 - Critical] | -21 [-12 - Critical] | - | 0 | 140 (60+80) [180 (60+80+40)] |
Shingo Kinsei Ore Shiki * Naraku Otoshi
63214B
Shingo Yabuki shingo_63214b | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
70 [90] / 40 | High | - | 25 | 9 | 18 | HKD +38 | -10 | Lower Body | 80 / 0 | 80 |
212 Shiki • Kototsuki Unfinished
63214D
Shingo Yabuki shingo_63214d | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
120 (50+70) [140 (50+90)] | Mid | - | 15 | 3 (18) 10 | 17 | HKD +38 | -10 | - | 140 (60+80) | 140 (60+80) |
63214BD
Shingo Yabuki shingo_63214bd | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
120 (50+70) [140 (50+90)] | Mid | - | 15 | 3 (18) 10 | 17 | Ground Bounce - HKD +69 | -10 | - | 0 | 140 (60+80) |
Shingo Kinsei Ore Shiki * Mizukiri
214A
Shingo Yabuki shingo_214a | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
60 [80] | Low | super | 15 | 3 | 21 | SKD +38 | -5 | - | 60 | 60 |
214C
Shingo Yabuki shingo_214c | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
90 [110] | Low | super | 21 | 3 | 21 | SKD +43 | -5 | - | 90 | 90 |
214AC
Shingo Yabuki shingo_214ac | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
100 [120] | Low | - | 15 | 3 | 21 | SKD +43 | -5 | - | 0 | 100 |
Shingo Kinsei Ore Shiki * Nietogi
632146K
Shingo Yabuki shingo_632146K | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
70 (20+20+30) [90 (20+20+50)] | Throw | - | 8 | 1 | 49 | HKD +62 | - | Full Body: 8 (1 Frame) | 0 | 0 |
632146BD
Shingo Yabuki shingo_632146BD | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
90 (20+20+50) [110 (20+20+70)] | Throw | - | 8 | 1 | 49 | HKD +68 | - | Full Body: 8 (1 Frame) | 0 | - |
Supers
Burning Shingo
2141236A/C
Shingo Yabuki shingo_2141236p | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
200 (60+30+30+80) [220 (60+30+30+100)] | Mid | advanced, climax | 12 | 6 | 61 | HKD +69 | -48 | Full Body: 1-17f | 0 | 0 |
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 done | Guard DamageDamage done to the guard bar when blocked |
350 (60+30+30+50+50+50+80) [370 (60+30+30+50+50+50+100)] | Mid | climax | 10 | 6 | 61 | HKD +69 | -48 | Full Body: 1-15f | 0 | 0 |
Shingo Kinsei Ore Shiki * Orochi Zuki
236236A/C
Shingo Yabuki shingo_236236p | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
180 [200] | Mid | advanced, climax | 20 | 14 | 40 | HKD +40 | -35 | Full Body: 1-3f | 0 | 0 |
236236AC
Shingo Yabuki shingo_236236ac | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
330 [350] | Mid | climax | 18 | 14 | 40 | HKD +40 | -35 | Full Body: 1f | 0 | 0 |
Climax Super
214236cd
Shingo Yabuki shingo_214236cd | ||||||||||
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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 done | Guard DamageDamage done to the guard bar when blocked |
450 (50+60+70+70+200) Min: 225 | Mid | - | 10 | 5 | 56 | HKD +18 | -42 | Full Body: 1-14f | 0 | 0 |