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The King of Fighters XV/Shingo Yabuki: Difference between revisions
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[[File:KOFXV_Shingo_Profile.png|thumb|Shingo is a young man who became empassioned by Kyo Kusanagi's strength and all but forced him to become his martial arts master. For Kyo, however, he looks at Shingo as his passive assistant, and treats him as such. Recently, Shingo has been gaining Kyo's approval and seems to be making steady progress as a fighter, albeit little by little. His adolescent approach to life gives him a personality liked by many. ]] | <section begin="image"/>[[File:KOFXV_Shingo_Profile.png|thumb|Shingo is a young man who became empassioned by Kyo Kusanagi's strength and all but forced him to become his martial arts master. For Kyo, however, he looks at Shingo as his passive assistant, and treats him as such. Recently, Shingo has been gaining Kyo's approval and seems to be making steady progress as a fighter, albeit little by little. His adolescent approach to life gives him a personality liked by many. | ||
<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"> | |||
<big>'''Jump:''' 43f | |||
<br>'''Hop:''' 32f | |||
<br>'''Backdash:''' 24f | |||
<br>'''Run Speed Ranking:''' 5 | |||
</big></div>]]<section end="image"/> | |||
{{TOClimit|3}} | {{TOClimit|3}} | ||
==Movelist== | ==Movelist== | ||
Line 60: | Line 66: | ||
| '''0 Meter''' | | '''0 Meter''' | ||
| | | | ||
2B > 2A > 236A<br/> | |||
2B > 2A > 4214B<br/> | |||
| | | | ||
101 (119) = Avg 108<br/> | 101 (119) = Avg 108<br/> | ||
154 (164) = Avg 158<br/> | 154 (164) = Avg 158<br/> | ||
|- | |- | ||
| ''' | | '''½ Meter''' | ||
| | | | ||
2B > 2A > 236AC Critical > 214C > 4214D<br/> | |||
j.D > cl.C > 6B > 63214BD > 4214D<br/> | |||
| | | | ||
180 (372) = Avg 248<br/> | 180 (372) = Avg 248<br/> | ||
371 (397) = Avg 379<br/> | 371 (397) = Avg 379<br/> | ||
|- | |- | ||
| ''' | | '''1 Meter''' | ||
| | | | ||
2B > 2A > 236AC Critical > 214C > 4214B > 4214BD > 623A<br/> | |||
2lk > 2lp > 236A > | 2lk > 2lp > 236A > 2141236P > 63214D<br/> | ||
j.D > cl.C > 6B > 63214BD > 214AC > 4214D<br/> | |||
| | | | ||
180 (520) = Avg 288<br/> | 180 (520) = Avg 288<br/> | ||
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Shingo is a close-range brawler who is undoubtedly the biggest fan of Kyo Kusanagi, and as such, plays a lot like him—minus the flame powers. Shingo retains many of the powerful tools of his idol, but with his own unique twist. | Shingo is a close-range brawler who is undoubtedly the biggest fan of Kyo Kusanagi, and as such, plays a lot like him—minus the flame powers. Shingo retains many of the powerful tools of his idol, but with his own unique twist. | ||
As in previous outings, Shingo still maintains his jokey exterior as he tries to imitate the Kusanagi style, but worse. Shingo has similar reach to Kyo in terms of his normals, but he is overall slower, especially in the air, where he is noticeably floaty. However, this does not necessarily mean that Shingo is weak. While he may lack the versatility and offensive strength of Kyo, Shingo's mix-up game is arguably stronger. Shingo can freely access the lows (214P[P]) and overheads(624B/D) from Kyo's rekka system without actually having to perform rekkas. He also has a meterless command grab(6246K[K]), which Kyo lacks. This command grab is especially powerful because it puts the opponent into a juggle state, allowing for highly damaging followups. | As in previous outings, Shingo still maintains his jokey exterior as he tries to imitate the Kusanagi style, but worse. Shingo has similar reach to Kyo in terms of his normals, but he is overall slower, especially in the air, where he is noticeably floaty. However, this does not necessarily mean that Shingo is weak. While he may lack the versatility and offensive strength of Kyo, Shingo's mix-up game is arguably stronger. Shingo can freely access the lows (214P[P]) and overheads (624B/D) from Kyo's rekka system without actually having to perform rekkas. He also has a meterless command grab (6246K[K]), which Kyo lacks. This command grab is especially powerful because it puts the opponent into a juggle state, allowing for highly damaging followups. | ||
Shingo also has an especially powerful unique attribute in the form of Critical Hits. Shingo's specials have a small chance of triggering a Critical Hit, which not only results in higher damage, but better attributes, such as wallbounces and groundbounces. With Critical Hits, Shingo becomes an extremely dangerous meter-dump character who can obliterate the opponent's health bar with great efficiency. | Shingo also has an especially powerful unique attribute in the form of Critical Hits. Shingo's specials have a small chance of triggering a Critical Hit, which not only results in higher damage, but better attributes, such as wallbounces and groundbounces. With Critical Hits, Shingo becomes an extremely dangerous meter-dump character who can obliterate the opponent's health bar with great efficiency. | ||
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| pros= | | pros= | ||
* '''High Damage''': There's no sugarcoating it - if you want damage, Shingo has it in spades. Even his meterless combos - especially with Critical Hits - can do upwards of 30% if you're lucky. With meter, however, you're looking at around 50% damage with half a bar. And assuming those hits are critical, it can go upwards of ''70%''. Needless to say, with and without flames, Shingo's hits don't tickle. | * '''High Damage''': There's no sugarcoating it - if you want damage, Shingo has it in spades. Even his meterless combos - especially with Critical Hits - can do upwards of 30% if you're lucky. With meter, however, you're looking at around 50% damage with half a bar. And assuming those hits are critical, it can go upwards of ''70%''. Needless to say, with and without flames, Shingo's hits don't tickle. | ||
* '''Critical Hits''': Unique to Shingo, his Critical Hits increase his already solid damage output even further ''and'' buffs the properties of his Specials and Supers on top of that. Special | * '''Critical Hits''': Unique to Shingo, his Critical Hits increase his already solid damage output even further ''and'' buffs the properties of his Specials and Supers on top of that. Since patch 2.10, crit.ratio has been updated : | ||
** Special moves : 40% (205 over 500 tests) | |||
** Ex Moves : 60% (298) | |||
** DM : 40% (204) | |||
** SDM : 40~45% (217) | |||
* '''Long Limbs''': Shingo's normals have shockingly fantastic reach. 5A and 5C have amazing reach and are ''special cancelable'', and his 5B and 5D are also great to keep his opponents in check. Most of his crouching normals carry over from Kyo and work like you'd expect them to. And the less said about his fantastic j.D, the better. | * '''Long Limbs''': Shingo's normals have shockingly fantastic reach. 5A and 5C have amazing reach and are ''special cancelable'', and his 5B and 5D are also great to keep his opponents in check. Most of his crouching normals carry over from Kyo and work like you'd expect them to. And the less said about his fantastic j.D, the better. | ||
* '''Mix-ups''': Shingo has many ways to keep his opponent guessing up close. With a low that leads into a combo (214P), two overheads (6B and 63214B), a command grab, a divekick (aka, Shingo Kick Air) with no height limit, and a feint (236C~AB) which synergizes with his command grab. Suffice it to say you've got plenty of options. | * '''Mix-ups''': Shingo has many ways to keep his opponent guessing up close. With a low that leads into a combo (214P), two overheads (6B and 63214B), a command grab, a divekick (aka, Shingo Kick Air) with no height limit, and a feint (236C~AB) which synergizes with his command grab. Suffice it to say you've got plenty of options. | ||
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* '''Inconsistent''': Unfortunately, Shingo's Critical Hits are a double-edged sword for him as his light confirms into 236AC can either lead into explosive damage or damage equal to a meterless heavy combo, not to mention a critical hit in the corner will take his opponent out of it. High damage combos can still be performed with less RNG-dependent specials, but he will lose his explosive capabilities without testing your luck. | * '''Inconsistent''': Unfortunately, Shingo's Critical Hits are a double-edged sword for him as his light confirms into 236AC can either lead into explosive damage or damage equal to a meterless heavy combo, not to mention a critical hit in the corner will take his opponent out of it. High damage combos can still be performed with less RNG-dependent specials, but he will lose his explosive capabilities without testing your luck. | ||
* '''Weak Against Zoning''': Shingo does not have many options outside of system mechanics to contest zoning in mid range or full screen, requiring him to take risks on defense and potentially on offense against fireballs and/or long range normals/specials. | * '''Weak Against Zoning''': Shingo does not have many options outside of system mechanics to contest zoning in mid range or full screen, requiring him to take risks on defense and potentially on offense against fireballs and/or long range normals/specials. | ||
}} | }} | ||
{{#ev:youtube|22EY51xUzvw|||'''Character breakdown'''|frame}} | |||
===Far Standing Normals=== | ===Far Standing Normals=== | ||
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|name=jump A | |name=jump A | ||
|input=j.A | |input=j.A | ||
|hitboxCaptions= Hop Version, Jump Version | |||
|description2=* Shingo does an elbow at the air that unfortunately has low active frames. | |description2=* Shingo does an elbow at the air that unfortunately has low active frames. | ||
*Has fast startup but will whiff most crouchers when used as a jump in. Kind of useless. | *Has fast startup but will whiff most crouchers when used as a jump in. Kind of useless. | ||
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|name=jump B | |name=jump B | ||
|input=j.B | |input=j.B | ||
|hitboxCaptions= Hop Version, Jump Version | |||
|description2=* Shingo sticks out his knee while jumping. | |description2=* Shingo sticks out his knee while jumping. | ||
*Your primary cross-up button. It's a very small hitbox but it's enough if you can get the right spacings for it. | *Your primary cross-up button. It's a very small hitbox but it's enough if you can get the right spacings for it. | ||
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|name=jump C | |name=jump C | ||
|input=j.C | |input=j.C | ||
|hitboxCaptions= Hop Version, Jump Version | |||
|description=* Shingo punches the air below him while jumping. | |description=* Shingo punches the air below him while jumping. | ||
*Solid jump in option. | *Solid jump in option. | ||
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|moveId=shingo_jd | |moveId=shingo_jd | ||
|name=jump D | |name=jump D | ||
| | |imageCaptions= "I tried copying that Yashiro guy!" | ||
|input=j.D | |input=j.D | ||
|hitboxCaptions= Hop Version, Jump Version | |||
|description=* Shingo sticks out his massive legs horizontally in the air to kick. | |description=* Shingo sticks out his massive legs horizontally in the air to kick. | ||
*Godlike air normal. Has insane reach and just useful for everything. Use it to space out your opponent in the air or to tag people on the ground from far away. | *Godlike air normal. Has insane reach and just useful for everything. Use it to space out your opponent in the air or to tag people on the ground from far away. | ||
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|input=236CD | |input=236CD | ||
|description=* Universal shatter strikes. You will use this for mostly the same purpose as any other shatterstrike (anti-air, armor through moves, combo extension, etc). | |description=* Universal shatter strikes. You will use this for mostly the same purpose as any other shatterstrike (anti-air, armor through moves, combo extension, etc). | ||
}} | |||
====AdvanceStrike==== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=shingo_214cd | |||
|description= | |||
*Same animation and range as his CD. | |||
* The throw counter is at the feet. | |||
}} | }} | ||
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|moveId=shingo_6b | |moveId=shingo_6b | ||
|input=6B | |input=6B | ||
| | |imageCaptions="Outer Style: Roaring Axe of Heaven Imitation" | ||
|hitboxCaptions= Raw Version, Cancel Version | |||
|description= | |description= | ||
* Standing overhead | * Standing overhead | ||
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|name=115 Shiki • Dokugami Unfinished | |name=115 Shiki • Dokugami Unfinished | ||
|input=236C/AC | |input=236C/AC | ||
| | |imageCaptions=TIME TO GO BIG OR GO HOME! | ||
|hitboxCaptions= Normal Version, EX Version | |||
|description=* '''C''' version is a soft knockdown upon regular hit | |description=* '''C''' version is a soft knockdown upon regular hit | ||
* Upon Critical Hit: | * Upon Critical Hit: | ||
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|name=100 Shiki • Oniyaki Unfinished | |name=100 Shiki • Oniyaki Unfinished | ||
|input=623A/C/AC | |input=623A/C/AC | ||
|hitboxCaptions= A Version, , , C Version, , , EX Version | |||
|description3=* Shingo's version of Kyo's DPs. Unfortunately the non-EX versions are slower than average and they have pretty poor horizontal reach. They will also not cover anything behind him so they are weak to cross-ups. | |description3=* Shingo's version of Kyo's DPs. Unfortunately the non-EX versions are slower than average and they have pretty poor horizontal reach. They will also not cover anything behind him so they are weak to cross-ups. | ||
*On hit you can cancel into 236236P for some really solid damage for an anti-air or reversal. | *On hit you can cancel into 236236P for some really solid damage for an anti-air or reversal. | ||
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|name=Shingo Kinsei Ore Shiki • Mizukiri | |name=Shingo Kinsei Ore Shiki • Mizukiri | ||
|input=214A/C/AC | |input=214A/C/AC | ||
|hitboxCaptions= A Version, C Version, EX Version | |||
|description3= A low based on one of Kyo's rekka follow ups. | |description3= A low based on one of Kyo's rekka follow ups. | ||
*'''A''' version is fast, but doesn't cover much distance and has a low launch. | *'''A''' version is fast, but doesn't cover much distance and has a low launch. | ||
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|name=Shingo Kinsei Ore Shiki • Nie Togi | |name=Shingo Kinsei Ore Shiki • Nie Togi | ||
|input=632146K/BD | |input=632146K/BD | ||
| | |imageCaptions= Acting like you won't get command grabbed | ||
|hitboxCaptions= Normal Version, EX Version | |||
|description2=* Command grab that, while standard at a glance, can be a massive blow to the opponent. | |description2=* Command grab that, while standard at a glance, can be a massive blow to the opponent. | ||
* '''B and D''' versions are identical and can combo into 4214B/BD midscreen and can combo into 623A/AC in the corner. | * '''B and D''' versions are identical and can combo into 4214B/BD midscreen and can combo into 623A/AC in the corner. | ||
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|name=Shingo Kick | |name=Shingo Kick | ||
|input=41236B/D/BD | |input=41236B/D/BD | ||
| | |imageCaptions= SHINGO KIIICKU!! | ||
|hitboxCaptions= Normal Version, , , EX Version | |||
|description3= Shingo's most iconic move, and surprisingly useful. This flying kick can be incredibly hard to punish. | |description3= Shingo's most iconic move, and surprisingly useful. This flying kick can be incredibly hard to punish. | ||
* '''B''' version causes a soft knockdown. | * '''B''' version causes a soft knockdown. | ||
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|name=Shingo Kick Air | |name=Shingo Kick Air | ||
|input=j.236B/D/BD | |input=j.236B/D/BD | ||
| | |imageCaptions= Same but in the air. | ||
|hitboxCaptions= Normal Version, , , EX Version | |||
|description= The air version of Shingo Kick. Can be TK'd or performed from a backdash (44~236K). While a simple divekick on the surface, this move has the capability to be an anti-fireball tool, as it can punish most projectiles in the game on reaction with proper spacing and/or timing. | |description= The air version of Shingo Kick. Can be TK'd or performed from a backdash (44~236K). While a simple divekick on the surface, this move has the capability to be an anti-fireball tool, as it can punish most projectiles in the game on reaction with proper spacing and/or timing. | ||
* Soft knockdown on all versions | * Soft knockdown on all versions | ||
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* No height restriction, so this move can be done with a Tiger Knee input. | * No height restriction, so this move can be done with a Tiger Knee input. | ||
* Can be done from backdash, where its application for getting in on projectiles shows its true abilities. | * Can be done from backdash, where its application for getting in on projectiles shows its true abilities. | ||
* '''B''' version goes about 1/4 of the screen. | * '''B''' version goes about 1/4 of the screen. | ||
*Upon Critical Hit for all versions: | *Upon Critical Hit for all versions: | ||
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|name=212 Shiki • Kototsuki Unfinished | |name=212 Shiki • Kototsuki Unfinished | ||
|input=63214D/BD | |input=63214D/BD | ||
|hitboxCaptions= Normal Version, , , EX Version | |||
|description2=* Shingo runs forward with an elbow and follows up with a two-handed slam. Despite appearances, the last hit is not an overhead. | |description2=* Shingo runs forward with an elbow and follows up with a two-handed slam. Despite appearances, the last hit is not an overhead. | ||
*'''D''' version is a combo ender. | *'''D''' version is a combo ender. | ||
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|name=101 Shiki • Oboroguruma Unfinished | |name=101 Shiki • Oboroguruma Unfinished | ||
|input=4214B/D/BD | |input=4214B/D/BD | ||
|hitboxCaptions= B Version, D Version first two hits, , , EX Version first two hits, EX Version Ender, EX Version Critical Ender | |||
|description=* Very fast, can be used instead of 236A for a guaranteed soft knockdown meterlessly. | |description=* Very fast, can be used instead of 236A for a guaranteed soft knockdown meterlessly. | ||
*Can combo into 4214BD on a high enough air opponent, most notably from Critical Hit 236AC. | *Can combo into 4214BD on a high enough air opponent, most notably from Critical Hit 236AC. | ||
Line 518: | Line 549: | ||
|name=Burning Shingo | |name=Burning Shingo | ||
|input=2141236P/AC | |input=2141236P/AC | ||
|hitboxCaptions= Hitbox is the same for both normal and max versions. | |||
|description2= Shingo quickly attacks the opponent and follows up with multiple strikes. | |description2= Shingo quickly attacks the opponent and follows up with multiple strikes. | ||
* Much faster super, but a little less range | * Much faster super, but a little less range | ||
Line 531: | Line 563: | ||
|name=Shingo Kinsei Ore Shiki • Orochi Zuki | |name=Shingo Kinsei Ore Shiki • Orochi Zuki | ||
|input=236236A/C/AC | |input=236236A/C/AC | ||
|hitboxCaptions= Hitbox is the same for both normal and max versions. | |||
|description2= Shingo holds up his hand and charges a powerful attack, just like his idol. Unlike Kyo, though, Shingo throws no flames and only hits the opponent with a backfist. | |description2= Shingo holds up his hand and charges a powerful attack, just like his idol. Unlike Kyo, though, Shingo throws no flames and only hits the opponent with a backfist. | ||
* Can be charged, but does not do any more damage if held whatsoever. | * Can be charged, but does not do any more damage if held whatsoever. |
Latest revision as of 02:06, 2 September 2024

Hop: 32f
Backdash: 24f
Run Speed Ranking: 5
Movelist
(*) = EX OK
(!) = MAX OK
(Hold OK) = Can hold down input briefly before releasing.
Throws
Issetsu Seoi Nage Incomplete - (close) /
+
Command Normals
Special Moves
114 Shiki * Aragami Unfinished - +
115 Shiki * Dokugami Unfinished (*) - +
100 Shiki * Oniyaki Unfinished (*) - +
or
Shingo Kinsei Ore Shiki * Mizukiri (*) - +
or
Shingo Kinsei Ore Shiki * Nietogi (*) - (close) +
or
Shingo Kick Air (*) - +
or
(Midair only)
Shingo Kinsei Ore Shiki * Naraku Otoshi - +
212 Shiki * Kototsuki Unfinished (*) - +
101 Shiki * Oboroguruma Unfinished (*) - +
or
Super Special Moves
Shingo Kinsei Ore Shiki * Orochi Zuki (Hold OK) (!) - +
or
Climax Super Special Move
Quick Combo Reference
0 Meter |
2B > 2A > 236A |
101 (119) = Avg 108 |
½ Meter |
2B > 2A > 236AC Critical > 214C > 4214D |
180 (372) = Avg 248 |
1 Meter |
2B > 2A > 236AC Critical > 214C > 4214B > 4214BD > 623A |
180 (520) = Avg 288 |
Combo selected with max average dmg. Here is a detail on how they are selected,and other possible routes less advantageous : link_to_worksheet_wip
Gameplay Overview
Shingo is a close-range brawler who is undoubtedly the biggest fan of Kyo Kusanagi, and as such, plays a lot like him—minus the flame powers. Shingo retains many of the powerful tools of his idol, but with his own unique twist.
As in previous outings, Shingo still maintains his jokey exterior as he tries to imitate the Kusanagi style, but worse. Shingo has similar reach to Kyo in terms of his normals, but he is overall slower, especially in the air, where he is noticeably floaty. However, this does not necessarily mean that Shingo is weak. While he may lack the versatility and offensive strength of Kyo, Shingo's mix-up game is arguably stronger. Shingo can freely access the lows (214P[P]) and overheads (624B/D) from Kyo's rekka system without actually having to perform rekkas. He also has a meterless command grab (6246K[K]), which Kyo lacks. This command grab is especially powerful because it puts the opponent into a juggle state, allowing for highly damaging followups.
Shingo also has an especially powerful unique attribute in the form of Critical Hits. Shingo's specials have a small chance of triggering a Critical Hit, which not only results in higher damage, but better attributes, such as wallbounces and groundbounces. With Critical Hits, Shingo becomes an extremely dangerous meter-dump character who can obliterate the opponent's health bar with great efficiency.
Overall, despite his somewhat weaker attributes, Shingo can be a very strong character when used effectively. He is best put on the Mid or Anchor position, where he can utilize meter to deal massive damage.
Shingo Yabuki is a close-range rushdown character with an element of luck involved in his damage with his Critical Hits. | |
Pros | Cons |
|
|
Far Standing Normals
far A
far A
f.A
f.A |
---|
far B
far B
f.B
f.B |
---|
far C
far C
f.C
f.C |
---|
far D
far D
f.D
f.D |
---|
Close Standing Normals
close A
close A
cl.A
cl.A |
---|
close B
close B
cl.B
cl.B |
---|
close C
close C
cl.C
cl.C |
---|
close D
close D
cl.D
cl.D |
---|
Crouch Normals
crouch A
crouch A
2A
2A |
---|
crouch B
crouch B
2B
2B |
---|
crouch C
crouch C
2C
2C |
---|
crouch D
crouch D
2D
2D |
---|
Jump Normals
Jump A
jump A
j.A
j.A |
---|
Jump B
jump B
j.B
j.B |
---|
Jump C
jump C
j.C
j.C |
---|
Jump D
jump D
j.D
j.D |
---|
Blowback
Stand CD
Blowback
CD
CD |
---|
Shatterstrike
Shatterstrike
236CD
236CD |
---|
AdvanceStrike
AdvanceStrike
214CD
214CD |
---|
Jump CD
jump CD
j.CD
j.CD |
---|
Throws
C throw
Hatsugane
(close) 4/6C
(close) 4/6C |
---|
D throw
Issetsu Seoi Nage Incomplete
(close) 4/6D
(close) 4/6D |
---|
Command Moves
Ge Shiki • Gofu Imitation
6B
6B |
---|
Special Moves
114 Shiki • Aragami Unfinished
114 Shiki • Aragami Unfinished
236A
236A |
---|
115 Shiki • Dokugami Unfinished
115 Shiki • Dokugami Unfinished
236C/AC
236C/AC |
---|
115 Shiki • Dokugami Unfinished (Feint)
115 Shiki • Dokugami Unfinished (Feint)
236C~AB
236C~AB |
---|
100 Shiki • Oniyaki Unfinished
100 Shiki • Oniyaki Unfinished
623A/C/AC
623A/C/AC |
---|
Shingo Kinsei Ore Shiki • Mizukiri
Shingo Kinsei Ore Shiki • Mizukiri
214A/C/AC
214A/C/AC |
---|
Shingo Kinsei Ore Shiki • Nie Togi
Shingo Kinsei Ore Shiki • Nie Togi
632146K/BD
632146K/BD |
---|
Shingo Kick
Shingo Kick
41236B/D/BD
41236B/D/BD |
---|
Shingo Kick Air
Shingo Kick Air
j.236B/D/BD
j.236B/D/BD |
---|
Shingo Kinsei Ore Shiki • Naraku Otoshi
Shingo Kinsei Ore Shiki • Naraku Otoshi
63214B
63214B |
---|
212 Shiki • Kototsuki Unfinished
212 Shiki • Kototsuki Unfinished
63214D/BD
63214D/BD |
---|
101 Shiki • Oboroguruma Unfinished
101 Shiki • Oboroguruma Unfinished
4214B/D/BD
4214B/D/BD |
---|
Super Special Moves
Burning Shingo
Burning Shingo
2141236P/AC
2141236P/AC |
---|
Shingo Kinsei Ore Shiki • Orochi Zuki
Shingo Kinsei Ore Shiki • Orochi Zuki
236236A/C/AC
236236A/C/AC |
---|
Climax Super Special Moves
Climax Shingo
Climax Shingo
214236CD
214236CD |
---|
Misc
Frame Data preview (actual wiki page WIP) https://pbs.twimg.com/media/FmqbUuHaYAACvRI?format=png&name=large
Alternate Colors
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Videos
Testing the random ratio of critical hits : https://twitter.com/eMRaistlin/status/1617665786906308608?s=20&t=0QZSexsLKWBuJOh6GY10DA