-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.

The King of Fighters 2002 UM/Shingo Yabuki: Difference between revisions

From Dream Cancel Wiki
Jump to navigation Jump to search
No edit summary
AmedoS310 (talk | contribs)
Line 4: Line 4:


'''Close'''
'''Close'''
*cl. A/B/C/D are cancel-able.
*cl. A/B are chain-able
*cl. A: Hits mid and high. Can stop in-coming hops.
*cl. B: Only hits mid.
*cl. C: This normal has a very fast start-up that is faster than Kyo's cl. C and is a good combo starter.
*cl. D: Ok combo starter. Slower than cl. C.


'''Stand'''
'''Stand'''
*Far A: Hits high only. whiff/cancel-able. Can stop in-coming hops.
*Far B: Hits mid and high. Decent for keeping space between Shingo and the opponent.
*Far C: Hits mid only. Has very slow start-up and slow recovery. Avoid using of this move too much.
*Far D: Hits mid and high. Anti-air against regular forward jumps. Has very slow start-up. Avoid using of this move too much.


'''Crouch'''
'''Crouch'''
*cr. A/B/C/D are whiff/cancel-able.
*cr. A/B are chain-able.
*cr. A: Hits mid only. Standard crouch attack that can used as a close range poke.
*cr. B: Hits low only. Very good combo starter. Frame advantage on block.
*cr. C: Hits mid at start up and hits as anti air during the end of active frames. Anti-air against jumps and close hops.
*cr. D: Hits low. Soft knockdown.


'''Jump'''
'''Jump'''
*j. B/D can be cross-ups.
*j. A: Ok for air to air.
*j. B: Good offense starter from short hop or hyper hop. Can become vertical instant overhead.
*j. C: Good for full punish combos.
*j. D: Can be used as a cross-up. Ok for air to air.
*neutral high j. B: Can become vertical instant overhead.


'''Blowback Attack'''
'''Blowback Attack'''
 
*CD: Soft knockdown, whiff/cancel-able. Has slow start-up.
*j. CD: Soft knockdown, 2 hits on counter-hit. Ok for air to air.


==Throw==
==Throw==

Revision as of 02:20, 13 July 2013

Normals

Close

  • cl. A/B/C/D are cancel-able.
  • cl. A/B are chain-able
  • cl. A: Hits mid and high. Can stop in-coming hops.
  • cl. B: Only hits mid.
  • cl. C: This normal has a very fast start-up that is faster than Kyo's cl. C and is a good combo starter.
  • cl. D: Ok combo starter. Slower than cl. C.

Stand

  • Far A: Hits high only. whiff/cancel-able. Can stop in-coming hops.
  • Far B: Hits mid and high. Decent for keeping space between Shingo and the opponent.
  • Far C: Hits mid only. Has very slow start-up and slow recovery. Avoid using of this move too much.
  • Far D: Hits mid and high. Anti-air against regular forward jumps. Has very slow start-up. Avoid using of this move too much.

Crouch

  • cr. A/B/C/D are whiff/cancel-able.
  • cr. A/B are chain-able.
  • cr. A: Hits mid only. Standard crouch attack that can used as a close range poke.
  • cr. B: Hits low only. Very good combo starter. Frame advantage on block.
  • cr. C: Hits mid at start up and hits as anti air during the end of active frames. Anti-air against jumps and close hops.
  • cr. D: Hits low. Soft knockdown.

Jump

  • j. B/D can be cross-ups.
  • j. A: Ok for air to air.
  • j. B: Good offense starter from short hop or hyper hop. Can become vertical instant overhead.
  • j. C: Good for full punish combos.
  • j. D: Can be used as a cross-up. Ok for air to air.
  • neutral high j. B: Can become vertical instant overhead.

Blowback Attack

  • CD: Soft knockdown, whiff/cancel-able. Has slow start-up.
  • j. CD: Soft knockdown, 2 hits on counter-hit. Ok for air to air.

Throw

Hatsu Gane - b/f + C

  • Can be broken
  • Regular knockdown


Issestu Seoi Nage Fukanzen - b/f + D

  • Can be broken
  • Reverse knockdown


Command Moves

Geshiki: Goufu You "Kakkodake" - f + B


Special Moves

104 Shiki: Aragami Mikansei - qcf + A

105 Shiki: Dokugami Mikansei - qcf + C

202 Shiki: Kototsuki Mikansei - hcb + B/D

Shingo Kick - hcf + B/D

100 Shiki: Oniyaki Mikansei dp + A/C

Shingo Kinsei Ore Shiki Nietogi - dp + B/D close

Shingo Kinsei Ore Shiki Zenpou Tenshin - qcb + A/C

101 Shiki: Oboro Kurama Mikansei - rdp + B/D


Desperation Moves

Geshiki: Kake Hourin - qcf x 2 + A/C

Shingo Kinsei Ore "Mushiki" - qcb hcf + A/C


Super Desperation Moves

Geshiki: Kake Hourin - qcf x 2 + A/C


HSDM

Shingo Kinsei Oreshiki Kamichiri - hcb x 2 + AC


Combos

Discussion Threads

Discuss at Dream Cancel

Discuss at Orochinagi


Navigation

The King of Fighters 2002 Unlimited Match
System

FAQControlsMovementOffenseDefenseGaugesAdvanced StrategyMiscellaneous

Characters
Bosses