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The King of Fighters 2002 UM/Shingo Yabuki: Difference between revisions
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==Special Moves== | ==Special Moves== | ||
104 Shiki: Aragami Mikansei - qcf + A | '''Wicked Chew Unfinished Misery [104 Shiki: Aragami Mikansei] - (qcf + A) | ||
* Shingo steps forward then throws a quick right hook punch (left hook if on the 2p side). Very easy to combo into from light standing and crouching normals, as well from standing heavy normals (and crouching C) or from his F+B command normal. Pretty hard to punish on block because of the amount of push back Shingo gains from it. At a mid to close range its safe to throws these out a few times if you want to score a random hit from it, but its not super cancel-able. | |||
105 Shiki: Dokugami Mikansei - qcf + C | '''Poison Gnawfest Unfinished Misery [105 Shiki: Dokugami Mikansei]''' - (qcf + C) | ||
* This is the stronger variant of the Wicked Chew that knocks the opponent down on hit. Easy to combo from his close C, crouching C, close D and F+B. Really unsafe if blocked unfortunately. | |||
* Soft knockdown | |||
'''Cresent Slash Unfinished Misery [202 Shiki: Kototsuki Mikansei'''' - (hcb + B/D) | |||
* Shingo runs towards the opponent with a short hooked uppercut that hits mid, then a sledgehammer punch that hits overhead. Both kick versions can combo very easily from Shingo's crouching and standing light and heavy normals (except crouching heavy kick). | |||
* Super Cancel-able on the first hit | |||
Shingo | * The light kick (B) version has Shingo running 3/4 screen distance, while the heavy kick version (D) makes Shingo run full screen towards the opponent. Shingo is in vulnerable counter hit state during the dash towards the opponent. | ||
* Very unsafe if blocked. The opponent can actually hit Shingo before the second hit while blocking. | |||
'''Shingo Kick''' - hcf + B/D | |||
* Shingo shows off his version of Kyo's rdp+K. Can evade low hits and/or low aiming attacks and projectiles. The light kick version travels 1/2 screen distance, while the heavy kick version goes 3/4 distance and inflicts a bit more damage. Both versions can combo easily from close C or close D or f+B. | |||
* Can be used as a quick whiff punish against moves that have poor recovery (like reversals) | |||
* Shingo can be jabbed while he's flying toward the opponent. Very unsafe on block up close, while the light kick version can be hard to punish if blocked at it's max distance. | |||
* Soft knockdown | |||
'''Fireball Unfinished Misery [100 Shiki: Oniyaki Mikansei]''' - (dp + A/C) | |||
* Shingo's version of Kyo's dragon punch. Light punch version hits once, while the heavy punch version hits twice and has higher damage. Good to use as an anti-air against predictable regular jumps and super jumps. This dragon punch can be used as a quick finisher if you juggle the opponent with dp+K. | |||
* It can be used as a reversal option while it does have fast start-up but no invincibility which may cause it to trade against meaty attacks. | |||
* Soft knockdown | |||
'''Shingo's Metal Malleator [Shingo Kinsei Ore Shiki Nietogi]''' - close (dp + B/D) | |||
* This is Shingo's proximity unblockable command throw. It sorta looks like he's hitting the opponent with a dp+C that does 3 hits. THe opponent is a juggle state after the last hit. Can | |||
combo from single hit close heavy normals or light normal attacks. A very powerful move to use | |||
if you find the opponent blocking too much, and it's very powerful in many of his combos which | |||
causes massive damage. It doesn't have a whiff animation either. | |||
* Proximity Unblock-able | |||
* Soft knockdown | |||
'''Shingo's Elbow Slam [Shingo Kinsei Ore Shiki Zenpou Tenshin]''' - (qcb + A/C) | |||
* An overhead elbow strike that causes a hard knockdown. The opponent lands right at Shingo's feet where it's easy to follow up with a hop B cross-up, empty jump low, dp+K command throw, | |||
normal throw or which ever okizeme/wake up option you want. Can't combo into it because | |||
Shingo's normals push him back a bit, and it's start up isn't very fast. It is punishable | |||
however but you need something very fast with long range that can reach him while he's | |||
recovering (like Terry's qcfx2+K DM or Yashiro's qcfx2+P DM). | |||
* Hard knockdown | |||
* Overhead | |||
'''Spinning Kick Unfinished Misery [101 Shiki: Oboro Kurama Mikansei]''' - (rdp + B/D) | |||
* Shingo performs a version of Kyo '95's rdp+K. The light kick version hits once and whiffs on crouching opponents, while the heavy kick version hits twice and has a falling overhead follow-up if you quickly input rdp+D again during the first hit. | |||
* The light kick version combos easily from Shingo's crouching and standing light and heavy normals, while the heavy kick version can combo from his standing close heavy normals and f+B command move. The heavy kick version is best used after a close dp+K command throw in the corner as a juggle. | |||
* The rdp+D follow up hits overhead if blocked and causes a hard knockdown. Very punish-able if blocked. | |||
==Desperation Moves== | ==Desperation Moves== |
Revision as of 04:02, 11 March 2015
Movelist
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
Swift Shoulder Throw [Hatsu Gane] - close (b/f + C)
- Shingo grabs the opponent, then smacks them with his forearm. The opponent lands near the corner of the screen
- Can be broken
- Regular knockdown
Unfinished Swift Shoulder Throw [Issestu Seoi Nage Fukanzen] - close (b/f + D)
- Shingo throws the opponent over his shoulder
- Hard knock down
- Can be broken
- Reverse knockdown
Command Moves
Poseur's Thundering Axe [Geshiki: Goufu You "Kakkodake"] - (f + B)
- Shingo performs a single hit, cancel-able axe kick. Easy to combo into from cl.C/cr. C or cl.D.
- Not an overhead, hits mid.
Special Moves
Wicked Chew Unfinished Misery [104 Shiki: Aragami Mikansei] - (qcf + A)
- Shingo steps forward then throws a quick right hook punch (left hook if on the 2p side). Very easy to combo into from light standing and crouching normals, as well from standing heavy normals (and crouching C) or from his F+B command normal. Pretty hard to punish on block because of the amount of push back Shingo gains from it. At a mid to close range its safe to throws these out a few times if you want to score a random hit from it, but its not super cancel-able.
Poison Gnawfest Unfinished Misery [105 Shiki: Dokugami Mikansei] - (qcf + C)
- This is the stronger variant of the Wicked Chew that knocks the opponent down on hit. Easy to combo from his close C, crouching C, close D and F+B. Really unsafe if blocked unfortunately.
- Soft knockdown
Cresent Slash Unfinished Misery [202 Shiki: Kototsuki Mikansei' - (hcb + B/D)
- Shingo runs towards the opponent with a short hooked uppercut that hits mid, then a sledgehammer punch that hits overhead. Both kick versions can combo very easily from Shingo's crouching and standing light and heavy normals (except crouching heavy kick).
- Super Cancel-able on the first hit
- The light kick (B) version has Shingo running 3/4 screen distance, while the heavy kick version (D) makes Shingo run full screen towards the opponent. Shingo is in vulnerable counter hit state during the dash towards the opponent.
- Very unsafe if blocked. The opponent can actually hit Shingo before the second hit while blocking.
Shingo Kick - hcf + B/D
- Shingo shows off his version of Kyo's rdp+K. Can evade low hits and/or low aiming attacks and projectiles. The light kick version travels 1/2 screen distance, while the heavy kick version goes 3/4 distance and inflicts a bit more damage. Both versions can combo easily from close C or close D or f+B.
- Can be used as a quick whiff punish against moves that have poor recovery (like reversals)
- Shingo can be jabbed while he's flying toward the opponent. Very unsafe on block up close, while the light kick version can be hard to punish if blocked at it's max distance.
- Soft knockdown
Fireball Unfinished Misery [100 Shiki: Oniyaki Mikansei] - (dp + A/C)
- Shingo's version of Kyo's dragon punch. Light punch version hits once, while the heavy punch version hits twice and has higher damage. Good to use as an anti-air against predictable regular jumps and super jumps. This dragon punch can be used as a quick finisher if you juggle the opponent with dp+K.
- It can be used as a reversal option while it does have fast start-up but no invincibility which may cause it to trade against meaty attacks.
- Soft knockdown
Shingo's Metal Malleator [Shingo Kinsei Ore Shiki Nietogi] - close (dp + B/D)
- This is Shingo's proximity unblockable command throw. It sorta looks like he's hitting the opponent with a dp+C that does 3 hits. THe opponent is a juggle state after the last hit. Can
combo from single hit close heavy normals or light normal attacks. A very powerful move to use if you find the opponent blocking too much, and it's very powerful in many of his combos which causes massive damage. It doesn't have a whiff animation either.
- Proximity Unblock-able
- Soft knockdown
Shingo's Elbow Slam [Shingo Kinsei Ore Shiki Zenpou Tenshin] - (qcb + A/C)
- An overhead elbow strike that causes a hard knockdown. The opponent lands right at Shingo's feet where it's easy to follow up with a hop B cross-up, empty jump low, dp+K command throw,
normal throw or which ever okizeme/wake up option you want. Can't combo into it because Shingo's normals push him back a bit, and it's start up isn't very fast. It is punishable however but you need something very fast with long range that can reach him while he's recovering (like Terry's qcfx2+K DM or Yashiro's qcfx2+P DM).
- Hard knockdown
- Overhead
Spinning Kick Unfinished Misery [101 Shiki: Oboro Kurama Mikansei] - (rdp + B/D)
- Shingo performs a version of Kyo '95's rdp+K. The light kick version hits once and whiffs on crouching opponents, while the heavy kick version hits twice and has a falling overhead follow-up if you quickly input rdp+D again during the first hit.
- The light kick version combos easily from Shingo's crouching and standing light and heavy normals, while the heavy kick version can combo from his standing close heavy normals and f+B command move. The heavy kick version is best used after a close dp+K command throw in the corner as a juggle.
- The rdp+D follow up hits overhead if blocked and causes a hard knockdown. Very punish-able if blocked.
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
0 stock
- cr. B(x1 or x2), qcf+A
- Far A, qcf+A/ hcb+B/D
- (Meaty)cr. B, cr. B, A, qcf+A
- cl. A, dp+ B/D, hcb+D
- cr. B, cl. A, qcf+A/ hcb+B/D
- cr. B, cr. A, qcf+A/ hcb+B/D
- cr. B link to cl. C, qcf+C/ hcb+B
- cl. C, f+B, qcf+C / hcb+B/D
- cl. A/ cl. C, dp+B/D, hcb+D/ rdp+D
1 stock
- cr. B, cr. A qcb, hcf+A/C
- cr. B link to cl. C, qcf(x2)+C, rdp+D
2 stocks
- [cr. B (x2)/ cr. B, A], hcb+B (1st hit)(SC), qcb hcf+A/C
- cl. C, f+ B, hcb+B (1st hit)(SC), qcb hcf+A/C
- (Corner) cl. C, f+B, hcb+ B (1st hit)(SC), qcf x2+C, rdp+B/D
3 Stocks
- cr. B, cr. A, hcb(x2)+AC
- cr. B link to cl. C, qcf(x2)+AC, rdp+D
- qcb+P (Counter connects), qcfx2+AC, rdp+D
4 stocks
- (Corner) cr. B, st. A, hcb+B (1st hit)(SC), qcf x2+AC, rdp+D
- (Corner) cl. C, f+B, hcb+B (1st hit)(SC), qcf x2+AC, rdp+D
Max Mode Combo Starters
- cl. C, BC(Max mode), dash, cl. C....
- [cr.B, cr.A /cl. C, f+B], hcb+BC (1 hit)...
Combo into Max Mode (2 stocks totals)
- cl. C, f+B, hcb+BC (1 hit), qcf+A, dp+B/D (2 hits), qcf+A, dp+B/D, hcb+D
- cl. C, BC(Max mode), dash, cl. C, dp+B/D (2 hits), qcf+A, dp+B/D (2 hits), qcf+A, dp+B/D, hcb+D
Combo into Max Mode (3 stocks total)
- cl. C, BC(Max mode), hcb+B (1 hit), qcf+A, dp+B/D (2 hits), qcf+A, dp+B/D (2 hits), qcf x2+AC, rdp+D
- cl. C, BC(Max mode), dash, cl. C, dp+B/D (2 hits), qcf+A, dp+B/D (2 hits), qcf+A, dp+B/D (2 hits), qcf x2+AC, rdp+D
Raw Max Mode plus 4 stocks (5 stocks total)
- cl. C, f+B, hcb+ B (1st hit)(SC), qcf x2+AC, qcf x2+AC, rdp+B/D / dp+A/C
- cl. C, dp+B/D (2 hits), qcf+A, dp+B/D (2 hits), qcf+A, dp+B/D (2 hits), qcf x2+AC, qcf x2+AC rdp+B/D / hcb+D
- qcb+P (Counter connects), (qcfx2+AC)x2 , rdp+D
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