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The King of Fighters '98 UMFE/Shingo Yabuki: Difference between revisions
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== Normal Moves == | == Normal Moves == | ||
'''Close''' | |||
*cl. A/B/C/D are cancel-able. | |||
*cl. A/B are chain-able | |||
*cl. A: An elbow that hits mid. | |||
*cl. B: Hits low. | |||
*cl. C: Has very fast start-up and a great combo starter. | |||
*cl. D: A bit slower than cl. C. | |||
'''Stand''' | |||
*Far A: Hits high and is cancel-able. Good for stopping hops. | |||
*Far B: Slower than far A, but has more range. | |||
*Far C: Incredibly slow downward punch that does nothing but reflect Shingo's novice fighting ability. Only use on accident. | |||
*Far D: A crescent kick that could act as a preemptive anti-air. | |||
'''Crouch''' | |||
*cr. A/C/D are whiff/cancel-able. | |||
*cr. A/B are chain-able. | |||
*cr. A: Hits mid. Standard outward jab. | |||
*cr. B: Hits low. Fast low that could start combos. | |||
*cr. C: Rising uppercut that hits mid. Used to react against jumps and hops. | |||
*cr. D: Hits low. Soft knockdown. | |||
'''Jump''' | |||
*j. B/D are both good cross-ups. | |||
*j. A: Ok air-to-air. | |||
*j. B: Downwards knee. Great jump-in from a hop. Instant-overhead. | |||
*j. C: Another good jump-in. | |||
*n. j. B: Knee is out horizontally instead of down and forward. Decent air-to-air. | |||
'''Blowback Attack''' | |||
*CD: Soft knockdown, whiff/cancel-able. Has the slowest start-up out of him, Kyo, and Saisyu. | |||
*j. CD: Soft knockdown. Pretty good air-to-air. | |||
== Throws == | == Throws == |
Revision as of 00:44, 26 October 2020
Normal Moves
Close
- cl. A/B/C/D are cancel-able.
- cl. A/B are chain-able
- cl. A: An elbow that hits mid.
- cl. B: Hits low.
- cl. C: Has very fast start-up and a great combo starter.
- cl. D: A bit slower than cl. C.
Stand
- Far A: Hits high and is cancel-able. Good for stopping hops.
- Far B: Slower than far A, but has more range.
- Far C: Incredibly slow downward punch that does nothing but reflect Shingo's novice fighting ability. Only use on accident.
- Far D: A crescent kick that could act as a preemptive anti-air.
Crouch
- cr. A/C/D are whiff/cancel-able.
- cr. A/B are chain-able.
- cr. A: Hits mid. Standard outward jab.
- cr. B: Hits low. Fast low that could start combos.
- cr. C: Rising uppercut that hits mid. Used to react against jumps and hops.
- cr. D: Hits low. Soft knockdown.
Jump
- j. B/D are both good cross-ups.
- j. A: Ok air-to-air.
- j. B: Downwards knee. Great jump-in from a hop. Instant-overhead.
- j. C: Another good jump-in.
- n. j. B: Knee is out horizontally instead of down and forward. Decent air-to-air.
Blowback Attack
- CD: Soft knockdown, whiff/cancel-able. Has the slowest start-up out of him, Kyo, and Saisyu.
- j. CD: Soft knockdown. Pretty good air-to-air.
Throws
Swift Shoulder Throw: (close) b/f + C
Unfinished Swift Shoulder Throw: (close) b/f + D
Command Moves
Poseur's Thundering Axe: f + B
- the second hit is NOT an overhead
Special Moves
Fire Ball Unfinished Misery: dp + A/C
Spinning Kick Unfinished Misery: qcb + B/D
Wicked Chew Unfinished Misery: qcf + A
Poison Gnawfest Unfinished Misery: qcf + C
Shingo's "Metal Malleator": (close) dp + B/D
Shingo's Kick: hcf + B/D
Elbow Slam: qcb + A/C
Desperation Moves
Burning Shingo: qcb, hcf + A/C
Phoenix Flamer: qcf, qcf + A/C
Combos
Strategy & Tips
Videos