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The King of Fighters '98 UMFE/Shingo Yabuki: Difference between revisions

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== Introduction ==
== Introduction ==


Shingo is a close range pressure character with an interesting gimmick, his moves have a small chance of causing critical hits. In neutral he has access to some okay pokes and a great forwards travelling special in his Shingo kick. Up close is where Shingo shines as he has access to the fastest cl.C in the game, it having only 1 frame of startup. He also has access to low confirms, an overhead and a proximity unblockable. Shingo struggles some on defense as he doesn't have a invincible reversal to rely on. The random factor of the critical hits can also be a double edged sword as the critical hits can both increase his damage and combo opportunity or take some away depending on when the critical hit comes.
Shingo is a close-range pressure character with an interesting gimmick, in that his moves have a small chance of causing critical hits. In neutral, he has access to some okay pokes and a great forwards-traveling special. Up close is where Shingo shines, as he has access to the fastest cl.C in the game, with only 1 frame of startup, as well as low confirms, an overhead, and a proximity unblockable. Shingo struggles some on defense, as he doesn't have a invincible reversal to rely on. The random factor of the critical hits can also be a double-edged sword, as the critical hits can either increase or decrease his damage and combo ability, depending on when the critical hit comes.


== Changes from previous versions ==
== Changes from Previous Versions ==


'''98 to 98UM'''
'''98 to 98UM'''


Normals:
Normals:
* cl.C activation range increased
 
* st.C 3 frames less startup
* cl.C's activation range has been increased
* cr.D 3 frames less startup
 
* st.C now has 3 frames less startup
 
* cr.D now has 3 frames less startup


Specials:
Specials:
* qcf+A now knocks down
* qcf+A now knocks down
* qcb+P now hits overhead
* qcb+P now hits overhead
* Shingo kick hitbox size increased
 
* hcf+K's hitbox size has been increased


Supers:
Supers:
* qcb,hcf+P less startup. light and Max version can now be comboed from lights
 
* qcb,hcf+P now has less startup, A and MAX versions can now be combo-ed from lights


'''98UM to 98UMFE'''
'''98UM to 98UMFE'''


Normals:
Normals:
* j.D hitbox increased in size, now easier to crossup
 
* f+B will combo after heavy attacks
* j.D's hitbox has been increased in size, now easier to crossup
 
* f+B will now combo after heavy attacks


Specials:
Specials:
* qcf+A no longer whiffs on short characters
* qcf+A no longer whiffs on short characters
* qcf+C startup faster by 1 frames
 
* qcf+C's startup is now faster by 1 frame


== Normal Moves ==
== Normal Moves ==


'''Close'''
'''Close'''
*cl. A/B/C/D are cancel-able.
*cl. A/B are chain-able
*cl. A: Hits mid.
*cl. B: Hits low.
*cl. C: Has very fast start-up. Great combo starter.
*cl. D: A bit slower than cl. C.


'''Stand'''
* cl.A: Chainable and cancelable.
*Far A: Hits high and is cancel-able. Good for stopping hops.
 
*Far B: Hits mid. Slower than far A, but has more range.
* cl.B: Chainable and cancelable standing low.
*Far C: Incredibly slow downward punch that does nothing but reflect Shingo's novice fighting ability. Hits mid. Only use on accident.
 
*Far D: Hits high. Could act as a preemptive anti-air.
* cl.C: Your main combo filler. Extremely fast, hits on the second frame. Cancelable.
 
* cl.D: A bit slower than cl.C. Cancelable.
 
'''Standing'''
 
* st.A: Good for stopping hops. Cancelable.


'''Crouch'''
* st.B: Slower than st.A, but has more range.
*cr. A/C/D are whiff/cancel-able.
*cr. A/B are chain-able.
*cr. A: Hits mid. Standard outward jab.
*cr. B: Fast low that could start combos.
*cr. C: Hits mid. Used to react against jumps and hops.
*cr. D: Can low-profile under fireballs.


'''Jump'''
* st.C: Incredibly slow downward punch that does nothing but reflect Shingo's novice fighting ability. Not an overhead. Only use by accident.
*j. B/D are both good cross-ups.
*j. A: Ok air-to-air.
*j. B: Great jump-in from a hop. Instant-overhead.
*j. C: Another good jump-in.
*n. j. B: Decent air-to-air.


'''Blowback Attack'''
* st.D: Hits high. Can act as a preemptive anti-air.
*st. 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 and jump-in.
'''Crouching'''
 
* cr.A: Standard outward jab. Chainable and cancelable on hit, block, and whiff.
 
* cr.B: Fast low combo starter. Chainable.
 
* cr.C: Standard anti-air for jumps and hops. Cancelable on hit, block, and whiff.
 
* cr.D: Can low-profile under fireballs. Cancelable on hit, block, and whiff.
 
'''Jumping'''
 
* j.A: Ok air-to-air.
 
* j.B: Great jump-in from a hop. Instant overhead and crossup.
 
* nj.B: Decent air-to-air.
 
* j.C: Another good jump-in.
 
* j.D: Crossup.
 
'''CD Normals'''
 
* st.CD: Soft knockdown. Has the slowest start-up out of him, Kyo, and Saisyu. Cancelable on hit, block, and whiff.
 
* j.CD: Soft knockdown. Pretty good air-to-air and jump-in.


== Throws ==
== Throws ==


'''Anvil Slam:''' (close) b/f + C
'''Anvil Slam:''' <code>b/f+C (close)</code>
*Shingo cleanly replicates Kyo's Hachi Tetsu throw
*Regular knockdown


'''Unfinished Swift Shoulder Throw:''' (close) b/f + D
* Regular throw, techable. Shingo cleanly replicates Kyo's Hachi Tetsu throw. Causes a soft knockdown.
*Shingo only does the "throw" part of Kyo's Issestsu Seoi Nage, pretty sloppy too.
 
*Hard knockdown
'''Unfinished Swift Shoulder Throw:''' <code>b/f+D (close)</code>
*Reverse knockdown
 
* Regular throw, techable. Shingo only does the "throw" part of Kyo's Issestsu Seoi Nage, pretty sloppily too. Causes a hard knockdown and switches sides.


== Command Moves ==
== Command Moves ==


'''Poseur's Thundering Axe:''' f + B
'''Poseur's Thundering Axe:''' <code>f+B</code>


* Two-hit axe kick that is free-cancellable on the second hit
* Two-hitting axe kick that is free-cancellable on the second hit. The second hit is not an overhead.
* The second hit is NOT an overhead
 
* Can combo into both hits from all cancel-able light attacks
* Can combo into both hits from all cancelable light attacks, and combo into the second hit from heavy attacks.
* Can combo into the second hit from heavy attacks
 
* Second hit has a chance to be a CRITICAL HIT! It doesn't do more damage like other moves, but it does give you more time to cancel into something, especially DMs.
* Second hit has a chance to be a CRITICAL HIT!. It doesn't do more damage like other moves, but it does give you more time to cancel into something, especially DMs.


== Special Moves ==
== Special Moves ==
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''All of Shingo's special moves have a chance to do a CRITICAL HIT!, doing more damage.''
''All of Shingo's special moves have a chance to do a CRITICAL HIT!, doing more damage.''


'''Fire Ball Unfinished Misery:''' <code>dp+A/C</code>
* Kyo's DP without invincibility. Still a good reversal option for its speed, but will often trade instead of fully beating meaties.
* Causes a soft knockdown.
* C version does more damage and goes higher than the A version, making it more punishable.
* CRITICAL HIT! puts the opponent in a juggle state, allowing for followups. From some launchers this theoretically gives Shingo an infinite, but this is extremely unlikely.
'''Spinning Kick Unfinished Misery:''' <code>qcb+B/D</code>
* Shingo's realistic depiction of Kyo's Oboroguruma.
* B version is the same as EX Kyo's, just one kick that could serve as an anti-air. Causes a soft knockdown.
* D version has Shingo hop for each kick in the move. Does three hits, the last doing hard knockdown. Cannot be reliably combo-ed from heavy attacks midscreen, and not at all with f+B.
* Each hit has its own chance to be a CRITICAL HIT!.
* There's also a separate chance for the third hit to be unblockable, indicated by Shingo falling to the ground head-first.
'''Wicked Chew Unfinished Misery:''' <code>qcf+A</code>
* Shingo throws out Kyo's Aragami, with no follow-ups.
* Good poke option.
* Causes a soft knockdown.
* CRITICAL HIT! does extra damage and gives an improved juggle state; can only be taken advantage of in Extra mode.
'''Poison Gnawfest Unfinished Misery:''' <code>qcf+C</code>
* Shingo delivers Kyo's Dokugami, with no follow-ups.
* Pretty unsafe on block. Only use in combos.
* Causes a soft knockdown.
* There's a chance of Shingo hitting the opponent with his elbow before throwing his fist, like in '97. This hit is unblockable, and has its own chance to be a CRITICAL HIT!.
'''Shingo's "Metal Malleator":''' <code>dp+B/D (close)</code>


'''Fire Ball Unfinished Misery:''' dp + A/C
* Shingo delivers two elbow strikes to the opponent's face, then does a rising shoulder strike.
*Kyo's DP without invincibility. Still a good reversal option for its speed, but will often trade instead of fully beat meaties.
*Soft knockdown
*Heavy version does more damage and goes higher than the light version.
*CRITICAL HIT! puts the opponent in a juggle state


'''Spinning Kick Unfinished Misery:''' qcb + B/D
* Proximity unblockable that launches the opponent.
*Shingo's realistic depiction of Kyo's Oboroguruma. (Before somehow learning how to fly through the air in every game after '98)
*Light version is the same as EX Kyo's, just one kick that could serve as an anti-air. Soft knockdown.
*Heavy version has Shingo hop for each kick in the move. Does three hits, the last doing hard knockdown. Cannot be reliably combo'd from heavy attacks midscreen, and not at all with f+B.
*Each hit has its own chance to be a CRITICAL HIT!
*There's also a separate chance for the third hit to be unblockable, indicated by Shingo falling to the ground head-first.


'''Wicked Chew Unfinished Misery:''' qcf + A
* Causes a soft knockdown.
*Shingo throws out Kyo's Aragami, with no follow-ups.
*Good poke option
*Soft knockdown
*; can only be taken advantage of in Extra mode


'''Poison Gnawfest Unfinished Misery:''' qcf + C
* Can be followed up with a normal or special move.
*Shingo delivers Kyo's Dokugami, with no follow-ups.
*Pretty unsafe on block. Only use in combos.
*Soft knockdown
*There's a chance of Shingo hitting the opponent with his elbow before throwing his fist, like in '97. Unblockable and has its own chance to be a CRITICAL HIT!


'''Shingo's "Metal Malleator":''' (close) dp + B/D
* Each hit has its own chance to be a CRITICAL HIT!.
*Shingo delivers two elbow strikes to the opponent's face, then does a shoulder uppercut.
*Proximity unblockable.
*Soft knockdown
*Can be followed up with a normal or special move.
*Each hit has its own chance to be a CRITICAL HIT!


'''Shingo Kick''': hcf + B/D
'''Shingo Kick:''' <code>hcf+B/D</code>
*Shingo's attempt at Kyo's R.E.D. Kick where he flies forward horizontally, foot-first.
*Light version travels 1/2 screen distance. Can be combo'd from a close heavy attack.
*Heavy version travels 3/4 screen distance. Does not combo. Used as a surprise rush-move or air-to-air.
*Soft knockdown
*Unsafe on block, but can be spaced.


'''Elbow Slam:''' qcb + A/C
* Shingo's attempt at Kyo's R.E.D. Kick, where he flies forward horizontally, foot-first. Good for getting in.
*Shingo slams the opponent to the ground, dealing a hard knockdown.
 
*Hits overhead
* B version travels 1/2 screen distance. Can be combo-ed into from a close heavy attack.
*The slam has no chance of being a CRITICAL HIT!
 
*If Shingo is hit while his arm is raised, he'll almost fall over, accidentally kicking the opponent to the other side of the screen.
* D version travels 3/4 screen distance. Does not combo. Used as a surprise rushdown move or air-to-air.
*The kick has a chance of being a CRITICAL HIT!
 
*The light version is faster than the heavy version. While it doesn't combo off of anything the overhead property makes it good for mix-ups.
* Causes a soft knockdown.
*The heavy version has Shingo keep his arm up a bit longer before putting it down. Use if you're trying get the counter.
 
* Unsafe on block, but can be spaced.
 
'''Elbow Slam:''' <code>qcb+A/C</code>
 
* Shingo slams the opponent to the ground, dealing a hard knockdown. Hits overhead.
 
* The slam has no chance of being a CRITICAL HIT!.
 
* If Shingo is hit while his arm is raised, he'll almost fall over, accidentally kicking the opponent to the other side of the screen.
 
* The kick has a chance of being a CRITICAL HIT!.
 
* The A version is faster than the C version. While it doesn't combo off of anything, the overhead property makes it good for mix-ups.
 
* The C version has Shingo keep his arm up a bit longer before putting it down. Use if you're trying get the counter.


== Desperation Moves ==
== Desperation Moves ==


'''Burning Shingo:''' qcb, hcf + A/C
'''Burning Shingo:''' <code>qcb,hcf+A/C</code>
*Shingo delivers a series of punches ending in a forward-elbow slam.
*Soft knockdown
*DM deals 4 hits
*SDM deals 7 hits
*Each punch has its own chance of being a CRITICAL HIT!


'''Phoenix Flamer:''' qcf, qcf + A/C, (A/C again to stop)
* Shingo delivers a series of punches ending in a forward-elbow slam.
*Shingo rushes forward into a painful shoulder tackle.
 
*Pressing A/C again after starting the move will have Shingo put his shoulder out early. You'll need to do this if you want to make the move combo as Shingo runs too far before doing the tackle otherwise, but don't worry, the timing isn't that difficult to practice.
* Causes a soft knockdown.
*Guard crushes on block
 
*Has a chance of being a CRITICAL HIT!
* MAX version does more hits and damage.
*Can be followed up with qcf+A (anywhere) or DP (corner only) if timed right.
 
*SDM version allows Shingo to cancel into a special move. On hit, you can only cancel into DP. On block however, the guard crush property allows you to use any of Shingo's special moves, except D Shingo Kick.
*Each punch has its own chance of being a CRITICAL HIT!.
**You can also cancel into a DM, or SDM if you have 5 stocks, and only used two for the first Phoenix Flamer. This is only possible when the opponent blocks and gets guard crushed as a result.
 
'''Phoenix Flamer:''' <code>qcfx2+A/C (press A/C again to stop)</code>
 
* Shingo rushes forward into a powerful shoulder tackle.
 
* Pressing A/C again after starting the move will have Shingo put his shoulder out early. You'll need to do this if you want to make the move combo, as Shingo runs too far before doing the tackle otherwise, but don't worry, the timing isn't that difficult to practice.
 
* Guard crushes on block.
 
* Has a chance of being a CRITICAL HIT!.
 
* Can be followed up with qcf+A (anywhere) or dp+P (corner only) if timed right, making its somewhat low damage by itself about even with other DMs.
 
* MAX version does more damage and allows Shingo to cancel into a special move. On hit, you can only cancel into dp+P for a combo. On block however, the guard crush property allows you to use any of Shingo's special moves, except hcf+D.
 
* You can also cancel into a DM, or MAX DM if you have the resources. This is only possible when the opponent blocks and gets guard crushed as a result.


== Combos ==
== Combos ==


''Anywhere''
'''General Notes:'''
 
* In any metered combo, qcb,hcf+P/qcfx2+P can be replaced with qcb,hcf+AC/qcfx2+AC for more damage if you have the resources.


*J. X, cr. B, cr. A, qcf+A OR dp+p
===Meterless===


*J. X, cl. A, f+B (2), qcf+C
''Low''


*J. X, cl. C, (f+B) qcf+C/dp+p/hcf+B/dp+k -> follow-up
: <code>cr.B, cr.A, qcf+A/dp+C</code>
**If using f+B, only qcf+C will connect.
: Basic meterless low confirm.


*Cross-up J. B/D, cr. B, [link] cl. C, qcf+P/dp+A/hcf+B
: <code>cr.B, cl.C, qcf+P/dp+A/hcf+B</code>
: Link conversion from a low, only connects at point-blank range.


( cr. B, [link] cl. C will whiff in MAX mode and become st. C )
''Mid/Jump-In''


*J X, cr B, cr. A, qcb+A
: <code>(j.X), cl.A, f+B, qcf+C</code>


( Doesn't actually combo, but an overhead mix-up ending in a hard knockdown right next to Shingo. The time the opponent stays down gives plenty of time for an okizeme opportunity. )
: <code>(j.X), cl.C, f+B, qcf+C</code>


: <code>(j.X), cl.C, dp+K, qcf+A</code>


''Corner''
''Corner''


*Any [Anywhere] combo and end with qcb+D, except cross-up into cr. B, [link] cl. C.
: <code>(j.X), cl.C, dp+K, dp+C/qcb+D</code>
: qcb+D does more damage. If the final hit of dp+K does a CRITICAL HIT!, only follow up with dp+C, as qcb+D will miss. Not a problem if in MAX mode.


*J. X, cl. C, dp+k, dp+C OR qcb+D
===With Meter===


( qcb+D does more damage. If the final hit of dp+k does a CRITICAL HIT! only follow up with dp+C. qcb+D will miss. '''Not a problem if in MAX mode'''. )
''Low''


: <code>cr.B, cr.A, qcb,hcf+P</code>


''Combos into DMs''
''Mid/Jump-In''


*J. X, [cr. B, cr. A]/[cr. C], qcb,hcf+p
: <code>(j.X), cl.C, qcb,hcf+P</code>


*J. X, [cl. C, f+B]/[cr. C] qcfx2+p,p, qcf+A/dp+C
: <code>(j.X), cl.C, f+B, qcfx2+P > P, qcf+A/dp+C</code>
**After qcfx2+p, qcf+A works anywhere; dp+C works only in the corner.
: qcf+A works anywhere; dp+C works only in the corner.


*cl. C, f+B, qcb,hcf+AC
: <code>(j.X), cl.C, f+B, qcfx2+AC > P, dp+C, cl.C/qcf+A/dp+P</code>
**Requires 3 stocks, as it's not possible in MAX mode.
: Variation for when qcfx2+AC is a CRITICAL HIT!.


*Cross-up J. B/D, cl. A, f+B(2), qcb,hcf+p/qcfx2+p,p, qcf+A/dp+C
: <code>cl.C, f+B, qcb,hcf+AC</code>
: Requires 3 stocks, as it's not possible in MAX mode.


( Cross-up combo into either DM that works even in MAX mode. If using qcb,hcf+p to finish in MAX mode, the third hit will sometimes miss, but the rest of the move still combos anyway. )
: <code>cl.A, f+B(2), qcb,hcf+p/qcfx2+P > P, qcf+A/dp+C</code>


*Combo into SDM qcfx2, CRITICAL HIT! dp+C, cl. C/qcf+A/dp+p
===With Quick MAX===


== Strategy & Tips ==
== Strategy & Tips ==

Revision as of 20:13, 30 December 2021


Introduction

Shingo is a close-range pressure character with an interesting gimmick, in that his moves have a small chance of causing critical hits. In neutral, he has access to some okay pokes and a great forwards-traveling special. Up close is where Shingo shines, as he has access to the fastest cl.C in the game, with only 1 frame of startup, as well as low confirms, an overhead, and a proximity unblockable. Shingo struggles some on defense, as he doesn't have a invincible reversal to rely on. The random factor of the critical hits can also be a double-edged sword, as the critical hits can either increase or decrease his damage and combo ability, depending on when the critical hit comes.

Changes from Previous Versions

98 to 98UM

Normals:

  • cl.C's activation range has been increased
  • st.C now has 3 frames less startup
  • cr.D now has 3 frames less startup

Specials:

  • qcf+A now knocks down
  • qcb+P now hits overhead
  • hcf+K's hitbox size has been increased

Supers:

  • qcb,hcf+P now has less startup, A and MAX versions can now be combo-ed from lights

98UM to 98UMFE

Normals:

  • j.D's hitbox has been increased in size, now easier to crossup
  • f+B will now combo after heavy attacks

Specials:

  • qcf+A no longer whiffs on short characters
  • qcf+C's startup is now faster by 1 frame

Normal Moves

Close

  • cl.A: Chainable and cancelable.
  • cl.B: Chainable and cancelable standing low.
  • cl.C: Your main combo filler. Extremely fast, hits on the second frame. Cancelable.
  • cl.D: A bit slower than cl.C. Cancelable.

Standing

  • st.A: Good for stopping hops. Cancelable.
  • st.B: Slower than st.A, but has more range.
  • st.C: Incredibly slow downward punch that does nothing but reflect Shingo's novice fighting ability. Not an overhead. Only use by accident.
  • st.D: Hits high. Can act as a preemptive anti-air.

Crouching

  • cr.A: Standard outward jab. Chainable and cancelable on hit, block, and whiff.
  • cr.B: Fast low combo starter. Chainable.
  • cr.C: Standard anti-air for jumps and hops. Cancelable on hit, block, and whiff.
  • cr.D: Can low-profile under fireballs. Cancelable on hit, block, and whiff.

Jumping

  • j.A: Ok air-to-air.
  • j.B: Great jump-in from a hop. Instant overhead and crossup.
  • nj.B: Decent air-to-air.
  • j.C: Another good jump-in.
  • j.D: Crossup.

CD Normals

  • st.CD: Soft knockdown. Has the slowest start-up out of him, Kyo, and Saisyu. Cancelable on hit, block, and whiff.
  • j.CD: Soft knockdown. Pretty good air-to-air and jump-in.

Throws

Anvil Slam: b/f+C (close)

  • Regular throw, techable. Shingo cleanly replicates Kyo's Hachi Tetsu throw. Causes a soft knockdown.

Unfinished Swift Shoulder Throw: b/f+D (close)

  • Regular throw, techable. Shingo only does the "throw" part of Kyo's Issestsu Seoi Nage, pretty sloppily too. Causes a hard knockdown and switches sides.

Command Moves

Poseur's Thundering Axe: f+B

  • Two-hitting axe kick that is free-cancellable on the second hit. The second hit is not an overhead.
  • Can combo into both hits from all cancelable light attacks, and combo into the second hit from heavy attacks.
  • Second hit has a chance to be a CRITICAL HIT!. It doesn't do more damage like other moves, but it does give you more time to cancel into something, especially DMs.

Special Moves

All of Shingo's special moves have a chance to do a CRITICAL HIT!, doing more damage.

Fire Ball Unfinished Misery: dp+A/C

  • Kyo's DP without invincibility. Still a good reversal option for its speed, but will often trade instead of fully beating meaties.
  • Causes a soft knockdown.
  • C version does more damage and goes higher than the A version, making it more punishable.
  • CRITICAL HIT! puts the opponent in a juggle state, allowing for followups. From some launchers this theoretically gives Shingo an infinite, but this is extremely unlikely.

Spinning Kick Unfinished Misery: qcb+B/D

  • Shingo's realistic depiction of Kyo's Oboroguruma.
  • B version is the same as EX Kyo's, just one kick that could serve as an anti-air. Causes a soft knockdown.
  • D version has Shingo hop for each kick in the move. Does three hits, the last doing hard knockdown. Cannot be reliably combo-ed from heavy attacks midscreen, and not at all with f+B.
  • Each hit has its own chance to be a CRITICAL HIT!.
  • There's also a separate chance for the third hit to be unblockable, indicated by Shingo falling to the ground head-first.

Wicked Chew Unfinished Misery: qcf+A

  • Shingo throws out Kyo's Aragami, with no follow-ups.
  • Good poke option.
  • Causes a soft knockdown.
  • CRITICAL HIT! does extra damage and gives an improved juggle state; can only be taken advantage of in Extra mode.

Poison Gnawfest Unfinished Misery: qcf+C

  • Shingo delivers Kyo's Dokugami, with no follow-ups.
  • Pretty unsafe on block. Only use in combos.
  • Causes a soft knockdown.
  • There's a chance of Shingo hitting the opponent with his elbow before throwing his fist, like in '97. This hit is unblockable, and has its own chance to be a CRITICAL HIT!.

Shingo's "Metal Malleator": dp+B/D (close)

  • Shingo delivers two elbow strikes to the opponent's face, then does a rising shoulder strike.
  • Proximity unblockable that launches the opponent.
  • Causes a soft knockdown.
  • Can be followed up with a normal or special move.
  • Each hit has its own chance to be a CRITICAL HIT!.

Shingo Kick: hcf+B/D

  • Shingo's attempt at Kyo's R.E.D. Kick, where he flies forward horizontally, foot-first. Good for getting in.
  • B version travels 1/2 screen distance. Can be combo-ed into from a close heavy attack.
  • D version travels 3/4 screen distance. Does not combo. Used as a surprise rushdown move or air-to-air.
  • Causes a soft knockdown.
  • Unsafe on block, but can be spaced.

Elbow Slam: qcb+A/C

  • Shingo slams the opponent to the ground, dealing a hard knockdown. Hits overhead.
  • The slam has no chance of being a CRITICAL HIT!.
  • If Shingo is hit while his arm is raised, he'll almost fall over, accidentally kicking the opponent to the other side of the screen.
  • The kick has a chance of being a CRITICAL HIT!.
  • The A version is faster than the C version. While it doesn't combo off of anything, the overhead property makes it good for mix-ups.
  • The C version has Shingo keep his arm up a bit longer before putting it down. Use if you're trying get the counter.

Desperation Moves

Burning Shingo: qcb,hcf+A/C

  • Shingo delivers a series of punches ending in a forward-elbow slam.
  • Causes a soft knockdown.
  • MAX version does more hits and damage.
  • Each punch has its own chance of being a CRITICAL HIT!.

Phoenix Flamer: qcfx2+A/C (press A/C again to stop)

  • Shingo rushes forward into a powerful shoulder tackle.
  • Pressing A/C again after starting the move will have Shingo put his shoulder out early. You'll need to do this if you want to make the move combo, as Shingo runs too far before doing the tackle otherwise, but don't worry, the timing isn't that difficult to practice.
  • Guard crushes on block.
  • Has a chance of being a CRITICAL HIT!.
  • Can be followed up with qcf+A (anywhere) or dp+P (corner only) if timed right, making its somewhat low damage by itself about even with other DMs.
  • MAX version does more damage and allows Shingo to cancel into a special move. On hit, you can only cancel into dp+P for a combo. On block however, the guard crush property allows you to use any of Shingo's special moves, except hcf+D.
  • You can also cancel into a DM, or MAX DM if you have the resources. This is only possible when the opponent blocks and gets guard crushed as a result.

Combos

General Notes:

  • In any metered combo, qcb,hcf+P/qcfx2+P can be replaced with qcb,hcf+AC/qcfx2+AC for more damage if you have the resources.

Meterless

Low

cr.B, cr.A, qcf+A/dp+C
Basic meterless low confirm.
cr.B, cl.C, qcf+P/dp+A/hcf+B
Link conversion from a low, only connects at point-blank range.

Mid/Jump-In

(j.X), cl.A, f+B, qcf+C
(j.X), cl.C, f+B, qcf+C
(j.X), cl.C, dp+K, qcf+A

Corner

(j.X), cl.C, dp+K, dp+C/qcb+D
qcb+D does more damage. If the final hit of dp+K does a CRITICAL HIT!, only follow up with dp+C, as qcb+D will miss. Not a problem if in MAX mode.

With Meter

Low

cr.B, cr.A, qcb,hcf+P

Mid/Jump-In

(j.X), cl.C, qcb,hcf+P
(j.X), cl.C, f+B, qcfx2+P > P, qcf+A/dp+C
qcf+A works anywhere; dp+C works only in the corner.
(j.X), cl.C, f+B, qcfx2+AC > P, dp+C, cl.C/qcf+A/dp+P
Variation for when qcfx2+AC is a CRITICAL HIT!.
cl.C, f+B, qcb,hcf+AC
Requires 3 stocks, as it's not possible in MAX mode.
cl.A, f+B(2), qcb,hcf+p/qcfx2+P > P, qcf+A/dp+C

With Quick MAX

Strategy & Tips

Take the unblockables in qcf+C and qcb+D when they come. While it could save your combo, it's a bad idea to rely on either for how unsafe they are.

Sometimes a CRITICAL HIT! will freeze the opponent before they get knocked away while Shingo is still in motion. This seems to happen randomly, but gives Shingo the opportunity to follow up with something, if a bit improvisation required at its randomness. (e.g. CRITICAL HIT! hcf+D, (opponent freezes) run, dp+p)

Videos

King of Fighters 98 UM FE: Shingo Guide by Mash It Out

External Links

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyTier ListsFrame Data & Hitboxes

Characters

Andy BogardAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryBrian BattlerChang KoehanChin GentsaiChizuru KaguraChoi BoungeChrisClark StillEiji KisaragiGeese HowardGoro DaimonHeavy D!HeidernIori YagamiJoe HigashiKasumi TodohKim KaphwanKingKyo KusanagiLeona HeidernLucky GlauberMai ShiranuiMatureMr. BigRalf JonesRobert GarciaRugal BernsteinRyo SakazakiRyuji YamazakiSaisyu KusanagiShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardViceWolfgang KrauserYashiro NanakaseYuri Sakazaki

EX Characters

EX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriOrochi ChrisOrochi ShermieOrochi Yashiro