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The King of Fighters '98 UMFE/Shingo Yabuki: Difference between revisions
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: <code>cr.B, cr.A, qcf+A/dp+C</code> | : <code>cr.B, cr.A, qcf+A/dp+C</code> | ||
: Basic meterless low confirm. | : Basic meterless low confirm. | ||
: <code>cr.B, cr.A, dp+K, qcf+A/dp+C</code> | |||
: Low to proximity unblockable. Cancels must be fast to be in range for dp+K. | |||
: <code>cr.B, cl.C, qcf+P/dp+A/hcf+B</code> | : <code>cr.B, cl.C, qcf+P/dp+A/hcf+B</code> | ||
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: <code>(j.X), cl.C, f+B, qcf+C</code> | : <code>(j.X), cl.C, f+B, qcf+C</code> | ||
: <code>(j.X), cl.C, dp+K, qcf+A</code> | : <code>(j.X), cl.C, dp+K, qcf+A/dp+C</code> | ||
''Corner'' | ''Corner'' |
Revision as of 15:24, 16 January 2022
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, cr.A, dp+K, qcf+A/dp+C
- Low to proximity unblockable. Cancels must be fast to be in range for dp+K.
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/dp+C
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)