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XV Broken/Shingo Yabuki: Difference between revisions
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* '''Slow''': One of the things that hold Shingo back is his general sluggishness. His mobility is only average, his far heavies are easily contested at range (especially his 5C), his DP is slower than most, and quicker characters will make dealing with pressure a pain for Shingo. | * '''Slow''': One of the things that hold Shingo back is his general sluggishness. His mobility is only average, his far heavies are easily contested at range (especially his 5C), his DP is slower than most, and quicker characters will make dealing with pressure a pain for Shingo. | ||
* '''Inconsistent''': Unfortunately, Shingo's Critical Hits are a double-edged sword for him as his light confirms into 236AC can either lead into explosive damage or damage equal to a meterless heavy combo, not to mention a critical hit in the corner will take his opponent out of it. | * '''Inconsistent''': Unfortunately, Shingo's Critical Hits are a double-edged sword for him as his light confirms into 236AC can either lead into explosive damage or damage equal to a meterless heavy combo, not to mention a critical hit in the corner will take his opponent out of it. High damage combos can still be performed with less RNG-dependent specials, but he will lose his explosive capabilities without testing your luck. | ||
* '''Weak Against Zoning''': Shingo does not have many options outside of system mechanics to contest zoning in mid range or full screen, requiring him to take risks on defense and potentially on offense against fireballs and/or long range normals/specials. | * '''Weak Against Zoning''': Shingo does not have many options outside of system mechanics to contest zoning in mid range or full screen, requiring him to take risks on defense and potentially on offense against fireballs and/or long range normals/specials. | ||
* '''Needs to be in your face''': For Shingo to play well, if at all, he has to be up close in personal to use his tools effectively. | * '''Needs to be in your face''': For Shingo to play well, if at all, he has to be up close in personal to use his tools effectively. |
Revision as of 18:52, 19 January 2023
Movelist
(*) = EX OK
(!) = MAX OK
(Hold OK) = Can hold down input briefly before releasing.
Throws
Issetsu Seoi Nage Incomplete - (close) / +
Command Normals
Special Moves
114 Shiki * Aragami Unfinished - +
115 Shiki * Dokugami Unfinished (*) - +
100 Shiki * Oniyaki Unfinished (*) - + or
Shingo Kinsei Ore Shiki * Mizukiri (*) - + or
Shingo Kinsei Ore Shiki * Nietogi (*) - (close) + or
Shingo Kick Air (*) - + or (Midair only)
Shingo Kinsei Ore Shiki * Naraku Otoshi - +
212 Shiki * Kototsuki Unfinished (*) - +
101 Shiki * Oboroguruma Unfinished (*) - + or
Super Special Moves
Shingo Kinsei Ore Shiki * Orochi Zuki (Hold OK) (!) - + or
Climax Super Special Move
Quick Combo Reference
0 Meter |
Placeholder |
( = dmg |
1 Meter |
Placeholder |
( = dmg |
2 Meters |
Placeholder |
( = dmg |
Gameplay Overview
At first glance, it'd be easy to assume that Shingo Yabuki is little more than a Joke Character (a la Dan Hibiki), but in actuality, he's a Lethal Joke Character. Simply put, underneath that silly exterior of his, Shingo is a fairly competent Rushdown character with a plethora of ways to close the gap between him and the opponent. Whether we're talking about his signature Shingo Kick (which can be performed in the air, ever since 2003), his take on Kyo's Kototsuki (which got an entirely different move out of the B version), or his all-new Mizukiri (based on Kyo's Munotsuchi follow-up from his Aragami Rekka), Shingo has no shortage of ways to approach his opponent. And once he's close, it can be tough to shake him off owing to his Aragami Mikansei poke, fantastic Light normals, and his Nietogi command grab. Shingo also reintroduces his own unique mechanic from '97-XI, Critical Hits. Like in some JRPGs, all of Shingo's Specials and Supers have a chance to land a Critical Hit, which not only increases their damage output significantly but also comes with entirely different properties as well. For example, his EX Dokugami hook turns into a Wall Bounce if it's a Critical Hit, while EX Oboroguruma becomes a Ground Bounce (which stacks with his EX Kototsuki), amplifying his already fantastic combo damage that much further. |
|
Pros | Cons |
|
|
Far Standing Normals
far A
far A
f.A
f.A
|
No results |
---|
far B
far B
f.B
f.B
|
No results |
---|
far C
far C
f.C
f.C
|
No results |
---|
far D
far D
f.D
f.D
|
No results |
---|
Close Standing Normals
close A
close A
cl.A
cl.A
|
No results |
---|
close B
close B
cl.B
cl.B
|
No results |
---|
close C
close C
cl.C
cl.C
|
No results |
---|
close D
close D
cl.D
cl.D
|
No results |
---|
Crouch Normals
crouch A
crouch A
2A
2A
|
No results |
---|
crouch B
crouch B
2B
2B
|
No results |
---|
crouch C
crouch C
2C
2C
|
No results |
---|
crouch D
crouch D
2D
2D
|
No results |
---|
Jump Normals
Jump A
jump A
j.A
j.A
|
No results |
---|
Jump B
jump B
j.B
j.B
|
No results |
---|
Jump C
jump C
j.C
j.C
|
No results |
---|
Jump D
jump D
j.D
j.D
|
No results |
---|
Stand CD
Blowback
CD
CD
|
No results |
---|
Shatterstrike
Shatterstrike
236CD
236CD
|
No results |
---|
Jump CD
jump CD
j.CD
j.CD
|
No results |
---|
Throws
C throw
No results
(close) 4/6C
(close) 4/6C
|
No results |
---|
D throw
No results
(close) 4/6D
(close) 4/6D
|
No results |
---|
Command Moves
Special Moves
114 Shiki • Aragami Unfinished
114 Shiki • Aragami Unfinished
236A
236A
|
---|
Super Special Moves
Climax Super Special Moves
Misc
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