Our Fatal Fury: City of the Wolves wiki page is ready for editing: https://dreamcancel.com/wiki/Fatal_Fury:_City_of_the_Wolves
XV Broken/Shingo Yabuki: Difference between revisions
No edit summary |
|||
Line 395: | Line 395: | ||
|name=Shingo Kinsei Ore Shiki • Nie Togi | |name=Shingo Kinsei Ore Shiki • Nie Togi | ||
|input=632146K/BD | |input=632146K/BD | ||
|captions= Acting like you won't get command grabbed | |||
|description2=* Command grab that, while standard at a glance, can be a massive blow to the opponent. | |description2=* Command grab that, while standard at a glance, can be a massive blow to the opponent. | ||
* '''B and D''' versions are identical and can combo into 4214B/BD midscreen and can combo into 623A/AC in the corner. | * '''B and D''' versions are identical and can combo into 4214B/BD midscreen and can combo into 623A/AC in the corner. | ||
Line 408: | Line 409: | ||
|name=Shingo Kick | |name=Shingo Kick | ||
|input=41236B/D/BD | |input=41236B/D/BD | ||
|description3= Shingo's most | |captions= SHINGO KIIICKU!! | ||
|description3= Shingo's most iconic move, and surprisingly useful. This flying kick can be incredibly hard to punish. | |||
* '''B''' version causes a soft knockdown. | * '''B''' version causes a soft knockdown. | ||
* '''D''' version is slower, but causes a hard knockdown on hit. | * '''D''' version is slower, but causes a hard knockdown on hit. | ||
Line 420: | Line 422: | ||
|name=Shingo Kick Air | |name=Shingo Kick Air | ||
|input=j.236B/D/BD | |input=j.236B/D/BD | ||
|description= The air version of Shingo Kick. Can be TK'd. While a simple divekick on the surface, this move has the capability to be an anti fireball tool. | |captions= Same but in the air. | ||
|description= The air version of Shingo Kick. Can be TK'd or performed from a backdash (44~236K). While a simple divekick on the surface, this move has the capability to be an anti-fireball tool, as it can punish most projectiles in the game on reaction with proper spacing and/or timing. | |||
* Soft knockdown on all versions | * Soft knockdown on all versions | ||
* Juggle state on airborne opponents. Can be followed up in the corner. | * Juggle state on airborne opponents. Can be followed up in the corner. | ||
* No height restriction, so this move can be done with a Tiger Knee input. | * No height restriction, so this move can be done with a Tiger Knee input. | ||
* Can be done from backdash, where its application for getting in on projectiles shows its true abilities. | * Can be done from backdash, where its application for getting in on projectiles shows its true abilities. | ||
* Cannot be done from a backwards jump | * Cannot be done from a backwards jump. | ||
* '''B''' version goes about 1/4 of the screen. | * '''B''' version goes about 1/4 of the screen. | ||
*Upon Critical Hit for all versions: | *Upon Critical Hit for all versions: | ||
Line 445: | Line 448: | ||
|input=63214B | |input=63214B | ||
|description=* Shingo hops and slams down on the opponent's head. | |description=* Shingo hops and slams down on the opponent's head. | ||
*This is a real | *This is a real 25F overhead | ||
*Hits OTG and creates a consistent knockdown that you can safejump from. | *Hits OTG and creates a consistent knockdown that you can safejump from. | ||
*Very punishable if your opponent blocks this. | *Very punishable if your opponent blocks this. | ||
Line 455: | Line 458: | ||
|name=212 Shiki • Kototsuki Unfinished | |name=212 Shiki • Kototsuki Unfinished | ||
|input=63214D/BD | |input=63214D/BD | ||
|description2=* Shingo runs forward with an elbow and follows up with a two handed slam. Despite appearances, the last hit is not an overhead. | |description2=* Shingo runs forward with an elbow and follows up with a two-handed slam. Despite appearances, the last hit is not an overhead. | ||
*'''D''' version is a combo ender. | *'''D''' version is a combo ender. | ||
*'''BD''' version gives a small launch. Consistent, as it is not dependent on Critical Hit. | *'''BD''' version gives a small launch. Consistent, as it is not dependent on Critical Hit. | ||
Line 479: | Line 482: | ||
*Upon Critical Hit, Shingo either: | *Upon Critical Hit, Shingo either: | ||
**Gets a damage increase | **Gets a damage increase | ||
**Falls on his face onto the opponent. Unlike KoF XI, where this fall was unblockable, Shingo's face first plummet cannot even hit a standing opponent when the rest of the move is whiffed. | **Falls on his face onto the opponent. Unlike KoF XI, where this fall was unblockable, Shingo's face-first plummet cannot even hit a standing opponent when the rest of the move is whiffed. | ||
|description3=* On normal hit, this is a hard knockdown, but the Critical Hit is where this move shines. | |description3=* On normal hit, this is a hard knockdown, but the Critical Hit is where this move shines. |
Revision as of 16:47, 27 January 2023
The King of Fighters XV | |
Contents
- 1 Movelist
- 2 Quick Combo Reference
- 3 Gameplay Overview
- 4 Blowback
- 5 Throws
- 6 Command Moves
- 7 Special Moves
- 7.1 114 Shiki • Aragami Unfinished
- 7.2 115 Shiki • Dokugami Unfinished
- 7.3 115 Shiki • Dokugami Unfinished (Feint)
- 7.4 100 Shiki • Oniyaki Unfinished
- 7.5 Shingo Kinsei Ore Shiki • Mizukiri
- 7.6 Shingo Kinsei Ore Shiki • Nie Togi
- 7.7 Shingo Kick
- 7.8 Shingo Kick Air
- 7.9 Shingo Kinsei Ore Shiki • Naraku Otoshi
- 7.10 212 Shiki • Kototsuki Unfinished
- 7.11 101 Shiki • Oboroguruma Unfinished
- 8 Super Special Moves
- 9 Climax Super Special Moves
- 10 Misc
- 11 Videos
- 12 Navigation
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 |
|
---|
far B
far B
f.B
f.B |
|
---|
far C
far C
f.C
f.C |
|
---|
far D
far D
f.D
f.D |
|
---|
Close Standing Normals
close A
close A
cl.A
cl.A |
|
---|
close B
close B
cl.B
cl.B |
|
---|
close C
close C
cl.C
cl.C |
|
---|
close D
close D
cl.D
cl.D |
|
---|
Crouch Normals
crouch A
crouch A
2A
2A |
|
---|
crouch B
crouch B
2B
2B |
|
---|
crouch C
crouch C
2C
2C |
|
---|
crouch D
crouch D
2D
2D |
|
---|
Jump Normals
Jump A
jump A
j.A
j.A |
|
---|
Jump B
jump B
j.B
j.B |
|
---|
Jump C
jump C
j.C
j.C |
|
---|
Jump D
jump D
j.D
j.D |
|
---|
Blowback
Stand CD
Blowback
CD
CD |
|
---|
Shatterstrike
Shatterstrike
236CD
236CD |
|
---|
Jump CD
jump CD
j.CD
j.CD |
|
---|
Throws
C throw
Hatsugane
(close) 4/6C
(close) 4/6C |
|
---|
D throw
Issetsu Seoi Nage Incomplete
(close) 4/6D
(close) 4/6D |
|
---|
Command Moves
Ge Shiki • Gofu Imitation
6B
6B |
|
---|
Special Moves
114 Shiki • Aragami Unfinished
114 Shiki • Aragami Unfinished
236A
236A |
|
---|
115 Shiki • Dokugami Unfinished
115 Shiki • Dokugami Unfinished
236C/AC
236C/AC |
|
---|
115 Shiki • Dokugami Unfinished (Feint)
115 Shiki • Dokugami Unfinished (Feint)
236C~AB
236C~AB |
|
---|
100 Shiki • Oniyaki Unfinished
100 Shiki • Oniyaki Unfinished
623A/C/AC
623A/C/AC |
|
---|
Shingo Kinsei Ore Shiki • Mizukiri
Shingo Kinsei Ore Shiki • Mizukiri
214A/C/AC
214A/C/AC |
|
---|
Shingo Kinsei Ore Shiki • Nie Togi
Shingo Kinsei Ore Shiki • Nie Togi
632146K/BD
632146K/BD |
|
---|
Shingo Kick
Shingo Kick
41236B/D/BD
41236B/D/BD |
|
---|
Shingo Kick Air
Shingo Kick Air
j.236B/D/BD
j.236B/D/BD |
|
---|
Shingo Kinsei Ore Shiki • Naraku Otoshi
Shingo Kinsei Ore Shiki • Naraku Otoshi
63214B
63214B |
|
---|
212 Shiki • Kototsuki Unfinished
212 Shiki • Kototsuki Unfinished
63214D/BD
63214D/BD |
|
---|
101 Shiki • Oboroguruma Unfinished
101 Shiki • Oboroguruma Unfinished
4214B/D/BD
4214B/D/BD |
|
---|
Super Special Moves
Burning Shingo
Burning Shingo
2141236P/AC
2141236P/AC |
|
---|
Shingo Kinsei Ore Shiki • Orochi Zuki
Shingo Kinsei Ore Shiki • Orochi Zuki
236236A/C/AC
236236A/C/AC |
|
---|
Climax Super Special Moves
Climax Shingo
Climax Shingo
214236CD
214236CD |
|
---|
Misc
Frame Data preview (actual wiki page WIP) https://pbs.twimg.com/media/FmqbUuHaYAACvRI?format=png&name=large
Videos
Testing the random ratio of critical hits : https://twitter.com/eMRaistlin/status/1617665786906308608?s=20&t=0QZSexsLKWBuJOh6GY10DA
The King of Fighters XV | |
Navigation
The King of Fighters XV | |
System |
FAQ • Controls • Movement • Offense • Defense • Meters and Gauges • Patch Notes • Miscellaneous |
Characters |
|