-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.

XV Broken/Shingo Yabuki

From Dream Cancel Wiki
Jump to navigation Jump to search
The King of Fighters XV

OverviewStrategyDataCombosReplays

File:KOFXV characterName Profile.png
grab this description from KOF website

Movelist

(*) = EX OK

(!) = MAX OK

(Hold OK) = Can hold down input briefly before releasing.

Throws

Hatsugane - (close) / +

Issetsu Seoi Nage Incomplete - (close) / +

Command Normals

Ge Shiki Gofu Imitation - +

Special Moves

114 Shiki * Aragami Unfinished - +

115 Shiki * Dokugami Unfinished (*) - +

┗115 Shiki * Dokugami Unfinished (Feint) - +

100 Shiki * Oniyaki Unfinished (*) - + or

Shingo Kinsei Ore Shiki * Mizukiri (*) - + or

Shingo Kinsei Ore Shiki * Nietogi (*) - (close) + or

Shingo Kick (*)- + 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

Burning Shingo (!) - + or

Shingo Kinsei Ore Shiki * Orochi Zuki (Hold OK) (!) - + or

Climax Super Special Move

Climax Shingo - ++

Quick Combo Reference

Quick Combo Reference

Notation

0 Meter

Placeholder
Placeholder

( = dmg
( = dmg

1 Meter

Placeholder
Placeholder

( = dmg
( = dmg

2 Meters

Placeholder
Placeholder

( = dmg
( = 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
  • High Damage: There's no sugarcoating it - if you want damage, Shingo has it in spades. Even his meterless combos - especially with Critical Hits - can do upwards of 30% if you're lucky. With meter, however, you're looking at around 50% damage with half a bar. And assuming those hits are critical, it can go upwards of 70%. Needless to say, with and without flames, Shingo's hits don't tickle.
  • Critical Hits: Unique to Shingo, his Critical Hits increase his already solid damage output even further and buffs the properties of his Specials and Supers on top of that.
  • Long Limbs: Shingo's normals have shockingly fantastic reach. 5A and 5C have amazing reach and are special cancelable, and his 5B and 5D are also great to keep his opponents in check. Most of his crouching normals carry over from Kyo and work like you'd expect them to. And the less said about his fantastic j.D, the better.
  • Mix-ups: Shingo has many ways to keep his opponent guessing up close. With a low that leads into a combo (214P), an overhead (6B), a command grab, a divekick (aka, Shingo Kick Air) with no height limit, and a feint (236C~AB) which synergizes with his command grab. Suffice it to say you've got plenty of options.
  • Strong Hard Knockdown Conversions: Shingo has many ways convert into 412D/BD, EX Shingo Kick, and his 624K specials, giving him a lot of consistency for his pressure.
  • Hilarious: If you just want to lay back and have fun, Shingo is the character for you. Being the token comic relief character of KOF, just about everything Shingo does is liable to either crack a smile and/or a laugh, or outright annoy the opponent (which if you're into mind games, works better than you think).
  • 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. 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.
  • 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.


Far Standing Normals

far A

far A
f.A
f.A


NO IMAGE FOUND

No results
  • Placeholder

far B

far B
f.B
f.B


NO IMAGE FOUND

No results
  • Placeholder

far C

far C
f.C
f.C


NO IMAGE FOUND

No results
  • Placeholder

far D

far D
f.D
f.D


NO IMAGE FOUND

No results
  • Placeholder

Close Standing Normals

close A

close A
cl.A
cl.A


NO IMAGE FOUND

No results
  • Placeholder

close B

close B
cl.B
cl.B


NO IMAGE FOUND

No results
  • Placeholder

close C

close C
cl.C
cl.C


NO IMAGE FOUND

No results
  • Placeholder

close D

close D
cl.D
cl.D


NO IMAGE FOUND

No results
  • Placeholder

Crouch Normals

crouch A

crouch A
2A
2A


NO IMAGE FOUND

No results
  • Placeholder

crouch B

crouch B
2B
2B


NO IMAGE FOUND

No results
  • Placeholder

crouch C

crouch C
2C
2C


NO IMAGE FOUND

No results
  • Placeholder

crouch D

crouch D
2D
2D


NO IMAGE FOUND

No results
  • Placeholder

Jump Normals

Jump A

jump A
j.A
j.A


NO IMAGE FOUND

No results

Jump B

jump B
j.B
j.B


NO IMAGE FOUND

No results

Jump C

jump C
j.C
j.C


NO IMAGE FOUND

No results

Jump D

jump D
j.D
j.D


NO IMAGE FOUND

No results

Stand CD

Blowback
CD
CD


NO IMAGE FOUND

No results
  • Placeholder

Shatterstrike

Shatterstrike
236CD
236CD


NO IMAGE FOUND

No results
  • Placeholder

Jump CD

jump CD
j.CD
j.CD


NO IMAGE FOUND

No results

Throws

C throw

No results
(close) 4/6C
(close) 4/6C


NO IMAGE FOUND

No results
  • Placeholder

D throw

No results
(close) 4/6D
(close) 4/6D


NO IMAGE FOUND

No results
  • Placeholder

Command Moves

Special Moves

114 Shiki • Aragami Unfinished

114 Shiki • Aragami Unfinished
236A
236A

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 [90] Mid super 9 6 19 -2 [+29 SKD - Critical] -6 - 70 70
  • Can be used in light confirms.
  • Can be punished by certain moves when blocked, such as Kyo's 623AC
  • Leaves the opponent standing on hit, with Shingo at a slight disadvantage.
  • Causes a juggle on an airborne opponent.
    • If hit on an airborne character from the right height, such as after 214A/C/AC, it can be followed up, such as with 623AC.
  • Upon Critical Hit:
    • The opponent is sent into a soft knockdown.

115 Shiki • Dokugami Unfinished

115 Shiki • Dokugami Unfinished
236C/AC
236C/AC

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

C C

90 [128 (90+40)] Mid super 16 2 24 +28 [+41 HKD - Critical] -7 [+2 - Critical] - 130 (90+40) 130 (90+40)
  • C version is a soft knockdown upon regular hit
  • Upon Critical Hit:
    • Flames appear and the opponent is sent into a hard knockdown, while Shingo looks at his hands in confusion. Hits twice.
    • Shingo can safe jump 4 frame DPs after the animation finishes.
      • When midscreen, hyper jump forward and use any air normal but j.B. On hit, Shingo can use Close D to combo. On block, Shingo is too far to do much outside of flail his Far C/D.
      • When in Corner, simply hold jump and use any air normal.

Be aware that when you super cancel from a Critical Hit 236C, 236236A/C/AC will whiff. Use his other super when cancelling from this move to be safe.

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

AC AC

120 (40+80) [158 (40+80+40)] Mid - 10 2 (4) 2 36 Wall Splat +62 to 77 [Wall Bounce +82 to 98 - Critical] -21 [-12 - Critical] - 0 140 (60+80) [180 (60+80+40)]
  • AC version is a hard knockdown on regular hit.
  • Hits twice.
  • Upon Critical Hit:
    • The opponent wall bounces into a juggle state. Hits three times with an extra flame effect.
    • Will send the opponent out of the corner during corner combos.

115 Shiki • Dokugami Unfinished (Feint)

115 Shiki • Dokugami Unfinished (Feint)
236C~AC
236C~AC


NO IMAGE FOUND

No results
  • Exactly as the name says, Shingo will feint the startup of 236C.
  • Especially scary when paired with his command grab.

100 Shiki • Oniyaki Unfinished

100 Shiki • Oniyaki Unfinished
623A/C/AC
623A/C/AC

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

80 [100] Mid super 7 9 42 (15 on ground) Soft Knockdown (+16) -32 Air Invincible 1 to 10 60 60
  • Placeholder

C C

120 [140] Mid super 9 13 47 (20 on ground) Soft Knockdown (+14) -41 Full Body 1 to 13 100 120

AC AC

160 (120+40) [180 (140+40)] Mid - 5 17 53 (30 on ground) Soft Knockdown (+10) -44 Full Body 1 to 11 0 160 (120+40)

Shingo Kinsei Ore Shiki • Mizukiri

Shingo Kinsei Ore Shiki • Mizukiri
214A/C/AC
214A/C/AC

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
60 [80] Low super 15 3 21 SKD +38 -5 - 60 60
90 [110] Low super 21 3 21 SKD +43 -5 - 90 90
100 [120] Low - 15 3 21 SKD +43 -5 - 0 100

A low based on one of Kyo's rekka follow ups.

  • B version is fast, but doesn't cover much distance and has a low launch.
  • D version is slower, but has a high launch. IT can be used after a whiffed blowback and cover a large distance.
  • BD version is the best of both worlds with high speed and a high launch. Combined with the launch being guaranteed with no RNG, this move is a combo staple.
  • Upon Critical Hit on all versions:
    • Damage Increase.

Shingo Kinsei Ore Shiki • Nie Togi

Shingo Kinsei Ore Shiki • Nie Togi
632146B/D/BD
632146B/D/BD


NO IMAGE FOUND

No resultsNo results
  • Command grab that, while standard at a glance, can be a massive blow to the opponent.
  • B and D version can combo into 4214B/BD midscreen and can combo into 623A/AC in the corner.
  • BD version has a higher launch and can combo into most specials anywhere on screen.
  • Upon Critical Hit:
    • Damage increase.

What makes this grab scary to an opponent is the combo into 4214BD. If Shingo gets a Critical Hit on that EX, and with enough meter, he can do upwards of 50% off of this command grab. Of course, this is reliant on 4214BD being a Critical Hit, so it's not guaranteed. Regardless, make the opponent afraid of a surprise command grab with the potential of death.

BD BD

90 (20+20+50) [110 (20+20+70)] Throw - 8 1 49 HKD +68 - Full Body: 8 (1 Frame) 0 -

Shingo Kick

Shingo Kick
41236B/D/BD
41236B/D/BD

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

90 [110] Mid - 19 7 19 SKD +34 -5 - 80 80

Shingo's most infamous move, and surprisingly useful. This flying kick can be incredibly hard to punish.

  • B version causes a soft knockdown.

D D

110 [130] Mid - 28 6 15 HKD (73 - Close Range to 78 Max Range) -2 (Standing Block) to -0 (Crouch Block) to 2 (Max Range) - 100 100
  • D version is slower, but causes a hard knockdown on hit.

BD BD

130 [150] Mid - 21 6 15 HKD (73 - Close Range to 78 Max Range) -2 (Standing Block) to -0 (Crouch Block) to 2 (Max Range) - 0 120
  • BD version is the middle ground between the two versions.
  • Between the two in speed, but also a hard knockdown.

Unlike the other Shingo Kicks, this one is safe at -2. The recovery is so low that, with the right meaty setup, it can be slightly plus on block. However, the distance created is only useful for gimmicky frame traps with 2C. Do not let this dissuade you, though, as this still can be used to mind game your opponent with how low the recovery is.

Shingo Kick Air

Shingo Kick Air
j.236B/D/BD
j.236B/D/BD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 [100] Mid - 22 Active until landing 21 on ground 29+30 -6~-5 - 80 80

The air version of Shingo Kick. While a simple divekick on the surface, this move has the capability to be an anti fireball tool.

  • Soft knockdown on all versions
  • 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.
  • Can be done from backdash, where its application for getting in on projectiles shows its true abilities.
  • B version goes about 1/4 of the screen.
  • Upon Critical Hit for all versions:
    • Damage Increase
80 [100] Mid - 24 Active until landing 20 on ground +30 -5 - 80 80
  • D version travels 1/2 of the screen at the cost of slightly longer startup.
120 [140] Mid - 22 Active until landing 17 on ground +33 -2 - 0 120
  • BD version travels 1/2 of the screen as well, but with the B version's startup time.

What makes this move good as an anti fireball tool is that Shingo goes higher than where he is when he originally input the move. Essentially, rather than being low to the ground like during the backdash, Shingo will actually be higher. The B version only slightly increases the height, while the D and BD version places him much higher (high enough to go past an opponent even). Shingo will soar over a fireball with incredible speed with his own counter attack that can be a juggle on an airborne hit. The BD kick is especially good at these air to air interactions, as he can more easily combo into moves like 236AC (which means that he makes this anti air lead to insane damage).

On top of this, Shingo Kick Air has the same recovery as the grounded version, so it's also hard to punish and BD can also be made plus with a meaty setup (though with the same issues as the grounded version's plus frames) Use this move. Give your opponent real fear.

Shingo Kinsei Ore Shiki • Naraku Otoshi

Shingo Kinsei Ore Shiki • Naraku Otoshi
63214B
63214B

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

70 [90] / 40 High - 25 9 18 HKD +38 -10 Lower Body 80 / 0 80
  • Shingo hops and slams down on the opponent's head.
  • Despite how it looks, this move is a mid. Don't fall for it.
  • Hits OTG and creates a consistent knockdown.

212 Shiki • Kototsuki Unfinished

212 Shiki • Kototsuki Unfinished
63214D/BD
63214D/BD

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

D D

120 (50+70) [140 (50+90)] Mid - 15 3 (18) 10 17 HKD +38 -10 - 140 (60+80) 140 (60+80)

BD BD

120 (50+70) [140 (50+90)] Mid - 15 3 (18) 10 17 Ground Bounce - HKD +69 -10 - 0 140 (60+80)
  • Shingo runs forward with an elbow and follows up with a two handed slam.
  • D version is a combo ender.
  • BD version gives a small launch. Consistent, as it is not dependent on Critical Hit.
  • Like 63214B, the second hit also hits OTG.
  • Upon Critical Hit for all versions:
    • Damage Increase.

101 Shiki • Oboroguruma Unfinished

101 Shiki • Oboroguruma Unfinished
4214B/D/BD
4214B/D/BD

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

80 [100] Mid - 7 7 35 (22 on ground) +30 SKD -23 - 80 80
  • Very fast, can be used instead of 236A for a guaranteed soft knockdown meterlessly.
  • Can combo into 4214BD on a high enough air opponent, most notably from Critical Hit 236AC.
  • Upon Critical Hit:
    • Damage increase.

D D

129 (30+30+50+20) [140 (30+30+80)] Mid - 12 7 (15) 7 (29) 3 (13) 3 [7 (15) 7 (29) 3 - Critical] 40 [37 (22 on ground) - Critical] HKD +15 [+28 - Critical] -76 [-57 - Critical] - 200 (60+60+80+0) 120 (60+60)
  • Always a hard knockdown.
  • Too slow to land in situations where the B or BD versions hit.
  • Travels surprisingly far across the screen, but also does it slowly, so death if the move is whiffed.
  • Is the only special in Shingo's kit to have 2 different Critical Hits
  • Upon Critical Hit, Shingo either:
    • 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.

BD BD

160 (40+40+80) [160 (40+40+80)] Mid - 7 7 (8) 7 (10) 3 [7 (8) 7 (27) 5 - Critical] 42 (22 on ground) [30 - Critical] +23 (+74) -16 - 0 60 [180 (60+120)]
  • On normal hit, this is a hard knockdown, but the Critical Hit is where this move shines.
  • Like 4214A, can be used after lights.
  • Upon Critical Hit:
    • Shingo falls on the third hit, causing a ground bounce.
    • This one actually can hit grounded opponents when the start whiffs, but is blockable.

This move is used at the end of combos as a gamble with high meter. Either you get a hard knockdown or you get the opportunity to dump your meter and do even more damage.

Super Special Moves

Burning Shingo

Burning Shingo
2141236A/C/AC
2141236A/C/AC


NO IMAGE FOUND

No resultsNo results

AC AC

350 (60+30+30+50+50+50+80) [370 (60+30+30+50+50+50+100)] Mid climax 10 6 61 HKD +69 -48 Full Body: 1-15f 0 0

Shingo quickly attacks the opponent and follow up with multiple strike

  • Much faster super, but a little less range
  • Will whiff after cancelling from 623A/C
  • Both versions can combo into an OTG 63214K
  • Upon Critical Hit:
    • Damage increase.

Shingo Kinsei Ore Shiki • Orochi Zuki

Shingo Kinsei Ore Shiki • Orochi Zuki
236236A/C/AC
236236A/C/AC


NO IMAGE FOUND

No resultsNo results

AC AC

330 [350] Mid climax 18 14 40 HKD +40 -35 Full Body: 1f 0 0

Shingo holds up his hand and charges a powerful attack, just like his idol. Unlike Kyo, though, Shingo throws no flames and only hits the opponent with a backfist.

  • Can be charged, but does not do any more damage if held whatsoever.
  • Slow attack, will be too slow to connect in situations like a late 236A cancel.
  • Covers slightly more distance than his other super.
  • If hit on a high enough opponent, such as from 623A, OTG 63214B will hit the opponent.
  • Upon Critical Hit:
    • Damage increase.

Remember, you lose no damage by immediately letting go of the super. Only hold the super if it would whiff other wise.

Climax Super Special Moves

Misc

Frame Data preview (actual wiki page WIP) https://pbs.twimg.com/media/FmqbUuHaYAACvRI?format=png&name=large

Videos

The King of Fighters XV

OverviewStrategyDataCombosReplays

Navigation

The King of Fighters XV
System

      FAQControlsMovementOffenseDefenseMeters and GaugesPatch NotesMiscellaneous

Characters