Difference between revisions of "The King of Fighters XV/Shingo Yabuki/Data"

From Dream Cancel Wiki
Jump to navigation Jump to search
 
(77 intermediate revisions by 7 users not shown)
Line 11: Line 11:
| cancel   = command
| cancel   = command
| startup   = 4
| startup   = 4
| active   =  
| active   = 3
| recovery   =  
| recovery   = 7
| hitadv   = +5
| hitadv   = +5
| blockadv   = +3
| blockadv   = +3
Line 30: Line 30:
| cancel   = command
| cancel   = command
| startup   = 5
| startup   = 5
| active   =  
| active   = 3
| recovery   =  
| recovery   = 12
| hitadv   = 0
| hitadv   = 0
| blockadv   = -2
| blockadv   = -2
Line 49: Line 49:
| cancel   = command
| cancel   = command
| startup   = 5
| startup   = 5
| active   =  
| active   = 3
| recovery   =  
| recovery   = 18
| hitadv   = 0
| hitadv   = 0
| blockadv   = -2
| blockadv   = -2
Line 68: Line 68:
| cancel   = command
| cancel   = command
| startup   = 8
| startup   = 8
| active   =
| active   = 3
| recovery   =  
| recovery   = 19
| hitadv   = -1
| hitadv   = -1
| blockadv   = -3
| blockadv   = -3
Line 88: Line 88:
| cancel   = special
| cancel   = special
| startup   = 6
| startup   = 6
| active   =  
| active   = 4
| recovery   =  
| recovery   = 12
| hitadv   = -1
| hitadv   = -1
| blockadv   = -3
| blockadv   = -3
Line 107: Line 107:
| cancel   = super
| cancel   = super
| startup   = 8
| startup   = 8
| active   =  
| active   = 3
| recovery   =  
| recovery   = 15
| hitadv   = -5
| hitadv   = -5
| blockadv   = -3
| blockadv   = -3
Line 125: Line 125:
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = special
| cancel   = special
| startup   = 14
| startup   = 12
| active   =  
| active   = 3
| recovery   =  
| recovery   = 22
| hitadv   = -4
| hitadv   = -4
| blockadv   = -6
| blockadv   = -6
Line 144: Line 144:
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = super
| cancel   = super
| startup   = 12
| startup   = 10
| active   =  
| active   = 5
| recovery   =  
| recovery   = 19
| hitadv   = -3
| hitadv   = -3
| blockadv   = -5
| blockadv   = -5
Line 165: Line 165:
| cancel   = command
| cancel   = command
| startup   = 4
| startup   = 4
| active   = 3
| active   = 4
| recovery   = 9
| recovery   = 8
| hitadv   = +3
| hitadv   = +3
| blockadv   = +1
| blockadv   = +1
| invul   =  
| invul   =  
| stun        = 30
| stun        = 30
| guardDamage = 60
| guardDamage =  
}}
}}


Line 180: Line 180:
| images   = XV_shingo_2b_ima.png
| images   = XV_shingo_2b_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 30
| damage   = 15
| guard   = [[The_King_of_Fighters_XV/Defense#Low|Low]]
| guard   = [[The_King_of_Fighters_XV/Defense#Low|Low]]
| cancel   = super
| cancel   = super
Line 202: Line 202:
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = command
| cancel   = command
| startup   = 7
| startup   = 8
| active   = 4
| active   = 4
| recovery   = 19
| recovery   = 17
| hitadv   = -2
| hitadv   = 0
| blockadv   = -4
| blockadv   = -2
| invul   =  
| invul   =  
| stun        = 70
| stun        = 70
| guardDamage = 120
| guardDamage =  
}}
}}


Line 228: Line 228:
| invul   =  
| invul   =  
| stun        = 70
| stun        = 70
| guardDamage = 120
| guardDamage =  
}}
}}


===Jump Normals===
===Jump Normals===
====h.A====
====h.A====
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_ha
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_ha
Line 243: Line 244:
| damage   = 40
| damage   = 40
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   =  
| cancel   = special
| startup   = 6
| startup   = 4
| active   = 5
| active   = 5
| recovery   = 1 on ground
| recovery   = 1 on ground
Line 251: Line 252:
| invul   =  
| invul   =  
| stun        = 30
| stun        = 30
| guardDamage = 50
| guardDamage =  
}}
}}
====j.A====
====j.A====
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_ja
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_ja
Line 264: Line 266:
| damage   = 45
| damage   = 45
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   =  
| cancel   = special
| startup   = 6
| startup   = 4
| active   = 5
| active   = 7
| recovery   = 1 on ground
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
Line 272: Line 274:
| invul   =  
| invul   =  
| stun        = 30
| stun        = 30
| guardDamage = 60
| guardDamage =  
}}
}}


Line 287: Line 289:
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   =  
| cancel   =  
| startup   = 5
| startup   = 6
| active   = 9
| active   = 8
| recovery   = 1 on ground
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
Line 294: Line 296:
| invul   =  
| invul   =  
| stun        = 30
| stun        = 30
| guardDamage = 50
| guardDamage =  
}}
}}


Line 310: Line 312:
| cancel   =  
| cancel   =  
| startup   = 5
| startup   = 5
| active   = 10
| active   = 9
| recovery   = 1 on ground
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
Line 319: Line 321:
}}
}}


====h.C====
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_hc
| name   = hop C
| header      = yes
| version   = hop C
| orderId   = 1
| input   = h.C
| images   = XV_shingo_jc_ima.png
| hitboxes   = XV_placeholder.png
| damage   = 70
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   =
| startup   = 6
| active   = 5
| recovery   = 1 on ground
| hitadv   =
| blockadv   =
| invul   =
| stun        = 70
| guardDamage = 100
}}
====j.C====
====j.C====
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_jc
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_jc
| name   = jump C
| name   = jump C
| header      = no
| header      = yes
| version   = jump C
| version   =  
| orderId   = 2
| orderId   = 1
| input   = j.C
| input   = j.C
| images   = XV_shingo_jc_ima.png
| images   = XV_shingo_jc_ima.png
Line 352: Line 332:
| damage   = 70
| damage   = 70
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   =  
| cancel   = special
| startup   = 6
| startup   = 6
| active   = 5
| active   = 8
| recovery   = 1 on ground
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
Line 360: Line 340:
| invul   =  
| invul   =  
| stun        = 70
| stun        = 70
| guardDamage = 120
| guardDamage =  
}}
====h.D====
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_hd
| name   = hop D
| header      = yes
| version   = hop D
| orderId   = 1
| input   = h.D
| images   = XV_shingo_jd_ima.png
| hitboxes   = XV_placeholder.png
| damage   = 70
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   =
| startup   = 8
| active   = 5
| recovery   = 1 on ground
| hitadv   =
| blockadv   =
| invul   =
| stun        = 70
| guardDamage = 100
}}
}}


Line 387: Line 346:
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_jd
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_jd
| name   = jump D
| name   = jump D
| header      = no
| header      = yes
| version   = jump D
| version   = jump D
| orderId   = 2
| orderId   = 1
| input   = j.D
| input   = j.D
| images   = XV_shingo_jd_ima.png
| images   = XV_shingo_jd_ima.png
Line 407: Line 366:


===Command Normals===
===Command Normals===
====Ge Shiki • Gofu Yo====
====Ge Shiki • Gofu Imitation====
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_6B
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_6B
| name   = Ge Shiki • Gofu Yo
| name   = Ge Shiki • Gofu Imitation
| input   = 6B
| input   = 6B
| images   = XV_shingo_6b_ima.png
| images   = XV_shingo_6b_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 75 [35]
| damage   = 60 [35]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   = super [special]
| cancel   = super [special]
| startup   = 23 [15]
| startup   = 24 [18]
| active   = 2
| active   = 2
| recovery   = 21 [18]
| recovery   = 19 [21]
| hitadv   = -2 [+1]
| hitadv   = 0 [-2]
| blockadv   = -4 [-1]
| blockadv   = -2 [-4]
| invul   =  
| invul   =  
| stun        = 80 [40]
| stun        = 80 [40]
| guardDamage = 110 [60]
| guardDamage =  
}}
 
====88 Shiki====
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_3D
| name   = 88 Shiki
| input   = 6B
| images   = XV_shingo_3d_ima.png
| hitboxes   = XV_placeholder.png
| damage   = 70 (30+40)
| guard   = [[The_King_of_Fighters_XV/Defense#Low|Low]]
| cancel   = special(1), super
| startup   = 7 [11]
| active   = 2 (6) 2
| recovery   = 21
| hitadv   = -8
| blockadv   = -10
| invul   =
| stun        = 30+40
| guardDamage = 30+40
}}
 
====Geshiki Naraku Otoshi====
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_j.2C
| name   = Geshiki Naraku Otoshi
| input   = j.2C
| images   = XV_shingo_j2c_ima.png
| hitboxes   = XV_placeholder.png
| damage   = 50
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   =
| startup   = 12
| active   = 4
| recovery   = 1 on the ground if the move lands before activation. 5 on the ground if the move lands during and after activation.
| hitadv   = +3~+13
| blockadv   = -3~+7
| invul   =
| stun        = 80
| guardDamage = 60
}}
}}


Line 473: Line 394:
| damage   = 75
| damage   = 75
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = command
| cancel   = special
| startup   = 16
| startup   = 16
| active   = 5
| active   = 6
| recovery   = 20
| recovery   = 19
| hitadv   = Wall Spalt (Ground hit) / Soft Knockdown (Air hit)
| hitadv   = +75~+90 Wall Splat (Ground hit) / Soft Knockdown (Air hit)
| blockadv   = -2
| blockadv   = -2
| invul   =  
| invul   =  
Line 496: Line 417:
| active   = 6
| active   = 6
| recovery   = 27
| recovery   = 27
| hitadv   = Crumple (Ground Hit) / Wall Bounce (Air hit)
| hitadv   = +93 Crumple (Ground Hit) / Wall Bounce (Air hit)
| blockadv   = -10
| blockadv   = -10
| invul   = Armor: 4 to 14 (11 frames)
| invul   = Armor: 4 to 14 (11 frames)
Line 514: Line 435:
| damage   = 80
| damage   = 80
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   = special
| startup   = 10
| startup   = 14
| active   = 9
| active   = 6
| recovery   = 1 on ground
| recovery   = 1 on ground
| hitadv   = Soft Knockdown
| hitadv   = Soft Knockdown
Line 536: Line 457:
| damage   = 90
| damage   = 90
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   = special
| startup   = 10
| startup   = 14
| active   = 11
| active   = 8
| recovery   = 1 on ground
| recovery   = 1 on ground
| hitadv   = Soft Knockdown
| hitadv   = Soft Knockdown
Line 544: Line 465:
| invul   =  
| invul   =  
| stun        = 80
| stun        = 80
| guardDamage = 140
| guardDamage =  
}}
}}


Line 560: Line 481:
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = Rush
| cancel   = Rush
| startup   = 9
| startup   = 11
| active   =  
| active   =  
| recovery   =  
| recovery   =  
Line 582: Line 503:
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = Rush
| cancel   = Rush
| startup   = 6
| startup   = 8
| active   =  
| active   =  
| recovery   =  
| recovery   =  
Line 608: Line 529:
| active   = 1
| active   = 1
| recovery   = 0
| recovery   = 0
| hitadv   = Hard Knockdown (+22)
| hitadv   = Hard Knockdown (+60)
| blockadv   = Unblockable
| blockadv   = Unblockable
| invul   =  
| invul   =  
Line 617: Line 538:
====Issetsu Seoi Nage====
====Issetsu Seoi Nage====
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_dthrow
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_dthrow
| name   = Issetsu Seoi Nage
| name   = Issetsu Seoi Nage Incomplete
| header      = yes
| header      = yes
| version   =  
| version   =  
Line 624: Line 545:
| images   = XV_shingo_dthrow_ima.png
| images   = XV_shingo_dthrow_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 100 (50+50)
| damage   = 100  
| guard   = -
| guard   = -
| cancel   =  
| cancel   =  
Line 638: Line 559:


==Specials==
==Specials==
===100 Shiki • Oniyaki===
===100 Shiki • Oniyaki Unfinished===
====623A====
====623A====
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_dp+a
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_623a
| name   = 100 Shiki • Oniyaki
| name   = 100 Shiki • Oniyaki Unfinished
| header      = yes
| header      = yes
| version   = A
| version   = A
Line 648: Line 569:
| images   = XV_shingo_623a_ima.png
| images   = XV_shingo_623a_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 78 (55+25)
| damage   = 80 [100]
| guard   = Mid
| guard   = Mid
| cancel   = super(1)
| cancel   = super
| startup   = 4
| startup   = 7
| active   = 4, (1), 4
| active   = 9
| recovery   = 42
| recovery   = 42 (15 on ground)
| hitadv   = Soft Knockdown (+23)
| hitadv   = Soft Knockdown (+16)
| blockadv   = -27
| blockadv   = -32
| invul   = Full body against non-projectile air moves: 1 to 5 (5 frames)
| invul   = Air Invincible 1 to 10
| stun        = 50+20
| stun        = 60
| guardDamage = 60+30
| guardDamage = 60
}}
}}


====623C====
====623C====
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_dp+c
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_623c
| name   = 100 Shiki • Oniyaki
| name   = 100 Shiki • Oniyaki Unfinished
| header      = no
| header      = no
| version   = C
| version   = C
Line 670: Line 591:
| images   = XV_shingo_623a_ima.png
| images   = XV_shingo_623a_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 135 (80+30+30)
| damage   = 120 [140]
| guard   = Mid
| guard   = Mid
| cancel   = super(1)
| cancel   = super
| startup   = 7
| startup   = 9
| active   = 3, 6, 6
| active   = 13
| recovery   = 48
| recovery   = 47 (20 on ground)
| hitadv   = Soft Knockdown (+16)
| hitadv   = Soft Knockdown (+14)
| blockadv   = -35
| blockadv   = -41
| invul   = Full Body: 1 to 10 (10 Frames)
| invul   = Full Body 1 to 13
| stun        = 40+20+20
| stun        = 100
| guardDamage = 60+40+40
| guardDamage = 120
}}
}}


====623AC====
====623AC====
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_dp+ac
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_623ac
| name   = 100 Shiki • Oniyaki
| name   = 100 Shiki • Oniyaki Unfinished
| header      = no
| header      = no
| version   = AC
| version   = AC
Line 692: Line 613:
| images   = XV_shingo_623a_ima.png
| images   = XV_shingo_623a_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 170~200 (40+15*9+40)
| damage   = 160 (120+40) [180 (140+40)]
| guard   = Mid
| guard   = Mid
| cancel   =  
| cancel   =  
| startup   = 4
| startup   = 5
| active   = 3, 3, 3, 3, 3, 3, 3, 3, 3, 3
| active   = 17
| recovery   = 53
| recovery   = 53 (30 on ground)
| hitadv   = Soft Knockdown (+10)
| hitadv   = Soft Knockdown (+10)
| blockadv   = -45
| blockadv   = -44
| invul   = Full Body: 1 to 9 (9 Frames)
| invul   = Full Body 1 to 11
| stun        = 0
| stun        = 0
| guardDamage = 60+30+30+20
| guardDamage = 160 (120+40)
}}
}}


===R.E.D. Kick===
===101 Shiki * Oboroguruma Unfinished===
====4214B====
====4214B====
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_4214B
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_4214B
| name   = R.E.D. Kick
| name   = 101 Shiki * Oboroguruma Unfinished
| header      = yes
| header      = yes
| version   =  
| version   =  
| orderId   = 1
| orderId   = 1
| input   = 4124B
| input   = 4124B
| images   = XV_shingo_4214b_ima.png
| images   = XV_shingo_421b_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 70
| damage   = 80 [100]
| guard   = Mid
| guard   = Mid
| cancel   =  
| cancel   =  
| startup   = 19
| startup   = 7
| active   = 6
| active   = 7
| recovery   = 18
| recovery   = 35 (22 on ground)
| hitadv   = Hard KND
| hitadv   = +30 SKD
| blockadv   = -4~0
| blockadv   = -23
| invul   =  
| invul   =  
| stun        = 100
| stun        = 80
| guardDamage = 100
| guardDamage = 80
}}
}}


====4214D====
====4214D====
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_4214D
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_4214D
| name   = R.E.D. Kick
| name   = 101 Shiki * Oboroguruma Unfinished
| header      = no
| header      = no
| version   =  
| version   =  
| orderId   = 2
| orderId   = 2
| input   = 4124D
| input   = 4124D
| images   = XV_shingo_4214b_ima.png
| images   = XV_shingo_421d_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 130
| damage   = 129 (30+30+50+20) [140 (30+30+80)]
| guard   = Mid
| guard   = Mid
| cancel   =  
| cancel   =  
| startup   = 30
| startup   = 12
| active   = 8
| active   = 7 (15) 7 (29) 3 (13) 3 [7 (15) 7 (29) 3 - Critical]
| recovery   = 15
| recovery   = 40 [37 (22 on ground) - Critical]
| hitadv   = Hard KND
| hitadv   = HKD +15 [+28 - Critical]
| blockadv   = -1~+2
| blockadv   = -76 [-57 - Critical]
| invul   =  
| invul   =  
| stun        = 150
| stun        = 200 (60+60+80+0)
| guardDamage = 120
| guardDamage = 120 (60+60)
}}
}}


====4214BD====
====4214BD====
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_4214BD
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_4214BD
| name   = R.E.D. Kick
| name   = 101 Shiki * Oboroguruma Unfinished
| header      = no
| header      = no
| version   =  
| version   =  
| orderId   = 2
| orderId   = 2
| input   = 4124BD
| input   = 4124BD
| images   = XV_shingo_4214b_ima.png
| images   = XV_shingo_421b_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 100
| damage   = 160 (40+40+80) [160 (40+40+80)]
| guard   = Mid
| guard   = Mid
| cancel   =  
| cancel   =  
| startup   = 15
| startup   = 7
| active   = 7
| active   = 7 (8) 7 (10) 3 [7 (8) 7 (27) 5 - Critical]
| recovery   = 16
| recovery   = 42 (22 on ground) [30 - Critical]
| hitadv   = Bounce
| hitadv   = +23 (+74)
| blockadv   = -9~-3
| blockadv   = -16
| invul   =  
| invul   =  
| stun        = 0
| stun        = 0
| guardDamage = 100
| guardDamage = 60 [180 (60+120)]
}}
}}


===75 Shiki • Kai===
===Shingo Kick Air ===
====236B====
====j.236B====
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_236b
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_j236b
| name   = 75 Shiki • Kai
| name   = Shingo Kick Air
| header      = yes
| header      = yes
| version   =  
| version   =  
| orderId   = 1
| orderId   = 1
| input   = 236B
| input   = j.236B
| images   = XV_shingo_236b_ima.png
| images   = XV_shingo_41236b_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 30
| damage   = 80 [100]
| guard   = Mid
| guard   = Mid
| cancel   =  
| cancel   =  
| startup   = 15
| startup   = 22
| active   = 4
| active   = Active until landing
| recovery   = 30
| recovery   = 21 on ground
| hitadv   = -19
| hitadv   = 29+30
| blockadv   = -21
| blockadv   = -6~-5
| invul   =  
| invul   =  
| stun        = 40
| stun        = 80
| guardDamage = 40
| guardDamage = 80
}}
}}
====236D====
====j.236D====
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_236d
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_j236d
| name   = 75 Shiki • Kai
| name   = Shingo Kick Air
| header      = no
| header      = no
| version   =  
| version   =  
| orderId   = 2
| orderId   = 2
| input   = 236D
| input   = j.236D
| images   = XV_shingo_236b_ima.png
| images   = XV_shingo_41236b_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 30
| damage   = 80 [100]
| guard   = Mid
| guard   = Mid
| cancel   =  
| cancel   =  
| startup   = 20
| startup   = 24
| active   = 5
| active   = Active until landing
| recovery   = 29
| recovery   = 20 on ground
| hitadv   = Soft Knockdown (+20)
| hitadv   = +30
| blockadv   = -21
| blockadv   = -5
| invul   =  
| invul   =  
| stun        = 40
| stun        = 80
| guardDamage = 40
| guardDamage = 80
}}
}}
====236BD====
====j.236BD====
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_236bd
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_j236bd
| name   = 75 Shiki • Kai
| name   = Shingo Kick Air
| header      = no
| header      = no
| version   =  
| version   =  
| orderId   = 3
| orderId   = 3
| input   = 236BD
| input   = j.236BD
| images   = XV_shingo_236b_ima.png
| images   = XV_shingo_41236b_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 40
| damage   = 120 [140]
| guard   = Mid
| guard   = Mid
| cancel   =  
| cancel   =  
| startup   = 10
| startup   = 22
| active   = 3 (6) 4
| active   = Active until landing
| recovery   = 19
| recovery   = 17 on ground
| hitadv   = Soft Knockdown
| hitadv   = +33
| blockadv   = -4
| blockadv   = -2
| invul   =  
| invul   =  
| stun        = 40
| stun        = 0
| guardDamage = 80
| guardDamage = 120
}}
}}


===75 Shiki • Kai (Follow Up)===
===Shingo Kick===
====236B,K====
====41236B====
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_236bk
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_41236b
| name   = 75 Shiki • Kai (Follow Up)
| name   = Shingo Kick
| header      = yes
| header      = yes
| version   =  
| version   = B
| orderId   = 1
| orderId   = 1
| input   = 236B,K
| input   = 426B
| images   = XV_shingo_236b_k_ima.png
| images   = XV_shingo_41236b_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 30
| damage   = 90 [110]
| guard   = Mid
| guard   = Mid
| cancel   =  
| cancel   =  
| startup   = 6
| startup   = 19
| active   = 9
| active   = 7
| recovery   = 14
| recovery   = 19
| hitadv   = -19
| hitadv   = SKD +34
| blockadv   = -4
| blockadv   = -5
| invul   =  
| invul   =  
| stun        = 40
| stun        = 80
| guardDamage = 40
| guardDamage = 80
}}
}}
====236D,D====
====41236D====
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_236dk
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_41236d
| name   = 75 Shiki • Kai (Follow Up)
| name   = Shingo Kick
| header      = no
| header      = no
| version   =  
| version   = D
| orderId   = 2
| orderId   = 2
| input   = 236D,K
| input   = 41236D
| images   = XV_shingo_236b_k_ima.png
| images   = XV_shingo_41236b_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 30
| damage   = 110 [130]
| guard   = Mid
| guard   = Mid
| cancel   =  
| cancel   =  
| startup   = 6
| startup   = 28
| active   = 9
| active   = 6
| recovery   = 14
| recovery   = 15
| hitadv   = Juggle
| hitadv   = HKD (73 - Close Range to 78 Max Range)
| blockadv   = -4
| blockadv   = -2 (Standing Block) to -0 (Crouch Block) to 2 (Max Range)
| invul   =  
| invul   =  
| stun        =  
| stun        = 100
| guardDamage = 40
| guardDamage = 100
}}
}}
====236BD====
====41236BD====
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_236bdk
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_41236bd
| name   = 75 Shiki • Kai (Follow-Up)
| name   = Shingo Kick
| header      = no
| header      = no
| version   =  
| version   = BD
| orderId   = 3
| orderId   = 3
| input   = 236BD
| input   = 41236BD
| images   = XV_shingo_236b_k_ima.png
| images   = XV_shingo_41236b_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 40
| damage   = 130 [150]
| guard   = Mid
| guard   = Mid
| cancel   =  
| cancel   =  
| startup   =  
| startup   = 21
| active   =  
| active   = 6
| recovery   =  
| recovery   = 15
| hitadv   = Juggle
| hitadv   = HKD (73 - Close Range to 78 Max Range)
| blockadv   = -4
| blockadv   = -2 (Standing Block) to -0 (Crouch Block) to 2 (Max Range)
| invul   =  
| invul   =  
| stun        =  
| stun        = 0
| guardDamage = 40
| guardDamage = 120
}}
}}


===114 Shiki • Aragami===
===114 Shiki • Aragami===
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_qcf+A
====236A====
| name   = 114 Shiki • Aragami
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_236a
| name   = 114 Shiki • Aragami Unfinished
| header      = yes
| header      = yes
| version   =  
| version   =  
Line 911: Line 833:
| images   = XV_shingo_236a_ima.png
| images   = XV_shingo_236a_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 60
| damage   = 70 [90]
| guard   = Mid
| guard   = Mid
| cancel   = super
| cancel   = super
| startup   = 11
| startup   = 9
| active   = 6
| active   = 6
| recovery   = 19
| recovery   = 19
| hitadv   = -4
| hitadv   = -2 [+29 SKD - Critical]
| blockadv   = -6
| blockadv   = -6
| invul   = Upper Body Armor: 5 to 6 (2 frames)
| invul   =  
| stun        = 30
| stun        = 70
| guardDamage = 30
| guardDamage = 70
}}
}}


===128 Shiki • Konokizu===
===115 Shiki • Dokugami Unfinished===
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_236A~236P
====236C====
| name   = 128 Shiki • Konokizu
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_236c
| name   = 115 Shiki: Dokugami Unfinished
| header      = yes
| header      = yes
| version   =  
| version   = C
| orderId   = 2
| orderId   = 1
| input   = 236A ~ 236P
| input   = 236C
| images   = XV_shingo_236a_236p_ima.png
| images   = XV_shingo_236c_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 45
| damage   = 90 [128 (90+40)]
| guard   = Mid
| guard   = Mid
| cancel   = super
| cancel   = super
| startup   = 9
| startup   = 16
| active   = 8
| active   = 2
| recovery   = 25
| recovery   = 24
| hitadv   = Soft Knockdown (+21)
| hitadv   = +28 [+41 HKD - Critical]
| blockadv   = -14
| blockadv   = -7 [+2 - Critical]
| invul   =  
| invul   =  
| stun        = 40
| stun        = 130 (90+40)
| guardDamage = 40
| guardDamage = 130 (90+40)
}}
}}


===127 Shiki • Yanosabi===
====236C > AB====
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_236A~236P~P
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_236c_ab
| name   = 127 Shiki • Yanosabi
| name   = 115 Shiki: Dokugami Unfinished
| header      = yes
| header      = yes
| version   =  
| version   =  
| orderId   = 3
| orderId   = 1
| input   = 236A ~ 236P ~ P
| input   = 236C > AB
| images   = XV_shingo_236a_63214p_ima.png
| images   = XV_shingo_236c_ab_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 40
| damage   =  
| guard   = Mid
| guard   =  
| cancel   =  
| cancel   =  
| startup   = 12
| startup   =  
| active   = 3
| active   =
| recovery   = 27
| recovery   = 32
| hitadv   = Hard Knockdown (+38)
| hitadv   =  
| blockadv   = -11
| blockadv   =  
| invul   =  
| invul   =  
| stun        = 60
| stun        =  
| guardDamage = 60
| guardDamage =  
}}
}}


===125 Shiki • Nanase===
====236AC====
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_236A~236P~K
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_236ac
| name   = 127 Shiki • Nanase
| name   = 115 Shiki: Dokugami Unfinished
| header      = yes
| header      = yes
| version   =  
| version   = AC
| orderId   = 3
| orderId   = 1
| input   = 236A ~ 236P ~ K
| input   = 236AC
| images   = XV_shingo_236a_236p_k_ima.png
| images   = XV_shingo_236c_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 40
| damage   = 120 (40+80) [158 (40+80+40)]
| guard   = Mid
| guard   = Mid
| cancel   =  
| cancel   =  
| startup   = 12
| startup   = 10
| active   = 6
| active   = 2 (4) 2
| recovery   = 22
| recovery   = 36
| hitadv   = Soft Knockdown (+38)
| hitadv   = Wall Splat +62 to 77 [Wall Bounce +82 to 98 - Critical]
| blockadv   = -9
| blockadv   = -21 [-12 - Critical]
| invul   =  
| invul   =  
| stun        = 40
| stun        = 0
| guardDamage = 60
| guardDamage = 140 (60+80) [180 (60+80+40)]
}}
}}


===127 Shiki • Yanosabi (2)===
===Shingo Kinsei Ore Shiki * Naraku Otoshi===
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_236A~63214P
====63214B====
| name   = 127 Shiki • Yanosabi (2)
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_63214b
| name   = Shingo Kinsei Ore Shiki * Naraku Otoshi
| header      = yes
| header      = yes
| version   =  
| version   = B
| orderId   = 2
| orderId   = 1
| input   = 236A ~ 63214P
| input   = 63214B
| images   = XV_shingo_236a_63214p_ima.png
| images   = XV_shingo_63214d_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 40
| damage   = 70 [90] / 40
| guard   = High
| guard   = High
| cancel   =  
| cancel   =  
| startup   = 24
| startup   = 25
| active   = 4
| active   = 9
| recovery   = 27
| recovery   = 18
| hitadv   = Hard Knockdown
| hitadv   = HKD +38
| blockadv   = -14
| blockadv   = -10
| invul   =  
| invul   = Lower Body
| stun        = 60
| stun        = 80 / 0
| guardDamage = 60
| guardDamage = 80
}}
}}


===212 Shiki • Kototsuki  Yo (2)===
===212 Shiki • Kototsuki  Unfinished===
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_236A~63214P~63214K
====63214D====
| name   = 212 Shiki • Kototsuki  Yo
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_63214d
| name   = 212 Shiki • Kototsuki  Unfinished
| header      = yes
| header      = yes
| version   =  
| version   = D
| orderId   = 2
| orderId   = 1
| input   = 236A ~ 63214P ~ 63214K
| input   = 63214D
| images   = XV_shingo_63214d_ima.png
| images   = XV_shingo_63214b_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 90 (10+80)
| damage   = 120 (50+70) [140 (50+90)]
| guard   = Mid
| guard   = Mid
| cancel   =  
| cancel   =  
| startup   = 5
| startup   = 15
| active   = 3
| active   = 3 (18) 10
| recovery   = 33
| recovery   = 17
| hitadv   = Hard Knockdown
| hitadv   = HKD +38
| blockadv   = -17
| blockadv   = -10
| invul   =  
| invul   =  
| stun        =  
| stun        = 140 (60+80)
| guardDamage = 0
| guardDamage = 140 (60+80)
}}
}}


===Ge-Shiki • Migari Ugachi===
====63214BD====
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_236A~63214P~P
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_63214bd
| name   = Ge-Shiki • Migari Ugachi
| name   = 212 Shiki • Kototsuki  Unfinished
| header      = yes
| header      = no
| version   =  
| version   = BD
| orderId   = 2
| orderId   = 2
| input   = 236A ~ 63214P ~ P
| input   = 63214BD
| images   = XV_shingo_236a_63214p_p_ima.png
| images   = XV_shingo_63214d_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 60
| damage   = 120 (50+70) [140 (50+90)]
| guard   = Mid
| guard   = Mid
| cancel   =  
| cancel   =  
| startup   = 16
| startup   = 15
| active   = 5
| active   = 3 (18) 10
| recovery   = 30
| recovery   = 17
| hitadv   = Hard Knockdown
| hitadv   = Ground Bounce - HKD +69
| blockadv   = -16
| blockadv   = -10
| invul   =  
| invul   =  
| stun        = 60
| stun        = 0
| guardDamage = 60
| guardDamage = 140 (60+80)
}}
}}


===124 Shiki • Munotsuchi===
===Shingo Kinsei Ore Shiki * Mizukiri===
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_236A~63214K
====214A====
| name   = 124 Shiki • Munotsuchi
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_214a
| name   = Shingo Kinsei Ore Shiki * Mizukiri
| header      = yes
| header      = yes
| version   =  
| version   =  
| orderId   = 2
| orderId   = 1
| input   = 236A ~ 63214K
| input   = 214A
| images   = XV_shingo_236a_63214k_ima.png
| images   = XV_shingo_214a_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 60
| damage   = 60 [80]
| guard   = Low
| guard   = Low
| cancel   =  
| cancel   = super
| startup   = 21
| startup   = 15
| active   = 2
| active   = 3
| recovery   = 29
| recovery   = 21
| hitadv   = Soft Knockdown
| hitadv   = SKD +38
| blockadv   = -12
| blockadv   = -5
| invul   =
| stun        = 60
| guardDamage = 60
}}
 
===427 Shiki • Hikigane===
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_236A~63214K~K
| name   = 427 Shiki • Hikigane
| header      = yes
| version   =
| orderId   = 2
| input   = 236A ~ 63214K ~ K
| images   = XV_shingo_236a_63214k_k_ima.png
| hitboxes   = XV_placeholder.png
| damage   = 60
| guard   = Mid
| cancel   =
| startup   = 21
| active   = 2
| recovery   = 25
| hitadv   = Juggle
| blockadv   = -12
| invul   = Low Body: 8 to 18 (11 frames)
| stun        = 60
| guardDamage = 100
}}
 
===Ge-Shiki • Tsurubeotoshi===
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_236A~63214K~P
| name   = Ge-Shiki • Tsurubeotoshi
| header      = yes
| version   =
| orderId   = 2
| input   = 236A ~ 63214K ~ P
| images   = XV_shingo_j2c_ima.png
| hitboxes   = XV_placeholder.png
| damage   = 60
| guard   = Mid
| cancel   =
| startup   = 24
| active   = 2
| recovery   = 27
| hitadv   = Hard Knockdown (+36)
| blockadv   = -16
| invul   =  
| invul   =  
| stun        = 60
| stun        = 60
Line 1,122: Line 1,004:
}}
}}


===115 Shiki • Dokugami===
====214C====
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_236C
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_214c
| name   = 115 Shiki: Dokugami
| name   = Shingo Kinsei Ore Shiki * Mizukiri
| header      = yes
| version   =
| orderId   = 1
| input   = 236C
| images   = XV_shingo_236c_ima.png
| hitboxes   = XV_placeholder.png
| damage   = 70
| guard   = Mid
| cancel   = super
| startup   = 18
| active   = 6
| recovery   = 20
| hitadv   = -2
| blockadv   = -7
| invul   = Upper Body Armor: 7 to 11 (5 frames)
| stun        = 40
| guardDamage = 40
}}
 
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_236AC
| name   = 115 Shiki: Dokugami
| header      = no
| header      = no
| version   =  
| version   =  
| orderId   = 2
| orderId   = 2
| input   = 236AC
| input   = 214C
| images   = XV_shingo_236c_ima.png
| images   = XV_shingo_214a_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 90
| damage   = 90 [110]
| guard   = Mid
| guard   = Low
| cancel   =
| startup   = 18
| active   = 5
| recovery   = 16
| hitadv   = +0
| blockadv   = -2
| invul   = Upper Body Armor: 3 to 12 (10 frames)
| stun        =
| guardDamage = 40
}}
 
===401 Shiki • Tsumiyomi===
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_236C~63214P
| name   = 401 Shiki • Tsumiyomi
| header      = yes
| version   =
| orderId   = 2
| input   = 236C ~ 63214P
| images   = XV_shingo_236c_63214p_ima.png
| hitboxes   = XV_placeholder.png
| damage   = 25
| guard   = Mid
| cancel   = super
| cancel   = super
| startup   = 10
| startup   = 21
| active   = 3
| active   = 3
| recovery   = 29
| recovery   = 21
| hitadv   = -11
| hitadv   = SKD +43
| blockadv   = -13
| blockadv   = -5
| invul   =  
| invul   =  
| stun        = 30
| stun        = 90
| guardDamage = 30
| guardDamage = 90
}}
}}


{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_236AC~63214P
====214AC====
| name   = 401 Shiki • Tsumiyomi
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_214ac
| name   = Shingo Kinsei Ore Shiki * Mizukiri
| header      = no
| header      = no
| version   =
| orderId   = 2
| input   = 236AC ~ 63214P
| images   = XV_shingo_236c_63214p_ima.png
| hitboxes   = XV_placeholder.png
| damage   = 25
| guard   = Mid
| cancel   =
| startup   = 10
| active   = 3
| recovery   = 23
| hitadv   = -5
| blockadv   = -7
| invul   =
| stun        =
| guardDamage = 40
}}
===402 Shiki • Batsuyomi===
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_236C~63214P~6P
| name   = 401 Shiki • Batsuyomi
| header      = yes
| version   =  
| version   =  
| orderId   = 3
| orderId   = 3
| input   = 236C ~ 63214P ~ 6P
| input   = 214AC
| images   = XV_shingo_236c_63214p_6p_ima.png
| images   = XV_shingo_214a_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 30
| damage   = 100 [120]
| guard   = Mid
| guard   = Low
| cancel   =  
| cancel   =  
| startup   = 14
| startup   = 15
| active   = 3
| active   = 3
| recovery   = 36
| recovery   = 21
| hitadv   = Soft Knockdown (+26~+27)
| hitadv   = SKD +43
| blockadv   = -20
| blockadv   = -5
| invul   =  
| invul   =  
| stun        = 40
| stun        = 0
| guardDamage = 40
| guardDamage = 100
}}
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_236AC~63214P~6P
| name   = 401 Shiki • Batsuyomi
| header      = no
| version   =
| orderId   = 3
| input   = 236AC ~ 63214P ~ 6P
| images   = XV_shingo_236c_63214p_6p_ima.png
| hitboxes   = XV_placeholder.png
| damage   = 30
| guard   = Mid
| cancel   =
| startup   = 14
| active   = 3
| recovery   = 36
| hitadv   = Soft Knockdown (+26)
| blockadv   = -20
| invul   =
| stun        =
| guardDamage = 40
}}
}}


===100 Shiki • Oniyaki (2)===
===Shingo Kinsei Ore Shiki * Nietogi===
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_236C~63214P~6P~623P
====632146K====
| name   = 100 Shiki • Oniyaki (2)
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_632146K
| name   = Shingo Kinsei Ore Shiki * Mizukiri
| header      = yes
| header      = yes
| version   =  
| version   = K
| orderId   = 4
| orderId   = 1
| input   = 236C ~ 63214P ~ 6P ~ 623P
| input   = 632146K
| images   = XV_shingo_623a_ima.png
| images   = XV_shingo_632146b_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 65
| damage   = 70 (20+20+30) [90 (20+20+50)]
| guard   = Mid
| guard   = Throw
| cancel   =  
| cancel   =  
| startup   = 6
| startup   = 8
| active   = 4
| active   = 1
| recovery   = 35
| recovery   = 49
| hitadv   = Soft Knockdown (+32~36)
| hitadv   = HKD +62
| blockadv   = -20
| blockadv   =  
| invul   =
| invul   = Full Body: 8 (1 Frame)
| stun        =
| stun        = 0
| guardDamage = 40
}}
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_236AC~63214P~6P~623P
| name   = 100 Shiki • Oniyaki (2)
| header      = no
| version   =
| orderId   = 4
| input   = 236AC ~ 63214P ~ 6P ~ 623P
| images   = XV_shingo_623a_ima.png
| hitboxes   = XV_placeholder.png
| damage   = 55
| guard   = Mid
| cancel   =
| startup   = 6
| active   = 4
| recovery   = 35
| hitadv   = Soft Knockdown (+32~35)
| blockadv   = -20
| invul   =
| stun        =
| guardDamage = 40
}}
 
===212 Shiki • Kototsuki  Yo===
====63214B====
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_63214B
| name   = 212 Shiki • Kototsuki  Yo
| header      = yes
| version   = B
| orderId   = 1
| input   = 63214B
| images   = XV_shingo_63214b_ima.png
| hitboxes   = XV_placeholder.png
| damage   = 124 (30+10+90)
| guard   = Mid
| cancel   = super
| startup   = 15 (4+11?)
| active   = 3
| recovery   = 27
| hitadv   = Hard Knockdown (+40)
| blockadv   = -11
| invul   = Low Body: 1 to 14 (14 Frames - Earliest active attack)
| stun        =  
| guardDamage = 0
| guardDamage = 0
}}
}}


====63214D====
====632146BD====
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_63214D
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_632146BD
| name   = 212 Shiki • Kototsuki  Yo
| name   = Shingo Kinsei Ore Shiki * Mizukiri
| header      = no
| header      = no
| version   = D
| version   = BD
| orderId   = 2
| orderId   = 2
| input   = 63214D
| input   = 632146BD
| images   = XV_shingo_63214d_ima.png
| images   = XV_shingo_632146bd_ima.png
| hitboxes   = XV_placeholder.png
| damage   = 124 (30+10+90)
| guard   = Mid
| cancel   = super
| startup   = 15 (4+11?)
| active   = 3
| recovery   = 27
| hitadv   = Hard Knockdown (+40)
| blockadv   = -11
| invul   = Low Body after opponent is in proximity box.
| stun        =
| guardDamage = 0
}}
 
====63214BD====
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_63214BD
| name   = 212 Shiki • Kototsuki  Yo
| header      = no
| version   = BD
| orderId   = 3
| input   = 63214BD
| images   = XV_shingo_63214bd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 170 (50+120)
| damage   = 90 (20+20+50) [110 (20+20+70)]
| guard   = -
| guard   = Throw
| cancel   =  
| cancel   =  
| startup   = 3
| startup   = 8
| active   = 1
| active   = 1
| recovery   = 39
| recovery   = 49
| hitadv   = KND (+40)
| hitadv   = HKD +68
| blockadv   = Unblockable
| blockadv   =  
| invul   = Full Body 3 (1 Frame)
| invul   = Full Body: 8 (1 Frame)
| stun        =  
| stun        = 0
| guardDamage = 0
| guardDamage =  
}}
}}


==Supers==
==Supers==
===Ura 108 Shiki • Orochinagi===
===Burning Shingo===
====214236A/C====
====2141236A/C====
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_214236p
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_2141236p
| name   = Ura 108 Shiki • Orochinagi
| name   = Burning Shingo
| header      = yes
| header      = yes
| version   = A/C
| version   = A/C
| orderId   = 1
| orderId   = 1
| input   = 214236A/C
| input   = 2141236A/C
| images   = XV_shingo_2141236p_ima.png
| images   = XV_shingo_2141236p_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 180/210/240/270
| damage   = 200 (60+30+30+80) [220 (60+30+30+100)]
| guard   = Mid
| guard   = Mid
| cancel   = advanced, climax
| cancel   = advanced, climax
| startup   = 23[99]
| startup   = 12
| active   = 10
| active   = 6
| recovery   = 30
| recovery   = 61
| hitadv   = Hard Knockdown (+58)
| hitadv   = HKD +69
| blockadv   = -21
| blockadv   = -48
| invul   = Full Body: 1 to 3 ( 3 frames)/ Upper Body: 4 to 18 (15 frames)/ Upper Body during charge.
| invul   = Full Body: 1-17f
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = 0
}}
}}
====214236AC====
====2141236AC====
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_214236ac
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_2141236ac
| name   = Ura 108 Shiki • Orochinagi
| name   = Burning Shingo
| header      = no
| header      = no
| version   = AC
| version   = AC
| orderId   = 2
| orderId   = 2
| input   = 214236AC
| input   = 2141236AC
| images   = XV_shingo_2141236p_ima.png
| images   = XV_shingo_2141236p_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 330/345/360/420 (110/115/120/140)*3
| damage   = 350 (60+30+30+50+50+50+80) [370 (60+30+30+50+50+50+100)]
| guard   = Mid
| guard   = Mid
| cancel   = climax
| cancel   = climax
| startup   = 10[104]
| startup   = 10
| active   = 10
| active   = 6
| recovery   = 30
| recovery   = 61
| hitadv   = Hard Knockdown (+62)
| hitadv   = HKD +69
| blockadv   = -17
| blockadv   = -48
| invul   = Full Body: 1 to 9 (9 frames), Upper Body during charge.
| invul   = Full Body: 1-15f
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = 0
}}
}}


===182 Shiki===
===Shingo Kinsei Ore Shiki * Orochi Zuki ===
====236236A/C====
====236236A/C====
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_236236p
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_236236p
| name   = 182 Shiki
| name   = Shingo Kinsei Ore Shiki * Orochi Zuki
| header      = yes
| header      = yes
| version   = A/C
| version   = A/C
Line 1,414: Line 1,148:
| images   = XV_shingo_236236p_ima.png
| images   = XV_shingo_236236p_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 180/200/230/250 (80+100/120/150/170)
| damage   = 180 [200]
| guard   = Mid
| guard   = Mid
| cancel   = advanced, climax
| cancel   = advanced, climax
| startup   = 13[130]
| startup   = 20
| active   = 2 (18) 2
| active   = 14
| recovery   = 40
| recovery   = 40
| hitadv   = Hard Knockdown (+50)
| hitadv   = HKD +40
| blockadv   = -19[Unblockable]
| blockadv   = -35
| invul   = Full Body: 1 to 17 (17 frames)
| invul   = Full Body: 1-3f
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = 0
}}
}}
====236236AC====
====236236AC====
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_236236ac
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_236236ac
| name   = 182 Shiki
| name   = Shingo Kinsei Ore Shiki * Orochi Zuki
| header      = no
| header      = no
| version   = AC
| version   = AC
Line 1,435: Line 1,169:
| images   = XV_shingo_236236ac_ima.png
| images   = XV_shingo_236236ac_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 310 (90+100+120) / 330 (90+100+130) / 370 (90+120+160) / 430 (90+120+220)
| damage   = 330 [350]
| guard   = Mid
| guard   = Mid
| cancel   = climax
| cancel   = climax
| startup   = 7[127]
| startup   = 18
| active   = 2 (18) 2
| active   = 14
| recovery   = 40
| recovery   = 40
| hitadv   = Hard Knockdown (+62)
| hitadv   = HKD +40
| blockadv   = -19[Unblockable]
| blockadv   = -35
| invul   = Full Body: 1 to 14 (14 frames)
| invul   = Full Body: 1f
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = 0
}}
}}


Line 1,451: Line 1,185:
====214236cd====
====214236cd====
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_214236cd
{{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_214236cd
| name   = Ura 1212 Shiki • Yakumo
| name   = Climax Shingo
| header      = yes
| header      = yes
| version   = CD
| version   =  
| orderId   = 1
| orderId   = 1
| input   = 214236CD
| input   = 214236CD
| images   = XV_shingo_2141236cd_ima.png
| images   = XV_shingo_2141236cd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 420 (70+60+60+30*10) Min:245
| damage   = 450 (50+60+70+70+200) Min: 225
| guard   = Mid
| guard   = Mid
| cancel   =  
| cancel   =  
| startup   = 11
| startup   = 10
| active   = 20
| active   = 5
| recovery   = 45
| recovery   = 56
| hitadv   = Hard Knockdown (+35)
| hitadv   = HKD +18
| blockadv   = -24~-5
| blockadv   = -42
| invul   = Full Body: 1 to 16 (16 frames)
| invul   = Full Body: 1-14f
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = 0
}}
}}


[[Category:The King of Fighters XV]][[Category:{{#titleparts:{{BASEPAGENAME}}|2|2}}]]
[[Category:The King of Fighters XV]][[Category:{{#titleparts:{{BASEPAGENAME}}|2|2}}]]

Latest revision as of 14:02, 16 March 2024

The King of Fighters XV

OverviewStrategyDataCombosReplays

Close Standing Normals

c.A

Shingo Yabuki
shingo_cla
c.A
c.A
close A
XV shingo cla ima.png
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25Midcommand437+5+3-3060


c.B

Shingo Yabuki
shingo_clb
c.B
c.B
close B
XV shingo clb ima.png
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30Lowcommand53120-2-30-


c.C

Shingo Yabuki
shingo_clc
c.C
c.C
close C
XV shingo clc ima.png
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Midcommand53180-2-70-


c.D

Shingo Yabuki
shingo_cld
c.D
c.D
close D
XV shingo cld ima.png
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Midcommand8319-1-3-70-


Far Standing Normals

f.A

Shingo Yabuki
shingo_sta
f.A
f.A
far A
XV shingo fa ima.png
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25Midspecial6412-1-3-30-


f.B

Shingo Yabuki
shingo_stb
f.B
f.B
far B
XV shingo fb ima.png
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30Midsuper8315-5-3-30-


f.C

Shingo Yabuki
shingo_stc
f.C
f.C
far C
XV shingo fc ima.png
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Midspecial12322-4-6-70-


f.D

Shingo Yabuki
shingo_std
f.D
f.D
far D
XV shingo fd ima.png
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Midsuper10519-3-5-70-


Crouch Normals

2A

Shingo Yabuki
shingo_cra
2A
2A
crouch A
XV shingo 2a ima.png
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25Midcommand448+3+1-30-


2B

Shingo Yabuki
shingo_crb
2B
2B
crouch B
XV shingo 2b ima.png
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
15Lowsuper5310+20-3060


2C

Shingo Yabuki
shingo_crc
2C
2C
crouch C
XV shingo 2c ima.png
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Midcommand84170-2-70-


2D

Shingo Yabuki
shingo_crd
2D
2D
crouch D
XV shingo 2d ima.png
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Lowcommand7423Soft Knockdown (+22)-8-70-


Jump Normals

h.A

Shingo Yabuki
shingo_ha
h.A
h.A
hop A
XV shingo ja ima.png
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40Highspecial451 on ground---30-


j.A

Shingo Yabuki
shingo_ja
j.A
j.A
jump A
XV shingo ja ima.png
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
45Highspecial471 on ground---30-


h.B

Shingo Yabuki
shingo_hb
h.B
h.B
hop B
XV shingo jb ima.png
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40High-681 on ground---30-


j.B

Shingo Yabuki
shingo_jb
j.B
j.B
jump B
XV shingo jb ima.png
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
45High-591 on ground---3060


j.C

Shingo Yabuki
shingo_jc
j.C
j.C
jump C
XV shingo jc ima.png
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Highspecial681 on ground---70-


j.D

Shingo Yabuki
shingo_jd
j.D
j.D
jump D
XV shingo jd ima.png
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70High-851 on ground---70120


Command Normals

Ge Shiki • Gofu Imitation

Shingo Yabuki
shingo_6B
6B
6B
Ge Shiki • Gofu Imitation
XV shingo 6b ima.png
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
60 [35]Highsuper [special]24 [18]219 [21]0 [-2]-2 [-4]-80 [40]-


Blowback

Blowback

Shingo Yabuki
shingo_cd
CD
CD
Blowback
XV shingo cd ima.png
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
75Midspecial16619+75~+90 Wall Splat (Ground hit) / Soft Knockdown (Air hit)-2-100160


Shatter Strike

Shingo Yabuki
shingo_qcf+cd
qcf+CD
qcf+CD
ShatterStrike
XV shingo 236cd ima.png
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
75Mid-15627+93 Crumple (Ground Hit) / Wall Bounce (Air hit)-10Armor: 4 to 14 (11 frames)0200


h.CD

Shingo Yabuki
shingo_hcd
h.CD
h.CD
hop CD
XV shingo jcd ima.png
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Midspecial1461 on groundSoft Knockdown--80120


jump CD

Shingo Yabuki
shingo_jcd
j.CD
j.CD
jump CD
XV shingo jcd ima.png
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
90Midspecial1481 on groundSoft Knockdown--80-


Rush

Rush 1

Shingo Yabuki
shingo_rush1
c.AA
c.AA
Rush 1
XV shingo rush1 ima.png
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
48 (25+25)MidRush11---5-7-30120 (60+60)


Rush 2

Shingo Yabuki
shingo_rush2
c.AAX
c.AAX
Rush 2
XV shingo rush2 ima.png
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70 (25+25+25)MidRush8---6-8-30180 (60+60+60)


Throws

Hatsugane

Shingo Yabuki
shingo_cthrow
4/6C
4/6C
Hatsugane
XV shingo cthrow ima.png
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100--110Hard Knockdown (+60)Unblockable-0-


Issetsu Seoi Nage

Shingo Yabuki
shingo_dthrow
4/6D
4/6D
Issetsu Seoi Nage Incomplete
XV shingo dthrow ima.png
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100--110Hard Knockdown (+30)Unblockable-0-


Specials

100 Shiki • Oniyaki Unfinished

623A

Shingo Yabuki
shingo_623a
623A
623A
100 Shiki • Oniyaki Unfinished
XV shingo 623a ima.png
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80 [100]Midsuper7942 (15 on ground)Soft Knockdown (+16)-32Air Invincible 1 to 106060


623C

Shingo Yabuki
shingo_623c
623C
623C
100 Shiki • Oniyaki Unfinished
XV shingo 623a ima.png
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
120 [140]Midsuper91347 (20 on ground)Soft Knockdown (+14)-41Full Body 1 to 13100120


623AC

Shingo Yabuki
shingo_623ac
623AC
623AC
100 Shiki • Oniyaki Unfinished
XV shingo 623a ima.png
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
160 (120+40) [180 (140+40)]Mid-51753 (30 on ground)Soft Knockdown (+10)-44Full Body 1 to 110160 (120+40)


101 Shiki * Oboroguruma Unfinished

4214B

Shingo Yabuki
shingo_4214B
4124B
4124B
101 Shiki * Oboroguruma Unfinished
XV shingo 421b ima.png
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80 [100]Mid-7735 (22 on ground)+30 SKD-23-8080


4214D

Shingo Yabuki
shingo_4214D
4124D
4124D
101 Shiki * Oboroguruma Unfinished
XV shingo 421d ima.png
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
129 (30+30+50+20) [140 (30+30+80)]Mid-127 (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)


4214BD

Shingo Yabuki
shingo_4214BD
4124BD
4124BD
101 Shiki * Oboroguruma Unfinished
XV shingo 421b ima.png
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
160 (40+40+80) [160 (40+40+80)]Mid-77 (8) 7 (10) 3 [7 (8) 7 (27) 5 - Critical]42 (22 on ground) [30 - Critical]+23 (+74)-16-060 [180 (60+120)]


Shingo Kick Air

j.236B

Shingo Yabuki
shingo_j236b
j.236B
j.236B
Shingo Kick Air
XV shingo 41236b ima.png
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80 [100]Mid-22Active until landing21 on ground29+30-6~-5-8080


j.236D

Shingo Yabuki
shingo_j236d
j.236D
j.236D
Shingo Kick Air
XV shingo 41236b ima.png
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80 [100]Mid-24Active until landing20 on ground+30-5-8080


j.236BD

Shingo Yabuki
shingo_j236bd
j.236BD
j.236BD
Shingo Kick Air
XV shingo 41236b ima.png
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
120 [140]Mid-22Active until landing17 on ground+33-2-0120


Shingo Kick

41236B

Shingo Yabuki
shingo_41236b
426B
426B
Shingo Kick
XV shingo 41236b ima.png
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
90 [110]Mid-19719SKD +34-5-8080


41236D

Shingo Yabuki
shingo_41236d
41236D
41236D
Shingo Kick
XV shingo 41236b ima.png
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
110 [130]Mid-28615HKD (73 - Close Range to 78 Max Range)-2 (Standing Block) to -0 (Crouch Block) to 2 (Max Range)-100100


41236BD

Shingo Yabuki
shingo_41236bd
41236BD
41236BD
Shingo Kick
XV shingo 41236b ima.png
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
130 [150]Mid-21615HKD (73 - Close Range to 78 Max Range)-2 (Standing Block) to -0 (Crouch Block) to 2 (Max Range)-0120


114 Shiki • Aragami

236A

Shingo Yabuki
shingo_236a
236A
236A
114 Shiki • Aragami Unfinished
XV shingo 236a ima.png
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70 [90]Midsuper9619-2 [+29 SKD - Critical]-6-7070


115 Shiki • Dokugami Unfinished

236C

Shingo Yabuki
shingo_236c
236C
236C
115 Shiki: Dokugami Unfinished
XV shingo 236c ima.png
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
90 [128 (90+40)]Midsuper16224+28 [+41 HKD - Critical]-7 [+2 - Critical]-130 (90+40)130 (90+40)


236C > AB

Shingo Yabuki
shingo_236c_ab
236C > AB
236C > AB
115 Shiki: Dokugami Unfinished
XV shingo 236c ab ima.png
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-----32-----


236AC

Shingo Yabuki
shingo_236ac
236AC
236AC
115 Shiki: Dokugami Unfinished
XV shingo 236c ima.png
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
120 (40+80) [158 (40+80+40)]Mid-102 (4) 236Wall Splat +62 to 77 [Wall Bounce +82 to 98 - Critical]-21 [-12 - Critical]-0140 (60+80) [180 (60+80+40)]


Shingo Kinsei Ore Shiki * Naraku Otoshi

63214B

Shingo Yabuki
shingo_63214b
63214B
63214B
Shingo Kinsei Ore Shiki * Naraku Otoshi
XV shingo 63214d ima.png
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70 [90] / 40High-25918HKD +38-10Lower Body80 / 080


212 Shiki • Kototsuki Unfinished

63214D

Shingo Yabuki
shingo_63214d
63214D
63214D
212 Shiki • Kototsuki Unfinished
XV shingo 63214b ima.png
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
120 (50+70) [140 (50+90)]Mid-153 (18) 1017HKD +38-10-140 (60+80)140 (60+80)


63214BD

Shingo Yabuki
shingo_63214bd
63214BD
63214BD
212 Shiki • Kototsuki Unfinished
XV shingo 63214d ima.png
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
120 (50+70) [140 (50+90)]Mid-153 (18) 1017Ground Bounce - HKD +69-10-0140 (60+80)


Shingo Kinsei Ore Shiki * Mizukiri

214A

Shingo Yabuki
shingo_214a
214A
214A
Shingo Kinsei Ore Shiki * Mizukiri
XV shingo 214a ima.png
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
60 [80]Lowsuper15321SKD +38-5-6060


214C

Shingo Yabuki
shingo_214c
214C
214C
Shingo Kinsei Ore Shiki * Mizukiri
XV shingo 214a ima.png
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
90 [110]Lowsuper21321SKD +43-5-9090


214AC

Shingo Yabuki
shingo_214ac
214AC
214AC
Shingo Kinsei Ore Shiki * Mizukiri
XV shingo 214a ima.png
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100 [120]Low-15321SKD +43-5-0100


Shingo Kinsei Ore Shiki * Nietogi

632146K

Shingo Yabuki
shingo_632146K
632146K
632146K
Shingo Kinsei Ore Shiki * Mizukiri
XV shingo 632146b ima.png
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70 (20+20+30) [90 (20+20+50)]Throw-8149HKD +62-Full Body: 8 (1 Frame)00


632146BD

Shingo Yabuki
shingo_632146BD
632146BD
632146BD
Shingo Kinsei Ore Shiki * Mizukiri
XV shingo 632146bd ima.png
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
90 (20+20+50) [110 (20+20+70)]Throw-8149HKD +68-Full Body: 8 (1 Frame)0-


Supers

Burning Shingo

2141236A/C

Shingo Yabuki
shingo_2141236p
2141236A/C
2141236A/C
Burning Shingo
XV shingo 2141236p ima.png
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
200 (60+30+30+80) [220 (60+30+30+100)]Midadvanced, climax12661HKD +69-48Full Body: 1-17f00


2141236AC

Shingo Yabuki
shingo_2141236ac
2141236AC
2141236AC
Burning Shingo
XV shingo 2141236p ima.png
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
350 (60+30+30+50+50+50+80) [370 (60+30+30+50+50+50+100)]Midclimax10661HKD +69-48Full Body: 1-15f00


Shingo Kinsei Ore Shiki * Orochi Zuki

236236A/C

Shingo Yabuki
shingo_236236p
236236A/C
236236A/C
Shingo Kinsei Ore Shiki * Orochi Zuki
XV shingo 236236p ima.png
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
180 [200]Midadvanced, climax201440HKD +40-35Full Body: 1-3f00


236236AC

Shingo Yabuki
shingo_236236ac
236236AC
236236AC
Shingo Kinsei Ore Shiki * Orochi Zuki
XV shingo 236236ac ima.png
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
330 [350]Midclimax181440HKD +40-35Full Body: 1f00


Climax Super

214236cd

Shingo Yabuki
shingo_214236cd
214236CD
214236CD
Climax Shingo
XV shingo 2141236cd ima.png
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
450 (50+60+70+70+200) Min: 225Mid-10556HKD +18-42Full Body: 1-14f00