Shingo Yabuki(KOFXI): Unterschied zwischen den Versionen
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Zeile 32: | Zeile 32: | ||
! Move !! S!! A!! Hit!! Grd!! Note | ! Move !! S!! A!! Hit!! Grd!! Note | ||
|- | |- | ||
| 5A(c) || 5|| 3|| +4|| +3||SC | | 5A(c) || 5|| 3|| <span style="color: blue;">+4</span>|| <span style="color: blue;">+3</span>||SC | ||
|- | |- | ||
| 5A(f) || 7|| 4|| +5|| +4|| | | 5A(f) || 7|| 4|| <span style="color: blue;">+5</span>|| <span style="color: blue;">+4</span>|| | ||
|- | |- | ||
| 5B(c) || 7|| 3|| +1|| +0||Low Hit. SC | | 5B(c) || 7|| 3|| <span style="color: blue;">+1</span>|| <span style="color: blue;">+0</span>||Low Hit. SC | ||
|- | |- | ||
| 5B(f) || 7|| 5|| -1|| -2|| | | 5B(f) || 7|| 5|| <span style="color: red;">-1</span>|| <span style="color: red;">-2</span>|| | ||
|- | |- | ||
| 5C(c) || 4|| 3+9|| +1|| +0||SC | | 5C(c) || 4|| 3+9|| <span style="color: blue;">+1</span>|| <span style="color: blue;">+0</span>||SC | ||
|- | |- | ||
| 5C(f) || 16|| 6|| -7|| -8|| | | 5C(f) || 16|| 6|| <span style="color: red;">-7</span>|| <span style="color: red;">-8</span>|| | ||
|- | |- | ||
| 5D(c) || 7|| 3|| -3|| -4||SC | | 5D(c) || 7|| 3|| <span style="color: red;">-3</span>|| <span style="color: red;">-4</span>||SC | ||
|- | |- | ||
| 5D(f) || 7|| 3|| -2|| -3||SC | | 5D(f) || 7|| 3|| <span style="color: red;">-2</span>|| <span style="color: red;">-3</span>||SC | ||
|- | |- | ||
| 5E || 23|| 13|| KD|| -1||SC | | 5E || 23|| 13|| KD|| <span style="color: red;">-1</span>||SC | ||
|- | |- | ||
| GC || 5|| 4|| KD|| -?|| | | GC || 5|| 4|| KD|| -?|| | ||
|- | |- | ||
| 6B || 19|| 7|| -4|| -5|| | | 6B || 19|| 7|| <span style="color: red;">-4</span>|| <span style="color: red;">-5</span>|| | ||
|- | |- | ||
| 6B(can) || 15|| 7|| -4|| -5||SC | | 6B(can) || 15|| 7|| <span style="color: red;">-4</span>|| <span style="color: red;">-5</span>||SC | ||
|- | |- | ||
| Saving Shift|| ? || n* || / || / ||Active until landing. 9F/10F recovery (hit/whiff). | | Saving Shift|| ? || n* || / || / ||Active until landing. 9F/10F recovery (hit/whiff). | ||
|- | |- | ||
| 2A || 6|| 2|| +4|| +3||SC | | 2A || 6|| 2|| <span style="color: blue;">+4</span>|| <span style="color: blue;">+3</span>||SC | ||
|- | |- | ||
| 2B || 6|| 3|| +5|| +4||SC | | 2B || 6|| 3|| <span style="color: blue;">+5</span>|| <span style="color: blue;">+4</span>||SC | ||
|- | |- | ||
| 2C || 8|| 3+3|| -4|| -5||SC | | 2C || 8|| 3+3|| <span style="color: red;">-4</span>|| <span style="color: red;">-5</span>||SC | ||
|- | |- | ||
| 2D || 14|| 3|| KD|| -2||SC | | 2D || 14|| 3|| KD|| <span style="color: red;">-2</span>||SC | ||
|- | |- | ||
| small A|| 5 || 5 || || ||same hitbox as j.A | | small A|| 5 || 5 || || ||same hitbox as j.A | ||
Zeile 94: | Zeile 94: | ||
| j.E|| 12 || 6 || KD|| ||Same hitbox as small E | | j.E|| 12 || 6 || KD|| ||Same hitbox as small E | ||
|- | |- | ||
| 236A|| 11 || 2+3* || -3|| -4||*=1 Hit, but 2 hurtboxes on the arm. The hitbox is the same. | | 236A|| 11 || 2+3* || <span style="color: red;">-3</span>|| <span style="color: red;">-4</span>||*=1 Hit, but 2 hurtboxes on the arm. The hitbox is the same. | ||
|- | |- | ||
| 236C|| 18 || 6 || KD|| -13|| | | 236C|| 18 || 6 || KD|| <span style="color: red;">-13</span>|| | ||
|- | |- | ||
| 236C(crit)|| 12 || 2+6 || KD|| -9||Randomly triggered. Invul F2-7. Guard Point F8-11. Combos from light attacks. | | 236C(crit)|| 12 || 2+6 || KD|| <span style="color: red;">-9</span>||Randomly triggered. Invul F2-7. Guard Point F8-11. Combos from light attacks. | ||
|- | |- | ||
| 623A|| 6 || 3+14 || KD|| -23||F1+2 invul. Smaller hurtbox than 623C on second hit (hitbox is the same). | | 623A|| 6 || 3+14 || KD|| <span style="color: red;">-23</span>||F1+2 invul. Smaller hurtbox than 623C on second hit (hitbox is the same). | ||
|- | |- | ||
| 623C|| 7 || 3+19 || KD|| -32||F1-3 invul. Bigger hurtbox than 623A on second hit (hitbox is the same). | | 623C|| 7 || 3+19 || KD|| <span style="color: red;">-32</span>||F1-3 invul. Bigger hurtbox than 623A on second hit (hitbox is the same). | ||
|- | |- | ||
| 63214B(1)|| 8* || 3 || /|| /||F1-26 counterhit-state. F3-26 invul on the feet. *=fastest startup (close). | | 63214B(1)|| 8* || 3 || /|| /||F1-26 counterhit-state. F3-26 invul on the feet. *=fastest startup (close). | ||
|- | |- | ||
| 63214B(2)|| 10 || 8 || KD|| -22||Second hit. Overhead. Airborne on F1. Landing on F18. | | 63214B(2)|| 10 || 8 || KD|| <span style="color: red;">-22</span>||Second hit. Overhead. Airborne on F1. Landing on F18. | ||
|- | |- | ||
| 63214D(1)||| 10* || 3 || /|| /||Moves further than B-Version. F1-28 counterhit-state. F5-28 invul on the feet. *=fastest startup (close). | | 63214D(1)||| 10* || 3 || /|| /||Moves further than B-Version. F1-28 counterhit-state. F5-28 invul on the feet. *=fastest startup (close). | ||
|- | |- | ||
| 63214D(2)|| 10 || 8 || KD|| -22||Second hit. Overhead. Airborne on F1. Landing on F18. | | 63214D(2)|| 10 || 8 || KD|| <span style="color: red;">-22</span>||Second hit. Overhead. Airborne on F1. Landing on F18. | ||
|- | |- | ||
| 41236B|| 18 || 5+3 || KD|| -7*||Airborne from F14. *=Point Blank. | | 41236B|| 18 || 5+3 || KD|| <span style="color: red;">-7</span>*||Airborne from F14. *=Point Blank. | ||
|- | |- | ||
| 41236D || 26 || 5+3 || KD|| -10*||Airborne from F20. *=Point Blank. | | 41236D || 26 || 5+3 || KD|| <span style="color: red;">-10</span>*||Airborne from F20. *=Point Blank. | ||
|- | |- | ||
| j.236B/D|| 10 || 13 || ?|| ?||Hitbox moves with the leg. Same size for all phases (128x64 pixel). | | j.236B/D|| 10 || 13 || ?|| ?||Hitbox moves with the leg. Same size for all phases (128x64 pixel). | ||
Zeile 124: | Zeile 124: | ||
| 2141236A/C|| 10 || 4+5+4+1+10 || KD|| -25||Invul F1-9. F2-5 Guard Point. | | 2141236A/C|| 10 || 4+5+4+1+10 || KD|| -25||Invul F1-9. F2-5 Guard Point. | ||
|- | |- | ||
| 236236A/C || 12/56* || 5 || KD|| -9||Invul F1-3. Invul on the feet F3-60 (or until end of active time). *=12 on proximity, 56 otherwise. | | 236236A/C || 12/56* || 5 || KD|| <span style="color: red;">-9</span>||Invul F1-3. Invul on the feet F3-60 (or until end of active time). *=12 on proximity, 56 otherwise. | ||
|- | |- | ||
| 236236E || 6 || 2+2+2+3+22 || KD|| /||F1-5 invul. F6 airborne. Last hit unblockable & ignores combo damage scaling. | | 236236E || 6 || 2+2+2+3+22 || KD|| /||F1-5 invul. F6 airborne. Last hit unblockable & ignores combo damage scaling. |
Version vom 15. Mai 2021, 10:24 Uhr
Shingo Yabuki 矢吹 真吾 | |
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Tiers & Ranking | |
Tier: | C to D |
Ratio Cost: | 2 Points |
Properties | |
Damage Modifier: | 1.0 |
Stun Modifier: | 1.0 |
Crouch height (Tier): | C |
Colors
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A | B | C | D |
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R1 + ![]() |
R1 + ![]() |
R1 + ![]() |
R1 + ![]() |
E+A | E+B | E+C | E+D |
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L1 + ![]() |
L1 + ![]() |
L1 + ![]() |
L1 + ![]() |
Start+A | Start+B | Start+C | Start+D |
Frame Data
Special Attributes & Bugs
- Has no collision on back ukemi (can run through)
- All of Shingo's jump attacks block saving shift for the opponent on hit (Thanks, @kofxi_bot!).
- The first frame of 236C is NOT in counterhit-state, unlike all other special moves in the game.
- 236236P has a vertically enlarged hurtbox on head for 1F, 3F before attack hits (likely unintended).
- Both Shingo's 236236P & 2141236P can be used for QS unblockables - if an opponent blocks them low, they cannot switch to high guard if you QS and jump attack. For more info, see main article.
- Using 623K against front Ukemi can freeze the opponent. Exact reproduction unclear, happens extremely rarely. Source video.
Combos
Basic Combos
- [2B link 5C] or [5C>6B], then:
- 63214K: hard knockdown. Also a good QS setup on first hit.
- 41236B: a few points more damage, but no hard knockdown.
- LDM
- 5C>6B>2141236P or LDM: Combo in super.
- 2C/5C/5D>236236P: Launcher Combo. Not many options afterwards unfortunately.
Shift Combos
General Setups
- Shingo Combo in 63214K > QS: Gives massive frame advantage - enough to land and then attack, even without having attacked in the air.
Shingo & Oswald
- Combo in 5C>6B>63214K(1), QS Oswald, land behind opponent, 5D(c),214C,236D,236A(whiff), turn around delay 3A,delay 214C,236B,236E (ACE)
Full Hit LDM Setups
- Corner 6C>6B min delay 236236E: Full hit setup, 90% Damage against 1.0 defense characters. Source: NKT.
- Sacred Treasures Team: Kyo | Iori | Shingo
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- Agent Team: Vanessa | Mary | Ramon
- Art of Fighting Team: Ryo Sakazaki | Yuri Sakazaki | King
- Rival Team: Elisabeth | Duo Lon | Benimaru
- Team K': K' |Kula | Maxima
- Garou Team: Jenet | Gato | Griffon
- Ikari Warriors Team: Ralf | Clark | Whip
- Anti Kyokugenryu Team: Malin | Kasumi | Eiji
- Psycho Soldier Team: Athena Asamiya | Sie Kensou | Momoko
- Time Unlock: Adelheid | Gai | Hayate | Jazu | Silber