Shingo Yabuki(KOFXI)
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Shingo Yabuki 矢吹 真吾 | |
Tiers & Ranking | |
Tier: | C to D |
Ratio Cost: | 2 Points |
Properties | |
Damage Modifier: | 1.0 |
Stun Modifier: | 1.0 |
Crouch height (Tier): | C |
Colors
A | B | C | D |
R1 + | R1 + | R1 + | R1 + |
E+A | E+B | E+C | E+D |
L1 + | L1 + | L1 + | L1 + |
Start+A | Start+B | Start+C | Start+D |
Frame Data
Move | S | A | Hit | Grd | Note |
---|---|---|---|---|---|
5A(c) | 5 | 3 | +4 | +3 | SC |
5A(f) | 7 | 4 | +5 | +4 | |
5B(c) | 7 | 3 | +1 | +0 | Low Hit. SC |
5B(f) | 7 | 5 | -1 | -2 | |
5C(c) | 4 | 3+9 | +1 | +0 | SC |
5C(f) | 16 | 6 | -7 | -8 | |
5D(c) | 7 | 3 | -3 | -4 | SC |
5D(f) | 7 | 3 | -2 | -3 | SC |
5E | 23 | 13 | KD | -1 | SC |
GC | 5 | 4 | KD | -? | |
6B | 19 | 7 | -4 | -5 | |
6B(can) | 15 | 7 | -4 | -5 | SC |
2A | 6 | 2 | +4 | +3 | SC |
2B | 6 | 3 | +5 | +4 | SC |
2C | 8 | 3+3 | -4 | -5 | SC |
2D | 14 | 3 | KD | -2 | SC |
small A | 5 | 5 | same hitbox as j.A | ||
j.A | 7 | 5 | same hitbox as small A | ||
small up B | 6 | 6 | Same as jump up B | ||
jump up B | 6 | 6 | Same as small up B | ||
small B | 5 | 5 | Same hitbox as jump B | ||
j.B | 6 | 5 | Same hitbox as small B | ||
small C | 6 | 9 | Same hitbox as j.C | ||
j.C | 7 | 9 | Same hitbox as small C | ||
small up D | 8 | 8 | Same hitbox as jump up D | ||
jump up D | 10 | 8 | Same hitbox as small up D | ||
small D | 7 | 8 | Same hitbox as j.D. | ||
j.D | 8 | 8 | Same hitbox as smalljump D. | ||
small E | 10 | 6 | KD | Same hitbox as j.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. |
236C | 18 | 6 | KD | -13 | |
236C(crit) | 12 | 2+6 | KD | -9 | 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). |
623C | 7 | 3+19 | KD | -32 | 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(2) | 10 | 8 | KD | -22 | 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(2) | 10 | 8 | KD | -22 | Second hit. Overhead. Airborne on F1. Landing on F18. |
41236B | 18 | 5+3 | KD | -7* | Airborne from F14. *=Point Blank. |
41236D | 26 | 5+3 | KD | -10* | Airborne from F20. *=Point Blank. |
j.236B/D | 10 | 13 | ? | ? | Hitbox moves with the leg. Same size for all phases (128x64 pixel). |
623B/D | 1/6* | 4 | KD | / | Command Throw. F1-24 in counterhit-state. *=Activates on F1, but hits on F6. Only the first hit is unblockable. |
214P | - | 30 | / | / | F1-19 invul. F20-24 only vulnerable mid body. F25-30 recovery. C-version moves further. |
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. |
236236E | 6 | 2+2+2+3+22 | KD | / | F1-5 invul. F6 airborne. Last hit unblockable. |
Move | Hitbox | Startup | Active | Hit | Guard | Note |
---|---|---|---|---|---|---|
2A | 6 | 2 | +4 | +3 | Special Cancel | |
2B | 6 | 3 | +5 | +4 | Low Hit. Special Cancel | |
2C | 8 | 3+3 | -4 | -5 | Special Cancel | |
2D | 14 | 3 | KD | -2 | Low Hit. Special Cancel |
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.
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