Shingo Yabuki(KOFXI)

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Shingo Yabuki
矢吹 真吾
KOFXI shingo full.png
Tiers & Ranking
Tier: C to D
Ratio Cost: 2 Points
Properties
Damage Modifier: 1.0
Stun Modifier: 1.0
Crouch height (Tier): C

Colors

KOFXI Shingo S.png KOFXI Shingo X.png KOFXI Shingo T.png KOFXI Shingo C.png
BUTTON SQUARE A.png BUTTON CROSS A.png BUTTON TRIANGLE A.png BUTTON CIRCLE A.png
A B C D
KOFXI Shingo R1S.png KOFXI Shingo R1X.png KOFXI Shingo R1T.png KOFXI Shingo R1C.png
R1 + BUTTON SQUARE A.png R1 + BUTTON CROSS A.png R1 + BUTTON TRIANGLE A.png R1 + BUTTON CIRCLE A.png
E+A E+B E+C E+D
KOFXI Shingo L1S.png KOFXI Shingo L1X.png KOFXI Shingo L1T.png KOFXI Shingo L1C.png
L1 + BUTTON SQUARE A.png L1 + BUTTON CROSS A.png L1 + BUTTON TRIANGLE A.png L1 + BUTTON CIRCLE A.png
Start+A Start+B Start+C Start+D

Frame Data

Standing Attacks
Move Hitbox Startup Active Adv Note
5A(c) Kofxi shingo 5A(c).png 5 3
5A(f) Kofxi shingo 5A(f).png 7 4
5B(c) Kofxi shingo 5B(c).png 7 3
5B(f) Kofxi shingo 5B(f).png 7 5
5C(c) Kofxi shingo 5C(c) 1.pngKofxi shingo 5C(c) 2.png 4 3+9
5C(f) Kofxi shingo 5C(f).png 16 6 Travels forward
5D(c) Kofxi shingo 5D(c).png 7 3
5D(f) Kofxi shingo 5D(f).png 12 5
5E Kofxi shingo 5E.png 23 13
6B Kofxi shingo 6B.png 19 7
6B(cancel) Kofxi shingo 6B(cancel).png 15 7 Faster than 6B
Crouching Attacks
Move Hitbox Startup Active Adv Note
2A Kofxi shingo 2A.png 6 2
2B Kofxi shingo 2B.png 6 3
2C Kofxi shingo 2C 1.pngKofxi shingo 2C 2.png 8 3+3
2D Kofxi shingo 2D.png 14 3
Jump Attacks
Move Hitbox Startup Active Adv Note
small A Kofxi shingo smalljump A.png 5 5 Small & Jump A = same hitbox
j.A Kofxi shingo jump A.png 7 5 Small & Jump A = same hitbox
small up B Kofxi shingo smalljump up B.png 6 6 Same as jump up B
jump up B Kofxi shingo jump up B.png 6 6 Same as small up B
small B Kofxi shingo smalljump B.png 5 5 Same hitbox as jump B
j.B Kofxi shingo jump B.png 6 5 Same hitbox as small B
small C Kofxi shingo smalljump C.png 6 9 Same hitbox as j.C
j.C Kofxi shingo jump C.png 7 9 Same hitbox as small C
small up D Kofxi shingo smalljump up D.png 8 8 Same hitbox as jump up D
jump up D Kofxi shingo jump up D.png 10 8 Same hitbox as small up D
small D Kofxi shingo smalljump D.png 7 8 Same hitbox as j.D.
j.D Kofxi shingo jump D.png 8 8 Same hitbox as smalljump D.
small E Kofxi shingo smalljump E.png 10 6 Same hitbox as j.E
j.E Kofxi shingo jump E.png 12 6 Same hitbox as small E
Specials & Supers
Move Hitbox Startup Active Adv Note
236A Kofxi shingo 236A 1.pngKofxi shingo 236A 2.pngKofxi shingo 236A.gif 11 2+3* *=1 Hit, but 2 hurtboxes on the arm. The hitbox is the same.
236C Kofxi shingo 236C.pngKofxi shingo 236C.gif 18 6 First startup frame is NOT in counterhit-state.
236C(crit) Kofxi shingo 236C crit 1.pngKofxi shingo 236C crit 2.pngKofxi shingo 236C crit 3.pngKofxi shingo 236C crit gif.gif 12 2+6 Randomly triggered. First startup frame is NOT in counterhit-state. Invul F2-7. Guard Point F8-11. Extra hit. Combos from light attacks.
623A Kofxi shingo 623A 1.pngKofxi shingo 623A 2.pngKofxi shingo 623A gif.gif 6 3+14 F1+2 invul. Smaller hurtbox than 623C on second hit (hitbox is the same).
623C Kofxi shingo 623C 1.pngKofxi shingo 623C 2.pngKofxi shingo 623C gif.gif 7 3+19 F1-3 invul. Extra hurtbox on the head during first hit. Bigger hurtbox than 623A on second hit (hitbox is the same).
63214B(1) Kofxi shingo 63214B 1.pngKofxi shingo 63214B 2.pngKofxi shingo 63214B gif.gif 8* 3 First hit. Triggers on proximity only. F1-26 counterhit-state. F3-26 invul on the feet. Massive Frame advantage if QSed. *=fastest startup (close).
63214B(2) Kofxi shingo 63214B2 1.png 10 8 Second hit. Overhead. Airborne on F1. Landing on F18.
63214D(1) Kofxi shingo 63214D 1.pngKofxi shingo 63214D 2.pngKofxi shingo 63214D gif.gif 10* 3 First hit. Moves further than B-Version. Triggers on proximity only. F1-28 counterhit-state. F5-28 invul on the feet. Massive Frame advantage if QSed. *=fastest startup (close).
63214D(2) Kofxi shingo 63214D2 1.png 10 8 Second hit. Overhead. Airborne on F1. Landing on F18.
41236B Kofxi shingo 41236B 1.pngKofxi shingo 41236B 2.pngKofxi shingo 41236B gif.gif 18 5+3 Airborne from F14.
41236D Kofxi shingo 41236D 1.pngKofxi shingo 41236D 2.pngKofxi shingo 41236D gif.gif 26 5+3 Airborne from F20.
j.236B/D Kofxi shingo j.41236K 1.pngKofxi shingo j.41236K 2.pngKofxi shingo j.41236K 3.pngKofxi shingo j.41236K gif.gif 10 13 Hitbox moves with the leg. Same size for all phases (128x64 pixel).
623B/D Kofxi shingo 623K.pngKofxi shingo 623K gif.gif 1* 4 Command Throw. F1-24 in counterhit-state. *=Hartheon says 9F startup.
214P Kofxi shingo 214P 1.pngKofxi shingo 214P 2.pngKofxi shingo 214P.gif - 30 - F1-19 invul. F20-24 only vulnerable at middle of body. F25-30 recovery. C-version moves further than A-version.
2141236A/C Kofxi shingo 2141236P 1.pngKofxi shingo 2141236P.gif 10 4+5+4+1+10 Invul F1-9. F2-5 Guard Point. Image shows first hit only. Massive hit stun, can be used for unblockables with QS (see main article).
236236A/C Kofxi shingo 236236P 1.pngKofxi shingo 236236P 2.pngKofxi shingo 236236P 3.pngKofxi shingo 236236P gif.gif 12/56* 5 Invul F1-3. Invul on the feet F3-60 (or until end of active time). Vertically enlarged hurtbox on head for 1F, 3F before attack hits (likely unintended). Massive hit stun, can be used for unblockables with QS (see main article). *=12 on proximity, 56 otherwise. Hartheon says 11, new data is 12.
236236E Kofxi shingo 236236E 1.pngKofxi shingo 236236E gif.gif 6 2+2+2+3+22 F1-5 invul. F6 airborne. Last hit unblockable. Image shows first hit only.

Special Attributes & Bugs

  • 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.

Combos

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)

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