King of Fighters 98 Shingo Yabuki Players Guide July 7, 1999 by: Patrick Hwang email: ph@ucla.edu Table of Contents 1. Disclaimer 2. About the Guide 3. About Shingo 4. Shingo Stuff 5. Moves/Special Moves/DMs 6. Combos 7. Strategies 8. Conclusion 1. Disclaimer So i take the time out to write this guide. Granted, it may not be the best, but please respect it. Don't take it and make money off of it. You may use it any way you like, but if you wish to copy it, or use information from it, please give me credit. 2. About the Guide This is a Shingo guide, more like a reference. Its the way I play Shingo and consists of some of the stuff that i have discovered from playing him. Most of this guide is composed of my opinions. They are by no means the only way to play Shingo. Please use this as a players reference and not a way to play. Enjoy now. 3. About Shingo Shingo...haha funny. He is the student of Kyo. To make a long story short, Shingo idolizes Kyo and wishes to be just like him. He desires to throw flames and tries extremely hard to learn the techniques, unfortuantely, he cannot. Because he tries so hard, Shingo gets many critical hits. Overall, i believe Shingo has been improved since 97. Small changes and nit picky improvements here and there for Shingo. Um...can't really think of anything else to say about him. I believe he's just an average fighter, not too powerful but not too weak at the same time. Oh yeah, he is one of the few people in the game that gets critical hits! 4. Shingo Stuff Taunt: Shingo pulls out his notepad and scribbles on it. Then he fumbles with it and almost drops it. Haha this one is hella funny. Special Intro: Vs. Kyo: Shingo, happy with his glove, shows if off to Kyo and laughs, Kyo sighs... hahah this one is funny too 5. Moves, Special Moves/DMs Ratings: *: bad, poor, useless. dont use the move too much **: okay move, not too great. use it once in a while to surprise the opponents ***: average move. not too good, not too useful ****: good move. actually a very good move. use it often, but dont get too predictable *****: excellent, great move. abuse as much as you can Basic Moves Standing A: jab. a simple standing jab. hits quick and high. an okay move i suppose *** B: kick. a long ranged kick. very long ranged, good for poking *** C: lunge punch. shingo gives it all he has and leans in for a powerful punch. long recovery time. not recommended ** D: a kick. uh...everyone says its a good air counter...no comment ** CD: shoulder check. good overall move. slow start up, but little recovery time. Shingo steps forward and rams with the shoulder *** Close A: elbow. yay an elbow.. *** B: low kick. A shin kick. quick and very fast but not much range *** C: upper punch. a swining punch upwards to the head area. good move, use in combos, very much like kyo's. **** D: high kick: a weird looking kick. it looks like shingo does a half spin and hits with a high kick. not sure if combos ** Crouching A: jab. a quick jab punch *** B: low kick. a low kick against the ground. has some range *** C: uppercut. Shingo stands up and performs an uppercut. some people say its good, but i rarely use it. ** D: sweep. standard sweep. fair range and speed. *** Jumping A: jump elbow. just a jumping elbow. not too great ** B: jumping knee. surprisingly a very good move, sometimes i use it. *** C: jump punch. punch aimed 45 degrees downward. i believe u can cross up with this. good jump in attack **** D: jumping side kick. seems like a long ranged jump kick, Shingo stretches the leg out. good jump in attack too **** CD: jumping double punch? it looks a little odd. but its an okay move overall. *** Command Moves Foward+B: axe kick. a two hit kick that hits once high and then another low. use in combos. its an overhead *** Special Moves Fireball Unfinished Misery DP+A/C *** Another SF uppercut like move. Does good damage and looks exactly like Kyo's. Well...except that it lacks the flames and autoguard. Dont use the C button, there really is no point in using it. Uh..not really much to say except use it like you would any uppercut move. Wicked Chew Unfinished Misery QCF+A ***** Awesome move. Hmm..lets see it looks the same as Kyo's except it doenst have the flames and autoguard...again. Its a quick move and does good damage AND gives you all those critical hits. Since its fast, its good for tick damage and hard to punish since it seems like Shingo takes a step backwards after perfroming this move. Overall...abuse this move. Poison Gnawfest Unfinished Misery QCF+C ** Well this move also looks like Kyo's...and of course it lacks the flames and autoguard. This was the move to abuse in 97, unfortuantely, it has traded places with the A version. Now this move really really really sucks. It can his twice if close enough. Overall its a really slow move and can be punished if blocked. Dont use this move too much. Shingo Kick HCF+B/D **** SHINGO KICK!!!!!!!!! This is a great move. It looks like Shingo's attempt to do a R.E.D. Kick. Well despite the fact that Shingo was unsuccessful, this move rocks. It has a little start up but this move does huge damage. The B version goes about half screen and if blocked, you will be relatively safe. The D version travels farther but can be punished. Oh yeah, sometimes this move knocks down, sometimes it does not. Im not too clear on this. Anywayz, if it doesnt knock down, then the opponent will be stunned for a small time. Uppercut DP+B/D ***** Heheh uh...i dont really know the official name of this move, but it sounds like Shingo yells, "Uppercut." Anywayz, if you dont knwo what this move is, this is Shingo's "command" throw-like move. Something in the area of Andy's punch dance so you must be close to perform and it is unblockable. Shingo does a three hit move that ends in a shoulder upper, then you get a free move to juggle afterwards. Use this move if you can. Five stars? Cuz its unblockable 3 hit move and you get a freebie hit afterwards. Sweet! Flying Spin Kick B, D, DB+B/D (Reverse Dragon Punch) B version *** D version ** Well this is just an okay move i suppose. Shingo does a single hop kick with B. its an okay move but i havent really found a use for it. The D version does 3 hop kicks. Occasionally, Shingo will fall on his face on the third one, thus making it unblockable?? well im not too sure about that, if its not unblockable then you must block high since it becomes an overhead, one of the other i guess. It hella funny to watch, but otherwise useless. Not useful by itself but good for corner combo finishers Elbow Counter QCB+A/C *** Well, this is Shingo's counter move. Unlike Mary's or Goro's counter, Shingo doesnt just stand there. Instead, Shingo performs a downward elbow. If timing is correct, instead of the elbow, Shingo will block the attack and kicks the opponent across the screen. haha this is funny. If doesn't counter or used as a regular move, Shingo will just perform his elbow. This looks bad for the opponent if he gets hit b/c he gets slammed onto the ground. DM/SDM Burning Shingo QCB,HCF+A/C ** Sad as this sounds, if you want tick damage, this is the DM to use. IMO this is a horrible super. It is very slow and weak in damage. It's visually appealing but otherwise it is really a waste of time and stock to use. In this DM, Shingo just performs a couple of punches, the SDM just performs more. Shoulder Charge QCF,QCF+A/C **** Well this is Shingo's other DM. It does only one tick damage and it is also slow to start up. But this super is better because it can set up the opponent for more hits. If you can connect with this move, you get a free juggle afterwards. The beaty of this move is in the SDM version. THe SDM version gives a guard crush if blocked, thus allowing you a freebie hit afterwards. More explanation later. 6. Comobs Jump C/D, Close C, Wicked Chew Unfinished Misery Jump C/D, Close C, Poison Gnawfest Unfinished Misery Not sure if the above works, i've read about it, but since i never use the C version i cannot confirm Jump C/D, Close C, Fireball Unifinished Misery Low B, Low A, Wicked Chew Unfinished mIsery Jump C/D, Close C, "Uppercut" (DP+B/D), X X means you can perform the following afterwards: 1. Fireball Unfinished Misery 2. Flying Spin Kick B version 3. Flying Spin Kick D version (only if in corner) Jump C/D, Close C, Forward+B, Wicked Chew Unfinished Misery This combo much similar to Kyo's has restrictions, best used if in corner Jump C/D, Close C, Forward+B, Shoulder Charge DM, Flying Spin Kick D version I havnet dont this one, but i saw it done once so im not sure if it is a real combo. One thing tho, this must be in the corner, this combo takes off over half life if performed correctly 7. Strategies Well Shingo is an aggressive character. Im not really going to tell you how to play him then. On the other hand, i will discuss his Shoulder Charge SDM. This is an awesome SDM if you can land it, and even if blocked, it is still good. Though it has a small start up delay, it is fast to come out. Most scrubs and people that dont know this will immediately block and thus you will get your free guard crush. Otherwise, other people will just roll away or jump. Like i said the guard crush occurs and you will be able to get a freebie hit. You can perform any move, Special move, or even his DM's. DMs? at first this sounds like a rip, using 3 stocks just to get one in...hahah maybe it is, but i love to do it, and hey you never know when you need to get that one DM in. THe is the following you can do after a blocked SDM 1. Wicked Chew Unfinihed Misery 2. Poison Gnawfest Unfinished Misery 3. Fireball Unfinished Misery 4. Burning Shingo DM 5. Shoulder Charge DM If the SDM is not blocked well you can get a free hit in 1. Fireball Unfinished Misery 2. Flying Spink Kick D version (inthe corner only) 3. Shoulder Charge DM***** *****Okay let me tell you about this, im not sure if this works or not but it happened to me once. I did the SDM Shoulder Charge on Brian, i expected him to block so i performed the Shoulder Charge again to get it in after the guard crush. Well, Brian didnt block and he got hit by the Shoulder Charge SDM, BUT at the same time my DM version also came out, so instead of flying up, Brian got hit by the DM AGAIN!!!! So i guess what happened is that Brian got his by the SDM and before he flew up the DM hit him again. Now i dont know if this is possible or if you had to be lightening fast or something. But i did it and saw it with my own eyes so im listing this here. 8. Conclusion Well that is all, email me with comments, questions, etc etc Patrick Hwang Copyright 1999