Shingo by K

Version: 3.10 | Updated: 03/10/00 | Printable Version

        The King Of Fighters '99: "The Millenium Battle"
                          A Shingo FAQ
                          -v3.10 by K-

Latest Updates

v3.10 - 10/03/00 - Some updates in the quotes section. This FAQ will no
                   longer be updated. Wait for the KOF 2000 Shingo FAQ
                   by me.


1. Introduction
  1.1 Biography
  1.2 Changes from '98

2. Moves
  2.1 Legend
  2.2 Game System
  2.3 Normals
  2.4 Command attacks & throws
  2.5 Special Moves
  2.6 Desperation Moves

3. Gameplay
  3.1 Combos
     3.1.1 Chain Combos
     3.1.2 Standard Combos
     3.1.3 Counter Mode Combos
     3.1.4 Slide Attack Combos
     3.1.5 Striker Combos
  3.2 Strategy

4. Acknowledgements
  4.1 Version History
  4.2 About the author
  4.3 Credits
  4.4 KOF Sites
  4.5 Copyright & disclaimer

Best viewed with Wordpad 640x480.
Don't use Notepad. It sucks.

1. Introduction

1.1 Biography

Shingo Yabuki--------------------"The True Boy of the Blowing Arrow"-

Place of Birth : Japan
Fighting Style : self-taught Kusanagi-ryuu Kobujutsu
Age            : 19
Date of Birth  : 8th April 1980
Blood Type     : O
Height         : 1.79 m
Weight         : 69 kg
Fav. Sport     : Swimming and Water Polo
Hobby          : Exploration / fan of 'Lizard Man'
Favourite Food : Frozen Noodles and Sardines
Important Thing: Life, Girlfriend, Student Notebook and Gloves
                 given to him by Kyo Kusanagi
Hated Thing    : Milk

Shingo readjusts his precious glove. As he is doing this, he says:
"Naguutaneanta oyanimo naguraretakotonainoni!"
(Translation: "You hit me! My parents never hit me!")

Round Opening:

1) Shingo jumps out in a tracksuit and does some leg stretches saying
   "Ichi ni san shi, Shingo, ichi matte ikimasu!". Then he removes
   the tracksuit and gets ready to fight.
   (Translation: "1, 2, 3, 4, Shingo, first up, here I come!")

2) Shingo brings a hand to his chest, closes his eyes, and takes a
   deep breath. He then covers his mouth with his fist, and mutters:
   "Kotoshiwa edit jyanaize Shingo!" This opening only happens if
   Shingo isn't the first person.

Shingo vs Kasumi:
Shingo stands there reading his notebook and checking through his
moves, probably saying "Fukushu fukushu?" while Kasumi is angry
because she wants him to be serious about the match and so taunts him
by saying, "Techounanka miruna! (Don't look at your diary!)". At that
point, Shingo loses the book and almost falls down trying to catch it.
You notice that Shingo is actually doing his '98 taunt.

Shingo vs Kyo:
Shingo is suprised to see his sempai after so long. The last thing
Kyo had said to Shingo was to get some Yakisoba bread for him. So
Shingo hides behind his arms and yells: "KuuuuuuusaNAGI-SAN!". Will
Kyo be suprised to see how Shingo has grown? Will he be impressed to
see how Shingo got this far? Kyo shows no emotions at all and just
goes through his normal opening where he burns his headband.

Round Ending:

A) Shingo takes out his notebook and pen, saying "Eeto...memo, memo!
   Ok!" and writes something inside. Then he closes the notebook and
   grins at the screen.
   (Translation: "This guy....note note!....Ok!")

B) Shingo stands with arms and legs outstretched saying, "Yoshi!!!"
   The he turns around and looks triumphantly at his fist, saying:
   "Yarimashita yo, Kusanagi-san!"
   (Translation: "Alright! I did it, Mr. Kusanagi!")

C) Shingo faces the screen, steps forward with both hands out in
   victory and grinning broadly. He then looks up towards the sky
   with his fist on his chest saying, "Ore no, kachi da!"
  (Translation: "This is my victory!")

D) Round ending is selected at random from the above three.


"I just get tougher! Kyo, I'm coming for you!"

In a way, this is true, because Shingo did get a little tougher this
year with his new moves. Plus his CM combos realy hurt too. I hope he
gets better in KOF 2000.

Costume Colours:
A - Marine Blue (Original flavour)
B - Olive Brown (Imitation brand ^_^)


"Yacchatte Kudasai!"

Shingo runs out and hits the opponent. After that he falls down and
holds the opponent. Very funny to see! Can be blocked. The opponent
is open to ANY attack when held. 2 hits total. This is the best way
to combo in K's Chain Driver. :)

1.2 Changes from '98

It seems that Shingo has changed quite a bit from '98. For better or
for worse? Well I don't know. The most obvious change is that he has
lost his numerous Critical Hits which was his trademark. He has lost
his elbow counter but has gained a new move that imitates Kyo's Moon
Koto Positive. Actually, I feel it looks more like Iori's Aoi Hana.
Also, he finally goes up into the air when he does his Twilight Wheel
and still has that falling drop after that.

2. Moves

2.1 Legend

I am assuming that you are an intermediate/expert player.
If you are a beginner, see Triste or Gunsmith's FAQ for details.

A = light punch
B = light kick
C = heavy punch
D = heavy kick

d   = down joystick direction
u   = up joystick motion
b   = hold joystick in blocking direction
f   = joystick forward motion
qcb = quarter circle back joystick motion (d,db,b)
qcf = quarter circle forward joystick motion (d,df,f)
hcb = half circle back joystick motion (f,df,d,db,b)
hcf = half circle forward joystick motion (b,db,d,df,f)
dp  = uppercut joystick motion (f,d,df)
rdp = reverse uppercut joystick motion (b,d,db)
j   = jump
s   = stand
cx  = crossup jump
HC  = hit chain combo
~   = means 'to' for example A~D means A to D
(c) = corner
(X) = cancel after X hit.
(CM)= Counter Mode
(AM)= Armor Mode

Special = generally speaking, a fighting move that takes energy off
          opponent even if blocked and requires a input on the
          joystick and button.

DM = Desperation Move. The last ditch, a last resort move. Also done
     to demoralise the opponent and wow the crowd. 1 POW stock is

SDM = Super Desperation Move. Same as a DM but is more cool to see.
      Must have a flashing red life bar and 1 POW stock to do.

2.2 Game System

(done as facing right)
Forward Run          : F,f
Back Dash            : B,b
Small Jump           : B-u or U or U-f instantly
Middle Jump          : When running : B-u or U or U-f
                       From standing: B-d + B-u or U or U-f
Big Jump             : Hold B-u or U or U-f
Guard Cancel         : when blocking AB or f/b AB(needs 1 stock)
Heavy Attack         : CD
Guard Cancel Blow off: when blocking CD(need 1 stock)
Guard Crush          : If you block too many hits, your guard is
Safe Landing         : AB when about to land
Mid-Air block        : B-u or B or B-d when performing up/back jump
Slide Dodge (+Attack): forward/backward + AB (+A~D)
Striker System       : BC
Counter Mode Activate: ABC(need 3 stocks)
Armor Mode Activate  : BCD(need 3 stocks)

2.3 Normal Moves

All hit for 1.

Stand A (**)
A jab. Fast but has short reach. No real use. Comboable, but not much

Stand B (***)
A mid kick. Okay range. Good for poking but tends to have a slight
lag at the end on recovery. Fun to annoy the opponent with.

Stand C (*)
A downward swinging punch. Bad, very bad. It doesn't combo and is a
very lame move that should never be done. Another problem is that if
you tried to do close C but missed, this comes out.

Stand D (***)
A roundhouse kick. Has quite some anti-air potential. Comboable and
OK for poking or punishing missed aerial moves. Acceptable recovery.
The range is slightly shorter than that of the standing B.

Close A (**)
A strike with the elbow and can be linked into combos. Has incredibly
short range. Therefore not advisable.

Close B (**)
A lower version of the Stand B. Hits the shins. Can be linked. Also
has incredibly short range.

Close C (***1/2)
A fist in the face and the main combo link. Very useful if only for
the comboability. I refer to this in the combo list as s C. Don't
confuse this with the Standing C. You can also start a DM after this

Close D (**)
Looks like Shingo is doing a high roundhouse in a really awkward way.
Almost useless move with punishable recovery. But can be linked into
other moves.

Low A (***)
A fast jab like the Standing A with equally short range. Only dp + P
and hcb + K can combo after it. I gave it 3 stars because it can
combo after a low B.

Low B (****)
Fast jab with his leg and good recovery. Mainly used to stop sliders
and slammers who come too close. Good for poking. Hits low.

Low C (***1/2)
A sort of crouching uppercut with good anti-air defense. But since it
hits rather vertically, the opponent has to be fairly close to be hit.

Low D (***1/2)
Standard sweep. Good reach and knocks the opponent down so combos
can't be started from this. Recovery is acceptable. If it is blocked
you can try continuing with a qcf + A. Won't connect but at least you
did some tick damage. It's quite safe too. Hits low.

Jumping A (*)
Attacks with a jumping elbow. Never really used this. Pointless.
Unless it's part of a combo. Which is unlikely to happen.

Jumping B (***)
Attacks with a jumping knee. Can crossup. Use this rather than the
jumping D if you are close to your opponent or in the corner.

Jumping C (***)
Attacks with a downward punch. Mostly likely to trade hits. Never
really used this either. If you are hopping, use this instead of
a jumping D.

Jumping D (****)
This move is one of Shingo's best normal move. It's sort of like a
jumping reverse heel kick. It has good priority and range. The usual
combo starter. Do you notice that his animations of his jumping up D
and his jumping forward D are different?

Standing CD (*)
A shoulder push-off. Slow to start with slow recovery. Don't bother
about even using it. You are more likely to punished if blocked. And
it will be most likely blocked.

Jumping CD (***)
Shingo jumps and does a downward punch. Looks almost like his jumping
C except with a little more range. It will do 2 hits on a counter. By
the way, it's the only jumping CD to do 2 hits. Can interchange with
his jumping C.

2.4 Command Moves and Throws

Forged Iron: (close) b/f + C
(**)  1 hit
Shingo grabs the opponent to him, then does a close shoulder or elbow
ram. Can be guard cancelled. Same as Kyo's and pretty useless too.

[Issetsu Seoi Nage Fukanzen]
Incomplete Single Arm Shoulder Throw: (close) b/f + D
(***)  1 hit
Shingo grabs the opponent and throws him over his shoulder like Kyo
minus the follow-up. Cannot be guard cancelled. A good trick would
be to slide back, hop forward and slam the opponent. Positioning is
the key factor here. Although I've done it many time by accident. :)

[Ge Shiki: Goufu Kakkodake]
Foreign Style: Thunder Axe "Only In Looks": f + B
(***)  2 hits
The first hit has good priority as air defense and acts as a knock
down hit, meaning the opponent can't recover if hit in the air by the
first hit. It can cancel into certain special moves such as hcb + K
or qcf + C. Also, f + B can cancel into a (S)DM after the first hit
if it was cancelled into from a close C or D.

2.5 Special Moves

[Hyaku Juu Yon Shiki: Aragami Mikansei]
Style No. 114: Incomplete Wild Bite: qcf + A
(***1/2)  1 hit
Quote: "Body ga amai ze!"
Translation: "Your body is weak!"

A very fast right hook with excellent recovery but little damage and
short range. Shingo swings forward to hit the opponent then quickly
returns to his original postion. You will almost always be safe after
doing this move and should be able to block any retaliation. This
move is able to stuff any other move if timed correctly or if he
missed you. Most of the time, you blocked the opponent's move or
combo, you can hit him back with this move due to it's speed. Sadly,
d B, d A, qcf + A doesn't work anymore. Of course it still can be
done if you want some tick damage. This move can be cancelled in CM.

[Hyaku Juu Go Shiki: Dokugami Mikansei]
Style No. 115: Incomplete Poison Bite: qcf + C
(**)  1~2 hits
Quote: "Kurae!"
Translation: "Eat this!"

A reverse Wild Bite, this move will randomly do 2 hits if done from
close range. Slow to come out and equally slow recovery. It knocks
the opponent down after landing a successful hit so you can't combo
after it. Don't use it unless it's part of a combo or as a follow-up.
Because of the slow recovery, you will probably be command thrown. It
can hit people half a screen away. The most likely combo that this
move can be used in is j D, s C, qcf + C. But you have much better
options than this. This move can be cancelled in CM.

[Hyaku Shiki: Oniyaki Mikansei]
Style No. 100: Incomplete Demon Scorcher: dp + A/C
(***)  1 hit
Quote: "Oriya!"
Translation: ???

Same as Kyo's move but without the flames and autoguard. Basically an
anti-air move. Don't use it unless the opponent is already in the air
or it is part of a combo like the simple d B, d A, dp + A. Try to use
it early, rather than late. It does 2 hits on a counter. Don't ever
use the C version either. Not even in any combo. This move can be
cancelled in CM.

[Hyaku Ichi Shiki: Oboro Guruma Mikansei]
Style No 101: Incomplete Twilight Wheel: rdp + B/D
(****)  Light 1 hit / Strong 2~3 hits
Quote: "Oka!" (He says this if he falls down.)
Translation: ???

An imitation of Kyo's Oburo Guruma, this move finally does flies up
into the air as an anti-air move. The B version does only one kick
while the D version does two kicks. If the D version is done, Shingo
will randomly fall down. However, falling hit will only hit if the
opponent is in the corner. Note that the falling hit can also hit an
opponent on the ground. And although it is no longer an overhead, the
opponent blocking it will suffer a stun period in which Shingo just
drops flat onto the floor then gets up. During this time, Shingo is
rather safe and you won't have to worry much about retaliation.

[Ni Hyaku Juu Ni Shiki: Kototsuki You Mikansei]
Style No. 202: Incomplete Moon Harp Positive : hcb + B/D
(***1/2)  2 hits
Quote: ???
Translation: ???

Shingo's cool imitation of Kyo's Moon Harp Positive. In this new
move, Shingo runs towards the opponent and hits him into the air with
his fist, then whacks him down with Kyo's jumping down C. The second
hit is an overhead and must be blocked high. As the recovery on this
move is quite bad, don't do unless you're sure it will connect. Most
easily comboed off a f + B. The B version goes 3/4 of the screen and
the D version goes full screen. This move can cancelled in CM after
the first hit.

[Shingo Kick]
Shingo Kick: hcf + B/D
(***)  1 hit
Quote: "Shiiiinnggooo Kicccck!"
Translation: "Shiiiinnggooo Kicccck!"

In this move, Shingo attempts to do Kyo's R.E.D Kick. Basically a
high-angled flying roundhouse that goes horizontally rather than
vertically, this move is OK in terms of speed to come out. As in that
the wind-up is slow but the execution is fast. The B version flys
about 1/2 of the screen with acceptable recovery while the D version
goes about 3/4 across and can be punished if blocked. This move does
huge damage if it connects, especially if it's a counter. Also, the
Shingo Kick sometimes hits as an overhead at random. The overhead
comes more often when done from a distance but it's still very rare.

[Shingo Kinsei Ore Shiki: Katogi]
Shingo's Humble Self-Made Style: Studying the Pattern on the Sword
Blade: (close) dp + B/D
(*****)  3 hits
Quote: "Et, at, dokkan! Oriya!"
Translation: ???

Another excellent Shingo original command throw which is unblockable.
It's cool to see too! Shingo whacks his elbow up, follows with a
upwards shoulder ram and finishes off with a reverse elbow strike.
Sad thing is that this move only combos off a close standing C or D.
But no matter, this is still a great move. It has great juggling
possibilities at the end as Shingo reaches the ground first. But keep
in mind that this move may sometimes miss and that will leave you
very vulnerable. And I also think it has the record for longest move
name! This move can be cancelled in CM after the first or second hit.

2.6 Desperation Moves

[Ge Shiki: Kake Hourin]
Foreign Style: Phosphorous Driving Phoenix: qcfx2 + A/C
(****)  DM/SDM 1 hit
Quote: "Totsugeki~! Oriya!"
Translation: ???

In this move, Shingo runs forward and does a massive shoulder ram
when he connects with the opponent, assuming the opponent doesn't
slide past, jump over or block it. This is the more commonly used DM
as it provides a freebie hit if it connects, but if it doesn't, you
will still be able to recover in time to defend yourself because it
will cause a guard crush. However, you can no longer cancel it into
other moves due to the recovery lag. If you press A or C during the
time that Shingo is running, he will hit earlier. Not really of any
use though.

[Burning Shingo]
Burning Shingo: qcb.hcf + A/C
(**)  DM 4 hits / SDM 7 hits
Quote: "Bakkin! Moerou Shingo! Oriya!"
Translation: "Burn him, Shingo!"

This is a lousy but impressive move. First Shingo throws an Aragami,
then a close C, followed by a standing C and finishes off with a mean
shoulder ram. The SDM version throws an Aragami, a Dokugami, then a
close C followed by 3 more standing Cs and finally that mean shoulder
ram. Only do it as part of a combo as this move has bad startup lag
as well as a slow recovery. Sometimes, even though the first hit of
the DM connects, the rest of the hits might not connect. But in the
SDM version, all the hits will definitely connect because the second
hit moves Shingo foward. This move also has invincibility at about
the first few frames of the start-up. Last of all, this DM does more
damage than the Phosphorous Driving Phoenix. Around 5~10% more.

3. Gameplay

3.1 Combos

Only the SA combos have not been tested.
Pls email me you have any other combos to add.
Each combo can be started at any point in the chain.
The combos listed here are the more useful ones.
For a complete list of every possible combo, wait for m00nrun's FAQ.
Note: hcf + K is not possible to combo.

3.1.1 Chain Combos

d A/B, d A/B                  (2 hits)
d A/B, s A/B                  (2 hits)
s A/B, d A/B                  (2 hits)
s A/B, s A/B                  (2 hits)
d A/B, d A/B, d A             (3 hits)
d A/B, s A/B, d A             (3 hits)
s A/B, d A/B, d A             (3 hits)
s A/B, s A/B, d A             (3 hits)
d A/B, d A/B, d B             (3 hits)
d A/B, s A/B, d B             (3 hits)
s A/B, d A/B, d B             (3 hits)
s A/B, s A/B, d B             (3 hits)
d A/B, d A/B, s A             (3 hits)
d A/B, s A/B, s A             (3 hits)
s A/B, d A/B, s A             (3 hits)
s A/B, s A/B, s A             (3 hits)
d A/B, d A/B, s B             (3 hits)
d A/B, s A/B, s B             (3 hits)
s A/B, d A/B, s B             (3 hits)
s A/B, s A/B, s B             (3 hits)
d A/B, d B, d A/B, s B        (4 hits)
s A/B, d B, d A/B, s B        (4 hits)
d A/B, d B, s A/B, s B        (4 hits)
s A/B, d B, s A/B, s B        (4 hits)
s C/D, f + B                  (3 hits)
d C, f + B                    (3 hits)
d B, s C, f + B               (4 hits)
j A~D, j B/D                  (2 hits)

3.1.2 Standard Combos

d B, d A, dp + A  (3 hits)
d B, d A, hcb + K (4 hits)
d B, d A, rdp + K (3~5 hits)
d B, f + B, qcf + C (4 hits)
d B, f + B, hcb + D (5 hits)

j C/D, s C, qcf + P (3 hits)
j C/D, s C, dp + P (3 hits)
j C/D, s C, rdp + K (3~5 hits)
j C/D, s C, dp + K (5 hits)
j C/D, s C, hcb + K (4 hits)
j C/D, s C, qcfx2 + P (3 hits)
j C/D, s C, qcb.hcf + P (6 hits)

j C/D, s C, f + B, qcf + C (5 hits)
j C/D, s C, f + B, hcb + D (6 hits)

j C/D, s C, dp + K, qcf + A (6 hits)
j C/D, s C, dp + K, dp + A  (6 hits)
j C/D, s C, dp + K, hcb + B (6 hits)
j C/D, s C, dp + K, rdp + K (6~8 hits)

j C/D, s C, qcfx2 + P, s A/C/D (4 hits)
j C/D, s C, qcfx2 + P, j A~D (4 hits)
j C/D, s C, qcfx2 + P, qcf + A (4 hits)
j C/D, s C, qcfx2 + P, dp + A (4 hits)
j C/D, s C, qcfx2 + P, rdp + K (4~6 hits)

cx B/D, d B, s C, f + B, qcf + C (6 hits)
cx B/D, d B, s C, f + B, hcb + D (7 hits)

3.1.3 Counter Mode Combos
Counter Mode must be activated.
The qcfx2 + P DM can be replaced by the qcb.hcf + P DM.

d B, d A, dp + P, qcfx2 + P, rdp + K (5~7 hits)
j C/D, s C, qcf + P, qcfx2 + P, rdp + K (5~7 hits)
j C/D, s C, dp + K (2), qcfx2 + P, rdp + K (6~8 hits)

3.1.4 Slide Attack Combos
Counter Mode must be activated.
The qcfx2 + P DM can be replaced by the qcb.hcf + P DM.

SA, rdp + K (2~4 hits)
SA, f + B, qcf + C (4 hits)
SA, f + B, hcb + K (5 hits)
SA, dp + P, qcfx2 + P, rdp + K (4~6 hits)
SA, qcf + P, qcfx2 + P, rdp + K (4~6 hits)

3.1.5 Striker Combos

General Striker Combos

Call striker, qcfx2 + P, rdp + D (c)

This is a general combo. All you need is a striker that can hit the
opponent up into the air. You have to time it so that Shingo hits the
opponent as he falls down after the striker hits him up. Strikers
that can be used are: King, Yuri, Clark, Robert, Choi, Mai, Kasumi.

Specific Striker Combos
This is a SDM combo using Ralf as striker.
First, you need to meet the following requirements:

*Flashing lifebar
*1 POW stock
*1 striker stock
*Ralf as striker

1. Call Ralf. When Ralf does his Galatica Phantom, do qcfx2 + P.

2. Ralf will hit the opponent and during the stun, Shingo will hit
   the opponent.

3. Follow-up with rdp + D.

(4~5 hits)

This is a easy combo to do. You just have to time it right. Not very
useful in actual gameplay unless you are lucky and the opponent got
hit by Ralf. You can also use a DM instead of a SDM. But the damage
is less. For the SDM combo, the damage is about 70%.


This is a DM combo using Ralf as striker.
First, you need to meet the following requirements:

*1 POW stock
*1 striker stock
*Ralf as striker
*Counter Mode

1. Call Ralf. Go close to opponent.

2. When the Galatica Phantom hits, do qcf + P and then cancel into
   qcfx2 + P.

3. Follow-up with rdp + D.

(5~6 hits)

Actually, any Counter Mode combo is possible once Ralf's Galactica
Phantom connects. This combo is just an example of one of the many
possibilities. This specific combo does about 50~60% damage. If you
used his most damaging CM combo, Shingo might be able to deal up to
85~90% damage!!!


This is Shingo's 100% combo.
First, you need to meet the following requirements:

*Flashing lifebar
*2 POW stocks
*1 striker stock
*Iori as striker
*Opponent near or at corner
*Opponent jumping

1. Call Iori out when opponent has jumped to the highest point and is
   about to come down.

2. When the fireball just passes Shingo, do qcfx2 + P. Iori's
   fireball should hit the opponent just as he is about to reach
   the ground. Shingo will then hit the opponent.

3. The opponent will fly up into the air and Iori's fireball will
   turn into a purple puddle. Then, the opponent will fall down and
   bounce up because of the puddle. Do qcfx2 + P again just as the
   opponent is about to fall down.

4. Follow-up with rdp + D.

(8~12 hits)

This 100% combo is nearly impossible to do in an actual combat,
especially if you are playing against a human opponent. However, if
you are so lucky as pull it off, the look on your opponent's face
will be worth the number of times you failed to pull it off! For
screenshots of this combo, visit Vincent's KOF Page. To download the
video, go to Gunsmith's page at Wu-tech.

3.2 Strategy

Shingo's main power comes from his combos. Shingo's a combo man and
should be played that way. Use his normal moves for poking, store up
stocks and when the opponent slips up, whack the bugger with a 8 hit
DM combo! Be aggressive; keep on piling the pressure. Remember, the
best defense is a good offense.

Shingo can get annoying if you can use him as a poking character.
Keep using 'safe' poking combos such as the d B, d A, dp + A. If any
of your normal combos are blocked, follow-up with qcf + A. It's safe
and you will get the bonus of some tiny tick damage. Whenever you get
the chance, slip in some of the higher rush hit combos.

Standard poking combos:

d B, s B, s B (only do when very very close to him)
d B, s B, f + B (won't connect but safe)
d B, d A, qcf + A (won't connect, only for building stock)
d B, d A, dp + A (easy to do)
d B, d A, rdp + D (for the damage)
d B, d A, hcb + D (for crouching opponents)
d B, d B, d B (to really get annoying)
d B, d B, d D (not a combo but they sometimes get hit by the d D)
d D (use at a distance or when opponent is running at you)

Shingo's qcf + A is known for it's speed and excellent recovery, so
make use of that fact to zone your opponent. It can also be used to
counter other moves provided you time it right or the other move
missed you. Use it as much as you want. Note that the move pushes
Shingo quite a distance away from the opponent if blocked. Hence the
safe recovery. His qcf + C is a different story. If you do it and it
hits, great. If not, you will probably get command thrown or some
thing like that. This is because if it blocked, you land up right in
front of the opponent's nose. And the recovery time is not very good.

The B version Shingo Kick is quite safe if it misses the opponent.
Use this move to zone on an opponent if you are far away. You can
try sliding back and cancelling into the Shingo Kick. Try not to
use the D version unless you are about half a screen away.

Use the B Twilight Wheel to hit those players who like to jump low.
For high jumps, use the Uppercut to air counter them. Note that
Shingo's Uppercut is slower to come out than Kyo's. Therefore, as I
said before, do the uppercut early rather than late. Of course if
your is good, you can use his D Twilight Wheel instead. But if you
miss, hope that you fall down or it's a killer combo coming your way.

The new move, Incomplete Moon Koto Positive is actually quite lame as
if it doesn't hit the opponent, he can do almost any thing to you.
Sometimes the opponent is caught unaware by this move as it is quite
fast to come out but don't rely on that. But still it's safer only
use it in combos.

Shingo's humble Self-made Style is one of his best moves and should
be done whenever possible. Being an unblockable, you can use it after
a cross-up and follow-up for more damage. And the best part is that
almost any move can be used to follow-up this move. So use it often!
j D, s C, dp + K, rdp + K is the best Shingo combo to use. Lots of
damage plus easy to start. Practise the motions continuously so that
the moment your Jump D connects, this combo comes out. If possible,
perform it in the corner so as to get the extra hit from the Triple

Combos applicable in normal gameplay:

d B, f + B, qcf + C (safe combo to do)
d B, f + B, hcb + D (anywhere-only for standing opponents)
d B, s C, f + B, hcb + D (ground combo-only for crouching opponents)
j D, s C, qcf + A (the only way to get qcf + A to connect in a combo)
j D, s C, f + B, qcf + C (err...for the variation?)
j D, s C, f + B, hcb + D (good to use + decent damage)
j D, s C, dp + K, rdp + D (huge damage + easy to do)
j D, s C, dp + K, dp + A (easier to do)
j D, s C, dp + K, qcf + A (easiest to do)

As for his DMs, well, Shingo's DMs are traditionally lame if done by
themselves, so use them only as part of a combo. Sometimes people get
suckered by the Burning Shingo because the second hit comes out so
slowly. I've seen it happen a lot of times already. The first hit is
always blocked, but when they try to attack back, they end up getting
hit by the other hits. You can also use the invincibility frames of
the Burning Shingo to negate projectiles and 1-hit moves. You must do
the Burning Shingo just as the move or projectile almost touches you.
It's not easy though; I've only done this trick once and failed the
other times.

Also, since the Phosphorous Driving Phoenix can be prematurely ended
(not cancelled) by pressing A or C, use it to your advantage by
stopping Shingo where you think the opponent will be after he tries
to slide past. A bit tricky though. It's all speculation on my part.
I can't really explain it properly so it's best if you try to play
around with it yourself.

On whether to use Counter Mode or Armor Mode, I would suggest that
you play Shingo in Counter Mode. After all, Shingo was meant to be
played aggressively. In Counter Mode, the added damage really hurts
in Shingo's usual combos. Also, dp + K can cancel into a DM. Which
means major pain when both are done in a combo. In fact, Shingo's
most damaging combo can only be done in Counter Mode. The only reason
to use Armor Mode would be to keep on going on so as to land a dp + K
on the opponent. Quite pointless in my opinion. So use Counter Mode!
After all, you would be building up those stocks easily if you play

Best low combo to use:

d B, f + B, hcb + D (most damaging low combo)

Best non-DM combo to use:

j D, s C, dp + D, rdp + D (c) (hits hard)

Best DM combo to use:

j D, s C, qcfx2 + A, rdp + D (c) (for good damage)

Best combo to use:

(CM) j D, s C, dp + D (2), qcfx2 + A, rdp + D (c) (80% damage!!!)

4. Acknowledgements

4.1 Version History

v3.00 - 27/12/99 - Just a lot of tiny touch-ups and corrections like
                   spelling errors and the like. Many minute details
                   edited, corrected and updated.
v2.50 - 12/12/99 - Added 2 striker combos. An enormously huge load
                   of general corrections everywhere. Added more
                   flesh to the FAQ. Gave section 3.1 a new look.
                   Added more info in section 3.2.
v1.50 - 28/11/99 - Corrected some quotes & speech. Added 100% combo.
                   Changed both DM entries. More general corrections.
v1.45 - 23/10/99 - Corrected some combos. Added more KOF sites.
                   Changed a lot of stuff here and there.
v1.34 - 11/09/99 - General corrections + misc. stuff added.
v1.32 - 31/08/99 - Edited some entries. Changed section 3.2.
v1.30 - 22/08/99 - Added new intro and win pose. Also added move
                   quotes, translations and their Japanese names.
v1.20 - 21/08/99 - Rewrote and extended the strategy section and did
                   another general revision. Edited some combos.
v1.00 - 15/08/99 - First draft. Incomplete.

4.2 About the author

Nick: K
ICQ#: 703273

I'm just average so most of the strategies here are not tested. All
the information presented here is purely based on my opinion too.
I'm a Singapore Polytechnic student in Singapore and am writing this
FAQ because I'm bored and I like Shingo. Shingo is sooooo underused
here and hopefully this FAQ will promote him among KOF players around
the world.

The latest version of this FAQ can be found at:

4.3 Credits

SNK Corp. (
- for releasing KOF '99. Get KOF 2000 out fast!

Kao Megura (
- Move names and character bio from his KOF '99 FAQ.

ChaRle5 (
- KOF '99 new moves for Shingo from his KOF '99 FAQ.

m00nrun (
- 95% of the combos here are from him. Thx man!

- for some misc Shingo combos.

Matt Hall (
- Move details, intro and win poses, and move quotes and translations
  from his Shingo '97 FAQ.

Gunsmith (
- pre-fight intros, quotes and combos.

Mjl (
- helping me to test out the CM combos.

Triste (
- quotes taken from his FAQ + some misc. stuff.

Hiyou (
- for the 100% combo details.

4.4 KOF Sites

Madman's Cafe




House of Shingo

The Magic Box


Vincent's KOF 99 Page

Wu-Tech Corp

Zyzyfer's Odds & Ends

Bloodhound's KOF Arena

4.5 Copyright & disclaimer

Copyright 1999 by K (alkanphel/aziraphale)

Please direct all comments, ideas, info, errata and contributions to
me at Hope you enjoyed this Shingo FAQ. The
information provided in this non-profit FAQ is for free. If you wish
to use the info in this FAQ for a non-commercial publication or post
it up on a website please notify me first and give credit where it is
due. And if there is anyone whom I have forgotten to give credit to,
please email me and tell me. Thanks.

[SNK, The King of Fighters '99, Shingo Yabuki, and other related
things are all trademarks of their respective copyrights.]