Shingo Combo by m00nrun

Updated: 12/21/97 | Printable Version

King of Fighters 97
Shingo Yabuki
Combo FAQ
Last updated on 21/12/1997

Warning: This FAQ is copyright 1997-98 by mdEarth ISLE(mOOnrun COMBO PAGE).
All information in this FAQ should not by any means be used as a source of
profit. Non-commercial products may use the information in this FAQ  for
"FREE" but provided that credit is given to the author where credit is due.
But please inform me first before doing so.

General Combo notations:

A = light punch        B = light kick
C = heavy punch        D = heavy kick
dn/dwn = down joysatick direction
up = up joystick motion
bk = hold joystick in blocking direction
fw = joystick forward motion
s = store for few seconds
QCB = quarter cirlce back joystick motion
QCF = quarter circle forward joystick motion
HCB = half circle back joystick motion
HCF = half circle forward joystick motion
DP = uppercut joystick motion
RDP = reverse uppercut joystick motion
(C) - corner combos, combos that only work in the corner.
(DM) - DM combos, combos that involve super moves or desperation moves.		
(HD) - High damage combos, each combo can do more then 3/4 life damage.
(XX) - Difficult to do combos.
(INF)- infinite combos, combos that can be repeated and result in a continued 
(MAX)- must be maxed out or POWered up for this combo to work
(MID)- opponent must be mid-air for this to work
***- refer to explanations

Chain combo notations:

* = chain combos that won't connect with the command attack
    but can still be done.
I.E when Benimaru does dn B, then fw + B, the down B won't be considered a 
    combo with the fw + B
** = combos that can be done only when opponent blocks

Shingo Yabuki

Chain Combos:
Command attack:
Fw + B

Chain combos:
Dn + B x 2, dn + A
Stand/crouch C, fw + B(tall/big characters)
*dn + B x 2, dn + A, fw + B
**dn + D, fw + B

General Combos:

Jump C/D, Stand C/D, then either ***
jumping heavy punch or kick, standing heavy punch or kick combo-ed into either;
i)QCF + A
ii)QCF + C
iii)DP + A/C
iv)HCB + B/D
v)HCF + B

Jump C/D, dn + B, dn + A, then either ***
jumping heavy punch or kick, crouching light kick, light punch combo-ed into 
i)QCF + C
ii)HCB + B/D

Jump C/D, Stand C/D, QCB, QCF + A/C
jumping heavy punch or kick, standing heavy punch or kick combo-ed into 
"Outside Style: Phosphorous Driving Phoenix", qcb, hcf + A/C

Jump C/D, Stand C/D, QCF x 2 + A/C, Jump/Stand D, DP + A/C, HCB + D
jumping heavy punch or kick, standing heavy punch or kick combo-ed into 
"Burning Shingo", qcf x 2 + A/C then standing/jumping D, uppercut + P or hcb +

in MAXED, after QCF x 2 + P, can be cancelled into anything once Shingo's 
animation touches the opponent

Shingo 100% combo(Advance only):
- 3 stocks of SUPER (2 stocks after POW)
- activate POW meter(press ABC)

Jump C/D, stand C/D, QCF x 2 + P, QCF x 2 + P
jumping heavy punch or kick, standing heavy punch or kick combo-ed into MAXed 
"Burning Shingo", qcf x 2 + P, combo-ed again into "Burning Singo", qcf x 
2 + P

Note:the timing for the second qcf x 2 + P is the same as Standing C into QCF 
x 2 + P


KoF Mailing List (
- for several interesting info
- some combos also

Kao Megura ( ) 
- some move names are taken from his kof97faq.txt

Darklancer (
- also some move names from him

Darren (
- for several good combos
- the infinite combos for Kyo Kusanagi and Terry Bogard of course

Rafee ( no e-mail)
- for lotsa other combo info and tactic tips

Charles (
- for giving me the idea of the COMBO PAGE

Hashakku Iori ( )
- for being an internet pal and a fellow KoF fanatic.
- helped with several html and graphic stuff.

Sephiroth( )
- for borrowing me the KoF'97 Cartridge and other stuff.

SNK(c) Japan, SNK(c) America 
- for making KoF'97, the greatest series of fighting games this era

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