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    Shingo Combo by m00nrun

    Updated: 12/21/97 | Printable Version | Search This Guide

    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 
           combo
    (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:
    
    (C)
    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
    
    (C)
    Jump C/D, dn + B, dn + A, then either ***
    jumping heavy punch or kick, crouching light kick, light punch combo-ed into 
    either;
    i)QCF + C
    ii)HCB + B/D
    
    (DM)
    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
    
    (DM)(C)(HD)
    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 +
    D.
    
    Shingo's "POWER CANCEL"
    in MAXED, after QCF x 2 + P, can be cancelled into anything once Shingo's 
    animation touches the opponent
    
    (C)(DM)(HD)(TOD)
    Shingo 100% combo(Advance only):
    Condition:
    - 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
    
    
    
    Credits:
    
    KoF Mailing List (kof-ml@umich.edu)
    - for several interesting info
    - some combos also
    
    Kao Megura (kmegura@yahoo.com ) 
    - some move names are taken from his kof97faq.txt
    
    Darklancer (lancer@pacific.net.sg)
    - also some move names from him
    
    Darren (darren03@mbox3.singnet.com.sg)
    - 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 ( nghouse@hkstar.com)
    - for giving me the idea of the COMBO PAGE
    
    Hashakku Iori ( iori@chez.com )
    - for being an internet pal and a fellow KoF fanatic.
    - helped with several html and graphic stuff.
    
    Sephiroth( sephiroth@pacific.net.sg )
    - 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
    
    
    Done by
    mdEarth(mOOnrun)
    mdEarth@earthcorp.com
    
    http://www.hypermart.net/mdearth
    21/12/1997