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Overview[]

Hey, Shingo! You're up!

Shingo Fumble

First and foremost, Shingo is a Lethal Joke Character - he might not seem particularly good at first, but once given enough time and practice, he's actually a very effective Rushdown Character in his own right.

Shingo97

Notably, Shingo's moveset is a composite of Kyo's original KOF '94-95 moveset and his post-96 moveset, having access to his Aragami/Dokugami hooks (albeit without the follow-ups) as well as both a variation of his R.E.D. Kick (normally RZ Input+Neo Geo B Button/Neo Geo D Button for Kyo, it's HCF Input+Neo Geo B Button/Neo Geo D Button for Shingo) and Oboro Guruma, as Kyo typically has one or the other. Unlike his idol, however, Shingo also has some unique moves of his own, such as the Nie Togi, a command grab that launches the opponent upwards for a juggle combo, and the Kake Hourin, an incredibly powerful shoulder tackle that, in some games, can cause a Guard Crush and allow Shingo to continue his pressure game.

Shingo Critical Hit KOF '98

Shingo landing a Critical Hit on Mai in The King of Fighters '98. This is not a joke.

One of his unique characteristics in KOF '97 and KOF '98 (as well as it's remake, KOF '98 UM), is the ability to land Critical Hits on both his Command and Special Moves, adding extra damage to his attacks and combos. This feature also adds a frozen impact effect on the opponent, leaving him open to follow-ups and allowing for expanded combos that otherwise would be impossible to land. This mechanic was removed starting with KOF '99 onwards. However, this characteristic would eventually return in KOF XV.

Shingo 2k3

KOF 2003 also added the ability for Shingo to perform his Shingo Kick in the air, giving him a rather effective air-to-air/approach tool. On top of that, his air Neo Geo C Button+Neo Geo D Button, like most characters, grants Shingo excellent pressure and approach; though his is notable for the particular angle that makes it somewhat difficult to react to and its very quick start-up.

Finally, well... Shingo is still a joke character - he can be used to throw the opponent off their game and/or humiliate them with some of his goofier moves (e.g., his God's Duster from 2002) or flat-out annoy the opponent with a well-placed SHIIIINGO KIIICKU!!! (which is unironically one of his better moves, by the way.) Because of this, he can make for a decent point or mid character since he's not too dependent on meter to get the job done in most cases.

Overall, if you're interested in a light-hearted and fun personified character that has a competently inoffensive Rushdown game, you can't go wrong with Shingo.

The King of Fighters series[]

Name
Command Input
Description
Appears In
Throws
Shingo Hatsugane XV

Hatsugane

Close OnlyBack Input or Forward Input + Neo Geo C Button
Shingo grabs the opponent and smashes them away with an elbow strike.
All appearances
Issetsu Seoi Nage Fukanzen XV

Issetsu Seoi Nage Fukanzen

Close OnlyBack Input or Forward Input + Neo Geo D Button
Shingo performs a shoulder throw on the opponent with one hand.
KOF 97-KOF 2003
Command Move
Ge-Shiki Goufu Kakkodake XV

Ge-Shiki Goufu Kakkodake

Forward Input + Neo Geo B Button
Shingo performs an axe kick on the opponent, which somewhat resembles Kyo's prior versions of Goufu You before the NESTS saga games.
All appearances
Unique Mechanic
Critical Hit
Any Special Move or Super Special Move
Shingo has a chance to land a Critical Hit, which not only increases their damage output significantly but also comes with entirely different properties as well.
KOF '97 - '98, KOF XV
Special Moves
Aragami Mikansei XV

114 Shiki Aragami Mikansei

QCF Input + Neo Geo A Button
Shingo delivers a right hook, just like Kyo, albeit flameless.
All appearances
Dokugami Mikansei XV

115 Shiki Dokugami Mikansei; Hook

Dokugami Mikansei (Feint) XV

Feint

QCF Input + Neo Geo C Button (EX OK OK)
Shingo delivers a left hook. In KOF XV, the hook can be feinted with Neo Geo A ButtonNeo Geo B Button before the attack connects.
All appearances
Oniyaki Mikansei XV

100 Shiki Oniyaki Mikansei

Z Input + Neo Geo A Button or Neo Geo C Button (EX OK OK)
Shingo performs an upwards uppercut. This is essentially a flameless version of the Oniyaki, specifically Kyo's.
All appearances
Oboroguruma Mikansei XV B Version

101 Shiki Oboroguruma Mikansei; Neo Geo B Button ver.

Oboroguruma Mikansei XV D Version

Neo Geo D Button/EX OK ver.

QCB Input + Neo Geo B Button or Neo Geo D Button (KOF '97-KOF '98)
Shingo performs an upwards kick. The Neo Geo B Button has Shingo perform one kick while the Neo Geo D Button has him perform three rolling kicks in the air. On some occasions, Shingo will fall head first, inadvertently adding a fourth hit due to the fall having a hitbox.
KOF 97-KOF XI, KOF XV
RZ Input + Neo Geo B Button or Neo Geo D Button (KOF '99 - KOF XI)
Back InputQCB Input + Neo Geo B Button or Neo Geo D Button (EX OK OK; KOF XV)
Shingo Kick XV

Shingo Kick

HCF Input + Neo Geo B Button or Neo Geo D Button (EX OK OK)
Shingo flies in with a tumbling slam kick through the air, like Kyo's R.E.D. Kick, albeit with less form and a lower arc as he stumbles.
All appearances
In Air OnlyQCF Input + Neo Geo B Button or Neo Geo D Button (EX OK OK) [KOF 2003 onwards]
Shingo Kinsei Ore Shiki Nie Togi XV

Shingo Kinsei Ore Shiki: Nie Togi

Close OnlyZ Input + Neo Geo B Button or Neo Geo D Button [KOF '98-KOF XI]
Shingo performs two elbow uppercut swings on the opponent and launches them upwards with his back.
KOF '98-onwards
Close OnlyHCBF Input + Neo Geo B Button or Neo Geo D Button (EX OK OK) [KOF XV]
Shingo-elbow

Shingo Kinsei Ore Shiki: Gecchuu

QCB Input+Neo Geo A Button or Neo Geo C Button
Shingo smashes the opponent with his elbow. If timed against an attack, Shingo will retaliate with a very clumsy side kick that knocks the opponent away.
KOF 98, KOF 2001-2002
Kototsuki Mikansei XV

212 Shiki: Kototsuki Mikansei

HCB Input + Neo Geo B Button or Neo Geo D Button [Most appearances]
Shingo runs towards the opponent then delivers a crouching upper blow and an overhead smash in one smooth motion.
KOF 99-onwards
HCB Input + Neo Geo D Button (EX OK OK) [KOF XV]
Idou Yoke
QCB Input + Neo Geo A Button or Neo Geo C Button
Shingo performs an evasive roll.
KOF 2003-XI
Shingo Naraku Otoshi XV

Shingo Kinsei Ore Shiki: Naraku Otoshi

HCB Input + Neo Geo B Button
Shingo leaps forward and performs a downward two-handed hammer punch.
KOF XV
Shingo Kinsei Ore Shiki Mizukiri

Shingo Kinsei Ore Shiki: Mizukiri

QCB Input + Neo Geo A Button or Neo Geo C Button (EX OK OK)
Shingo performs a low sweep with his hand.
KOF XV
Super Special Moves
Shingo-2k3-super2

Ge-Shiki: Kake Hourin

2QCF Input + Neo Geo A Button or Neo Geo C Button (MAX OK OK)
Shingo charges at the opponent with an enhanced version of the Kusanagi-style's Blow Back attack animation, which is a notably powerful shoulder tackle that can even guard crush instantly. If performed far away from the opponent, Shingo will automatically run towards them.
KOF 97-XI
Burning Shingo XV

Burning SHINGO

QCBHCF Input + Neo Geo A Button or Neo Geo C Button (MAX OK OK)
Shingo unleashes a series of blows on his opponent, ending in a Hatsugane. Stronger versions have him repeat his far standing Neo Geo C Button animation before the finisher. Later versions instead have him perform 2 Dokugami and Aragami in a row for 4 total blows instead.
All appearances
Shingo Kinsei Ore Shiki Orochi Zuki XV

Shingo Kinsei Ore Shiki: Orochi Zuki

2QCF Input + Neo Geo A Button or Neo Geo C Button (Hold OK OK, MAX OK OK)
Shingo charges up and delivers a powerful backhanded strike at the opponent.
KOF XV
MAX2
Shingo Kinsei Ore Mu Shiki
QCBHCF Input + Neo Geo A ButtonNeo Geo C Button
Shingo's own take on the Mu Shiki, where he performs back-and-forth Dokugami and Aragami punches finishing into continuous Nie Togis and a midair incomplete Oniyaki.
KOF 2002, Neowave, 2002 UM
Shingo Kinsei Ore Shiki Kamukura

Shingo Kinsei Ore Shiki: Kamukura

2HCB Input + Neo Geo A ButtonNeo Geo C Button
Shingo delivers the ultimate in techniques a series of blows ending in an Aragami but...forgets what he was doing midway through and scrambles through his notebook while the opponent is stunned in place, and then has a revelation and finishes them off with a Nie Togi into a midair incomplete Oniyaki.
KOF 2002 UM
Leader Super Special Move
Shingo Kinsei Oreshiki Rouka Guruma 2003

Shingo Kinsei Ore Shiki: Rouka Guruma

2QCF Input + Neo Geo B ButtonNeo Geo D Button [KOF 2003]
Shingo performs an enhanced Oboro Guruma high into the sky, and clumsily falls down to the floor, head-first.
KOF 2003-XI
2QCF Input + KOFXI BO Button [KOF XI]
Climax Super Special Move
Climax Shingo XV

Climax Shingo

QCBHCF Input + Neo Geo C ButtonNeo Geo D Button
Shingo lunges at the opponent with a left hook, then performs three uppercuts, sending the opponent flying. He then leaps into the sky to deliver a powerful headbutt onto their back.
KOF XV
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