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.
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 +/ for Kyo, it's +/ 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.
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.
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 +, 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
or +
Shingo grabs the opponent and smashes them away with an elbow strike.
All appearances
or +
Shingo performs a shoulder throw on the opponent with one hand.
KOF 97-KOF 2003
Command Move
+
Shingo performs an axe kick on the opponent, which somewhat resembles Kyo's prior versions of Goufu You before the NESTS saga games.
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
+
Shingo delivers a right hook, just like Kyo, albeit flameless.
All appearances
+ ( OK)
Shingo delivers a left hook. In KOF XV, the hook can be feinted with before the attack connects.
All appearances
+ or ( OK)
Shingo performs an upwards uppercut. This is essentially a flameless version of the Oniyaki, specifically Kyo's.
All appearances
+ or (KOF '97-KOF '98)
Shingo performs an upwards kick. The has Shingo perform one kick while the 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
+ or (KOF '99 - KOF XI)
+ or ( OK; KOF XV)
+ or ( 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
+ or ( OK) [KOF 2003 onwards]
+ or [KOF '98-KOF XI]
Shingo performs two elbow uppercut swings on the opponent and launches them upwards with his back.
KOF '98-onwards
+ or ( OK) [KOF XV]
+ or
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
+ or [Most appearances]
Shingo runs towards the opponent then delivers a crouching upper blow and an overhead smash in one smooth motion.
Shingo leaps forward and performs a downward two-handed hammer punch.
KOF XV
+ or ( OK)
Shingo performs a low sweep with his hand.
KOF XV
Super Special Moves
+ or ( 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
+ or ( OK)
Shingo unleashes a series of blows on his opponent, ending in a Hatsugane. Stronger versions have him repeat his far standing animation before the finisher. Later versions instead have him perform 2 Dokugami and Aragami in a row for 4 total blows instead.
All appearances
+ or ( OK, OK)
Shingo charges up and delivers a powerful backhanded strike at the opponent.
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 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
+ [KOF 2003]
Shingo performs an enhanced Oboro Guruma high into the sky, and clumsily falls down to the floor, head-first.
KOF 2003-XI
+ [KOF XI]
Climax Super Special Move
+
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.