I think this game is totally awesome, but I can’t seem to find any useful strats on it. So I thought I would just post something at least:
My Fave characters:
Shingo- Leader
Gato
Jhun
Shun
Duo Lon (GASP, but h’s top tier)
Shingo has been made weaker in some aspects, but more useful as a whole. He is, still, a difficult character to fully use.
I’ll try to talk about things that I think are important for people to know.
“Goufu Kakko Dake”, Axe Kick (f + b): Generally useless. It pushes too far back to buffer into anything other than a lucky right cross or an overhead smash. I put this because it used to be easy to use, now it won’t work worth trash.
“114 Shiki”, Left cross (qcf+a): This move comes out Super fast, so I use it a lot to punish close up laggy moves. The sad thing is that it is really slow on recovery. For the most part, I reserve this move entirely for combos, especially for my devastator leader combo. (I’ll explain later). Most common combo= c.A, c.B => Left Cross. (as Far as I’m concerned, there is no C button for this move). Another one is s.C=> 114 Shiki.
“212 Shiki”, Overhead Smash(hcb+b,d): Great for combos from close s+C as it is his most damaging special. Otherwise, it screams “Punish me”.
“100 Shiki”, Uppercut (dp +a,c): Use it like you would expect to use it. But don’t abuse it, he ain’t K’.
Shingo Kick (hcf+b,d): Abuse the hell out of this in the air as it will almost always throw off anti air abusers and will almost always trade with certain anti airs, including King’s and Yamazaki’s supers. Generally difficult to retaliate against, especially if buffered (qcf+b in air)."B’ version flies down more than forwards and vice-versa for “D”.
“Nietogi” Shoulder Block (dp+b): Comboes from c+B and unblockable otherwise. I like to use it a lot cause it’s a nice damage setup for his leader DM and mixes up quite well.
“Idouyoke”, Kyo Roll (qcb+a/c), I’m not sure of the difference in buttons but I assume it has something to do with distance and not duration. Both take as long as a regular roll, only bufferable, so it makes a nice mixup cause the recovery is about the same as a block stun so you can s.C=> Kyo roll, Most Common Combo.
“Kake Hourin”, Shoulder Rush: (qcfx2 +a/c… press a/c again to hit early): Strong move, with fast recovery but somewhat lacking in comboability. Bufferable from a s.C and cancelable from a Left Cross. This move launches the opponent for a juggle (which, for the most part says nothing considering Shingo only has 1 hit specials and attacksanyway) and sets up for what is, in my opionion the single most devastating combination in the game… period.
“Burning Shingo”, Cross Rush: (qcb, qcf +a/c): Seems to have very high priority and comes out real fast, but moves along at a snails pace and can be punished even if blocked. I really don’t use this one very much, but I am willing to throw it out for novelty purposes on occasion.
LDM: (qcfx2+BD): Remember this one, it’s the one where he does that Kyo Kick thingy then slams on his head. It’s so easy to do and you can use it almost anywhere for a meaty bit o’ damage. It has super high priority, great bufferability, hits air bound, crouching or standing opponents and acts as an overhead if the opponent decides to turtle it out.
My favorite combo involves: “When opponent is tied near a corner”… Most Common Combo xx Shoulder Rush (juggle) => Shingo LDM. BEEEEFY.
I’ll go over Gato and Jhun Later.