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Shingo Yabuki (Ramkun / JFCT555 edit)

Introduction

This is a Mugen character based on Shingo Yabuki from SNK’s The King of Fighters series. The packaged definition credits Ramkun and JFCT555; the Korean readme identifies the original base as Shingo by JFCT555, with Ramkun (Anomi Polis) as the editor who applied the “AS” / special-system changes described in the translation notes.

Display name: Shingo Yabuki Ramkun

In the KOF storyline, Shingo is a high-school student who idolizes Kyo Kusanagi and fights with a self-taught imitation of the Kusanagi style—including numbered “Shiki” moves that are intentionally unfinished or error-prone, which is reflected in move names like Aragami Mikansei (“unfinished” Aragami) and in this character’s routes and modes.

Documentation index

Document Contents
docs/COMMANDS.md Inputs and Shingo.cmd command names
docs/TRANSLATION.md Original Korean/Japanese/Spanish text and English equivalents
docs/log.md Dated credits and engine notes from the .def

Fight system architecture (overview)

File roles

Piece Role
shingo_as.def Entry: author, palettes, cmd, cns, st/stcommon, sprite, anim, sound, extra st1st5 for mode-specific scripts
codigo/Shingo.cmd Command buffer, human inputs, and [Statedef -1] routing to state numbers
codigo/Shingo-C.cns Core constants, common states, physics, helpers
codigo/Shingo-Common.cns Shared mechanics
codigo/Shingo-N.cns / Shingo-S.cns / Shingo-H.cns Normals, specials, helpers / higher-number states
EX.cns Extended / “mode” routes (e.g. Statedef 21000 family)
shingo_tag.cns / unotag.cns Tag-related glue when used
archivos/Shingo.air Animation and clsn timing vs sprites

Mode (var(23) / “MAX” style)

  • Activation: A + Y (see TRANSLATION.md for full Korean designer notes). Power stocks are consumed (1 if standalone, 2 if canceled from normals).
  • Effect: Many specials gain alternate state numbers (often in the 21000+ / EX.cns range): different cancels, juggle limits, and follow-up routes. Using a super-level move ends the mode.
  • Critical: Roughly 25% chance on specials for 1.5× damage and extra effects on forced-down situations; hitstun scaling can double (move-dependent).

Combo and buffer logic (Shingo.cmd)

  • var(1) tracks whether the last action allows special / super cancels (stand/crouch/air chains and certain hitstop windows).
  • movecontact / movehit transitions switch between normal special statenos (e.g. 1000, 1100) and mode statenos (e.g. 21000, 21100) when var(23) > 0.
  • Dodge: x+a with holdback or holdfwd selects backward or forward roll states (700 / 710).
  • Power: Supers check power thresholds; in mode, costs sometimes drop (e.g. ifelse(!var(23), 1000, 0) patterns).

AI (AILEVEL)

  • Mugen’s AILEVEL (1–8 via Options → Difficulty) scales random ChangeState attempts at high priority in Shingo.cmd: guards, rolls, confirms, and combo chains.
  • var(58) is set from AILEVEL to weight those random branches.

Animation vs opponents

  • archivos/Shingo.air maps each anim number to frame data and collision boxes. Hit behavior is not “per opponent character” in Mugen; instead, HitDef attr, guardflag, priority, and juggle points in each .cns state define how moves interact with standing / crouching / air opponents and helpers.
  • Counter hits and mode bonuses are implemented with var(23), movehit, and occasional enemynear, conditions (e.g. height, statetype, movetype) in Shingo.cmd AI blocks and in states.

Counterplay (typical)

  • Guard / roll: Dodge and AILEVEL-driven guarding reduce pressure; grab windows (b / y throws) punish passive guard at close range.
  • Low / overhead: Mixed crouch vs stand guardflags on kicks and command normals force mixed defense.
  • Air: Air Shingo Kick and jump attacks (statetype = A) interact with anti-airs only through HitDef priority and hurtbox timing—check Shingo.air for active frames.

License

This character is a fan work derived from SNK’s The King of Fighters intellectual property. The Mugen implementation is distributed under the terms its original authors (JFCT555, Ramkun, and credited contributors) specified.

Creative Commons (attribution to original author edition)

Where the author permits redistribution, retain credit for JFCT555 and Ramkun, keep this readme and the docs/ notes intact, and do not imply official endorsement by SNK or the King of Fighters brand. If you share edits, clearly state what you changed and link back to the upstream Mugen package.

If a separate license file was bundled by the author (not always present in older Mugen zips), prefer that file over this paragraph when they conflict.


Storyline and trademarks: © SNK CORPORATION. This readme describes a fan-made Mugen character only.

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