Yes, Shingo, as many people say that he's Kyo's student and would want to do anything to make 'Kusanagi-San' happy, to teach him some of his most powerful techniques. Once Shingo hears from Kyo and Benimaru that there's a new tournament that Bison started which involves the Orochi, Shingo started to recall the first KOF tournament he entered in '97 and met his role model and mentor. So he readied himself for battle to show how much he has improved in his skills. " I may have no flames, but I think your toasted!" " Did you see me, Kyo-San? I've beaten my opponent to a pulp!" " Did I win? Did I really win? Yahoo!" " Note to Memo: Must find better opponents!" " I think you should have been more foucused on your fight, or I guess i've gotten much stronger!" Special Moves: Hyaku Juu Yon Shiki: Aragami Mikansei: qcf + LP A very fast right hook with excellent recovery but little damage & short range. He swings forward hitting the opponent quickly & returns to his postion (like Kyo's, but only one punch) Hyaku Juu Go Shiki: Dokugami Mikansei: qcf + HP A reverse Wild Bite, this move will randomly do 2 hits if done from close range. Slow to come out and equally slow recovery. It knocks the opponent down after landing a successful hit so you can't combo after it. Don't use it unless it's part of a combo or as a follow-up. Hyaku Shiki: Oniyaki Mikansei: dp + P Same as Kyo's move but without the flames and autoguard. Basically it is an anti-air move. Hyaku Ichi Shiki: Oboro Guruma Mikansei: rdp + K An imitation of Kyo's Oburo Guruma, this move finally does flies up the air as an anti-air move. The LK does only one kick while the HK does two kicks. If the HK one's done, Shingo will randomly fall down. However, falling hit will only hit if the opponent is in the corner. Ni Hyaku Juu Ni Shiki: Kototsuki You Mikansei: hcb + K Shingo's cool imitation of Kyo's Moon Harp Positive. In this move, Shingo runs towards the opponent and hits him into the air with his fist, then whacks him down with Kyo's jumping down HP. The second hit is an overhead and must be blocked high. Shingo Kick: hcf + K Yes, its the Shingo Kiiiikuuuu!!! In this move, Shingo attempts to do Kyo's R.E.D Kick. Basically a high-angled flying roundhouse that goes horizontally rather than vertically, this move is OK in terms of speed to come out. Shingo Kinsei Ore Shiki: Katogi: dp + K Another non-Kyo imitiation move, Shingo whacks his elbow up, follows with an upwards shoulder ram and finishes off with a reverse elbow strike. Very useful for juggling opponents. Super Moves: Burning Shingo: hcf,hcf + P This is where Shingo delivers a Hard Punch on his opponent and if it connected he'll start to to a combo of punches and finishes off with a shoulder ram. No. of hits depend on the level (1 is 5, 2 is 9 while 3 is 14). Ge Shiki: Kake Hourin: qcf,qcf + P In this move, Shingo runs forward and does a massive shoulder ram when he connects with the opponent, assuming the opponent doesn't slide past, jump over or block it. Quite similar to Ryo's Gut Punch. Damage depends on Level, the higher it is, the more damage there will be. Power Up: Flaming Shingo!: Shingo says "Baaaakiiin!" and his skin turns into a flame like color, giving him a type of armor and would take less damage. Downfall :No Guard and Less Damage.