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This page covers facts and in-depth game usage of the character, Shing Meteoryte. For a comprehensive reference list of in-game commands, see Command List: Shing Meteoryte.
Shing

Shing using Juukouraiha.

Shing Meteoryte (シング・メテオライト Shingu Meteoraito), or Kor Meteor in the West, is the easygoing and cheerful male protagonist from Tales of Hearts. When he tried to save Kohak Hearts, Shing accidentally shatters her Spirune (her heart), which was scattered throughout the world leaving Kohak in an emotionless, doll-like state. This marks the start of his journey as he promised to return Kohak's Spirune shards back to her.

In ACS, Shing's battle style mostly revolves around the use of his Soma (Tales of Hearts term for special weapons that can damage Zerom, monsters that eat Spirunes) "Asteria" (アステリア Asuteria), a sword and buckler combination.

Shing makes up for his below average HP and average stats with a wide arsenal of Strike Artes and Elemental Artes that can be effectively used in the air or on the ground at any range.

Take note that this character is difficult to use and is not recommended for beginners.


Character FactsEdit

  • Shing has 410 HP.
    • Amusingly, his HP is lower than Kohak's (450).
  • Though Shing enters battles by dashing from his side of the screen, you can already see his shadow
    Shing and Beryl

    Shing and Beryl celebrating their victory over Sync.

    on the floor before he even gets there.
  • Shing has three victory poses.
  • Shing fell in love with Kohak Hearts at first sight.
    • If Shing faces Kohak, Shing will let out a surprised scream after Kohak tells him she's serious.
    • If Shing defeats Kohak, Hisui Hearts will appear and strike Shing.
  • Shing's Support Arte allows him to summon Beryl Benito from Tales of Hearts.
    • If Beryl deals the killing blow, she will also perform her victory pose with Shing.

General Tips & UsageEdit

  • Shing has average jumping height, movement speed, dash length attack power, and below average HP.
  • Shing is more likely to have his guard broken than other characters.
  • Shing receives 30% more damage from Fire Elemental attacks and 20% less damage from Light Elemental Attacks. (Please refer to this page for more information on ACS Elements).
  • Shing can perform all the basic movements in ACS.
    • His Double Jump reaches the top of the screen.
    • Shing's High Jump is slightly higher than his normal jump.
    • Shing's Forward Step has a very poor range but has quick execution.
    • Shing's Backward Leap has average range and speed.
    • Shing can chain his backward air dash to a forward air dash.
  • Shing has two melee ground attacks (A and B) and a basic riser attack (C then tap ↑). He also has two melee aerial attacks (A and C).
    • Shing's melee aerial attack A cannot be used if the combo counter has more than 1 hits.
  • Most of Shing's aerial artes can be canceled by doing a forward air dash just before the arte has been fully executed. This move is known as Dash Cancel.
  • Resembling his game's system, Shing uses a Chain Capacity (CC) Gauge, enabling him to use many different artes in his combos as long as he has enough CC to use each arte and does not use the same arte twice in a row.
    • Shing starts with 10 CC. This number increases by 1 every time a combo costing 3 or more CC is completed. Once his CC reaches 13, though, the number will revert back to 10 after the next combo.
      • If the combo was in the air, the CC Gauge replenishes when he lands.
    • During Overlimit Lv1 , Shing's maximum CC starts at 14. During Overlimit Lv2, Shing's CC is frozen at 15.
    • Some of Shing's artes can be used in succession.
  • Shing's chain order consists of:
    • Melee > Any Arte Type (X) > Any Arte Type (Y) > Any Arte Type (X or Z) > etc.
    • X, Y, and Z represent any of Shing's artes. This is to emphasize that he cannot use the same arte in successive order (with some exceptions of course).
    • If his Combination Blaster is used the combo will immediately end.

ShortcutsEdit

Command Ground Air
F Overlimit Lv1 Shouseijin
← F Soukouga Shijin Kongouha
→ F Beryl Benito: Dizzy Typhoon Shishisenkou
↑ F Zesshouzan Hienshousen
↓ F Overlimit Lv2 Shouseijin

Base ArtesEdit

  • Kairenjin (Cosair Slice)
    ACS Shing Meteoryte Arte Exhibition (v.503:10

    ACS Shing Meteoryte Arte Exhibition (v.5.505b) COMPLETE

    Shing Meteoryte's Arte Exhibition by Kratos1991.

    • Shing slashes forward, slightly pushing anything he hits.
    • If used successfully in mid-air after Zesshouzan, Hienshousen or Hiou Zesshouzan, Shing's CC will replenish when you land on the ground without resetting the combo counter. This can not be done if the combo is equal to or above 19 hits.
    • TTS is Fast. TTL is Average if used on the ground and Long if used in mid-air.
  • Ryuuseishou (Meteor Strike)
    • Shing charges energy into his shield then shoves it forward.
    • Combo this arte with Chisaishou repeatedly to almost guarantee Guard Breaks.
    • TTS is Average. TTL is Short.
  • Chisaishou (Impact Event)
    • Shing jumps forward and quickly slams his sword into the ground.
    • This arte can be used in succession.
    • Although this arte costs 1 CC to execute, it is possible to use this arte repeatedly even with 0 CC as long as you initially used it with more than 1 CC. Then, after the initial use, while still holding down, mash A repeatedly. About 10-14 hits can connect before the arte will miss.
      • The more times you use this arte in this way, the longer the delay is.
      • It's recommended to go into Overlimit after using Chisaishou five times to avoid the long arte delay.
    • TTS is Fast. TTL is Average.
  • Shouseijin (Rising Star)
    • Shing jumps into the air at a diagonal angle with his sword in front of him.
    • Quickly pressing B will cause Shing to do another Shouseijin in the opposite direction.
    • This arte can be used in succession before or after extension.
    • This arte only costs 1 CC and puts the enemy into a Disabled state. However, using it too high in mid-air can give the opponent enough time to air-tech.
      • Enemies' can air-tech faster if the combo counter has more hits.
    • This arte, combined with Dash Cancel, can be used succesively to move Shing on the other side of the battle field. Useful in evading ground based attacks.
    • TTS is Fast. TTL is Short.
  • Shunjinshou (Meteor Shower)
    • A 4-hit combo consisting of three thrusts followed by a shield bash.
    • Can be easily chained to other artes since it allows you to move slightly closer to the enemy.
    • TTS is Fast. TTL is Short.
  • Shippuusen (Shining Gale)
    • Shing shoves his shield forward then follows it up with by a sword thrust.
    • This is one of Shing's most useful artes since it allows you to both approach and hit an enemy at the same time.
    • The distance covered by this arte increases during Overlimit.
    • Super safe. Fill your blocked combo with attacks with a high chance of Guard Break and end with this move to get away with it.
    • TTS is Fast. TTL is Short.
  • Hienshousen (Swallow Flight)
    • A combination of three jump slashes which tosses the opponent in mid-air.
    • This arte can be used in succession.
    • Using either Ganzan Messaijin or Kairenjin properly after this arte enables Shing to replenish his CC points when he lands on the ground. Also, The combo counter will not reset during the CC recovery if executed properly.
      • This is no longer possible if the combo counter reaches 19 hits and above.
    • This is the only arte that can be chained to Beryl Benito's Dizzy Typhoon to extend the combo.
      • This is no longer possible if the combo counter reaches 52 hits and above.
    • This arte will miss if used on Suzu Fujibayashi, Guy Cecil and Presea Combatir (They're too short).
    • TTS is Fast. TTL is Average.
  • Zesshouzan (Soaring Slash)
    • Shing jumps up while uppercuting the opponent with his sword.
    • Good for starting aerial combos.
    • Enemies can air-tech after this arte faster as the combo counter increases.
    • During Overlimit, this arte transforms into Resshintenshou.
    • TTS is Fast. TTL is Average if the enemy doesn't air-tech and Short if they do.
  • Shishisenkou (Beast)
    • A shield bash which releases a blue lion head-shaped chi which greatly knocks the enemy back.
    • Very useful for ending combos and creating some distance with the enemy.
    • This arte causes the Disabled status effect.
    • TTS is Fast. TTL is Short.
  • Soukouga (Tooth and Claw)
    • A 3-part attack consisting of a sword slash followed by a shield bash then finished with a reverse C-shape upward slash.
    • This arte slightly knocks an enemy back and inflicts the Disabled status change when used on the ground.
    • Using Ganzan Messaijin properly after this arte and while an enemy is against a wall enables Shing to replenish his CC points when he lands on the ground. Also, The combo counter will not reset during the CC recovery if executed properly.
      • This is no longer possible if the combo counter reaches 19 hits and above.
    • TTS is Fast. TTL is Average.
  • Shijin Kongouha (Meteoric Iron)
    • Shing slashes forward three times.
    • This arte hits 6 times when used on the ground but only hits 3 times when used in mid-air.
    • Using Ganzan Messaijin properly after this arte enables Shing to replenish his CC points when he lands on the ground. Also, The combo counter will not reset during the CC recovery if executed properly.
      • This is no longer possible if the combo counter reaches 19 hits and above.
    • This arte slightly knocks an enemy back when used on the ground.
    • TTS is Fast. TTL is Average.
  • Toryuu Rengekiha (Draco's Fury)
    • A 9-hit combo starting with an upward jump slash followed by a downward slash then three thrusts and finished off with another upward jump slash.
    • Strong, but very difficult to chain with most of Shing's artes since the enemy can air-tech after the last hit.
    • TTS is Fast. TTL is Short.
  • Shikoureppa (Raging Beast)
    • A 2-part attack consisting of two slashes followed by a shield bash which releases a blue lion head-shaped chi that greatly knocks the enemy back.
    • Very useful for ending combos and creating some distance with the enemy.
    • This arte causes the Disabled status effect.
    • TTS is Fast. TTL is Very Short.

Elemental ArtesEdit

  • Kuuretsusen (Solar Flare)
    • A forward sword thrust which releases a small piercing beam of light. The range is almost half of the screen's length.
    • This arte can be used in succession.
    • Using this arte in mid-air allows Shing to float for a very short time and escape some ground based spells.
      • Using this arte successively in mid-air extends the float.
      • Using Dash Cancel properly with this arte allows Shing to travel in mid-air.
    • During Overlimit, this arte changes to Souhajin (Azure Edge).
    • Light Elemental.
    • TTS is Average. TTL is Average.
  • Bakuenken (Hell Sword)
    • A downward sword slash with Shing's sword set on fire.
    • This arte slightly knocks the enemy back.
    • The enemy can air-tech faster after this arte as the combo counter increases.
    • Fire Elemental.
    • TTS is Fast. TTL is Short.
  • Raijinken (Lightning Blade)
    • A forward sword thrust followed by a lightning strike.
    • Has slow execution time. It's still possible to connect this with some artes if pressed at the right time.
    • The lightning bolt will not strike if the forward sword thrust does not hit the enemy.
    • Wind Elemental.
    • TTS is Average. TTL is Short.
  • Raijinga (Blue Jet)
    • Shing teleports above an enemy and thrusts his lightning-charged sword downward.
    • Shing's most overused arte as it enables escape from attacks and initiates short-ranged combos at the same time.
    • Wind Elemental.
    • This arte tosses a enemy in mid-air if the combo counter reaches 6 hits and above.
    • TTS is Fast. TTL is Short.
  • Shoukoujin (Photon Conductor)
    • Shing thrusts his sword into the ground and surrounds himself with a small aura of light.
    • Using this arte during Overlimit creates two projectiles on the ground, moving in opposite directions.
    • Not recommended for chaining combos because of its long after use delay.
    • This arte greatly tosses the opponent in mid-air, enabling them to air-tech out of the combo.
    • Light Elemental.
    • TTS is Average if used on the ground and Fast if used in mid-air. TTL is Average.
  • Toryuusen (Dragon Slayer)
    • An upward sword thrust which summons a column of flame that tosses the opponent in mid-air.
    • This arte has a long delay after using it and is not recommended for combos.
    • Fire Elemental.
    • TTS is Fast. TTL is Long.
  • Shuusouraizan (Lightning Tiger Blade)
    • A 2-part attack consisting of a upward jump slash which tosses the opponent in mid-air followed by a downward slash which calls forth a lightning bolt.
    • Wind Elemental.
    • TTS is Fast. TTL is Short.
  • Seijinzeppa (Streaking Comet)
    • Shing lunges forward and pierces the enemy while passing through them.
    • A very helpful arte mostly used to close in on the enemy, shift sides, break an enemy's guard by changing sides and for escaping some attacks.
    • This arte can be used in succession if executed in the air.
    • Light Elemental.
    • TTS is Very Fast. TTL is Short.
  • Seieirenpa (Solar Parabola)
    • A combination of sword swings which releases three reversed C-shaped waves of light. The range is half of the screen's length.
    • Shing's best arte that allows him to initiate combos and intercept attacks.
    • It can also be used to deplete an enemy's marked penetrate counter and hidden penetrate counter if aimed properly.
    • This arte causes the Confirmed status change if used in mid-air.
    • This arte slightly knocks an enemy back when used on the ground.
    • This arte can be used in succession if the command inputted is [→←→E]. Shing must not be in Overlimit for this to work.
    • Light Elemental.
    • TTS is Fast. TTL is Average.
  • Kuuha Tenretsujin (Celestial Rupture)
    • A forward sword thrust which summons small arrow-shaped waves of light. The range is 1/4 of the screen.
    • Can be blocked easily due to its slow execution. Use this arte when the enemy is free falling to prevent blocking.
    • This arte can be used to evade ground-based spells as it lets Shing float in the air for a while.
    • Using this arte in mid-air after a forward or backward air dash let's Shing move and float in that direction.
    • Light Elemental.
    • This arte cannot be chained with Shing's Mystic Arte.
    • TTS is Slow. TTL is Short.
  • Hiou Zesshouzan (Phoenix Ascendant)
    • An upward jump slash shaped like an arch with Shing's sword covered in flame. This arte tosses the opponent in mid-air.
    • One of Shing's most overused arte because of its strength and easy connectivity with other artes.
    • Slightly pulls the enemy towards Shing. Use Shouseijin to shift to the opponents side and remove him from being cornered against a wall.
    • This arte can be used in succession.
    • Using either Ganzan Messaijin or Kairenjin (if against a wall for Kairenjin) properly after this arte enables Shing to replenish his CC points when he lands on the ground. Also, The combo counter will not reset during the CC recovery if executed properly.
      • This is no longer possible if the combo counter reaches 19 hits and above.
    • Fire Elemental.
    • TTS is Fast. TTL is Average.
  • Ganzan Messaijin (Slag Assault)
    • A strong yet slow downward jump slash which causes rocks to disperse forward.
    • Has a slow execution time and must be used with an arte that sends the opponent in mid-air to connect properly.
    • Allows Shing to replenish his CC points when landing on the ground. Also, the combo counter will not reset during the CC recovery if executed properly.
      • This is no longer possible if the combo counter reaches 19 hits and above.
    • Earth Elemental.
    • TTS is Slow. TTL is Long.
  • Senkoureppa (Light Spear Blast)
    • A combo of multiple sword thrusts aiming the opponent's legs up to the head.
    • Slightly tosses the opponent in mid-air.
    • Light Elemental.
    • Using Ganzan Messaijin properly after this arte enables Shing to replenish his CC points when he lands on the ground. The combo counter will not reset during the CC recovery if executed properly.
      • This is no longer possible if the combo counter reaches 19 hits and above.
    • TTS is Fast. TTL is Average.
  • Zeppa Raijinshou (Gigantic Jet)
    • Shing lunges forward and pierces the enemy while passing through them. Then he performs a diagonal jump slash which returns him to his original vertical position and finishes the move with a downward sword thrust which summons multiple lightning bolts to strike within his proximity.
    • This arte is difficult to chain with most of Shing's arte due to the long delay after use.
    • Use this arte at point blank and not against a wall to deal maximum damage.
    • Wind Elemental.
    • TTS is Fast. TTL is Short.
  • Shouha Ressenkou
    • An upward slash that tosses the opponent in mid-air. It is followed by an upward sword thrust which releases a sword-like beam of light to pierce the opponent.
    • Very difficult to chain with most of Shing's artes since the enemy can air-tech after the last hit.
    • Light Elemental.
    • TTS is Average. TTL is Short.
  • Juukouraiha (Voltaic Roar)
    • A sword swing which summons a surge of electricity and tosses the opponent in mid-air.
    • Has wide range, strong power and is commonly used to intercept dash attacks.
    • Wind Elemental.
    • TTS is Fast. TTL is Average.
  • Haja Juujisei (Obliteration Cross)
    • A sword swing sends a wave of light to hit the opponent. Then, Shing lunges forward and slashes the enemy while passing through them.
    • Requires Overlimit to use.
    • Light Elemental.
    • TTS is Fast. TTL is Average.
  • Senki Youshouzan
    • A 10-hit combo consisting of multiple slashes, a shield bash and finished off with a downward sword thrust which calls forth a lightning bolt.
    • This is Shing's strongest arte aside from his Mystic Arte.
    • Requires Overlimit to use.
    • Wind Elemental.
    • This arte cannot be chained with Shing's Mystic Arte.
    • TTS is Fast. TTL is Short.

Combination ArtesEdit

  • Souhajin (Azure Edge)
    • Shing performs a Kuuretsusen, only instead of a beam of light a blade of wind appears.
    • Wind Elemental.
    • This arte can be used in succession.
    • TTS is Fast. TTL is Short.
  • Resshintenshou (Rending Quake)
    • Shing stabs forward then performs a Zesshouzan, only this time the earth below the enemy will erupt.
    • Earth Elemental.
    • This arte can cause the Disabled status effect.
    • This arte can be used in succession. Doing so, however, will not create a combo.
    • TTS is Slow. TTL is Short.

Support ArtesEdit

  • Dizzy Typhoon (Twirlwind)
    • Beryl Benito will extend her brush and spin four times.
    • Cannot be used as a counter.
    • You can move her by dashing towards the enemy with her in front.
    • This arte has needs to cool down for a long time before it can be re-used.
    • This is arte can be used after Hienshousen to extend a combo.
      • Once the combo reaches 52 hits and above, this arte can no longer be used to extend combos.
    • TTS is Slow. TTL is Long.

Combination BlastersEdit

  • Shouou Jin'eizan (Solar Wind)
    • Shing dashes behind the opponent and knocks them into the air, then unleashes a flurry of attacks at lightning speed from every angle. For the final blow he appears above the enemy in the middle of a storm and stabs downwards along with a lightning bolt.
    • Pressing ↑ and then E to use this arte will replace his original cut-in from Tales of Hearts.
    • Press and hold ↑ during the animation to display Shing's Tales of VS. cut-in during the final blow.
    • This arte normally costs 3 CC points but can still be executed with even if you only have 2 CC points left.
    • This arte causes the Disabled status effect.
    • This arte cannot be chained to any other action or arte.
    • TTS is Instant. TTL is Non-existent.

Advance Tips & CombosEdit

Tales of ACS v506:11

Tales of ACS v5.503 Shing Meteoryte Unknown Story Mode

Shing beating his Unknown story mode by being as aggressive as possible with minimal blocking/evasion.

Battle StrategyEdit

Shing is generally a character that relies a lot on his combos and evasion. You should use Shing aggressively and attack enemies with combos at every chance you've got. Only evade and defend when it is absolutely necessary.

Advanced tips on AttackingEdit

  • Try to master the All Purpose Combo indicated in the General Use Combos Section and use it at every chance you've got.
  • Attack your enemies from all directions and try to incorporate feints (Suddenly stopping in mid-combo) and side shifts (Using Seijinzeppa or Souseijin) in your attacks to confuse the enemy.
  • Attack your enemies when they are downed on the floor but becareful of mystic artes and counter attacks.
  • Regularly use Shing's Mystic Arte since its TP cost is not very high. Shing doesn't really need to use TP other than for his Mystic Arte and Dizzy Typhoon.
  • Against advancing melee fighters, Intercept their advances using Seieirenpa or Juukouraiha and follow up your intercept with combos.
  • Against blocking enemies, use Chisaishou and Ryuuseishou repeatedly until the enemy is inflicted with Guard Break then follow up with a disabling arte (Shishisenkou, Souseijin) or a Hienshousen > Dizzy Typhoon > [Insert Basic Combo] combo.
  • Against spell casters and long range fighters, always stay close to them and keep attacking. Take advantage of Shing's artes that allow attacking and evasion at the same time (Raijinga, Seijinzeppa). Don't let them cast spells or set up for long range battles.
  • Against enemies with marked/hidden Penetrate counters, Use Seieirenpa to immediately deplete their penetrate counters and make them stagger. Take note that the enemy must be at mid-range where the sonic slashes of Seieirenpa disappear.
  • Only use Overlimit Lv2 offensively when you feel that you can deal the finishing blow.
  • When attacking, always watch your enemy's Overlimit Gauge since Shing's combos are usually long and the enemy can easily cancel it using Overlimit. You can also use artes that can juggle your opponent in mid-air (Hiou Zesshouzan, Hienshousen) to prevent them from using Overlimit.
  • Shing's combos increase the enemy's TP and Overlimit Gauge at a faster rate than other ACS characters so its best to mix a few short combos in your offenses when you think the enemy is baiting you to use a long combo to create an opening using Overlimit.

Advanced tips on Blocking/EvasionEdit

  • Try to evade attacks at every chance you've get rather than blocking them. Don't try blocking attacks having more than 7 hits since Shing's guard usually breaks at that point.
  • On evading wide area of effect attacks, use Shing's double jump then repeatedly spam Kuuretsusen to stay afloat or use [Souseijin > Dash Cancel] repeatedly to move Shing to the other side of the field. If you need to increase your jump height, use Souseijin and its extension repeatedly.
  • Side shifting using Seijinzeppa is one of the best ways to evade and attack at the same time. Use this to your advantage especially if Shing is cornered against a wall.
  • Against enemies with unmarked Penetrate status, try to stay afloat using Kuuretsusen and stay away from the enemy's attacking range. Wait for their Penetrate status to expire before attacking again.
  • Never use your Overlimit Lv1 offensively, always make sure to use Overlimit defensively and cancel an enemy's combo. Try doing this as often as necessary since Shing can easily fill his Overlimit Gauge with his high hit count combos.
  • Against multiple enemies at the same time, focus more on evading their attacks and take them out one at a time. Shing is not very good against multiple enemies since he lacks good artes that have wide area of effect.

General Use CombosEdit

Easy ComboEdit

  • Melee Attack A X2 > Shippuusen > Shijin Kongouha > Ganzan Messaijin [Note 1] > Shippuusen > [Note 2]
  • Quick Input Version:
  • A > A > ↓ ← A > ↓ ← → A > ↓ ← D > ↓ ← A > [Note 2]
    • Note 1: Use Ganzan Messaijin as soon as Shing is able to. Wait for you CC to recover before using Shippuusen.
    • Note 2: Insert your favorite basic combo here.
  • Contributed by Minarie 03:45, July 19, 2011 (UTC)

All Purpose Attack ComboEdit

  • ( Melee Attack A > Shippuusen > Hiou Zesshouzan > Ganzan Messaijin [Note 1] ) > Shippuusen > Hienshousen > Kairenjin [Note 2] > Shippuusen > Hiou Zesshouzan [Note 3] > Shouseijin > Chisaishou [Note 4] > [Note 5] > Hienshousen > Beryl Benito: Dizzy Typhoon [Note 6] > [Note 7] > Shouou Jin'eizan
  • Quick Input Version:
  • ( A > ↓ ← A > ↓ → ← D > ↓ ← D ) > ↓ ← A > ↓ → C > ↓ → B > ↓ ← A > ↓ → ← D > ↓ ← B > ↓ A > [Note 5] > ↓ → C > → F > [Note 7] > E
  • Replace the artes encased in Open "(" and Closed ")" parentheses with the one below to change this combo into its long range version.
    • ( Seieirenpa > Seijinzeppa > Chisaishou [Note 4] > Hienshousen > Kairenjin [Note 2] )
    • Quick Input Version:
    • ( ↓ ← → B > → ← → C > ↓ A > ↓ → C > ↓ → B )
  • Total number of hits would depend on the combos used in Note 4 and Note 6 and Shouou Jin'eizan. It usually from 50 to 80 hits.
  • Damage is 1/4 of Kakashi Scarecrow's (500) HP if Shouou Jin'eizan is not used. Damage is about 1/2 of Kakashi Scarecrow's (500) HP if Shouou Jin'eizan is used.
    • Requirements:
      • Small amount of TP for Dizzy Typhoon.
      • 45% TP for Shouou Jin'eizan (Optional).
    • Notes:
      • Note 1: Connecting Ganzan Messaijin from Hiou Zesshouzan requires timing. Press ↓←D just as Shing reaches the peak of Hiou Zesshouzan arch jump. Wait for your CC Gauge to recover before using Shippuusen.
      • Note 2: Timing is necessary in using Kairenjin to prevent the enemy from air-teching. Press ↓→ B once Shing starts free falling while using Hienshousen. Using this arte to early would allow an enemy to air-tech and using it to late would make Shing use Kairenjin on the ground. Wait for your CC Gauge to recover again before using Shippuusen.
      • Note 3: This will allow Shing to pull an enemy towards him. Used to remove enemies against a wall.
      • Note 4: Use Chisaishou just as Shing lands from Shouseijin. Using this arte too early would result to Shing performing it while facing the opposite direction. Take note that since you've switch sides with the enemy after using Shouseijin, the ← and → directional buttons when using artes will reverse.
      • Note 5: The arte/s you will use here is up to you and will depend on your remaining CC which ranges from about 2 to 5. Just make sure to leave atleast 2 CC for Shing to use Hienshousen
        • (Recommended Artes to use: Chisaishou, Shouseijin or Hienshousen)
      • Note 6: This support arte requires certain timing to execute. Press → F just as Shing is about to land from Hienshousen. If you've yet to grasp the timing, you can always spam →F while Shing is using Hienshousen.
      • Note 7: Insert your favorite combo here. Also, to use Shouou Jin'eizan or not will be your call.
  • This is Shing's Bread and Butter Combo, A little long but has very few requirements.
  • This combo does not work on Suzu Fujibayashi, Guy Cecil and Presea Combatir due to their small hitboxes.
  • Contributed by: Minarie 07:14, May 16, 2011 (UTC)

Highest Hit & Damage ComboEdit

  • Melee Attack A > Shippuusen > Hiou Zesshouzan > Ganzan Messaijin [Note 1] > Shippuusen > Hienshousen > Kairenjin [Note 2] > Shippuusen > Shijin Kongouha > Shippuusen > Shijin Kongouha > Hienshousen > Beryl Benito: Dizzy Typhoon [Note 3] > Shippuusen > Shijin Kongouha [Note 4] > Shunjinshou > Shijin Kongouha > Shunjinshou > ( Chisaishou )X5 [Note 5] > Overlimit 2 > Shippuusen > ( Shijin Kongouha > Shunjinshou )X Repeat until only 5 CC remains > Toryuu Rengekiha > Shouou Jin'eizan
  • Quick Input Version:
  • A > ↓ ← A > ↓ → ← D > ↓ ← D > ↓ ← A > ↓ → C > ↓ → B > ↓ ← A > ↓ ← → A > ↓ ← A > ↓ ← → A > ↓ → C > → F > ↓ ← A > ↓ ← → A > → ↓ ← B > ↓ ← → A > → ↓ ← B > ( ↓ A ) x5 > ↓ F > ↓ ← A > ( ↓ ← → A > → ↓ ← B ) Repeat until 5 CC remains > ↓ ← C > E.
  • Total Hits = 174.
  • Damage is 4/5 of Kakashi Scarecrow's 500 HP.
    • Requirements:
      Tales of ACS v500:54

      Tales of ACS v5.501 New Shing Meteoryte Combo 174 Hits

      Shing Meteoryte 174 Hits Combo

      • Starting CC is set at 10.
      • Enemy is not against a wall until Note 4.
      • Overlimit Bar set at 2.
      • Small TP for Toryuu Rengekiha.
      • 45% TP for Shouou Jin'eizan.
    • Notes:
      • Note 1: Connecting Ganzan Messaijin from Hiou Zesshouzan requires timing. Press ↓←D just as Shing reaches the peak of Hiou Zesshouzan arch jump. Wait for your CC Gauge to recover before using Shippuusen.
      • Note 2: Timing is necessary in using Kairenjin to prevent the enemy from air-teching. Press ↓ → C once Shing starts free falling while using Hienshousen. Using this arte to early would allow an enemy to air-tech and using it to late would make Shing use Kairenjin on the ground. Wait for your CC Gauge to recover again before using Shippuusen.
      • Note 3: This support arte requires certain timing to execute. Press → F just as Shing is about to land from Hienshousen. If you've yet to grasp the timing, you can always spam → F while Shing is using Hienshousen.
      • Note 4: By this part of the combo, the enemy must be against a wall.
      • Note 5: The first Chisaishou costs 1 CC to execute. Continuously press ↓ A until you've used Chisaishou four more times. The CC Gauge is 0 at this point but Shing can still use Chisaishou.
  • This combo does not work on Suzu Fujibayashi, Guy Cecil and Presea Combatir due to their small hitboxes.
  • Contributed by: Minarie 15:55, May 26, 2011 (UTC)

Story ModeEdit

Shing has a total of 6 Story Modes, ranging from Easy to Chaos. Note that all modes including and preceding Hard feature opponents that come in "Rounds", meaning that the field, positions, and statistics (HP and otherwise) will reset once an opponent is defeated. Modes after Hard feature opponents that come one after another, meaning that the fields, positions, and statistics of your character will not reset once an opponent has been defeated. However, A portion of your HP is refunded whenever an opponent is defeated in Mania Mode.

EasyEdit

Nanaly Fletch
Rid Hershel
Presea Combatir
Dhaos

NormalEdit

Zelos Wilder
Mary Agent
Fog, Chat, & Race
Shizel

HardEdit

Suzu Fujibayashi
Judith
Lion Magnus
Barbatos Goetia (2 Rounds)
Barbatos Goetia x2 (Only upon defeat of Barbatos Goetia with a 2-0 record)

ManiaEdit

Hugo Gilchrist
Synch & Six God-Generals (Upon defeat of Hugo Gilchrist)
Shizel (Upon defeat of Synch & Six God-Generals)
Dhaos (Upon defeat of Shizel)
Barbatos Goetia (Upon defeat of Dhaos)

UnknownEdit

Dhaos
Hugo Gilchrist (Upon defeat of Dhaos)
Barbatos Goetia (Upon defeat of Hugo Gilchrist)
Gelda Nebilim (Upon defeat of Barbatos Goetia)
Synch & Six God-Generals (Upon defeat of Gelda Nebilim)

ChaosEdit

Barbatos Goetia
Barbatos Goetia (Appears after at least 50 seconds of the battle)
Barbatos Goetia (Appears after at least 100 seconds of the battle)
Barbatos Goetia (Appears after at least 150 seconds of the battle)
Mithos Yggdrasill (Appears after at least 200 seconds of the battle)
Gelda Nebilim (Upon defeat of Mithos Yggdrasill)

Cut-InsEdit

In ACS, Shing has three cut-ins.

  1. Tales of Hearts
  2. Tales of the World: Radiant Mythology
  3. Tales of VS.

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