User:SWK/sandbox

From SuperCombo Wiki

Special Moves

Endokuken
QCF+P/236P
Jago 236Phb.png
Test Caption
Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
LP 24(6%) 24(6%) -- ?? ?? Mid 15 -- 30 45f +3 +3 -7 --
  • A fireball that travels at a slow speed.
  • Chargeable for 38 frames after which Jago shoots a Fully-Charged Endokuken with enhanced durability, frame data and size. "Charged Endokuken" is a big part of Jago's okizeme and a decent, albeit cumbersome meterless anti zoning tool
    • Light Charge Endokuken high durability and slow duration makes it kinda like a long range shield for Jago to safely move forward
    • The charge is dash and backdash cancelable which can fake people out on oki and in neutral
  • Light Endokuken being the slowest makes it great at getting frame advantage on block but makes it easier to blow through with a projectile invul shadow. Light gives the opponent the most
Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
MP 24(6%) 24(6%) -- ?? ?? Mid 15 -- 29 44f +4 +4 -6 --
  • A fireball that travels at a moderate speed.
  • Chargeable for 38 frames after which Jago shoots a Fully-Charged Endokuken with enhanced durability, frame data and size. "Charged Endokuken" is a big part of Jago's okizeme and a decent, albeit cumbersome meterless anti zoning tool
    • The charge is dash and backdash cancelable which can fake people out on oki and in neutral
  • Medium endokuken is an off-speed fireball for when Jago wants to throw off people expecting heavy Endokuken but don't want to give them the wide window to react L Endokuken gives
Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
HP 24(6%) 24(6%) -- ?? ?? Mid 15 -- 28 43f +5 +5 -5 --
  • A Briskly-paced fireball.
  • Chargeable for 38 frames after which Jago shoots a Fully-Charged Endokuken with enhanced durability, frame data and size. "Charged Endokuken" is a big part of Jago's okizeme and a decent, albeit cumbersome meterless anti zoning tool
    • The charge is dash and backdash cancelable which can fake people out on oki and in neutral
  • Heavy Endokuken is the fastest and safest Endokuken and as such is the version Jago uses in most situation
    • The best version to use upclose/(E.g. the classic "Shoto Low Forward xx Fireball" blockstring) as it is the least negative point blank and manuals into lights/cl.MK/any version of Tiger's Fury
    • The best version to use in fireball wars as it has the shortest recovery at 28f
    • Effective in footsies as a whipping towel to safely poke at people at ranges where Jago's normals do not reach


Laser Sword
QCB+P/214P
Jago 214P.png
Test Caption
Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
LP 28(7%) 40(11%) -- ?? ?? Mid 8 3 21 31f +4 +9 0 Flipout
  • High-damage, single hit, even on block pressure "ender"/counter hit tool
    • Light Laser Sword has a lot of overlap in utility with Medium Laser Sword but does it faster which can confuse opponents expecting Medium
  • Flipout on juggle hit allowing Jago to go directly into mixups from a juggle
Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
MP 36(10%) 48(13%) -- ?? ?? Mid 9 3 25 36f +5 +10 +1 --
  • High-damage, single hit, plus on block pressure "ender?"/counter hit tool
  • Launches the opponent on juggle hit allowing Jago to continue the combos with manual normals, dp or shadow cancels
    • Loses juggle height especially without manuals so some juggles are restricted by height (e.g. [Launcher], M laser sword, M laser sword only combos if the first laser is able to hit the opponent with a high connect)
Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
HP 28.1(7%) 40.1(11%) 2.7(0.7%) ?? ?? Mid 10 3[13]3 23 51f +6 +6 +2 --
  • Double hit, plus on block pressure extender and launcher in juggles
    • Heavy Laser Sword is used to bully opponents who do not have meter to shadow counter the second hit
    • NOT used as a punish starter since it does the same damage as L Laser Sword and gives worse scaling for doing that damage in 2 hits
  • Launches the opponent on juggle hit allowing Jago to continue the combos with manual normals, dp or shadow cancels
    • Gains juggle heights in combos which makes it well suited for cancels from anti airs (E.g. 2HP xx Heavy Laser is a excellent AA confirm and gives jago a lot of time and height to combo


Tiger Fury
DP+P/623P
Jago DPhb.png
--
Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
LP 52(14%) 64(18%) -- ?? ?? Mid 3 8 32 42f +25 +28 -27 Invincible 1-2f, Upper Body Invincible 3-7f, Throw Invincible 8-15f
  • Light Tiger's Fury is an invincible reversal that deals HEAVY damage in a compact form
    • Glacius' Heavy Puddle Punch and Shin Hisako's Heavy Awakened Soul are the only other invulnerable moves in the game that do 52.0(14%). Jago's floor for "damage from a reversal" is at the rest of the game's ceiling
  • Light Tiger's Fury allows for juggles into DP/Lights/Cl5MK on high connect hits
  • 3 frame startup so can be linked into from various attacks for a quick knockdown that builds mad PD
    • Light Tiger's Fury also combos into Shadow Endokuken on a simple majority of the cast
Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
MP 60(16%) 80(22%) -- ?? ?? Mid 3 8 38 48f +24 +26 -34 Invincible 1-3f, Upper Body Invincible 4-7f, Throw Invincible 8-15f
  • Medium Tiger's Fury is an invincible reversal that deals great damage
    • Medium Tiger's is a goldilocks middle point between two amazing specials in heavy and light. It gives opponents another strength to break and medium breaks are problematic for opponents due to the command overlap with shadow counter (which leads to dropped sweaty links becoming semi-intentional shadow counter baits)
  • 3 frame startup so can be linked into from various attacks for a quick knockdown that builds mad PD
Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
HP 68(19%) 100(27%) -- ?? ?? Mid 3 8 47 57f +19 +20 -40 Invincible 1-4f, Upper Body Invincible 5-7f, Throw Invincible 8-15f
  • Heavy Tiger's Fury is an invincible reversal that deals MASSIVE damage especially Counter Hit H Tiger's Fury doing over a quarter of the opponent life in a single hit
  • 3 frame startup so can be linked into or juggled into from various attacks for a quick knockdown that builds a ton of PD

}}


Wind Kick
QCB+K/214K
Jago 214Khb.png
Test Caption
Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
LK 20(5%) 32(9%) -- ?? ?? Mid 10 6 28 43f +5 +10 -4 Low invul 1-9f
  • Light Wind Kick is a lower body invulnerable opener that reaches a bit farther than Laser ASword
  • Light Wind Kick is the only version of Wind kick where you have to worry about it not reaching the opponent
  • Windkicks
Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
MK 24(6%) 36(10%) -- ?? ?? Mid 11 10 28 48f +4 +9 -6 Low invul 1-10f

To Do

Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
HK 30(8%) 42(11%) -- ?? ?? Mid 14 19 35 67f +2 +7 -11 Low invul 1-13f

To Do


Far Heavy Punch
HP/5HP
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
28(7%) 32(8%) -- 4 4.5 Mid 14 5 21 39f +15 +33 -1 -
  • A really good poke (Slower than forward MP but has better priority, does more damage)
  • Big late cancel window; Shin can frame trap with L rekka or even L slice on block
Close Heavy Punch
HP/5HP near opponent
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
28(7%) 32(8%) -- 4 4.5 Mid 14 5 21 39f +15 +33 -1 -
  • 2 hit close range punish starter
  • Crouching HP xx H greed sever and Far MK xx H greed sever are more optimal without meter but you will be close to optimal with Close HP xx H Rekka(x3)
  • +3 on block and vacuums the opponent closer, so can effectively bully defenders without meter
  • Large cancel window; can frame trap with L rekka to reposition the opponent or L slice for a suprise crossup
  • Situational AA;Not very good as an AA due to poor active frame and not hitting too high up in the air, but it covers the top of shins head an otherwise very susceptible jump in angle
  • +8 on hit, can lead to scary situation when manualed into but VERY breakable on reaction


Katana Poke
6MP
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
28(7%) 32(8%) -- 4 4.5 Mid 14 5 21 39f +15 +33 -1 Stagger
  • Amazing mid-range poke, relatively fast startup for the range it attacks,safe and hit confirmable
  • Floats the opponent on airborne hit. Good for juggles as shin can either go for big damage with 6MP>L/M greed sever or go for tricks with special chains


Standing Light Kick
Stand LK/5LK
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
10(2%) 14(3%) -- 1.6 2.4 Mid 5 4 16 24f 0 +2 -1 --
  • Very Active, useful as a meaty (+4 on block at best) and can be used as a delay meaty to tag wakeup backdash and wakeup buttons
  • In neutral, can be used to check dashes
  • Chainable into 5LK and 2LK
  • The chain version of 5LK is quick to recover and gives shin frame trap light slice


Far Medium Kick
Stand MK/5MK
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
18(5%) 22(6%) -- 2.4 4 Mid 10 2 26 37f -1 +2 -4 --
  • + on block pressure tool and one of shins higher damage starter since she can cancel into all versions of greed sever
  • very active but slow to recover, can be used as a high risk high return stop sign
  • Low pushback, shin can repeat the situation vs passive defenders a lot
  • +8 on hit so you can confirm into shadow rekka or 2MP>Rekka ...
  • can only be manualed into from heavy spirit slice linker
Close Medium Kick
Stand MK/5MK near opponent
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
18(5%) 22(6%) -- -- -- Mid 10 2 26 37f -1 +2 -4 --
  • +1 on block with a lot of pushback
  • the optimal -6 punish starter by around 1%
  • situation AA, Shin hisakos quickest 'useable" 1 button AA


Far Heavy Kick
Stand HK/5HK
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
20(5%) 14(3%) -- 4 4.5 Mid 20 3 12 - +14 +18 +6 Stagger
  • Pressure restarter
  • Hurtbox sways back during the move startup so you can use 5hk to avoid and punish attacks during shin offense, neutral and if you are brave enough, defense
  • very quick recovery: good vs defender using fuzzy jump can recover in time to AA them
Close Heavy Kick
Stand HK/5HK near opponent
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
30 32 -- -- -- Mid 9 3 16 - +3 +7 +1 --
  • Close normal used mostly as a safe damaging meaty
  • +3 on hit, which is plus enough to combo into M awakened soul as a way to get her super scary oki from manual


Crouching Normals

Crouching Light Punch
Crouch LP/2LP
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
8(2%) 10(2%) -- 1.6 2.4 Mid 6 2 9 16f +4 +6 +1 Chain
  • no
  • slight low profile which can be used to avoid some attacks
  • no
  • minus on counter hit
  • pick any other light or use specials
  • the chain version (4/2/9; +2/0/??) is ok but you should go into it from 5LP


Crouching Medium Punch
Crouch MP/2MP
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
18(5%) 22(6%) -- 2.4 4 Mid 7 3 17 26f +5 +8 +1 --
  • Amazing counterpoke/poke; can empty cancel into shadow slice and tag people hard to whiff punish
  • can get blown up by lower body invul moves and some moves since its hitbox is not that low
  • Low pushback; can set up tick throws

- Can manual into M DP on hit


Crouching Heavy Punch
Crouch HP/2HP
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
24(6%) 28(7%) -- 4 4.5 Mid 13 5 17 34f +5 +8 -3 --
  • AA move
  • High risk counter poke;Really active but really high recovery
  • Confirmable into all version of Greed Sever,Rekka and spirit slice utilizing a hitstop/blockstop os
  • Incredibly low pushback can setup tick throws after manual 2HP
Alternate Crouching Heavy Punch
Down forward HP/3HP
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
24(6%) 28(7%) -- 4 4.5 Mid 13 5 17 34f +5 +8 -3 --
  • farther range but slightly shorter than normal 2HP
  • Something something filthy upbackers
  • covers a different angle than normal 2HP which can be important in certain MU where you have to make a choice to cover up forward or up back
  • otherwise the same as normal 2HP


Crouching Light Kick
Crouch LK/2LK
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
12(3%) 16(4%) -- 1.6 2.4 Low 6 5 7 17f +2 +4 -2 --
  • Low
  • Farthest reaching Light
  • fast total duration which is useful in a few advanced shin combos
  • Chainable

- The chain version is +1 and has high

  • 2LK xx L slice is one of the first (and possibly only) tick slice setups a shin player will learn
  • This is Shins best light


Crouching Medium Kick
Crouch MK/2MK
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
24(6%) 30(8%) -- 2.4 4 Low 11 2 24 36f -1 +2 -4 --
  • Low with good range and active frames
  • late cancelable into light slice and light rekka


Crouching Heavy Kick
Crouch HK/5HK
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
28(7%) 32(8%) -- 4 4.5 Low 18 2 28 47f +53 +53 -10 Hard knockdown
  • Amazing 1/3 screen low thats safe on block and has a good hitbox
  • Leads to Scary Spirt Orb oki on hit
  • Low profile hurtbox

Air Normals

Jumping Light Punch
Jump LP/8LP
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
16(4%) 20(5%) -- 1.6 2.4 High 7 5 4 15+f +15 +17 +8 --
  • Quick,Stubby Air to air option
  • Reaches higher than j.MP, Shin hisako most vertical AA when in range


Jumping Medium Punch
Jump MP/8MP
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
20(5%) 24(6%) -- 2.4 4 High 7 5 4 17+f +3 +2 -4 Crossup
  • Amazing Air to air option with crazy reach
  • dash jMP is a far range overhead that is plus, Incredible pestering tool


Jumping Heavy Punch
Jump HP/8HP
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
28(7%) 32(8%) -- 4 4.5 Mid 22 3/17 4/42 28+f/80+f +61/+15 +61/+15 0/-58 Launcher
  • Inflicts the most hitstun or blockstun of any jump in so this is the one you want them to block

* Its so plus that the opponent can interrupt dash after blocking this

  • Has a Crossup hitbox so you can use it instead of jHK for the extra plus frames on block


Jumping Light Kick
Jump LK/8LK
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
16(4%) 20(5%) -- 1.6 2.4 High 8 8 4 19+f +15 +17 +8 --
  • Quick jump normal with a downward hit box
    • can be used to punish opponents for trying to AA dash on reaction; condition them to block jHP
  • very low blockstun
    • will often be minus on high connects
    • sets up sneaky ticks throw since on opponent expecting
  • can be used as a crossup


Jumping Medium Kick
Jump MK/8MK
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
20(5%) 24(6%) -- 2.4 4 High 13 7 4 23+f +16 +19 +8 Cross-up

- farthest reaching "down AND forward" jump in * Quick to hit after dash (27 frames) and not minus so probably the go to air to ground option from dash


Jumping Heavy Kick
Jump HK/8HK
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
10(2%) 14(3%) -- 4 4.5 Mid 21 4 4 28+f +40 +40 -1 Soft knockdown
  • reaches very far down and behind Shin Hisako but not far forward
  • Go to crossup
  • highest hitstun of all of shin moves which means you can go for some of shins slower manuals on low connect jHP which shin gets a lot of due to her oki