Killer Instinct (2013)/Jago: Difference between revisions

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{{KI2013Header}}
{{KI2013 Character Infobox
|name=Jago
|image=KI2013_Jago_CSS.png
|forward walk speed= 45f to cross two large training mode squares
|backwards walk speed= 60f to cross two large training mode squares
|forward dash duration= 18f
|backdash duration= 24f
|pre-jump frames= 5f
|jump duration= 40f
|landing recovery= 4f
|advantage post grounded combo breaker= +1
}}


{{KI2013CharacterHeader|Jago|Jago|
== Universal Mechanics ==
N/A
=== Instinct ===
|
'''Tiger's Focus:''' Endokukens become double fireballs and restore health on hit. +2 additional frame advantage on all moves.
N/A}}
=== Combat Trait ===
'''Around The World:''' Jago can chain any auto-double into another of lesser strength (L loops back to H). He gains about 1/9 Instinct meter every time he completes a loop of all 3 strengths of auto-double.




== Moves ==
== Normal Moves ==
=== Standing Normals ===
{{MoveData
|image= Jago SLPhb2.png|thumb
|caption= Test Caption
|name= Standing Light Punch
|linkname= 5LP
|input= Stand LP/5LP
|data=
{{AttackData-KI2013
  |damage= 10(2%)
  |counter-hit damage= 14(3%)
  |potential damage= --
  |shadow on hit= 1.6
  |shadow on block= 2.4
  |guard= Mid
  |startup= 5
  |active= 2
  |recovery= 9
  |total duration= 15f
  |on hit= +4
  |on counter-hit= +6
  |on block= 0
  |special properties= Chain
  |description= To Do
}}
}}


==== Normal Attacks ====


{{KI2013MoveListHeader}}
{{MoveData
{{KI2013MoveListRow | Standing Light Punch | lp | }}
|image= Jago SMPhb.png|thumb
{{KI2013MoveListRow | Standing Medium Punch | mp |  }}
|caption= Test Caption
{{KI2013MoveListRow | Standing Hard Punch | hp |   }}
|name= Far Medium Punch
{{KI2013MoveListRow | Standing Light Kick | lk | }}
|linkname= 5MP
{{KI2013MoveListRow | Standing Medium Kick | mk |  }}
|input= Stand MP/5MP
{{KI2013MoveListRow | Standing Hard Kick | hk | }}
|data=
{{KI2013MoveListRow | Close Light Punch | (near opponent) lp |  }}
  {{AttackData-KI2013
{{KI2013MoveListRow | Close Medium Punch | (near opponent) mp |  }}
  |damage= 20(5%)
{{KI2013MoveListRow | Close Hard Punch | (near opponent) hp |  }}
  |counter-hit damage= 26(7%)
{{KI2013MoveListRow | Close Light Kick | (near opponent) lk | }}
  |potential damage= --
{{KI2013MoveListRow | Close Medium Kick | (near opponent) mk |  }}
  |shadow on hit= 2.4
{{KI2013MoveListRow | Close Hard Kick | (near opponent) hk | }}
  |shadow on block= 4
{{KI2013MoveListRow | Crouching Light Punch | d + lp |  }}
  |guard= Mid
{{KI2013MoveListRow | Crouching Medium Punch | d + mp | }}
  |startup= 7
{{KI2013MoveListRow | Crouching Hard Punch | d + hp |  }}
  |active= 3
{{KI2013MoveListRow | Crouching Light Kick | d + lk |  }}
  |recovery= 17
{{KI2013MoveListRow | Crouching Medium Kick | d + mk | }}
  |total duration= 26f
{{KI2013MoveListRow | Crouching Hard Kick | d + hk |  }}
  |on hit= +1
{{KI2013MoveListRow | Neutral Jump Light Punch | u + lp |  }}
  |on counter-hit= +4
{{KI2013MoveListRow | Neutral Jump Medium Punch | u + mp | }}
  |on block= -2
{{KI2013MoveListRow | Neutral Jump Hard Punch | u + hp |  }}
  |special properties= --
{{KI2013MoveListRow | Neutral Jump Light Kick | u + lk | }}
  |description= *Jago's Primary medium poke, as it has the significantly more range than his crouching mediums and doesnt have an extended hurtbox than Far 5MK
{{KI2013MoveListRow | Neutral Jump Medium Kick | u + mk |  }}
*Hit-confirmable with large cancel windows
{{KI2013MoveListRow | Neutral Jump Hard Kick | u + hk |  }}
*Has good startup(active frame 7 is "pretty fast" for a medium), good recovery/total duration (27 frames total is hard to whiff punish on reaction) but a weakness to low profile moves
{{KI2013MoveListRow | Angled Jump Light Punch | ub / uf + lp |  }}
{{KI2013MoveListRow | Angled Jump Medium Punch | ub / uf + mp |  }}
{{KI2013MoveListRow | Angled Jump Hard Punch | ub / uf + hp |  }}
{{KI2013MoveListRow | Angled Jump Light Kick | ub / uf + lk |  }}
{{KI2013MoveListRow | Angled Jump Medium Kick | ub / uf + mk |  }}
{{KI2013MoveListRow | Angled Jump Hard Kick | ub / uf + hk |  }}
{{MoveListFooter}}


==== Command Attacks ====
}}
}}


{{KI2013MoveListHeader}}
{{KI2013MoveListRow | ? | ? | ? }}
{{KI2013MoveListRow  | ? | ? | ? }}
{{MoveListFooter}}


==== Throws ====
{{MoveData
|image= Jago SHPhb.png|thumb
|caption= Test Caption
|name= Far Heavy Punch
|linkname= 5HP
|input= Stand HP/5HP
|data=
{{AttackData-KI2013
  |damage= 30(8%)
  |counter-hit damage= 38(10%)
  |potential damage= --
  |shadow on hit= 4
  |shadow on block= 4.5
  |guard= Mid
  |startup= 11
  |active= 3
  |recovery= 25
  |total duration= 38f
  |on hit= -3
  |on counter-hit= +1
  |on block= -6
  |special properties= --
  |description= *Jago's farthest reaching Normal poke (besides 5HK which whiffs vs "most" crouching characters, and 4HP which ''doesn't'' but has '''''slow''''' startup)
**However max range isnt "ideal" spacing due its high recovery making it whiff punish food
*Has a recessed lower body hurtbox which allows Jago to dominate opponents low pokes
**The ideal spacing of 5HP is usually just '''inside''' your opponents best low poke
}}
}}


{{KI2013MoveListHeader}}
{{KI2013MoveListRow | ? | ? | ? }}
{{KI2013MoveListRow | ? | ? | ? }}
{{MoveListFooter}}


==== Instinct Mode ====
{{MoveData
|image= Jago SLKhb.png|thumb
|caption= Test Caption
|name= Far Light Kick
|linkname= 5LK
|input= Stand LK/5LK
|data=
{{AttackData-KI2013
  |damage= 10(2%)
  |counter-hit damage= 14(3%)
  |potential damage= --
  |shadow on hit= 1.6
  |shadow on block= 2.4
  |guard= Mid
  |startup= 7
  |active= 3
  |recovery= 12
  |total duration= 21f
  |on hit= +5
  |on counter-hit= +7
  |on block= +2
  |special properties= Chain
  |description= To Do
}}
}}


{{KI2013MoveListHeader}}
{{KI2013MoveListRow | ? | ? | ? }}
{{MoveListFooter}}


==== Special Moves ====
{{MoveData
|image= Jago SMKhb.png|thumb
|caption= The Cooler 5MP
|name= Far Medium Kick
|linkname= 5MK
|input= Stand MK/5MK
|data=
{{AttackData-KI2013
  |damage= 20(4%)
  |counter-hit damage= 26(7%)
  |potential damage= --
  |shadow on hit= 2.4
  |shadow on block= 4
  |guard= Mid
  |startup= 8
  |active= 3
  |recovery= 18
  |total duration= 28f
  |on hit= +3
  |on counter-hit= +6
  |on block= -2
  |special properties= --
  |description= *Far Medium Kick is a more ambitious and aggressive version of 5MP that moves
*Reaches the same range as 5MP but 1 frame slower, with a slightly more bad hitbox for hitting low profiles and moving his hurtbox forward to get counterhit more easily
**Jago moving forward isn't all bad since it can used to alter his spacing with the cancels (5MK instantly cancelled into Laser Sword works at ALMOST all ranges including a lot ones where 5MPxxlaser sword would always whiff, shenanigans which charged Endokuken and late cancels changing the range, etc)
}}
}}


{{KI2013MoveListHeader}}
{{KI2013MoveListRow | ? | ? | ? }}
{{KI2013MoveListRow | ? | ? | ? }}
{{KI2013MoveListRow | ? | ? | ? }}
{{KI2013MoveListRow | ? | ? | ? }}
{{KI2013MoveListRow | ? | ? | ? }}
{{MoveListFooter}}


==== Combo Openers ====
{{MoveData
|image= Jago SHKhb.png|thumb
|caption= Test Caption
|name= Far Heavy Kick
|linkname= 5HK
|input= Stand HK/5HK
|data=
{{AttackData-KI2013
  |damage= 30(8%)
  |counter-hit damage= 38(10%)
  |potential damage= --
  |shadow on hit= 4
  |shadow on block= 4.5
  |guard= Mid
  |startup= 11
  |active= 5
  |recovery= 20
  |total duration= 35f
  |on hit= 0
  |on counter-hit= +4
  |on block= -5
  |special properties= --
  |description= *Long range anti air/Counter poke/situational whiff punisher that whiffs vs crouching characters
*As with 5MK, 2MK, Cl5MK, and Cl5HK Jago can alter the range of his cancels by late cancelling


{{KI2013MoveListHeader}}
}}
{{KI2013MoveListRow | ? | ? | ? }}
}}
{{KI2013MoveListRow | ? | ? | ? }}
{{KI2013MoveListRow | ? | ? | ? }}
{{KI2013MoveListRow | ? | ? | ? }}
{{KI2013MoveListRow | ? | ? | ? }}
{{MoveListFooter}}


==== Combo Linkers ====
=== Crouching Normals ===
{{MoveData
|image= Jago CLPhb.png|thumb
|caption= Has Everything one can want in a Light except range and hitting low
|name= Crouching Light Punch
|linkname= 2LP
|input= Crouch LP/2LP
|data=
{{AttackData-KI2013
  |damage= 10(2%)
  |counter-hit damage= 14(3%)
  |potential damage= --
  |shadow on hit= 1.6
  |shadow on block= 2.4
  |guard= Mid
  |startup= 5
  |active= 2
  |recovery= 7
  |total duration= 13f
  |on hit= +4
  |on counter-hit= +5
  |on block= +2
  |special properties= Chain
  |description=*2LP is an excellent chainable light attack with short recovery and plus frames. It serves as a low risk/low reward table setter for Jago offense to build off of.
*It is +2 on block which is hard to deal with upclose due to tick throws and frame traps and also hard to contest from afar as the 2LP,5MP beats defenders jabbing via priority and while characters can normal throw to win priority, Most characters throws wont have the range to interact with Jago from distance


{{KI2013MoveListHeader}}
}}
{{KI2013MoveListRow | ? | ? | ? }}
}}
{{KI2013MoveListRow | ? | ? | ? }}
{{KI2013MoveListRow | ? | ? | ? }}
{{KI2013MoveListRow | ? | ? | ? }}
{{KI2013MoveListRow | ? | ? | ? }}
{{MoveListFooter}}


==== Combo Enders ====


{{KI2013MoveListHeader}}
{{MoveData
{{KI2013MoveListRow | ? | ? | ? }}
|image= Jago CMPhb.png|thumb
{{KI2013MoveListRow | ? | ? | ? }}
|caption= Test Caption
{{KI2013MoveListRow | ? | ? | ? }}
|name= Crouching Medium Punch
{{KI2013MoveListRow | ? | ? | ? }}
|linkname= 2MP
{{KI2013MoveListRow | ? | ? | ? }}
|input= Crouch MP/2MP
{{MoveListFooter}}
|data=
{{AttackData-KI2013
  |damage= 24(6%)
  |counter-hit damage= 30(8%)
  |potential damage= --
  |shadow on hit= 2.4
  |shadow on block= 4
  |guard= Mid
  |startup= 7
  |active= 2
  |recovery= 17
  |total duration= 25f
  |on hit= 0
  |on counter-hit= +3
  |on block= -2
  |special properties= --
  |description= *2MP is a shorter range medium poke made to swat upper body invul moves '''AND''' lower body invul moves from opponents
*2MP xx L wind kick will usually not miss on hit or block so if you want to turn back the clock and counter hit someone with a -4 special, 2MP is best one to set it up(2MK and 5MK are good at this too but carry a bit more risky & you can mess up and late cancel it TOO late with 5MK)
}}
}}


==== Ulra Combo ====
{{KI2013MoveListHeader}}
{{KI2013MoveListRow | ? | ? | ? }}
{{MoveListFooter}}


{{MoveData
|image= Jago CHPhb.png|thumb
|caption= Test Caption
|name= Crouching Heavy Punch
|linkname= 2HP
|input= Crouch HP/2HP
|data=
{{AttackData-KI2013
  |damage= 36(10%)
  |counter-hit damage= 44(12%)
  |potential damage= --
  |shadow on hit= 4
  |shadow on block= 4.5
  |guard= Mid
  |startup= 10
  |active= 5
  |recovery= 17
  |total duration= 31f
  |on hit= -4
  |on counter-hit= 0
  |on block= -7
  |special properties= --
  |description= *High damage Anti-Air, Punish normal
*At a beginner to intermediate level, Jago players can use this to anti air in situations where they would feel uncomfortable reacting with DP
**As a non-invulnerable normal there are some situations it would lose where Jago DP would hit the opponent but 2HP is still
*At high level, Jago players can use 2HPxx Heavy Laser Sword to hit people who empty jump at Jago (so they don't get COUNTERHIT for 27% by H DP) and go into juggles
*It is the hardest hitting (non-Tusk) heavy normal especially on counter hit which is useful sometimes
**It isn't great to recklessly fish for counter hits since its very minus on block which means Jago has to cancel into laser sword to not be minus and that loses to shadow counter. If the opponent sniffs out whats going on things can get tricky for Jago.


== Move Analysis ==
}}
}}


=== Normal Moves ===
N/A


{{MoveData
|image= Jago CLKhb.png|thumb
|caption= Test Caption
|name= Crouching Light Kick
|linkname= 2LK
|input= Crouch LK/2LK
|data=
{{AttackData-KI2013
  |damage= 10(2%)
  |counter-hit damage= 14(3%)
  |potential damage= --
  |shadow on hit= 1.6
  |shadow on block= 2.4
  |guard= Low
  |startup= 5
  |active= 2
  |recovery= 9
  |total duration= 15f
  |on hit= +4
  |on counter-hit= +6
  |on block= -1
  |special properties= Chain
  |description= *Chainable Low light attack
*More pushback and worse frame data than 2LP but makes up for it with better range and hitting low
}}
}}


=== Command Attacks ===
N/A


{{MoveData
|image= Jago CMKhb.png|thumb
|caption= Test Caption
|name= Crouching Medium Kick
|linkname= 2MK
|input= Crouch MK/2MK
|data=
{{AttackData-KI2013
  |damage= 20(5%)
  |counter-hit damage= 26(7%)
  |potential damage= --
  |shadow on hit= 2.4
  |shadow on block= 4
  |guard= Low
  |startup= 7
  |active= 2
  |recovery= 17
  |total duration= 26f
  |on hit= +3
  |on counter-hit= +6
  |on block= -2
  |special properties= --
  |description= *2MK is a hit confirmable low poke and is Jago's best low poke
*More range than 2MP
*Decently strong low profile to sneak under opponents poke
*As with 5MK, 5HK, Cl5MK, and Cl5HK, Jago can alter the range of his cancels by late cancelling
*-2 but you can frame trap opponents by cancelling into specials
}}
}}


=== Throws ===
N/A


{{MoveData
|image= Jago CHKhb.png|thumb
|caption= Test Caption
|name= Crouching Heavy Kick
|linkname= 2HK
|input= Crouch HK/5HK
|data=
{{AttackData-KI2013
  |damage= 36(10%)
  |counter-hit damage= 44(12%)
  |potential damage= --
  |shadow on hit= 4
  |shadow on block= 4.5
  |guard= Low
  |startup= 9
  |active= 2
  |recovery= 21
  |total duration= 31f
  |on hit= +44
  |on counter-hit= +44
  |on block= -9
  |special properties= Hard knockdown
  |description= *Standard sweep.
*Unsafe on block
*After a sweep trips an opponent, Jago can get an automatically timed safejump by jumping immediately or go for charge Endokuken Oki
}}
}}


=== Instinct Mode ===
=== Close Normals ===
N/A
{{MoveData
|image= Jago NMPhb.png|thumb
|caption=
|name= Close Standing Medium Punch
|linkname= clMP
|input= Close Stand MP/clMP
|data=
{{AttackData-KI2013
  |damage= 20 (5%)
  |counter-hit damage= 26 (7%)
  |potential damage= --
  |shadow on hit= 2.4
  |shadow on block= 4
  |guard= Mid
  |startup= 7
  |active= 3
  |recovery= 14
  |total duration= 23f
  |on hit= +2
  |on counter-hit= +5
  |on block= -1
  |special properties= --
  |description=*Close Medium Punch lacks a lot of niceties cl5MK has but hits the opponent upper body so it doesnt lose to lower body invul moves like cl5MK does
*Its a safe boring hit-confirmable normal to start offense for when Jago would like to use a medium but cl5MK isn't the play
}}
}}




=== Special Moves ===
{{MoveData
N/A
|image= Jago NHPhb.png|thumb
|caption=  
|name= Close Standing Heavy Punch
|linkname= clHP
|input= Close Stand HP/clHP
|data=
{{AttackData-KI2013
  |damage= 32 (8%)
  |counter-hit damage= 38 (10%)
  |potential damage= --
  |shadow on hit= 4
  |shadow on block= 4.5
  |guard= Mid
  |startup= 9
  |active= 3
  |recovery= 20
  |total duration= 30f
  |on hit= -1
  |on counter-hit= +3
  |on block= -4
  |special properties= --
  |description= *Heavy proximity normal used as a meaty and in combos and juggles
*doesn't do the weird thing with cl5HK where Jago moves around depending on cancel timing
}}
}}




=== Combo Openers ===
{{MoveData
N/A
|image= Jago NLKhb.png|thumb
|caption=
|name= Close Standing Light Kick
|linkname= clLK
|input= Close Stand LK/clLK
|data=
{{AttackData-KI2013
  |damage= 10 (2%)
  |counter-hit damage= 14 (3%)
  |potential damage= --
  |shadow on hit= 1.6
  |shadow on block= 2.4
  |guard= Mid
  |startup= 5
  |active= 3
  |recovery= 8
  |total duration= 15f
  |on hit= +5
  |on counter-hit= +7
  |on block= +2
  |special properties= Chain
  |description=  
}}
}}




=== Combo Linkers ===
{{MoveData
N/A
|image= Jago NMKhb.png|thumb
|caption=
|name= Close Standing Medium Kick
|linkname= clMK
|input= Close Stand MK/clMK
|data=
{{AttackData-KI2013
  |damage= 20 (5%)
  |counter-hit damage= 26 (7%)
  |potential damage= --
  |shadow on hit= 2.4
  |shadow on block= 4
  |guard= Mid
  |startup= 6
  |active= 4
  |recovery= 8
  |total duration= 17f
  |on hit= +5
  |on counter-hit= +8
  |on block= +1
  |special properties= --
  |description= *Close Medium Kick is a plus on block with ridiculous Low recovery
*As with 5MK,2MK, 5HK, and Cl5HK, Jago can alter the range of his cancels by late cancelling
** ClMK makes it name in Jagos offensive toolsel by being THE BEST NORMAL AT THIS TYPE OF STUFF
*Savvy Jago Players can use its short recovery to preform oppressive hit/throw OSes on offense and defense
*Loses hard to lower body invulnerable moves
}}
}}




=== Combo Enders ===
{{MoveData
N/A
|image= Jago NHKhb.png|thumb
|caption=  
|name= Close Standing Heavy Kick
|linkname= clHK
|input= Close Stand HK/clHK
|data=
{{AttackData-KI2013
  |damage= 30 (8%)
  |counter-hit damage= 38 (10%)
  |potential damage= --
  |shadow on hit= 4
  |shadow on block= 4.5
  |guard= Mid
  |startup= 9
  |active= 4
  |recovery= 16
  |total duration= 28f
  |on hit= +2
  |on counter-hit= +6
  |on block= -2
  |special properties= --
  |description= *Heavy proximity normal used as a meaty and in combos and juggles
*As with 5MK,2MK, 5HK, and Cl5MK, Jago can alter the range of his cancels by late cancelling
**This is used a lot in juggles since it moves Jago towards he opponent and high up for Light DP juggles/Laser swords
}}
}}


=== Command Normals ===
{{MoveData
|image= Jago 4HPhb.png|thumb
|caption= Test Caption
|name= Neck Cutter
|linkname= 4HP
|input= Back HP/4HP
|data=
{{AttackData-KI2013
  |damage= 30(8%)
  |counter-hit damage= 38(10%)
  |potential damage= --
  |shadow on hit= 4
  |shadow on block= 4.5
  |guard= High
  |startup= 22
  |active= 2
  |recovery= 26
  |total duration= 49f
  |on hit= -2
  |on counter-hit= +2
  |on block= -6
  |special properties= Overhead
  |description= *22 frame long range overhead used to mixup defendes
*4HP vs walk forward 2MK/2HK is somewhat tricky to block because the start of Jago forward walk animation looks kinda like the startup of overhead
**Jago players can walk forward and overhead to disguise the walk up low more and make defenders thing 4HP is easier to block
*4HP can also be used in neutral to tag people trying to bulldog(walk n' block) in pass endokuken zoning
}}
}}


=== Ultra Combos ===
N/A


{{MoveData
|image= Jago 6HKhb2.png|thumb
|caption= Test Caption
|name= Double Roundhouse
|linkname= 6HK
|input= Forward HPK/6HK
|data=
{{AttackData-KI2013
  |damage= 28.1(8%)
  |counter-hit damage= 40.1(11%)
  |potential damage= 2.7(0.7%)
  |shadow on hit= 8
  |shadow on block= 9
  |guard= Mid
  |startup= 9
  |active= 4[12]4
  |recovery= 16
  |total duration= 44f
  |on hit= +5
  |on counter-hit= +5
  |on block= +2
  |special properties= --
  |description= *Potential damage optimal heavy starter
*pressure extender vs people without meter
}}
}}


== The Basics ==  
=== Air Normals ===
{{MoveData
|image= Jago JLPhb.png|thumb
|caption= (Tiger Palm)
|name= Jumping Light Punch
|linkname= 8LP
|input= Jump LP/8LP
|data=
{{AttackData-KI2013
  |damage= 20 (5%)
  |counter-hit damage= 24 (6%)
  |potential damage= --
  |shadow on hit= 1.6
  |shadow on block= 2.4
  |guard= High
  |startup= 7
  |active= 7
  |recovery= 4
  |total duration= 17+f
  |on hit= +15
  |on counter-hit= +17
  |on block= +8
  |special properties= Flipout
  |description= To Do
}}
}}


== Combos ==


== Strategy ==
{{MoveData
|image= Jago JMPhb.png|thumb
|caption= Test Caption
|name= Jumping Medium Punch
|linkname= 8MP
|input= Jump MP/8MP
|data=
{{AttackData-KI2013
  |damage= 24 (6%)
  |counter-hit damage= 30 (8%)
  |potential damage= --
  |shadow on hit= 2.4
  |shadow on block= 4
  |guard= High
  |startup= 7
  |active= 3
  |recovery= 4
  |total duration= 13+f
  |on hit= +16
  |on counter-hit= +19
  |on block= +12
  |special properties= --
  |description= To Do
}}
}}


== Costumes and Colors ==


== Matchups ==
{{MoveData
|image= Jago-JHP GIF.gif|thumb
|caption= Test Caption
|name= Jumping Heavy Punch
|linkname= 8HP
|input= Jump HP/8HP
|data=
{{AttackData-KI2013
  |damage= 30 (8%)
  |counter-hit damage= 38 (10%)
  |potential damage= --
  |shadow on hit= 4
  |shadow on block= 4.5
  |guard= High
  |startup= 12
  |active= 5
  |recovery= 4
  |total duration= 20+f
  |on hit= +20
  |on counter-hit= +24
  |on block= +17
  |special properties= Crossup
  |description= To Do
}}
}}


* <u>'''Vs. Glacius'''</u>


TBW
{{MoveData
|image= Jago JLKhb.png|thumb
|caption= --
|name= Jumping Light Kick
|linkname= 8LK
|input= Jump LK/8LK
|data=
{{AttackData-KI2013
  |damage= 20 (5%)
  |counter-hit damage= 24 (6%)
  |potential damage= --
  |shadow on hit= 1.6
  |shadow on block= 2.4
  |guard= High
  |startup= 8
  |active= 8
  |recovery= 4
  |total duration= 19+f
  |on hit= +15
  |on counter-hit= +17
  |on block= +8
  |special properties= --
  |description= To Do
}}
}}




* <u>'''Vs. Jago'''</u>
{{MoveData
|image= Jago JMKhb.png|thumb
|caption= Test Caption
|name= Jumping Medium Kick
|linkname= 8MK
|input= Jump MK/8MK
|data=
{{AttackData-KI2013
  |damage= 24 (6%)
  |counter-hit damage= 30 (8%)
  |potential damage= --
  |shadow on hit= 2.4
  |shadow on block= 4
  |guard= High
  |startup= 8
  |active= 10
  |recovery= 4
  |total duration= 21+f
  |on hit= +16
  |on counter-hit= +19
  |on block= +12
  |special properties= Crossup
  |description= To Do
}}
}}


TBW


{{MoveData
|image= Jago JHKhb.png|thumb
|caption= Test Caption
|name= Jumping Heavy Kick
|linkname= 8HK
|input= Jump HK/8HK
|data=
{{AttackData-KI2013
  |damage= 30 (8%)
  |counter-hit damage= 38 (10%)
  |potential damage= --
  |shadow on hit= 4
  |shadow on block= 4.5
  |guard= High
  |startup= 11
  |active= 11
  |recovery= 4
  |total duration= 25+f
  |on hit= +20
  |on counter-hit= +24
  |on block= +17
  |special properties= --
  |description= To Do
}}
}}


* <u>'''Vs. Sabrewulf'''</u>
== Throws ==
{{MoveData
|image= Jago LPLKhb.png|thumb
|caption= Test Caption
|name= Throw
|linkname= LPLK
|input= 5LPLK/4LPLK
|data=
{{AttackData-KI2013
  |damage= 40.0 (11%)
  |startup= 5
  |active= 2
  |recovery= 29
  |total duration= 35f
  |on hit= +57/+60
  |special properties= Hard Knockdown, Shadow Cancel
  |description= Jago's throw possesses the unique ability to be canceled into any shadow special, but only Instinct Endokuken is practical.
}}
}}


TBW


== Special Moves ==
{{MoveData
|image= Jago 236Phb.png|thumb
|caption= Test Caption
|name= Endokuken
|linkname= 236P
|input= QCF+P/236P
|data=
{{AttackData-KI2013
  |version= LP
  |damage= 24 (6%)
  |counter-hit damage= 24 (6%)
  |potential damage= --
  |shadow on hit= ??
  |shadow on block= ??
  |guard= Mid
  |startup= 15
  |active= --
  |recovery= 30
  |total duration= 45f
  |on hit= +3
  |on counter-hit= +3
  |on block= -7
  |special properties= --
  |description= *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
}}
{{AttackData-KI2013
  |version= MP
  |damage= 24 (6%)
  |counter-hit damage= 24 (6%)
  |potential damage= --
  |shadow on hit= ??
  |shadow on block= ??
  |guard= Mid
  |startup= 15
  |active= --
  |recovery= 29
  |total duration= 44f
  |on hit= +4
  |on counter-hit= +4
  |on block= -6
  |special properties= --
  |description= *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
}}
{{AttackData-KI2013
  |version= HP
  |damage= 24 (6%)
  |counter-hit damage= 24 (6%)
  |potential damage= --
  |shadow on hit= ??
  |shadow on block= ??
  |guard= Mid
  |startup= 15
  |active= --
  |recovery= 28
  |total duration= 43f
  |on hit= +5
  |on counter-hit= +5
  |on block= -5
  |special properties= --
  |description= *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
}}
}}


* <u>'''Vs. Thunder'''</u>


TBW
{{MoveData
|image= Jago 214P.png|thumb
|caption= Test Caption
|name= Laser Sword
|linkname= 214P
|input= QCB+P/214P
|data=
{{AttackData-KI2013
  |version= LP
  |damage= 28(7%)
  |counter-hit damage= 40(11%)
  |potential damage= --
  |shadow on hit= ??
  |shadow on block= ??
  |guard= Mid
  |startup= 8
  |active= 3
  |recovery= 21
  |total duration= 31f
  |on hit= +4
  |on counter-hit= +9
  |on block= 0
  |special properties= Flipout
  |description= *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
}}
{{AttackData-KI2013
  |version= MP
  |damage= 36(10%)
  |counter-hit damage= 48(13%)
  |potential damage= --
  |shadow on hit= ??
  |shadow on block= ??
  |guard= Mid
  |startup= 9
  |active= 3
  |recovery= 25
  |total duration= 36f
  |on hit= +5
  |on counter-hit= +10
  |on block= +1
  |special properties= --
  |description= *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)
}}
{{AttackData-KI2013
  |version= HP
  |damage= 28.1(7%)
  |counter-hit damage= 40.1(11%)
  |potential damage= 2.7(0.7%)
  |shadow on hit= ??
  |shadow on block= ??
  |guard= Mid
  |startup= 10
  |active= 3[13]3
  |recovery= 23
  |total duration= 51f
  |on hit= +6
  |on counter-hit= +6
  |on block= +2
  |special properties= --
  |description=*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
}}
}}




== Frame Data ==
{{MoveData
|image= Jago DPhb.png
|caption= --
|name= Tiger Fury
|linkname= 623P
|input= DP+P/623P
|data=
{{AttackData-KI2013
  |version= LP
  |damage= 52(14%)
  |counter-hit damage= 64(18%)
  |potential damage= --
  |shadow on hit= ??
  |shadow on block= ??
  |guard= Mid
  |startup= 3
  |active= 8
  |recovery= 32
  |total duration= 42f
  |on hit= +25
  |on counter-hit= +28
  |on block= -27
  |special properties= Invincible 1-2f, Upper Body Invincible 3-7f, Throw Invincible 8-15f
  |description= *''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
}}
{{AttackData-KI2013
  |version= MP
  |damage= 60(16%)
  |counter-hit damage= 80(22%)
  |potential damage= --
  |shadow on hit= ??
  |shadow on block= ??
  |guard= Mid
  |startup= 3
  |active= 8
  |recovery= 38
  |total duration= 48f
  |on hit= +24
  |on counter-hit= +26
  |on block= -34
  |special properties= Invincible 1-3f, Upper Body Invincible 4-7f, Throw Invincible 8-15f
  |description= *''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
}}
{{AttackData-KI2013
  |version= HP
  |damage= 68(19%)
  |counter-hit damage= 100(27%)
  |potential damage= --
  |shadow on hit= ??
  |shadow on block= ??
  |guard= Mid
  |startup= 3
  |active= 8
  |recovery= 47
  |total duration= 57f
  |on hit= +19
  |on counter-hit= +20
  |on block= -40
  |special properties= Invincible 1-4f, Upper Body Invincible 5-7f, Throw Invincible 8-15f
  |description= *''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
}}
}}


[[Category: Killer Instinct (2013)]]
 
 
{{MoveData
|image= Jago 214Khb.png|thumb
|caption= Test Caption
|name= Wind Kick
|linkname= 214K
|input= QCB+K/214K
|data=
{{AttackData-KI2013
  |version= LK
  |damage= 20 (5%)
  |counter-hit damage= 32 (9%)
  |potential damage= --
  |shadow on hit= ??
  |shadow on block= ??
  |guard= Mid
  |startup= 10
  |active= 6
  |recovery= 28
  |total duration= 43f
  |on hit= +5
  |on counter-hit= +10
  |on block= -4
  |special properties= Low invul 1-9f
  |description= *Light Wind Kick is a lower body invulnerable opener that reaches a bit farther than Laser Sword and is "safe" on block
*Light Wind Kick is the only version of Wind kick where you have to worry about it not reaching the opponent in confirms
**Max range 2MP cancelled into L wind kick will reach the defender and any pokes that hits them from further away will not be in range for L wind kick
*Windkick Counter Hits grants similar frame advantage to Laser Sword counter hits so you can use them as a medium risk/high return long range ch tools
**since L wind kick is -4 it would be a low-ish medium risk, low crushing, up-close, counter hitting tool.
**Being -4 actually works in its favour as opponents trying to take back control open themselves up to a counter-hit DP while Jago is still safe from Lights.
}}
{{AttackData-KI2013
  |version= MK
  |damage= 24 (6%)
  |counter-hit damage= 36 (10%)
  |potential damage= --
  |shadow on hit= ??
  |shadow on block= ??
  |guard= Mid
  |startup= 11
  |active= 10
  |recovery= 28
  |total duration= 48f
  |on hit= +4
  |on counter-hit= +9
  |on block= -6
  |special properties= Low invul 1-10f
  |description= *Medium wind kick is a long range opener that Jago ''confirms'' into when not close enough to use his preferred openers
*As it is jab punishable (-6), hit confirming is a big deal since Jago is punishable
*Medium Wind Kick is the only version of Wind kick where you have to worry about it not reaching the opponent in confirms
*Windkick Counter Hits grants similar frame advantage to Laser Sword counter hits so you can use them as a medium risk/high return long range ch tools
**Medium Wind Kick as a counter hitting tool is a gamble since its jab punishable on block. However its a gamble Jago can almost always go for, so it can pay handsomely to notice when M windkick can tag people who do not respect its threat.
**Jago can situationally mitigate risk of having windkick blocked by cancelling into his shadows. Shadow endoukuken does some chip and gives a harder to punish -6 situation and shadow laser sword makes jago plus but can only be used if the opponent doesn't have meter to shadow counter
}}
{{AttackData-KI2013
  |version= HK
  |damage= 30 (8%)
  |counter-hit damage= 42 (11%)
  |potential damage= --
  |shadow on hit= ??
  |shadow on block= ??
  |guard= Mid
  |startup= 14
  |active= 19
  |recovery= 35
  |total duration= 67f
  |on hit= +2
  |on counter-hit= +7
  |on block= -11
  |special properties= Low invul 1-13f
  |description= *Heavy wind kick is a far range opener that Jago ''confirms'' into when not close enough to use his preferred openers
**Heavy wind kick is '''VERY''' negative on block so its should only be used in situations where it is certain to hit (cancels from whiff punishment and confims)
*Heavy wind kick has a lot of range which makes it a risky hail mary tool for
**Jago can situationally mitigate risk of having windkick blocked by cancelling into his shadows. Shadow endoukuken does some chip and gives a harder to punish -6 situation and shadow laser sword makes jago plus but can only be used if the opponent doesnt have meter to shadow counter
*Heavy wind kick does more damage but has worse frame data all around so its only sometimes better than confirming into M wind kick
}}
}}
 
== Shadow Moves ==
{{MoveData
|image= Jago 236PPhb.png|thumb
|caption= Test Caption
|name= Shadow Laser Sword
|linkname= 214PP
|input= QCB+PP/214PP
|data=
{{AttackData-KI2013
  |version= S
  |damage= 44.8(12%)
  |counter-hit damage= 44.8(12%)
  |potential damage= 9.6(3%)
  |shadow on hit= --
  |shadow on block= --
  |guard= Mid
  |startup= 3+2(5)
  |active= 4[12]4[12]
6[10]8[9]7
  |recovery= 13
  |total duration= 77f
  |on hit= +6
  |on counter-hit= +6
  |on block= +2
  |special properties= High invul 1-5f
  |description= *Shadow Laser Sword is a high damage shadow that boosts Jagos pd build in his combo game
*Confirming into Shadow Laser Sword opener yields high damage and high unbreakable pd build which aids Jago in building ender levels and getting juicy cashouts
*Shadow Laser Sword linker also does a lot of damage and PD but is breakable which can lead to poor value gained for bar spent if the opponent beats you in the breaking mindgame
**Jago can circumvent this by using Shadow Laser Sword linker at the end of lockouts. If Jago fits 3 hits of Shadow Laser Sword into a lockout the opponent can't break and if he is only able to fit 2 then the shadow has to be broken on last 3 hits this makes counter breaking opponents easier since they can't fake you out on when they will break.
*+2 on block. Against opponents without meter Jago can throw wind kicks and cancel into Shadow Laser Sword to be near the opponent and plus.
}}
}}
 
 
{{MoveData
|image= Jago 214KKhb2.png|thumb
|caption= Test Caption
|name= Shadow Wind Kick
|linkname= 214KK
|input= QCB+KK/214KK
|data=
{{AttackData-KI2013
  |version= S
  |damage= 33.6(9%)
  |counter-hit damage= 45.6(12%)
  |potential damage= 7.2(2%)
  |shadow on hit= 0
  |shadow on block= 0
  |guard= Mid
  |startup= 3+4(7)
  |active= 6
  |recovery= 28
  |total duration= 40f
  |on hit= +5
  |on counter-hit= +5
  |on block= -1
  |special properties= Projectile / Low invul 1-17f
  |description= *Shadow Wind Kick is a fast traveling, projectile invulnerable, low crush attack and one of Jago main tools against zoning
**Shadow wind kick as an anti zoning tool is super good and Jagos other anti-zoning tools fall off so significantly that in certain problem matchups. Jago has to consider not spending meter on damage/other shadow moves so that if the opponent slips away he can get back in
}}
}}
 
 
{{MoveData
|image= Jago 214PPhb.png|thumb
|caption= Test Caption
|name= Shadow Endokuken
|linkname= 236PP
|input= QCF+PP/236PP
|data=
{{AttackData-KI2013
  |version= S
  |damage= 26.4(7%)
  |counter-hit damage= 26.4(7%)
  |potential damage= 4.8(1%)
  |shadow on hit= --
  |shadow on block= --
  |guard= Mid
  |startup= 5+2(7)
  |active= --
  |recovery= 30
  |total duration= 37f
  |on hit= +56
  |on counter-hit= +56
  |on block= -6
  |special properties= Soft Knockdown, Heals Jago in Instinct
  |description= *Shadow Endokuken is a huge fireball with high projectile durability.
**In Neutral, Jago uses it for zoning wars as a way to blast through the opponents fireball
**In combos, its used for putting unbreakable pd on the opponent and getting Jago a knockdown.
*Whiffing 2HK after hitting the opponent with a shadow fireball tricks the game into causing Shadow Endokuken to become a hard knockdown.
}}
}}
 
 
{{MoveData
|image= Jago 623PPhb.png|thumb
|caption= Test Caption
|name= Shadow Tiger Fury
|linkname= 623PP
|input= DP+PP/623PP
|data=
{{AttackData-KI2013
  |version= S
  |damage= 41.2(11%)
  |counter-hit damage= 57.2(15%)
  |potential damage= 8.4(2.5%)
  |shadow on hit= --
  |shadow on block= --
  |guard= Mid
  |startup= 3+0(0)
  |active= 3[2]1[1]
1[1]1
  |recovery= 46
  |total duration= 59f
  |on hit= +17
  |on counter-hit= +17
  |on block= -42
  |special properties= Invul 1-5f, Juggle Cashout
  |description=*Shadow Tiger's is a decent shadow cashout and highly situational luxury anti safe jump reversal
**Jago can cancel any special version of Tiger's Fury into Shadow Tiger's Fury to "cheat" an extra ender level in combos. 
}}
}}
 
== Enders ==
{{MoveData
|image= Jago 236Pnv.png|thumb
|caption= Test Caption
|name= Endokuken Ender
|linkname= 236P
|input= QCF+P/236P
|data=
{{KI2013_EnderData
  |version= Level 1
  |ender type= Battery
  |on hit= +34
  |special properties= Launcher
  |description= Jugglable for 4 frames.
}}
{{KI2013_EnderData
  |version= Level 2
  |ender type= Battery
  |on hit= +40
  |special properties= Launcher
  |description= Jugglable for 10 frames.
}}
{{KI2013_EnderData
  |version= Level 3
  |ender type= Battery
  |on hit= +42
  |special properties= Launcher
  |description= Jugglable for 12 frames.
}}
{{KI2013_EnderData
  |version= Level 4
  |ender type= Battery/Hard Knockdown
  |on hit= +85
  |special properties= Launcher, Hard Knockdown
  |description= Jugglable for 15 frames.
}}
}}
 
 
{{MoveData
|image= Jago 214Pnv.png|thumb
|caption= Test Caption
|name= Laser Sword Ender
|linkname= 214HP
|input= QCB+HP/214HP
|data=
{{KI2013_EnderData
  |version= Level 1
  |ender type= Launcher
  |on hit= +42
  |special properties= --
  |description= Jugglable for 12 frames.
}}
  {{KI2013_EnderData
  |version= Level 2
  |ender type= Launcher
  |on hit= +46
  |special properties= --
  |description= Jugglable for 16 frames.
}}
{{KI2013_EnderData
  |version= Level 3
  |ender type= Launcher
  |on hit= +50
  |special properties= --
  |description= Jugglable for 20 frames.
}}
{{KI2013_EnderData
  |version= Level 4
  |ender type= Launcher
  |on hit= +48
  |special properties= --
  |description= Jugglable for 18 frames.
}}
}}
 
 
{{MoveData
|image= Jago 623Pnv.png|thumb
|caption= Test Caption
|name= Tiger Fury Ender
|linkname= 623P
|input= DP+P/623P
|data=
{{KI2013_EnderData
  |version= Level 1
  |ender type= Damage
  |on hit= +20
  |special properties= --
  |description=
}}
{{KI2013_EnderData
  |version= Level 2
  |ender type= Damage
  |on hit= +22
  |special properties= --
  |description=
}}
{{KI2013_EnderData
  |version= Level 3
  |ender type= Damage
  |on hit= +26
  |special properties= --
  |description=
}}
{{KI2013_EnderData
  |version= Level 4
  |ender type= Damage
  |on hit= +26
  |special properties= --
  |description=
}}
{{KI2013_EnderData
  |version= Shadow
  |ender type= Damage
  |on hit= +17
  |special properties= Juggle Cashout
  |description=
}}
}}
 
 
{{MoveData
|image= Jago SHKnv.png|thumb
|caption= Test Caption
|name= Wind Kick Ender
|linkname= 214HK
|input= QCB+HK/214HK
|data=
{{KI2013_EnderData
  |version= Level 1
  |ender type= Wall Splat
  |on hit= 0/+16 (Splat)
  |special properties= --
  |description=
}}
{{KI2013_EnderData
  |version= Level 2
  |ender type= Wall Splat
  |on hit= 0/+21 (Splat)
  |special properties= --
  |description=
}}
{{KI2013_EnderData
  |version= Level 3
  |ender type= Wall Splat
  |on hit= 0/+26 (Splat)
  |special properties= --
  |description=
}}
{{KI2013_EnderData
  |version= Level 4
  |ender type= Wall Splat
  |on hit= 0/+32 (Splat)
  |special properties= --
  |description=
}}
}}
 
== Instinct ==
{{MoveData
|image= Jago DoubleEndokukenHB.png|thumb
|caption= Test Caption
|name= Double Endokuken
|linkname= 236P
|input= 236P
|data=
{{AttackData-KI2013
  |version= LP
  |damage= 32.1 (9%)
  |counter-hit damage= 32.1 (9%)
  |potential damage= 2.7 (0.7)
  |shadow on hit= ??
  |shadow on block= ??
  |guard= Mid
  |startup= 15
  |active= --
  |recovery= 38
  |total duration= 53f
  |on hit= +8
  |on counter-hit= +8
  |on block= -2
  |special properties= Heals 1.5% per hit
  |description= A slow pair of fireballs that are good at escorting Jago forward.
}}
{{AttackData-KI2013
  |version= MP
  |damage= 32.1 (9%)
  |counter-hit damage= 32.1 (9%)
  |potential damage= 2.7 (0.7)
  |shadow on hit= ??
  |shadow on block= ??
  |guard= Mid
  |startup= 15
  |active= --
  |recovery= 38
  |total duration= 53f
  |on hit= +8
  |on counter-hit= +8
  |on block= -2
  |special properties= Heals 1.5% per hit
  |description= To Do
}}
{{AttackData-KI2013
  |version= HP
  |damage= 32.1 (9%)
  |counter-hit damage= 32.1 (9%)
  |potential damage= 2.7 (0.7)
  |shadow on hit= ??
  |shadow on block= ??
  |guard= Mid
  |startup= 15
  |active= --
  |recovery= 38
  |total duration= 53f
  |on hit= +8
  |on counter-hit= +8
  |on block= -2
  |special properties= Heals 1.5% per hit
  |description= To Do
}}
{{AttackData-KI2013
  |version= Charged
  |damage= 53.5 (14%)
  |counter-hit damage= 53.5 (14%)
  |potential damage= 4.5 (1.3%)
  |shadow on hit= ??
  |shadow on block= ??
  |guard= Mid
  |startup= 38
  |active= --
  |recovery= 38
  |total duration= 76f
  |on hit= +23
  |on counter-hit= +23
  |on block= +13
  |special properties= Heals 1.5% per hit
  |description= To Do
}}
}}
 
 
{{KI2013_Navbox}}
 
 
[[Category:Killer Instinct (2013)]]

Latest revision as of 23:41, 2 February 2025


Introduction

Jago PLACEHOLDER CHARACTER STORY

Jago Jago is the main Shoto character of KI, featuring a fireball, dragon punch, and tatsu equivalent. These tools allow him to play a classic midrange fireball/dp game, but Jago also comes equipped with a few extras not usually seen in your typical SF shoto. Chargeable fireballs that you can dash cancel while charging, a very long range overhead, a throw with potent oki attached, and abundant plus frames all give Jago an offensive toolkit characteristic of KI. Topping it all off is his Instinct, which changes his standard fireball into a double fireball, increases his frame advantage even further, and most importantly rewards fireballs on hit with healing, making Jago the only character in the game where three instincts in one game is not uncommon. Whether you plan to win by a war of attrition in the neutral game or you just want to get in that ass and run offense, Jago rewards players who dedicate themselves to the way of the warrior with an exceptionally fun take on a classic FG character archetype.

Strengths Weaknesses
  • Well Rounded: Jago's toolkit comes with good options at close, mid, and long range. While not the most outstanding at any of these ranges, the fact that he is able to fight at all of them means Jago is rarely helpless anywhere on the screen.
  • Healer Instinct: Jago takes notes from SF4 Elena of all places. While in instinct, his fireballs gain health regen, and it's not insignificant health regen either. Popping instinct early into the first lifebar and landing some optimized healing combos can put Jago back to near full health, all of which counts towards a second, third, or even (purely) theoretical fourth instinct.
  • Defensive Powerhouse: Scroll down and look at the damage H DP does on CH, and it's also 3f. Wind Kick's frame 1 low invul also can see some niche use.
  • Plus Frames Abound: With most of his lights, close MK, and M/H laser sword being plus, Jago would already have all that he'd need to be somewhat threatening up close. The real star of the show is fHK, which advances forward and is +2. If the opponent doesn't have meter to SC (or just doesn't SC), then Jago can keep them in constant frame disadvantage.
  • Throw Reward: Jago is able to cancel his throw into a shadow move and then do a short juggle combo afterwards depending on the shadow chosen. If one chooses not to combo after the throw, Jago can choose from a few different powerful oki options.
  • Meter Management: Jago builds a large amount of shadow meter by simply playing a classic shoto game due to normals and fireballs granting a grip of meter on block. Beyond shadow meter, Jago has the rare ability to boost his instinct meter with his combo trait, giving him a notable increase in meter gain across the length of a match.
  • Versatile Shadow Moves: In concert with his high meter gain, Jago has a solid set of shadows. With the exception of S DP (which still sees some niche use in juggle combos), each of his shadows have a direct and powerful use case.
  • In Progress
  • Relatively Linear Offense
  • Loses Neutral Surprisingly Often
  • Extremely Average Movement
  • Known Quantity: Being the shoto of the game, anyone who puts any amount of time into the game will learn the Jago mu. Plenty of people also have Jago pockets, further reducing the amount of knowledge checks that will work against mid level players.
KI2013 Jago CSS.png
Character Data
Forward Walk Speed 45f to cross two large training mode squares
Backwards Walk Speed 60f to cross two large training mode squares
Forward Dash Duration 18f
Backdash Duration 24f
Pre-Jump Frames 5f
Jump Duration 40f
Landing Recovery 4f
Advantage Post Grounded Combo Breaker +1

Universal Mechanics

Instinct

Tiger's Focus: Endokukens become double fireballs and restore health on hit. +2 additional frame advantage on all moves.

Combat Trait

Around The World: Jago can chain any auto-double into another of lesser strength (L loops back to H). He gains about 1/9 Instinct meter every time he completes a loop of all 3 strengths of auto-double.


Normal Moves

Standing Normals

Standing Light Punch
Stand LP/5LP
Jago SLPhb2.png
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
10(2%) 14(3%) -- 1.6 2.4 Mid 5 2 9 15f +4 +6 0 Chain

To Do


Far Medium Punch
Stand MP/5MP
Jago SMPhb.png
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
20(5%) 26(7%) -- 2.4 4 Mid 7 3 17 26f +1 +4 -2 --
  • Jago's Primary medium poke, as it has the significantly more range than his crouching mediums and doesnt have an extended hurtbox than Far 5MK
  • Hit-confirmable with large cancel windows
  • Has good startup(active frame 7 is "pretty fast" for a medium), good recovery/total duration (27 frames total is hard to whiff punish on reaction) but a weakness to low profile moves


Far Heavy Punch
Stand HP/5HP
Jago SHPhb.png
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
30(8%) 38(10%) -- 4 4.5 Mid 11 3 25 38f -3 +1 -6 --
  • Jago's farthest reaching Normal poke (besides 5HK which whiffs vs "most" crouching characters, and 4HP which doesn't but has slow startup)
    • However max range isnt "ideal" spacing due its high recovery making it whiff punish food
  • Has a recessed lower body hurtbox which allows Jago to dominate opponents low pokes
    • The ideal spacing of 5HP is usually just inside your opponents best low poke


Far Light Kick
Stand LK/5LK
Jago SLKhb.png
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
10(2%) 14(3%) -- 1.6 2.4 Mid 7 3 12 21f +5 +7 +2 Chain

To Do


Far Medium Kick
Stand MK/5MK
Jago SMKhb.png
The Cooler 5MP
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(4%) 26(7%) -- 2.4 4 Mid 8 3 18 28f +3 +6 -2 --
  • Far Medium Kick is a more ambitious and aggressive version of 5MP that moves
  • Reaches the same range as 5MP but 1 frame slower, with a slightly more bad hitbox for hitting low profiles and moving his hurtbox forward to get counterhit more easily
    • Jago moving forward isn't all bad since it can used to alter his spacing with the cancels (5MK instantly cancelled into Laser Sword works at ALMOST all ranges including a lot ones where 5MPxxlaser sword would always whiff, shenanigans which charged Endokuken and late cancels changing the range, etc)


Far Heavy Kick
Stand HK/5HK
Jago SHKhb.png
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
30(8%) 38(10%) -- 4 4.5 Mid 11 5 20 35f 0 +4 -5 --
  • Long range anti air/Counter poke/situational whiff punisher that whiffs vs crouching characters
  • As with 5MK, 2MK, Cl5MK, and Cl5HK Jago can alter the range of his cancels by late cancelling

Crouching Normals

Crouching Light Punch
Crouch LP/2LP
Jago CLPhb.png
Has Everything one can want in a Light except range and hitting low
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 2 7 13f +4 +5 +2 Chain
  • 2LP is an excellent chainable light attack with short recovery and plus frames. It serves as a low risk/low reward table setter for Jago offense to build off of.
  • It is +2 on block which is hard to deal with upclose due to tick throws and frame traps and also hard to contest from afar as the 2LP,5MP beats defenders jabbing via priority and while characters can normal throw to win priority, Most characters throws wont have the range to interact with Jago from distance


Crouching Medium Punch
Crouch MP/2MP
Jago CMPhb.png
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 Mid 7 2 17 25f 0 +3 -2 --
  • 2MP is a shorter range medium poke made to swat upper body invul moves AND lower body invul moves from opponents
  • 2MP xx L wind kick will usually not miss on hit or block so if you want to turn back the clock and counter hit someone with a -4 special, 2MP is best one to set it up(2MK and 5MK are good at this too but carry a bit more risky & you can mess up and late cancel it TOO late with 5MK)


Crouching Heavy Punch
Crouch HP/2HP
Jago CHPhb.png
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
36(10%) 44(12%) -- 4 4.5 Mid 10 5 17 31f -4 0 -7 --
  • High damage Anti-Air, Punish normal
  • At a beginner to intermediate level, Jago players can use this to anti air in situations where they would feel uncomfortable reacting with DP
    • As a non-invulnerable normal there are some situations it would lose where Jago DP would hit the opponent but 2HP is still
  • At high level, Jago players can use 2HPxx Heavy Laser Sword to hit people who empty jump at Jago (so they don't get COUNTERHIT for 27% by H DP) and go into juggles
  • It is the hardest hitting (non-Tusk) heavy normal especially on counter hit which is useful sometimes
    • It isn't great to recklessly fish for counter hits since its very minus on block which means Jago has to cancel into laser sword to not be minus and that loses to shadow counter. If the opponent sniffs out whats going on things can get tricky for Jago.


Crouching Light Kick
Crouch LK/2LK
Jago CLKhb.png
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
10(2%) 14(3%) -- 1.6 2.4 Low 5 2 9 15f +4 +6 -1 Chain
  • Chainable Low light attack
  • More pushback and worse frame data than 2LP but makes up for it with better range and hitting low


Crouching Medium Kick
Crouch MK/2MK
Jago CMKhb.png
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
20(5%) 26(7%) -- 2.4 4 Low 7 2 17 26f +3 +6 -2 --
  • 2MK is a hit confirmable low poke and is Jago's best low poke
  • More range than 2MP
  • Decently strong low profile to sneak under opponents poke
  • As with 5MK, 5HK, Cl5MK, and Cl5HK, Jago can alter the range of his cancels by late cancelling
  • -2 but you can frame trap opponents by cancelling into specials


Crouching Heavy Kick
Crouch HK/5HK
Jago CHKhb.png
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
36(10%) 44(12%) -- 4 4.5 Low 9 2 21 31f +44 +44 -9 Hard knockdown
  • Standard sweep.
  • Unsafe on block
  • After a sweep trips an opponent, Jago can get an automatically timed safejump by jumping immediately or go for charge Endokuken Oki

Close Normals

Close Standing Medium Punch
Close Stand MP/clMP
Jago NMPhb.png
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%) 26 (7%) -- 2.4 4 Mid 7 3 14 23f +2 +5 -1 --
  • Close Medium Punch lacks a lot of niceties cl5MK has but hits the opponent upper body so it doesnt lose to lower body invul moves like cl5MK does
  • Its a safe boring hit-confirmable normal to start offense for when Jago would like to use a medium but cl5MK isn't the play


Close Standing Heavy Punch
Close Stand HP/clHP
Jago NHPhb.png
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
32 (8%) 38 (10%) -- 4 4.5 Mid 9 3 20 30f -1 +3 -4 --
  • Heavy proximity normal used as a meaty and in combos and juggles
  • doesn't do the weird thing with cl5HK where Jago moves around depending on cancel timing


Close Standing Light Kick
Close Stand LK/clLK
Jago NLKhb.png
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 3 8 15f +5 +7 +2 Chain


Close Standing Medium Kick
Close Stand MK/clMK
Jago NMKhb.png
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%) 26 (7%) -- 2.4 4 Mid 6 4 8 17f +5 +8 +1 --
  • Close Medium Kick is a plus on block with ridiculous Low recovery
  • As with 5MK,2MK, 5HK, and Cl5HK, Jago can alter the range of his cancels by late cancelling
    • ClMK makes it name in Jagos offensive toolsel by being THE BEST NORMAL AT THIS TYPE OF STUFF
  • Savvy Jago Players can use its short recovery to preform oppressive hit/throw OSes on offense and defense
  • Loses hard to lower body invulnerable moves


Close Standing Heavy Kick
Close Stand HK/clHK
Jago NHKhb.png
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 (8%) 38 (10%) -- 4 4.5 Mid 9 4 16 28f +2 +6 -2 --
  • Heavy proximity normal used as a meaty and in combos and juggles
  • As with 5MK,2MK, 5HK, and Cl5MK, Jago can alter the range of his cancels by late cancelling
    • This is used a lot in juggles since it moves Jago towards he opponent and high up for Light DP juggles/Laser swords

Command Normals

Neck Cutter
Back HP/4HP
Jago 4HPhb.png
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
30(8%) 38(10%) -- 4 4.5 High 22 2 26 49f -2 +2 -6 Overhead
  • 22 frame long range overhead used to mixup defendes
  • 4HP vs walk forward 2MK/2HK is somewhat tricky to block because the start of Jago forward walk animation looks kinda like the startup of overhead
    • Jago players can walk forward and overhead to disguise the walk up low more and make defenders thing 4HP is easier to block
  • 4HP can also be used in neutral to tag people trying to bulldog(walk n' block) in pass endokuken zoning


Double Roundhouse
Forward HPK/6HK
Jago 6HKhb2.png
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
28.1(8%) 40.1(11%) 2.7(0.7%) 8 9 Mid 9 4[12]4 16 44f +5 +5 +2 --
  • Potential damage optimal heavy starter
  • pressure extender vs people without meter

Air Normals

Jumping Light Punch
Jump LP/8LP
Jago JLPhb.png
(Tiger Palm)
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%) -- 1.6 2.4 High 7 7 4 17+f +15 +17 +8 Flipout

To Do


Jumping Medium Punch
Jump MP/8MP
Jago JMPhb.png
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 High 7 3 4 13+f +16 +19 +12 --

To Do


Jumping Heavy Punch
Jump HP/8HP
Jago-JHP GIF.gif
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
30 (8%) 38 (10%) -- 4 4.5 High 12 5 4 20+f +20 +24 +17 Crossup

To Do


Jumping Light Kick
Jump LK/8LK
Jago JLKhb.png
--
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%) -- 1.6 2.4 High 8 8 4 19+f +15 +17 +8 --

To Do


Jumping Medium Kick
Jump MK/8MK
Jago JMKhb.png
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 High 8 10 4 21+f +16 +19 +12 Crossup

To Do


Jumping Heavy Kick
Jump HK/8HK
Jago JHKhb.png
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
30 (8%) 38 (10%) -- 4 4.5 High 11 11 4 25+f +20 +24 +17 --

To Do

Throws

Throw
5LPLK/4LPLK
Jago LPLKhb.png
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
40.0 (11%) - - - - - 5 2 29 35f +57/+60 - - Hard Knockdown, Shadow Cancel

Jago's throw possesses the unique ability to be canceled into any shadow special, but only Instinct Endokuken is practical.


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 Sword and is "safe" on block
  • Light Wind Kick is the only version of Wind kick where you have to worry about it not reaching the opponent in confirms
    • Max range 2MP cancelled into L wind kick will reach the defender and any pokes that hits them from further away will not be in range for L wind kick
  • Windkick Counter Hits grants similar frame advantage to Laser Sword counter hits so you can use them as a medium risk/high return long range ch tools
    • since L wind kick is -4 it would be a low-ish medium risk, low crushing, up-close, counter hitting tool.
    • Being -4 actually works in its favour as opponents trying to take back control open themselves up to a counter-hit DP while Jago is still safe from Lights.
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
  • Medium wind kick is a long range opener that Jago confirms into when not close enough to use his preferred openers
  • As it is jab punishable (-6), hit confirming is a big deal since Jago is punishable
  • Medium Wind Kick is the only version of Wind kick where you have to worry about it not reaching the opponent in confirms
  • Windkick Counter Hits grants similar frame advantage to Laser Sword counter hits so you can use them as a medium risk/high return long range ch tools
    • Medium Wind Kick as a counter hitting tool is a gamble since its jab punishable on block. However its a gamble Jago can almost always go for, so it can pay handsomely to notice when M windkick can tag people who do not respect its threat.
    • Jago can situationally mitigate risk of having windkick blocked by cancelling into his shadows. Shadow endoukuken does some chip and gives a harder to punish -6 situation and shadow laser sword makes jago plus but can only be used if the opponent doesn't have meter to shadow counter
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
  • Heavy wind kick is a far range opener that Jago confirms into when not close enough to use his preferred openers
    • Heavy wind kick is VERY negative on block so its should only be used in situations where it is certain to hit (cancels from whiff punishment and confims)
  • Heavy wind kick has a lot of range which makes it a risky hail mary tool for
    • Jago can situationally mitigate risk of having windkick blocked by cancelling into his shadows. Shadow endoukuken does some chip and gives a harder to punish -6 situation and shadow laser sword makes jago plus but can only be used if the opponent doesnt have meter to shadow counter
  • Heavy wind kick does more damage but has worse frame data all around so its only sometimes better than confirming into M wind kick

Shadow Moves

Shadow Laser Sword
QCB+PP/214PP
Jago 236PPhb.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
S 44.8(12%) 44.8(12%) 9.6(3%) -- -- Mid 3+2(5) 4[12]4[12]

6[10]8[9]7

13 77f +6 +6 +2 High invul 1-5f
  • Shadow Laser Sword is a high damage shadow that boosts Jagos pd build in his combo game
  • Confirming into Shadow Laser Sword opener yields high damage and high unbreakable pd build which aids Jago in building ender levels and getting juicy cashouts
  • Shadow Laser Sword linker also does a lot of damage and PD but is breakable which can lead to poor value gained for bar spent if the opponent beats you in the breaking mindgame
    • Jago can circumvent this by using Shadow Laser Sword linker at the end of lockouts. If Jago fits 3 hits of Shadow Laser Sword into a lockout the opponent can't break and if he is only able to fit 2 then the shadow has to be broken on last 3 hits this makes counter breaking opponents easier since they can't fake you out on when they will break.
  • +2 on block. Against opponents without meter Jago can throw wind kicks and cancel into Shadow Laser Sword to be near the opponent and plus.


Shadow Wind Kick
QCB+KK/214KK
Jago 214KKhb2.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
S 33.6(9%) 45.6(12%) 7.2(2%) 0 0 Mid 3+4(7) 6 28 40f +5 +5 -1 Projectile / Low invul 1-17f
  • Shadow Wind Kick is a fast traveling, projectile invulnerable, low crush attack and one of Jago main tools against zoning
    • Shadow wind kick as an anti zoning tool is super good and Jagos other anti-zoning tools fall off so significantly that in certain problem matchups. Jago has to consider not spending meter on damage/other shadow moves so that if the opponent slips away he can get back in


Shadow Endokuken
QCF+PP/236PP
Jago 214PPhb.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
S 26.4(7%) 26.4(7%) 4.8(1%) -- -- Mid 5+2(7) -- 30 37f +56 +56 -6 Soft Knockdown, Heals Jago in Instinct
  • Shadow Endokuken is a huge fireball with high projectile durability.
    • In Neutral, Jago uses it for zoning wars as a way to blast through the opponents fireball
    • In combos, its used for putting unbreakable pd on the opponent and getting Jago a knockdown.
  • Whiffing 2HK after hitting the opponent with a shadow fireball tricks the game into causing Shadow Endokuken to become a hard knockdown.


Shadow Tiger Fury
DP+PP/623PP
Jago 623PPhb.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
S 41.2(11%) 57.2(15%) 8.4(2.5%) -- -- Mid 3+0(0) 3[2]1[1]

1[1]1

46 59f +17 +17 -42 Invul 1-5f, Juggle Cashout
  • Shadow Tiger's is a decent shadow cashout and highly situational luxury anti safe jump reversal
    • Jago can cancel any special version of Tiger's Fury into Shadow Tiger's Fury to "cheat" an extra ender level in combos.

Enders

Endokuken Ender
QCF+P/236P
Jago 236Pnv.png
Test Caption
Version Ender Type On Hit Special Properties
Level 1 Battery +34 Launcher

Jugglable for 4 frames.

Version Ender Type On Hit Special Properties
Level 2 Battery +40 Launcher

Jugglable for 10 frames.

Version Ender Type On Hit Special Properties
Level 3 Battery +42 Launcher

Jugglable for 12 frames.

Version Ender Type On Hit Special Properties
Level 4 Battery/Hard Knockdown +85 Launcher, Hard Knockdown

Jugglable for 15 frames.


Laser Sword Ender
QCB+HP/214HP
Jago 214Pnv.png
Test Caption
Version Ender Type On Hit Special Properties
Level 1 Launcher +42 --

Jugglable for 12 frames.

Version Ender Type On Hit Special Properties
Level 2 Launcher +46 --

Jugglable for 16 frames.

Version Ender Type On Hit Special Properties
Level 3 Launcher +50 --

Jugglable for 20 frames.

Version Ender Type On Hit Special Properties
Level 4 Launcher +48 --

Jugglable for 18 frames.


Tiger Fury Ender
DP+P/623P
Jago 623Pnv.png
Test Caption
Version Ender Type On Hit Special Properties
Level 1 Damage +20 --
Version Ender Type On Hit Special Properties
Level 2 Damage +22 --
Version Ender Type On Hit Special Properties
Level 3 Damage +26 --
Version Ender Type On Hit Special Properties
Level 4 Damage +26 --
Version Ender Type On Hit Special Properties
Shadow Damage +17 Juggle Cashout


Wind Kick Ender
QCB+HK/214HK
Jago SHKnv.png
Test Caption
Version Ender Type On Hit Special Properties
Level 1 Wall Splat 0/+16 (Splat) --
Version Ender Type On Hit Special Properties
Level 2 Wall Splat 0/+21 (Splat) --
Version Ender Type On Hit Special Properties
Level 3 Wall Splat 0/+26 (Splat) --
Version Ender Type On Hit Special Properties
Level 4 Wall Splat 0/+32 (Splat) --

Instinct

Double Endokuken
236P
Jago DoubleEndokukenHB.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 32.1 (9%) 32.1 (9%) 2.7 (0.7) ?? ?? Mid 15 -- 38 53f +8 +8 -2 Heals 1.5% per hit

A slow pair of fireballs that are good at escorting Jago forward.

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 32.1 (9%) 32.1 (9%) 2.7 (0.7) ?? ?? Mid 15 -- 38 53f +8 +8 -2 Heals 1.5% per hit

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
HP 32.1 (9%) 32.1 (9%) 2.7 (0.7) ?? ?? Mid 15 -- 38 53f +8 +8 -2 Heals 1.5% per hit

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
Charged 53.5 (14%) 53.5 (14%) 4.5 (1.3%) ?? ?? Mid 38 -- 38 76f +23 +23 +13 Heals 1.5% per hit

To Do


KI2013 Navigation

General
Controls and Notation
HUD
System
FAQ
Characters
Jago
Sabrewulf
Glacius
Thunder
Shadow Jago
Sadira
Orchid
Spinal
Fulgore
TJ Combo
Maya
Kan-Ra
Riptor
Omen
Aganos
Hisako
Cinder
Aria
Kim Wu
Tusk
Arbiter
Rash
Mira
Gargos
General Raam
Eyedol
Kilgore
Shin Hisako
Eagle