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=== Command Normals === | |||
{{MoveData | |||
|image= To Do | |||
|caption= The win condition. | |||
|name= Forward Heavy Kick "Gate Keeper" | |||
|linkname= 6HK | |||
|input= Forward HK/6HK | |||
|data= | |||
{{AttackData-KI2013 | |||
|damage= 24(6%) | |||
|counter-hit damage= 32(8%) | |||
|potential damage= -- | |||
|shadow on hit= ??? | |||
|shadow on block= ??? | |||
|guard= Mid | |||
|startup= 10 | |||
|active= 6 | |||
|recovery= 19 | |||
|total duration= 34f | |||
|on hit= +1 | |||
|on counter-hit= +6 | |||
|on block= -3 | |||
|special properties= Forward Dash Cancellable on block or hit | |||
|description= Best range of any of Shadow Jago's normals, and comes with a lot of goodies. Easily confirmed, can be meatied to be plus or beat backdashes on wake-up, and it can be forward-dash-cancelled, which provides access to Shadow Jago's ridiculous mix off a long-ranged poke. Frame-traps into heavy Dark Drift and overhead on block, but only combos into overhead on counter-hit (or in Instinct). Also confirms into forward-dash DP on hit, which does more damage but only leads to a juggle if Surged. If you can get your opponent to block this move, you've made a good start on winning the round. Notably does less damage than his other heavies, so don't use this as a punish if you don't have to. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= To Do | |||
|caption= The bane of people who block. | |||
|name= Back Heavy Kick "Dark Reckoning" | |||
|linkname= 4HK | |||
|input= Back HK/4HK | |||
|data= | |||
{{AttackData-KI2013 | |||
|damage= 20(5%) | |||
|counter-hit damage= 24(6%) | |||
|potential damage= -- | |||
|shadow on hit= ??? | |||
|shadow on block= ??? | |||
|guard= High | |||
|startup= 21 | |||
|active= 2 | |||
|recovery= 26 | |||
|total duration= 48f | |||
|on hit= +31 | |||
|on counter-hit= +31 | |||
|on block= -2 | |||
|special properties= Opener, Overhead, Stagger, Ground Bounce on Juggle, Cancellable off any button except 2HK. | |||
|description= Technically counts as a special (can be cancelled into but not out of, does not break armor, Spinal's Power Devour eats it), but the input is with a normal so this is going here. A large part of your mixup game, giving you 50/50s off any blocked normal leading into either this or heavy Dark Drift. Safe on block, letting you block, backdash, DP, or whatever else if they do manage to defend against this. The stagger on hit lets you easily link a Dark Drift manual for a hard-to-break entrance into a grounded combo that swaps sides (risky if this brings your back to a corner and they manage to break correctly), a normal that's easier to break but keeps you on the same side (and cranks the KV if the overhead was combo'd into), a combo'd throw or even a reset with something else. You can use this in a juggle too to extend it meterlessly due to its ground bounce property, but this is easy to break and is rarely worth it unless you're very willing to play the combo/counterbreak mindgame at a disadvantage or are sure that the extension would kill. | |||
}} | |||
}} | |||
=== Jumping Normals === | |||
{{MoveData | |||
|image= To Do | |||
|caption= ? | |||
|name= Jumping Light Punch | |||
|linkname= j.LP | |||
|input= Jump LP/j.LP | |||
|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= 17f | |||
|on hit= +15 | |||
|on counter-hit= +17 | |||
|on block= +8 | |||
|special properties= -- | |||
|description= Identical to Jago's jumping jab, except it doesn't flipout. It's a decent reactionary air-to-air. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= To Do | |||
|caption= Test Caption | |||
|name= Jumping Medium Punch | |||
|linkname= j.MP | |||
|input= Jump MP/j.MP | |||
|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= 13f | |||
|on hit= +16 | |||
|on counter-hit= +19 | |||
|on block= +12 | |||
|special properties= None | |||
|description= Identical to Jago's j.MP. Good-ranged air-to-air. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= To Do | |||
|caption= The Shanked Rago Special | |||
|name= Jumping Heavy Punch | |||
|linkname= j.HP | |||
|input= Jump HP/j.HP | |||
|data= | |||
{{AttackData-KI2013 | |||
|damage= 19.7 (5%) | |||
|counter-hit damage= 21.7(6%) | |||
|potential damage= 2.6 (0.7%) | |||
|shadow on hit= 1.3 | |||
|shadow on block= 2.1 | |||
|guard= High | |||
|startup= 17 | |||
|active= 3 | |||
|recovery= 4 | |||
|total duration= 23f | |||
|on hit= +13 | |||
|on counter-hit= +13 | |||
|on block= +10 | |||
|special properties= Cross-up | |||
|description= Amazing harassment tool that can be used on the way up and still be plus if timed well, though can be negative if timed poorly. Good way to irritate the opponent with its ambiguity and 3-hitting nature, though its use as an air-to-air isn't as good due to the relatively slow startup and spinning hitbox. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= To Do | |||
|caption= Test Caption | |||
|name= Jumping Light Kick | |||
|linkname= j.LK | |||
|input= Jump LK/j.LK | |||
|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= 8 | |||
|recovery= 4 | |||
|total duration= 18f | |||
|on hit= +15 | |||
|on counter-hit= +17 | |||
|on block= +8 | |||
|special properties= | |||
|description= Identical to Jago's j.LK. Decent point-blank air-to-air with a good hitbox, can also make a tricky jump-in with said hitbox and how little Shago moves with it. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= To Do | |||
|caption= Make that reversal whiff! | |||
|name= Jumping Medium Kick | |||
|linkname= j.MK | |||
|input= Jump MK/j.MK | |||
|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= 21f | |||
|on hit= +16 | |||
|on counter-hit= +19 | |||
|on block= +12 | |||
|special properties= Cross-up | |||
|description= Identical to Jago's j.MK, except Shago doesn't get Jago's j.HP so this is his most reliable cross-up due to the 3-hitting nature of j.HP. Like Jago, can be made extremely ambiguous, and can make a lot of forward moving DPs whiff (Jago, Fulgore, Blade ARIA etc) under him. Also a decent air-to-air for characters that fly around but tend to stay lower to the ground as they do, like Mira, ARIA and Rash. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= To Do | |||
|caption= Test Caption | |||
|name= Jumping Heavy Kick | |||
|linkname= j.HK | |||
|input= Jump HK/j.HK | |||
|data= | |||
{{AttackData-KI2013 | |||
|damage= 30(8%) | |||
|counter-hit damage= 36(10%) | |||
|potential damage= -- | |||
|shadow on hit= 4 | |||
|shadow on block= 4.5 | |||
|guard= High | |||
|startup= 11 | |||
|active= 11 | |||
|recovery= 4 | |||
|total duration= 25f | |||
|on hit= +20 | |||
|on counter-hit= +24 | |||
|on block= +17 | |||
|special properties= Identical to Jago's j.HK, and just as good. High damaging air-to-air, extremely good move to jump-in and safejump with, and can be difficult to anti-air on some approaches. Use liberally. | |||
}} | |||
}} | |||
{{KI2013_Navbox}} | {{KI2013_Navbox}} |
Revision as of 15:02, 3 February 2023
Introduction
Lore
A corruption of a formerly great hero's strength, Shadow Jago is a merciless monster who comes into battle with no restraint, growling like an animal and bellowing when he pummels his foes with an onslaught of relentless attacks. He seeks out all who oppose his Shadow Lord in order to defeat them and take their energy for himself and in preparation for Gargos' invasion. Fighting with a serrated sawblade instead of a scimitar, he shares Jago's physical strength and combat prowess. Through the grace of his Shadow Lord, Shadow Jago's powers have been augmented, allowing him to blink in and out of sight at will to confuse his foes and claim ultimate victory.
Gameplay
Despite his appearance, Shadow Jago is completely unlike Jago in many ways. Though they share many normals, Shadow Jago has improved mobility in a faster walk speed, teleporting dashes that can be cancelled into a dive kick, throw, or DP, as well as an air dive kick that lets him adjust his air arc for incredibly tricky approaches. He interacts with shadow meter far more than any other character in the game with his special Surge mechanic. By spending 40% of a stock, he can perform an enhanced special move with extra attributes, letting him make his mixups far safer and offering access to incredibly flashy combos. He is also, however, a far riskier character than most. He struggles to keep the pressure going without his meter and his special openers are all unsafe on block save for his overhead, which is slow, interruptible, and negative on block. This makes him a character whose risk must be managed carefully. However, he does have a very well rounded toolkit that allows him to play much more solid than many thank. Mix up your opponent, make them wish they could've blocked that dive-kick, frustrate them with your tricky movement and annihilate your way to an Ultimate.
Strengths | Weaknesses |
---|---|
|
|
Character Data | |
---|---|
Forward Walk Speed | 44f to cross two large training mode squares |
Backwards Walk Speed | 58f to cross two large training mode squares |
Forward Dash Duration | 36f
|
Backdash Duration | 41f
|
Pre-Jump Frames | 5f |
Jump Duration | 40f |
Landing Recovery | 4f |
Advantage Post Grounded Combo Breaker | +1 |
Normal Moves
Far Normals
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 |
Identical to Jago's jab. Not ideal, doesn't convert into any of Shadow Jago's openers on its own. |
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 | None |
Identical to Jago's far MP. Has the same usages as a close-midrange poke and shimmy tool, and can convert into Shadow Jago's main opener in Dark Drift. |
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 | None |
Identical to Jago's far HP. Has the same usages as a midrange poke and shimmy tool, and is easily confirmable into Shadow Jago's main opener in Dark Drift. Also notable for moving his lower hitbox back just a tad to help with shimmying, just like Jago. Has a slight vacuum effect when used in juggles to make landing follow-up juggle specials easier. Combos into overhead on hit, but only within max range, as the overhead will whiff otherwise. |
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 | 10 | 17f | +3 | +5 | 0 | Can be chained from cr.LK, but can't chain on its own. NEED TO DOUBLE CHECK THIS ONE LATER |
Quick knee with decent pushback and range. Decent for shimmies, and combos into Dark Drift, but relatively hard to confirm. |
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 | 8 | 3 | 18 | 28f | +3 | +6 | -2 | -- |
Identical to Jago's far.MK. Has an uncharacteristically huge cancel window, just like Jago, and importantly combos into b.HK (overhead) on hit. |
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(1%) | -- | 4% | 4.5% | Mid | 11 | 5 | 20 | 35f | 0 | +4 | -5 | -- |
Identical to Jago's far.HK. Decent poke, can anti-air and keep out larger characters with ease. Combos into b.HK (overhead) on hit. Be wary of pressing this up-close if you're trying to get the close version, especially as a manual, as a lot of the cast can low profile far.HK entirely by accident and get a huge punish. |
Close Normals
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 | -- |
Identical to Jago's close.MK. A bit difficult to confirm, but links into any light on normal hit, and into a lot of stuff on counterhit. Low recovery and high active frames means you can meaty with this and still block a lot of slow reversals (Glacius Puddle Punch, General RAAM Emergence, etc). Can be low crushed, use with care. |
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(1%) | -- | 4% | 4.5% | Mid | 9 | 4 | 16 | 28f | +2 | +6 | -2 | -- |
Identical to Jago's close.HK. Decent meaty, huge cancel window to confirm with, combos into b.HK on hit. Be wary of pressing this up-close if you're trying to get the close version, especially as a manual, as a lot of the cast can low profile far.HK entirely by accident and get a huge punish. |
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 | None |
Identical to Jago's close MP. It's nothing spectacular. |
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 | 5 | 17 | 30f | -1 | +3 | -4 | None |
Identical to Jago's close HP. Will be your main heavy punish, as 5HK is unreliable and 6HK does less damage. Not amazing otherwise, cancel window is smaller than other heavies but still manageable. Notably only combos into overhead on counterhit. |
Crouching Normals
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 | +6 | +2 | Chain |
Identical to Jago's crouch jab. Doesn't convert into any of Shadow Jago's openers on its own, but amazing for pressure - most notable for leaving Shadow Jago in range for a throw immediately afterwards without requiring a microwalk. Can also set up an auto-shimmy after a blocked 2LP with a slight walk-back into a button to make all characters but Thunder, Sabrewulf and Aganos whiff their throw and die if they try to tech preemptively. |
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 | 2 | 17 | 25f | 0 | +3 | -2 | None |
Identical to Jago's crouching MP. Has the same usages as a close-midrange poke and shimmy tool, and can convert into Shadow Jago's main opener in Dark Drift. Less risk of getting low-profiled, too. |
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 | 11 | 2 | 26 | 38f | -1 | +3 | -4 | None |
A longer-ranged diagonal anti-air to make up for Shadow Jago's vertical DP, though its active frames leave a bit to be desired, requiring accuracy to land. Awful on the ground, though it does blockstring into overhead for what that's worth. Technically more damage than st.HP, but very slightly, and a lot harder to land as a punish by comparison. |
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 |
Identical to Jago's 2LK, except Jago's is -1 on block and this one is +1, ha. The light button you will be pressing the most. Combos into Light Dark Drift, making this your main 5f punish. Decent range, though a lot more pushback than 2LP, making pressure options a lot more limited by comparison. |
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 | 25f | +3 | +6 | +1 | -- |
Identical to Jago's 2MK, except where that one is -3 on block, this one is +1. Ha Ha. Decent shoto-esque low poke (take care with low crushes), though range is deceptively short compared to other buttons. Confirms into slide with a bit of practice, combos into overhead on counter-hit, and frame-traps into overhead or heavy Dark Drift on block or regular hit, making for a strong low-high mixup too. |
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 | 10 | 2 | 21 | 32f | +44 | +44 | -9 | Hard Knockdown |
Identical to Jago's 2HK. It's a sweep. Decent range, good for dealing characters who summon delayed projectiles (ARIA, Glacius, Gargos). Can get an easy cross-up safejump by holding up or up-forward after landing it. |
Command Normals
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%) | 32(8%) | -- | ??? | ??? | Mid | 10 | 6 | 19 | 34f | +1 | +6 | -3 | Forward Dash Cancellable on block or hit |
Best range of any of Shadow Jago's normals, and comes with a lot of goodies. Easily confirmed, can be meatied to be plus or beat backdashes on wake-up, and it can be forward-dash-cancelled, which provides access to Shadow Jago's ridiculous mix off a long-ranged poke. Frame-traps into heavy Dark Drift and overhead on block, but only combos into overhead on counter-hit (or in Instinct). Also confirms into forward-dash DP on hit, which does more damage but only leads to a juggle if Surged. If you can get your opponent to block this move, you've made a good start on winning the round. Notably does less damage than his other heavies, so don't use this as a punish if you don't have to. |
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%) | -- | ??? | ??? | High | 21 | 2 | 26 | 48f | +31 | +31 | -2 | Opener, Overhead, Stagger, Ground Bounce on Juggle, Cancellable off any button except 2HK. |
Technically counts as a special (can be cancelled into but not out of, does not break armor, Spinal's Power Devour eats it), but the input is with a normal so this is going here. A large part of your mixup game, giving you 50/50s off any blocked normal leading into either this or heavy Dark Drift. Safe on block, letting you block, backdash, DP, or whatever else if they do manage to defend against this. The stagger on hit lets you easily link a Dark Drift manual for a hard-to-break entrance into a grounded combo that swaps sides (risky if this brings your back to a corner and they manage to break correctly), a normal that's easier to break but keeps you on the same side (and cranks the KV if the overhead was combo'd into), a combo'd throw or even a reset with something else. You can use this in a juggle too to extend it meterlessly due to its ground bounce property, but this is easy to break and is rarely worth it unless you're very willing to play the combo/counterbreak mindgame at a disadvantage or are sure that the extension would kill. |
Jumping Normals
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 | 17f | +15 | +17 | +8 | -- |
Identical to Jago's jumping jab, except it doesn't flipout. It's a decent reactionary air-to-air. |
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 | 13f | +16 | +19 | +12 | None |
Identical to Jago's j.MP. Good-ranged air-to-air. |
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
19.7 (5%) | 21.7(6%) | 2.6 (0.7%) | 1.3 | 2.1 | High | 17 | 3 | 4 | 23f | +13 | +13 | +10 | Cross-up |
Amazing harassment tool that can be used on the way up and still be plus if timed well, though can be negative if timed poorly. Good way to irritate the opponent with its ambiguity and 3-hitting nature, though its use as an air-to-air isn't as good due to the relatively slow startup and spinning hitbox. |
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 | 8 | 4 | 18f | +15 | +17 | +8 | - |
Identical to Jago's j.LK. Decent point-blank air-to-air with a good hitbox, can also make a tricky jump-in with said hitbox and how little Shago moves with it. |
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 | 21f | +16 | +19 | +12 | Cross-up |
Identical to Jago's j.MK, except Shago doesn't get Jago's j.HP so this is his most reliable cross-up due to the 3-hitting nature of j.HP. Like Jago, can be made extremely ambiguous, and can make a lot of forward moving DPs whiff (Jago, Fulgore, Blade ARIA etc) under him. Also a decent air-to-air for characters that fly around but tend to stay lower to the ground as they do, like Mira, ARIA and Rash. |
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%) | 36(10%) | -- | 4 | 4.5 | High | 11 | 11 | 4 | 25f | +20 | +24 | +17 | Identical to Jago's j.HK, and just as good. High damaging air-to-air, extremely good move to jump-in and safejump with, and can be difficult to anti-air on some approaches. Use liberally. |