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. |