Killer Instinct (2013)/Shadow Jago

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< Killer Instinct (2013)
Revision as of 17:39, 27 January 2023 by The Rat King462 (talk | contribs) (Shadow Jago Grounded Normals)

Normal Moves

Far Normals

Standing Light Punch
Stand LP/5LP
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

Identical to Jago's jab. Not ideal, doesn't convert into any of Shadow Jago's openers on its own.


Far Standing Medium Punch
Far Stand MP/5MP
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 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.


Far Standing Heavy Punch
Far Stand HP/5HP
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 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.


Standing Light Kick
Stand LK/5LK
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 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.


Far Standing Medium Kick
Far Stand MK/5MK
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 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.


Far Standing Heavy Kick
Far Stand HK/5HK
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(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

Close Standing Medium Kick
Close Stand MK/clMK
The standard to hold all meaties against.
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.


Close Standing Heavy Kick
Close Stand HK/clHK
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(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.


Close Standing Medium Punch
Close Stand MP/clMP
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 14 23f +2 +5 -1 None

Identical to Jago's close MP. It's nothing spectacular.


Close Standing Heavy Punch
Close Stand HP/clHP
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 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

Crouching Light Punch
Crouch LP/2LP
Shimmies for days
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.


Crouching Medium Punch
Crouch MP/2MP
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 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.


Crouching Heavy Punch
Crouch HP/2HP
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
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.


Crouching Light Kick
Crouch LK/2LK
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

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.


Crouching Medium Kick
Crouch MK/2MK
Low poke of monarchs.
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.


Crouching Heavy Kick
Crouch HK/2HK
Don't let this get blocked.
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.