Killer Instinct (2013)/Shadow Jago

From SuperCombo Wiki


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
  • Variable playstyle: Shadow Jago has all the balanced tools of a shoto - a fireball, a forward-advancing move that can call out buttons and enemy projectiles, a strong low and decent, confirmable buttons. Shadow Jago also has extremely disrespectful moves, including a teleporting cancellable forward dash, that let him run into his opponent's face and dare them to deal with what he's doing. This allows for a switch between a balanced, grounded playstyle and the nutty playstyle of a madman to mess with your opponent's mental and catch them off-guard.
  • Fireballs!: Unlike Jago, who can only throw multiple fireballs in Instinct, and Omen, who can only ever have one set of regular fireballs on the screen, Shadow Jago has no limit to the amount of fireballs he can have on a screen. Although they are faster than most fireballs, making it a little harder to approach behind them unless he spends meter on a Surge Air Fireball, this also means that flooding the screen with annoying hitboxes for your opponent to deal with is easy. This is on top of the fact that Shadow Jago can confirm off any fireball hit with a bar of meter by using Shadow Dark Demise, making him that much more of a threat.
  • Slippery: Shadow Jago has many unique movement options, on top of his regular movement speed already being decent. He can use a low recovery (on whiff) dive kick to change his air angle, an air fireball to stall himself in the air, and a teleporting dash to get him out of sticky situations, making him exceptionally hard to pin down, let alone guess where he might be hitting you from.
  • High damage, situationally: Because of his Combo Trait combining Omen's and Jago's traits, when Shadow Jago earns a lockout, he can dump heavy and medium autodoubles to rack up the damage. In addition, his instinct gives him access to Annihilation, a Raging-Demon-type move with relatively fast startup that chunks about half of your opponent's healthbar (less as his instinct is spent), allowing you to even the odds off a single punish.
  • Unsafe: Shadow Jago only has one meterless safe opener in his overhead, which is incredibly slow, interruptible when cancelled off some buttons, and is still negative on block. You will otherwise have to spend meter to open somebody up safely, and you will never be able to get an easily confirmed safe grounded opener, meaning you have to learn to confirm your normals.
  • Low damage, usually: While Shadow Jago's lockout and punish damage is incredible, his damage outside of such leave much to be desired. His DP isn't as chunky as Jago's, and his projectiles don't do as much damage as any other character does. This is off-set by his strong vortex, but it means you have to hit your opponent with a setup many more times than they probably have to hit you.
  • Meter management: How Shadow Jago uses his meter will make or break a match-up due to his Surge mechanic. Shadow Jago is incredibly strong at any space of the screen with two full bars of meter, but has trouble controlling the pace when he doesn't have any to spend on a Surge.
  • Tricky combos: Shadow Jago's linkers and autodoubles are all reactable to someone with a decent enough eye, meaning you will have to rely on their long cancel windows to delay combos and mess up your opponent's timing, or resets to catch them trying to break rather than just dialing in linkers and auto-doubles hoping for a lockout.
  • Edgy: His theme, like Omen's, is a darker, growlier form of Jago's theme, and most of his named moves have "Dark" in the name. This might actually be a pro for the reader.
KI2013 Shadow Jago CSS.png
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
  • Can pass through 11-24f
  • Invul 11-24f
Backdash Duration 41f
  • Extra invul 11-24f
Pre-Jump Frames 5f
Jump Duration 40f
Landing Recovery 4f
Advantage Post Grounded Combo Breaker +1


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.

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