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 |
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Character Data | |
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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. |
Throws
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%) | - | - | - | - | - | 5 | 2 | 29 | 35f | +44 | - | - | Launcher, Soft Knockdown |
|
Shadow Jago Special Moves
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 | 16(4%) | 16(4%) | -- | 2.4% | 4% | Mid | 15 | -- | 31 | 46f | -3 | -3 | -8 | Tether, Projectile |
Light fireball, still faster than most fireballs. Good for keep-away, has better space control the further out you are. | ||||||||||||||
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 | 16(4%) | 16(4%) | -- | 4% | 6.4% | Mid | 15 | -- | 30 | 45f | -2 | -2 | -7 | Tether, Projectile |
Medium fireball. Good for mixing up timings of fireballs. | ||||||||||||||
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 | 16(4%) | 16(4%) | -- | 4% | 6.4% | Mid | 15 | -- | 29 | 44f | -1 | -1 | -6 | Tether, Projectile |
Heavy fireball, goes very fast. Good for a mid-range poke or to hit your opponent at range Right Now. | ||||||||||||||
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 |
Surge | 16(4%) | 16(4%) | -- | -- | -- | Mid | 31 | -- | 37 | 68f | +7 | +7 | +2 | Tether, Projectile |
Spends 40% of a bar (visualized by the 'Surge' bar in your shadow meter) to throw a second fireball of the same strength at an upwards diagonal angle. This can be good for automatically catching people who try to preemptively jump over your fireballs, extending your pressure against taller opponents, or sicknasty flashy unbreakable fireball juggles. Be wary of using this point-blank against a shorter crouching opponent, as it will whiff over their head and leave you open for a huge punish. |
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 | 16(4%) | 16(4%) | -- | 2.4% | 4% | Mid | 15 | -- | 4 (After Landing) | -- | +24 | +24 | +19 | Tether, Projectile |
Light air fireball, still faster than most fireballs. Incredibly good for keep-away, especially if done low to the ground to allow Shadow Jago to move behind it. The bane of taller characters, as Shadow Jago can very easily control space with this move alone. | ||||||||||||||
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 | 16(4%) | 16(4%) | -- | 4% | 6.4% | Mid | 15 | -- | 4 (After Landing) | -- | +24 | +24 | +19 | Tether, Projectile |
Medium air fireball. Good middle-ground for air fireballs to mess with opponent's timing, but not spectacular at keeping space or hitting them Now. | ||||||||||||||
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 | 16(4%) | 16(4%) | -- | 4% | 6.4% | Mid | 15 | -- | 4 (After Landing) | -- | +24 | +24 | +19 | Tether, Projectile |
Heavy air fireball, goes very fast. Good to keep your opponent's out of the air at range, or when used low to the ground to stop them from moving. | ||||||||||||||
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 |
Surge | 16(4%) | 16(4%) | -- | -- | -- | Mid | 32 | -- | 4 (After Landing) | -- | +24 | +24 | +19 | Tether, Projectile |
Spends 40% of a bar (visualized by the 'Surge' bar in your shadow meter) to throw a second fireball of the same strength at a downwards diagonal angle. This is good to catch people trying to use moves that lower their hitbox to get past your fireballs, to keep pressure on while approaching in the air, and even situationally useful when tiger kneeing (inputting forward jump after the 236 input) the input at certain spacings to keep yourself advantageous when you approach. Shadow Jago also falls far faster after throwing the second fireball, making it that much easier to either approach behind it or fill the screen with hitboxes. |
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 | 20(5%) | 26(7%) | -- | 2.4% | 4% | Mid | 3 | 2 | 39 | 43f | +17 | +17 | -29 | Invincible 1-3f, Upper Body Invincible 4-7f, Throw Invincible 8-15f |
Light reversal DP. Goes fully vertical, making anti-airing jump-ins a bit tricky, but you have cr.HP for that. Low active frames make this a bit unreliable as an anti-air, too, but it's good for beating out hitboxes that are right over your face due to the singular hitbox. Additionally, when cancelled into Shadow Shendokuken, it will reliably convert into a juggle combo on hit and keep Shadow Jago plus on block. | ||||||||||||||
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 | 24.4(6%) | 30.4(8%) | 2.8(0.7%) | 0.8% | 1.6% | Mid | 3 | 6 | 37 | 45f | +18 | +18 | -27 | Invincible 1-3f, Upper Body Invincible 4-7f, Throw Invincible 8-15f |
Medium DP. Has an extra hit and bits of active frames over L DP, but I can't really think of any reason to use this over H DP, except in DP juggles. | ||||||||||||||
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 | 29.1(8%) | 31.1(8%) | 4.4 (1%) | 1.4% | 1.8% | Mid | 3 | 10 | 29 | 38f | +15 | +15 | -27 | Invincible 1-4f, Upper Body Invincible 5-7f, Throw Invincible 8-15f |
Heavy DP. Has multiple active hitboxes in front and behind it, making it ideal for getting people off you and beating out tricky cross-ups. Also does the most damage, so, you'll be using this one 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 |
Surge | 24.6(4%)/28.1(8%)/32.1(8%) | 30.6(8%)/34.1(9%)/34.1(9%) | 1.5(0.4%)/4.0(1%)/5.4(1%) | -- | -- | Mid | 3 | Around 20 frames of inactive between the first DP and the second one. | 37 | 76f | +48(18)/+46(16)/+42(12) | +48(18)/+46(16)/+42(12) | -23/-26/-30 | Invincible 1-4f, Upper Body Invincible 5-7f, Throw Invincible 8-15f and 35-38f, can be juggled for (n) frames before knockdown. |
Spends 40% of a bar (visualized by the 'Surge' bar in your shadow meter) to perform a second DP which launchers higher and allows for a juggle, meaning Shadow Jago can combo off his reversals, fun! This can also mess with people trying to punish your DP on block by throwing out a button early, though attentive offenders will usually have some way of dealing with the "mixup". |
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 | 21.3(5%) | 29.3(8%) | 3.8(1%) | 1.4% | 1.8% | Mid | 3 | 2 [2] 2 [3] 2 [2] 2 | 24 | 42f | +28 | +28 | -11 | Crossup, Soft Knockdown, Invincible 1-3f, Upper Body Invincible 4-7f, Throw Invincible 8-15f |
DP but diagonal, and standardized across strengths making life easier for the writer of this page. The light version isn't really great, though its short duration can make it surprisingly difficult to punish. You probably pressed this by accident trying to get a dash-throw, though it can be good in juggles canceled off f.HK into dash for corner carry. Also, when combo'd off of from f.HK, does more straight damage than combing into a Dark Drift, at the cost of not giving you a ground opener. Do with this information what you will. | ||||||||||||||
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 | 21.3(6%) | 29.3(8%) | 3.8(1%) | 1.4% | 1.8% | Mid | 3 | 2 [2] 2 [3] 2 [2] 2 | 31 | 49f | +19 | +19 | -18 | Crossup, Soft Knockdown, Invincible 1-3f, Upper Body Invincible 4-7f, Throw Invincible 8-15f |
Medium DP but diagonal. Like regular medium DP, kind of unspectacular, but has better corner carry than light Dark Catastrophe when juggled, is a different strength, and is harder to press by accident. | ||||||||||||||
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 | 21.3(5%) | 29.3(8%) | 3.8 (1%) | 1.4% | 1.8% | Mid | 3 | 2 [2] 2 [3] 2 [2] 2 | 41 | 59f | +7 | +7 | -28 | Crossup, Soft Knockdown, Invincible 1-3f, Upper Body Invincible 4-7f, Throw Invincible 8-15f |
Heavy DP but diagonal. Likely the one you'll use most. Has the most corner carry of the 3 diagonal DPs, and is good for either slamming opponents with floaty jumps out of the air or bullying your way past your opponent's attempts at counterzoning. Also allows for a free and easy cr.MK or cl.MK meaty, which is always nice. | ||||||||||||||
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 |
Surge | 32.5(9%) | 40.5(11%) | 7.5(2%) | -- | -- | Mid | 3 | Around 13 frames of inactive between the first DP and the second one. | 34/37/41 | 53f | +50(20)/+49(19)/+44(14) | +50(20)/+49(19)/+44(14) | -21/-24/-28 | Invincible 1-4f, Upper Body Invincible 5-7f, Throw Invincible 8-15f and 35-40f, can be juggled for (n) frames before knockdown. |
Spends 40% of a bar (visualized by the 'Surge' bar in your shadow meter) to perform a second DP which launches higher and allows for a juggle, while going further - all but guaranteeing your target will end up in the corner. The second DP always goes far no matter the strength, and the non-heavy ones even allow you to juggle a raw fireball, allowing for some tricky and flashy juggle combos. Also your most damaging juggle - experiment! |
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(8%) | -- | 2.4% | 4% | Low | 13 | 6 | 18 | 36f | +5 {9 for manuals} | +8 | -5 | Exchange |
A light, quick slide that doesn't cover too much space. Your main opener off light confirms. Notably difficult to punish properly due to low blockstun, and even more notable for being safe in instinct. This is also the only slide that Shadow Jago can cancel into a shadow move on block, though an opponent who would have punished the slide on block will punish any cancel that isn't shadow DP, which is an expensive and extremely risky to prevent yourself from getting light punished. | ||||||||||||||
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%) | -- | 4% | 6.4% | Low | 16 | 7 | 19 | 31f | +7 {11 for manuals} | +16 | -7 | Exchange |
A longer-ranged slide than the light one that doesn't chuck Shadow Jago across the screen to be punished like the heavy one. Good for catching people trying to throw (mid-hitting) projectiles at midrange. | ||||||||||||||
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%) | -- | 4% | 6.4% | Low | 15 | 18 | 18 | 50f | +9 {13 for manuals} | +14 | -9 | Exchange |
The very definition of zoomies. Goes nearly full-screen and has a very distinctive scream to help opponents trying to bait this out to react. Has a respectable hitbox and the ability to low profile any mid-hitting projectile, but not as good as some other low-profiling moves in this game. A good way to make opponents throwing fireballs to doubt their zoning in conjunction with your fireballs, as any attempt at counterzoning risks them getting hit into a combo. If you land this from near-fullscreen without a reaction, you are contractually obligated to giggle. | ||||||||||||||
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 |
Surge | 20(5%) | 24(6%) | -- | -- | -- | Low | 37/39/37 | 12 | 18 | 66f | +48(18) | +48(18) | -2 | Cross-up, Soft Knockdown |
Spends 40% of a bar (visualized by the 'Surge' bar in your shadow meter) to blink your slide to the other side of your opponent, landing it launches and allows for a juggle, and the move is safe on block. The juggle is pretty high and close, which can be tricky, though it does allow you to land a raw fireball for unbreakable damage. Ideally not thrown out randomly in neutral, as the long start-up and telling blink effect means an attentive defender can just mash a crouching move to hit you out of it. Better served as a mixup alongside air fireballs or in scrambles when your opponent keeps trying to block on one side. |
Shadow Moves
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 | 52.8(14%) | 52.8(7%) | 9.6(2.6%) | -- | -- | Mid | 5+2(7) | -- | 40 | 47f | +36 | +36 | +2 | Soft Knockdown, Tether |
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
S | 33(9%) | 41.0(11%) | 7(2%) | -- | -- | Mid | 3+0(0) | 3[2]1[1]
1[1]1 |
36 | 49f | +46 | +46 | -25 | Invul 1-5f, High Invul 6-9f, Juggle Cashout |
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
S | 26.4(7%) | 26.4(7%) | 4.8(1.3%) | 0 | 0 | Mid | 19+8(27) | 10[4]2[6]
2[7]2[6]2 |
23 | 40f | +8 | +8 | -8 | PRecapture, Throw Invul 1-4f, Full Invul 5-18f |
A divekick followed by two Double Roundhouses. Tracks opponent's position. |
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+9(12) | 6 | 23 | 40f | +5 | +5 | +1 | Projectile Invul 1-26f |
To Do |
Instinct
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 | 48-174(13-48%) | 48-174(13-48%) | -- | -- | -- | Throw | 1+5(6) | 20 | 47 | 72f | +53 | +53 | -- | Hard Knockdown, Throw Invul 1-28f |
Immediately drains all of Shago's Instinct gauge upon activation; the amount consumed = the damage dealt. Of course, nobody uses it midway through their Instinct; it's all about the half-health DP punishes, baby! |
Enders
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 | +45 | Launcher | |||||||||
Jugglable for 15 frames. |
Version | Ender Type | On Hit | Special Properties |
---|---|---|---|
Level 1 | Damage | +21 | -- |
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 | +27 | Juggle Cashout |
Version | Ender Type | On Hit | Special Properties |
---|---|---|---|
Level 1 | Hard Knockdown | +56 | -- |
Version | Ender Type | On Hit | Special Properties |
Level 2 | Hard Knockdown | +57 | -- |
Version | Ender Type | On Hit | Special Properties |
Level 3 | Hard Knockdown | +57 | -- |
Version | Ender Type | On Hit | Special Properties |
Level 4 | Hard Knockdown | +57 | -- |
Version | Ender Type | On Hit | Special Properties |
---|---|---|---|
Level 1 | Exchange | +28 | -- |
Version | Ender Type | On Hit | Special Properties |
Level 2 | Exchange | +27 | -- |
Version | Ender Type | On Hit | Special Properties |
Level 3 | Exchange | +27 | -- |
Version | Ender Type | On Hit | Special Properties |
Level 4 | Exchange | +27 | -- |