Killer Instinct (2013)/Jago

From SuperCombo Wiki


Introduction

Jago PLACEHOLDER CHARACTER STORY

Jago Jago is the main Shoto character of KI, featuring a fireball, dragon punch, and tatsu equivalent. These tools allow him to play a classic midrange fireball/dp game, but Jago also comes equipped with a few extras not usually seen in your typical SF shoto. Chargeable fireballs that you can dash cancel while charging, a very long range overhead, a throw with potent oki attached, and abundant plus frames all give Jago an offensive toolkit characteristic of KI. Topping it all off is his Instinct, which changes his standard fireball into a double fireball, increases his frame advantage even further, and most importantly rewards fireballs on hit with healing, making Jago the only character in the game where three instincts in one game is not uncommon. Whether you plan to win by a war of attrition in the neutral game or you just want to get in that ass and run offense, Jago rewards players who dedicate themselves to the way of the warrior with an exceptionally fun take on a classic FG character archetype.

Strengths Weaknesses
  • Well Rounded: Jago's toolkit comes with good options at close, mid, and long range. While not the most outstanding at any of these ranges, the fact that he is able to fight at all of them means Jago is rarely helpless anywhere on the screen.
  • Healer Instinct: Jago takes notes from SF4 Elena of all places. While in instinct, his fireballs gain health regen, and it's not insignificant health regen either. Popping instinct early into the first lifebar and landing some optimized healing combos can put Jago back to near full health, all of which counts towards a second, third, or even (purely) theoretical fourth instinct.
  • Defensive Powerhouse: Scroll down and look at the damage H DP does on CH, and it's also 3f. Wind Kick's frame 1 low invul also can see some niche use.
  • Plus Frames Abound: With most of his lights, close MK, and M/H laser sword being plus, Jago would already have all that he'd need to be somewhat threatening up close. The real star of the show is fHK, which advances forward and is +2. If the opponent doesn't have meter to SC (or just doesn't SC), then Jago can keep them in constant frame disadvantage.
  • Throw Reward: Jago is able to cancel his throw into a shadow move and then do a short juggle combo afterwards depending on the shadow chosen. If one chooses not to combo after the throw, Jago can choose from a few different powerful oki options.
  • Meter Management: Jago builds a large amount of shadow meter by simply playing a classic shoto game due to normals and fireballs granting a grip of meter on block. Beyond shadow meter, Jago has the rare ability to boost his instinct meter with his combo trait, giving him a notable increase in meter gain across the length of a match.
  • Versatile Shadow Moves: In concert with his high meter gain, Jago has a solid set of shadows. With the exception of S DP (which still sees some niche use in juggle combos), each of his shadows have a direct and powerful use case.
  • In Progress
  • Relatively Linear Offense
  • Loses Neutral Surprisingly Often
  • Extremely Average Movement
  • Known Quantity: Being the shoto of the game, anyone who puts any amount of time into the game will learn the Jago mu. Plenty of people also have Jago pockets, further reducing the amount of knowledge checks that will work against mid level players.
KI2013 Jago CSS.png
Character Data
Forward Walk Speed 45f to cross two large training mode squares
Backwards Walk Speed 60f to cross two large training mode squares
Forward Dash Duration 18f
Backdash Duration 24f
Pre-Jump Frames 5f
Jump Duration 40f
Landing Recovery 4f
Advantage Post Grounded Combo Breaker +1

Universal Mechanics

Instinct

Tiger's Focus: Endokukens become double fireballs and restore health on hit. +2 additional frame advantage on all moves.

Combat Trait

Around The World: Jago can chain any auto-double into another of lesser strength (L loops back to H). He gains about 1/9 Instinct meter every time he completes a loop of all 3 strengths of auto-double.


Normal Moves

Standing Normals

Standing Light Punch
Stand LP/5LP
Jago SLPhb2.png
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

To Do


Far Medium Punch
Stand MP/5MP
Jago SMPhb.png
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 --
  • Jago's Primary medium poke, as it has the significantly more range than his crouching mediums and doesnt have an extended hurtbox than Far 5MK
  • Hit-confirmable with large cancel windows
  • Has good startup(active frame 7 is "pretty fast" for a medium), good recovery/total duration (27 frames total is hard to whiff punish on reaction) but a weakness to low profile moves


Far Heavy Punch
Stand HP/5HP
Jago SHPhb.png
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 --
  • Jago's farthest reaching Normal poke (besides 5HK which whiffs vs "most" crouching characters, and 4HP which doesn't but has slow startup)
    • However max range isnt "ideal" spacing due its high recovery making it whiff punish food
  • Has a recessed lower body hurtbox which allows Jago to dominate opponents low pokes
    • The ideal spacing of 5HP is usually just inside your opponents best low poke


Far Light Kick
Stand LK/5LK
Jago SLKhb.png
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 7 3 12 21f +5 +7 +2 Chain

To Do


Far Medium Kick
Stand MK/5MK
Jago SMKhb.png
The Cooler 5MP
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(4%) 26(7%) -- 2.4 4 Mid 8 3 18 28f +3 +6 -2 --
  • Far Medium Kick is a more ambitious and aggressive version of 5MP that moves
  • Reaches the same range as 5MP but 1 frame slower, with a slightly more bad hitbox for hitting low profiles and moving his hurtbox forward to get counterhit more easily
    • Jago moving forward isn't all bad since it can used to alter his spacing with the cancels (5MK instantly cancelled into Laser Sword works at ALMOST all ranges including a lot ones where 5MPxxlaser sword would always whiff, shenanigans which charged Endokuken and late cancels changing the range, etc)


Far Heavy Kick
Stand HK/5HK
Jago SHKhb.png
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 5 20 35f 0 +4 -5 --
  • Long range anti air/Counter poke/situational whiff punisher that whiffs vs crouching characters
  • As with 5MK, 2MK, Cl5MK, and Cl5HK Jago can alter the range of his cancels by late cancelling

Crouching Normals

Crouching Light Punch
Crouch LP/2LP
Jago CLPhb.png
Has Everything one can want in a Light except range and hitting low
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 +5 +2 Chain
  • 2LP is an excellent chainable light attack with short recovery and plus frames. It serves as a low risk/low reward table setter for Jago offense to build off of.
  • It is +2 on block which is hard to deal with upclose due to tick throws and frame traps and also hard to contest from afar as the 2LP,5MP beats defenders jabbing via priority and while characters can normal throw to win priority, Most characters throws wont have the range to interact with Jago from distance


Crouching Medium Punch
Crouch MP/2MP
Jago CMPhb.png
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
24(6%) 30(8%) -- 2.4 4 Mid 7 2 17 25f 0 +3 -2 --
  • 2MP is a shorter range medium poke made to swat upper body invul moves AND lower body invul moves from opponents
  • 2MP xx L wind kick will usually not miss on hit or block so if you want to turn back the clock and counter hit someone with a -4 special, 2MP is best one to set it up(2MK and 5MK are good at this too but carry a bit more risky & you can mess up and late cancel it TOO late with 5MK)


Crouching Heavy Punch
Crouch HP/2HP
Jago CHPhb.png
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
36(10%) 44(12%) -- 4 4.5 Mid 10 5 17 31f -4 0 -7 --
  • High damage Anti-Air, Punish normal
  • At a beginner to intermediate level, Jago players can use this to anti air in situations where they would feel uncomfortable reacting with DP
    • As a non-invulnerable normal there are some situations it would lose where Jago DP would hit the opponent but 2HP is still
  • At high level, Jago players can use 2HPxx Heavy Laser Sword to hit people who empty jump at Jago (so they don't get COUNTERHIT for 27% by H DP) and go into juggles
  • It is the hardest hitting (non-Tusk) heavy normal especially on counter hit which is useful sometimes
    • It isn't great to recklessly fish for counter hits since its very minus on block which means Jago has to cancel into laser sword to not be minus and that loses to shadow counter. If the opponent sniffs out whats going on things can get tricky for Jago.


Crouching Light Kick
Crouch LK/2LK
Jago CLKhb.png
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
  • Chainable Low light attack
  • More pushback and worse frame data than 2LP but makes up for it with better range and hitting low


Crouching Medium Kick
Crouch MK/2MK
Jago CMKhb.png
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 Low 7 2 17 26f +3 +6 -2 --
  • 2MK is a hit confirmable low poke and is Jago's best low poke
  • More range than 2MP
  • Decently strong low profile to sneak under opponents poke
  • As with 5MK, 5HK, Cl5MK, and Cl5HK, Jago can alter the range of his cancels by late cancelling
  • -2 but you can frame trap opponents by cancelling into specials


Crouching Heavy Kick
Crouch HK/5HK
Jago CHKhb.png
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
36(10%) 44(12%) -- 4 4.5 Low 9 2 21 31f +44 +44 -9 Hard knockdown
  • Standard sweep.
  • Unsafe on block
  • After a sweep trips an opponent, Jago can get an automatically timed safejump by jumping immediately or go for charge Endokuken Oki

Close Normals

Close Standing Medium Punch
Close Stand MP/clMP
Jago NMPhb.png
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 --
  • Close Medium Punch lacks a lot of niceties cl5MK has but hits the opponent upper body so it doesnt lose to lower body invul moves like cl5MK does
  • Its a safe boring hit-confirmable normal to start offense for when Jago would like to use a medium but cl5MK isn't the play


Close Standing Heavy Punch
Close Stand HP/clHP
Jago NHPhb.png
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 --
  • Heavy proximity normal used as a meaty and in combos and juggles
  • doesn't do the weird thing with cl5HK where Jago moves around depending on cancel timing


Close Standing Light Kick
Close Stand LK/clLK
Jago NLKhb.png
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 8 15f +5 +7 +2 Chain


Close Standing Medium Kick
Close Stand MK/clMK
Jago NMKhb.png
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 --
  • Close Medium Kick is a plus on block with ridiculous Low recovery
  • As with 5MK,2MK, 5HK, and Cl5HK, Jago can alter the range of his cancels by late cancelling
    • ClMK makes it name in Jagos offensive toolsel by being THE BEST NORMAL AT THIS TYPE OF STUFF
  • Savvy Jago Players can use its short recovery to preform oppressive hit/throw OSes on offense and defense
  • Loses hard to lower body invulnerable moves


Close Standing Heavy Kick
Close Stand HK/clHK
Jago NHKhb.png
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 4 16 28f +2 +6 -2 --
  • Heavy proximity normal used as a meaty and in combos and juggles
  • As with 5MK,2MK, 5HK, and Cl5MK, Jago can alter the range of his cancels by late cancelling
    • This is used a lot in juggles since it moves Jago towards he opponent and high up for Light DP juggles/Laser swords

Command Normals

Neck Cutter
Back HP/4HP
Jago 4HPhb.png
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 High 22 2 26 49f -2 +2 -6 Overhead
  • 22 frame long range overhead used to mixup defendes
  • 4HP vs walk forward 2MK/2HK is somewhat tricky to block because the start of Jago forward walk animation looks kinda like the startup of overhead
    • Jago players can walk forward and overhead to disguise the walk up low more and make defenders thing 4HP is easier to block
  • 4HP can also be used in neutral to tag people trying to bulldog(walk n' block) in pass endokuken zoning


Double Roundhouse
Forward HPK/6HK
Jago 6HKhb2.png
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
28.1(8%) 40.1(11%) 2.7(0.7%) 8 9 High 9 4[12]4 16 44f +5 +5 +2 --
  • Potential damage optimal heavy starter
  • pressure extender vs people without meter

Air Normals

Jumping Light Punch
Jump LP/8LP
Jago JLPhb.png
(Tiger Palm)
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 17+f +15 +17 +8 Flipout

To Do


Jumping Medium Punch
Jump MP/8MP
Jago JMPhb.png
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
24(6%) 30(8%) -- 2.4 4 High 7 3 4 13+f +16 +19 +12 --

To Do


Jumping Heavy Punch
Jump HP/8HP
Jago JHPhb.png
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 High 12 5 4 20+f +20 +24 +17 Crossup

To Do


Jumping Light Kick
Jump LK/8LK
Jago JLKhb.png
--
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 8 8 4 19+f +15 +17 +8 --

To Do


Jumping Medium Kick
Jump MK/8MK
Jago JMKhb.png
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
24(6%) 30(8%) -- 2.4 4 High 8 10 4 21+f +16 +19 +12 Crossup

To Do


Jumping Heavy Kick
Jump HK/8HK
Jago JHKhb.png
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 High 11 11 4 25+f +20 +24 +17 --

To Do


Throws

Throw
5LPLK/4LPLK
Jago LPLKhb.png
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
40.0 (11%) - - - - - 5 2 29 35f +57/+60 - - Hard Knockdown, Shadow Cancel

Jago's throw possesses the unique ability to be canceled into any shadow special, but only Instinct Endokuken is practical.

Special Moves

Endokuken
QCF+P/236P
Jago 236Phb.png
Test Caption
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 24(6%) 24(6%) -- ?? ?? Mid 15 -- 30 45f +3 +3 -7 --

A lethargic fireball.

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(6%) 24(6%) -- ?? ?? Mid 15 -- 29 44f +4 +4 -6 --

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
HP 24(6%) 24(6%) -- ?? ?? Mid 15 -- 28 43f +5 +5 -5 --

A well-paced fireball.


Laser Sword
QCB+P/214P
Jago 214P.png
Test Caption
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 28(7%) 40(11%) -- ?? ?? Mid 8 3 21 31f +4 +9 0 Flipout

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
MP 36(10%) 48(13%) -- ?? ?? Mid 9 3 25 36f +5 +10 +1 --

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
HP 28.1(7%) 40.1(11%) 2.7(0.7%) ?? ?? Mid 10 3[13]3 23 51f +6 +6 +2 --

To Do


Tiger Fury
DP+P/623P
Jago DPhb.png
--
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 52(14%) 64(18%) -- ?? ?? Mid 3 8 32 42f +25 +28 -27 Invincible 1-2f, Upper Body Invincible 3-7f, Throw Invincible 8-15f

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
MP 60(16%) 80(22%) -- ?? ?? Mid 3 8 38 48f +24 +26 -34 Invincible 1-3f, Upper Body Invincible 4-7f, Throw Invincible 8-15f

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
HP 68(19%) 100(27%) -- ?? ?? Mid 3 8 47 57f +19 +20 -40 Invincible 1-4f, Upper Body Invincible 5-7f, Throw Invincible 8-15f

Robbery reversal.


Wind Kick
QCB+K/214K
Jago 214Khb.png
Test Caption
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(9%) -- ?? ?? Mid 10 6 28 43f +5 +10 -4 Low invul 1-9f

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
MK 24(6%) 36(10%) -- ?? ?? Mid 11 10 28 48f +4 +9 -6 Low invul 1-10f

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
HK 30(8%) 42(11%) -- ?? ?? Mid 14 19 35 67f +2 +7 -11 Low invul 1-13f

To Do


Shadow Moves

Shadow Endokuken
QCF+PP/236PP
Jago 214PPhb.png
Test Caption
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%) -- -- Mid 5+2(7) -- 30 37f +56 +56 -6 Soft Knockdown

To Do


Shadow Laser Sword
QCB+PP/214PP
Jago 236PPhb.png
Test Caption
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 44.8(12%) 44.8(12%) 9.6(3%) -- -- Mid 3+2(5) 4[12]4[12]

6[10]8[9]7

13 77f +6 +6 +2 High invul 1-5f

Jago's most damaging opener, but easily shadow-countered between any hits.


Shadow Tiger Fury
DP+PP/623PP
Jago 623PPhb.png
Test Caption
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 41.2(11%) 57.2(15%) 8.4(2.5%) -- -- Mid 3+0(0) 3[2]1[1]

1[1]1

46 59f +17 +17 -42 Invul 1-5f, Juggle Cashout

To Do


Shadow Wind Kick
QCB+KK/214KK
Jago 214KKhb2.png
Test Caption
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+4(7) 6 28 40f +5 +5 -1 Projectile / Low invul 1-17f

To Do

Enders

Endokuken Ender
QCF+P/236P
Jago 236Pnv.png
Test Caption
Version Ender Type On Hit Special Properties
Level 1 Battery +34 Launcher
Version Ender Type On Hit Special Properties
Level 2 Battery +40 Launcher
Version Ender Type On Hit Special Properties
Level 3 Battery +42 Launcher
Version Ender Type On Hit Special Properties
Level 4 Battery/Hard Knockdown +85 Launcher, Hard Knockdown


Laser Sword Ender
QCB+HP/214HP
Jago 214Pnv.png
Test Caption
Version Ender Type On Hit Special Properties
Level 1 Launcher +42 --
Version Ender Type On Hit Special Properties
Level 2 Launcher +46 --
Version Ender Type On Hit Special Properties
Level 3 Launcher +50 --
Version Ender Type On Hit Special Properties
Level 4 Launcher +48 --


Tiger Fury Ender
DP+P/623P
Jago 623Pnv.png
Test Caption
Version Ender Type On Hit Special Properties
Level 1 Damage +20 --
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 +17 Juggle Cashout


Wind Kick Ender
QCB+HK/214HK
Jago SHKnv.png
Test Caption
Version Ender Type On Hit Special Properties
Level 1 Wall Splat 0/+16 (Splat) --
Version Ender Type On Hit Special Properties
Level 2 Wall Splat 0/+21 (Splat) --
Version Ender Type On Hit Special Properties
Level 3 Wall Splat 0/+26 (Splat) --
Version Ender Type On Hit Special Properties
Level 4 Wall Splat 0/+32 (Splat) --


Instinct

Double Endokuken
236P
Jago DoubleEndokukenHB.png
Test Caption
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 32.1 (9%) 32.1 (9%) 2.7 (0.7) ?? ?? Mid 15 -- 38 53f +8 +8 -2 Heals 1.5% per hit

A slow pair of fireballs that are good at escorting Jago forward.

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 32.1 (9%) 32.1 (9%) 2.7 (0.7) ?? ?? Mid 15 -- 38 53f +8 +8 -2 Heals 1.5% per hit

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
HP 32.1 (9%) 32.1 (9%) 2.7 (0.7) ?? ?? Mid 15 -- 38 53f +8 +8 -2 Heals 1.5% per hit

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
Charged 53.5 (14%) 53.5 (14%) 4.5 (1.3%) ?? ?? Mid 38 -- 38 76f +23 +23 +13 Heals 1.5% per hit

To Do


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