Killer Instinct (2013)/Jago/Character Intro

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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.