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
Shago SLPhb.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

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
Shago 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 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
Shago 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 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
Shago 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 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
Shago SMKhb.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 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
Shago 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(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
Shago NMKhb.png
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
Shago NHKhb.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(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
Shago NMPhb.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 14 23f +2 +5 -1 None

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


Close Standing Heavy Punch
Close Stand HP/clHP
Shago NHPhb.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 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
Shago CLPhb.png
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
Shago 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
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
Shago 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
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
Shago 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

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
Shago CMKhb.png
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
Shago CHKhb.png
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.

Command Normals

Forward Heavy Kick "Gate Keeper"
Forward HK/6HK
Shago 6HKhb.png
The win condition.
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.


Back Heavy Kick "Dark Reckoning"
Back HK/4HK
Shago 4HKhb.png
The bane of people who block.
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

Jumping Light Punch
Jump LP/j.LP
Shago JLPhb.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 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.


Jumping Medium Punch
Jump MP/j.MP
Shago 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 13f +16 +19 +12 None

Identical to Jago's j.MP. Good-ranged air-to-air.


Jumping Heavy Punch
Jump HP/j.HP
Shago JHPhb.png
The Shanked Rago Special
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.


Jumping Light Kick
Jump LK/j.LK
Shago JLKhb.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%) 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.


Jumping Medium Kick
Jump MK/j.MK
Shago JMKhb.png
Make that reversal whiff!
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.


Jumping Heavy Kick
Jump HK/j.HK
Shago 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%) 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

Throw
5LPLK/4LPLK
Shago 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
24 (6%) - - - - - 5 2 29 35f +44 - - Launcher, Soft Knockdown
  • Deals 8.0 (2%) in potential damage.
  • 14 frame window to start a juggle.


Shadow Jago Special Moves

Shendokuken
QCF+P/236P
Shago 236Phb.png
Shendokuken!
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.


Air Shendokuken
j.QCF+P/j.236P
Shago J236Phb.png
Big bodies beware!
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.


Dark Fury
DP+P/623P
Shago DPhb.png
Cross-ups begone.
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".


Dark Catastrophe
Dash+P/44/66P
Shago 66Phb.png
The longest of DPs.
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!


Dark Drift
QCB+K/214K
Shago 214Khb.png
ZOOMIES.
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

Shadow Shendokuken
QCF+PP/236PP
Shago 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 52.8(14%) 52.8(7%) 9.6(2.6%) -- -- Mid 5+2(7) -- 40 47f +36 +36 +2 Soft Knockdown, Tether

To Do


Shadow Dark Fury
DP+PP/623PP
Shago DPPhb.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(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


Shadow Dark Demise
QCF+KK/236KK
Shago 236KKhb.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(1.3%) 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.


Shadow Dark Drift
QCB+KK/214KK
Shago 214KKhb.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+9(12) 6 23 40f +5 +5 +1 Projectile Invul 1-26f

To Do


Instinct

Annihilation
QCF+LPLK/236LPLK
Shago AnnihilationHB.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 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

Shendokuken Ender
QCF+P/236P
Shago 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 +45 Launcher


Dark Fury Ender
DP+P/623P
Shago DPnv.png
Test Caption
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


Dark Demise Ender
QCB+HK/214HK
Shago 236Knv.png
Test Caption
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 --


Dark Drift Ender
QCB+HK/214HK
Shago 214Knv.png
Test Caption
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 --


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