JAGO SPECIAL MOVES

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Killer Instinct Official Digital Strategy Guide
for Xbox One

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TRAINING

JAGO

SABREWULF

SADIRA

GLACIUS

THUNDER

ORCHID

SPINAL

FULGORE

PATCH NOTES

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JAGO SPECIAL MOVES

Wind Kick

#

Attack Name

Hit Location

Damage

Startup

Active Frames

Recovery after Impact Frame

Frame Advantage on Hit

Frame Advantage on Block

Notes

1

Light Wind Kick

Mid

10

10

6

28

4

-2

1-9 LOW INV, 10-19 goes over lows

2

Medium Wind Kick

Mid

12

11

9

28

3

-3

1-10 LOW INV, 11-23 goes over lows

3

Heavy Wind Kick

Mid

15

14

19

28

1

-5

1-13 LOW INV, 14-36 goes over lows

4

Shadow Wind Kick

Mid

6,6,6,6,18

3,3

20

32

5

1

1-3 INV, 4-26 PROJ/LOW INV

Commands

Opener:

Linker: / or Hold /

Ender:

Shadow Wind Kick:

Hit Level: Mid

Range: Depends on Kick Strength

Description: Jago’s Wind Kick is a jumping kick attack used to close distance and start pressure. The light version of the Wind Kick is safe on block, but it has the least amount of range. The heavy version goes the farthest across the screen but is unsafe on block. The move is also low invulnerable until impact, so if you ever feel that your opponent is going low, you can try to crush his or her low attack with a Wind Kick to start a combo. When you use it in conjunction with an Endokuken first, you can lock your opponent down if he or she does not have meter to Shadow Counter.

Shadow Version

In addition to being low invulnerable, Shadow Wind Kick is also projectile invulnerable, so you can use it to close the gap from extremely long distances. Being five hits, this is also Jago’s longest Carry Linker, so it is best used to get the opponent into the corner. It can be used as either an Opener or a Linker, but you cannot use the Shadow version as an Ender in a combo to cash in your potential damage.

Linker

As a Linker, Wind Kick is Jago’s best option to carry the opponent across the stage during his combo. Getting your opponent to the wall/corner is advantageous, as it gives you extra damage and reset opportunities. When adding manuals to a combo, Light Kick canceled into Medium Wind Kick Linker is fairly easy to loop.

Ender

As an Ender, Wind Kick pushes your opponent far away from you. The higher level Ender, the farther away your opponent will be pushed. This is useful in matches where you prefer to keep your opponent at bay and play more of a zoning game with him or her. If used as an Ender when in the corner, Wind Kick will give you a wall splat.

Laser Sword

#

Attack Name

Hit Location

Damage

Startup

Active Frames

Recovery after Impact Frame

Frame Advantage on Hit

Frame Advantage on Block

Notes

1

Light Laser Sword

Mid

14

8

2

23

2

-1

2

Medium Laser Sword

Mid

18

10

2

26

4

1

3

Heavy Laser Sword

Mid

10,12

11

3

22

5

2

4

Shadow Laser Sword

Mid

8,8,8,8,24

3,2

4

19

6

2

1-4 Invincible, 5-9 UPP

Commands

Opener:

Linker: / or Hold /

Ender:

Shadow Laser Sword:

Hit Level: Mid

Range: Close

Description: With Laser Sword, Jago swings his sword in an upward direction. The light and medium versions are only a single hit while the heavy version is two hits. Laser Sword is a great tool for applying pressure to your opponent, but note that it is not meant to be used as an anti-air. All versions are safe on block, making it very useful for close combat; however, only medium and heavy have advantage on block. Since you will have to be near the opponent for this to reach, capitalize on your advantage with a quick poke like standing LP or close-standing LK. From farther away, follow up with standing MP. Because the second hit of the heavy version can be Shadow Countered, one strategy is to condition your opponent with Heavy Laser Swords, then bait out a counter attempt by switching to Light or Medium Laser Sword. If your opponent takes the bait, you can follow up to combo on his or her whiffed counter attempt.

Shadow Version

Shadow Laser Sword is best used as a defensive tool, as it is has upper-body invulnerability. It is also useful for combos in juggle states, as it keeps your opponent close to you and allows for further juggle opportunities.

Linker

When used as a Linker in combos, Laser Sword is what you go for when you need more damage. Laser Sword is Jago’s strongest Linker option. If going for a manual after using this Linker, you have a total of 6 frames for Light, 8 for Medium, 9 for Heavy, and 10 for Shadow.

Ender

Laser Sword as an Ender is Jago’s Launcher Ender. It launches the opponent vertically so you can follow up with additional juggle hits easily. An easy option would be to do Double Roundhouse and cancel it into another Laser Sword or Tiger Fury. The higher level the Ender, the higher Laser Sword will launch.

Tiger Fury

#

Attack Name

Hit Location

Damage

Startup

Active Frames

Recovery after Impact Frame

Frame Advantage on Hit

Frame Advantage on Block

Notes

1

Light Tiger Fury

Mid

18

3

8

38

KD

-27

1-2 INV, 3-7 UPP, 3-15 THR, 6-30 in air

2

Medium Tiger Fury

Mid

22

3

8

45

KD

-34

1-3 INV, 4-7 UPP, 4-15 THR, 6-34 in air

3

Heavy Tiger Fury

Mid

26

3

8

54

KD

-40

1-4 INV, 5-7 UPP, 5-15 THR, 6-39 in air

4

Shadow Tiger Fury

Mid

10,10,10,10,30

3,0

4

46

NA

-42

1-5 INV, 6-9 UPP, 6-40 in air

Commands

Opener:

Ender:

Shadow Tiger Fury:

Hit Level: Mid

Range: Close

Description: Tiger Fury is Jago’s classic uppercut attack. If you are looking for an anti-air solution, then this is your best bet. It is invincible on startup, making it a useful tool to keep opponents from pressuring you after a knockdown. Note that heavier versions have slightly more invincibility; however, they are far more vulnerable if blocked. If you anticipate your opponent is going to do a meaty attack to pressure you as you get up off the ground, Tiger Fury is your answer. If your opponent blocks or backs away from your Tiger Fury attempt, then Jago is wide open to eat a full combo. On hit as an anti-air, Light Tiger Fury can also lead to small juggle opportunities with a Heavy Tiger Fury, if you caught your opponent high enough. Utilizing Shadow Meter and Instinct canceling, you can turn one of these anti-air hits into a good chunk of damage.

Shadow Version

Shadow Tiger Fury is a multi-hitting variation of Tiger Fury. It is invincible on startup and can also be used as an Ender.

Ender

Tiger Fury is Jago’s damage Ender. If you have enough meter and just need to get in as much damage as possible from your combos, then this is what you want to use. The higher level the Ender, the more additional damage you get. Instinct cancelling and Shadow Meter can add on a good chunk of extra damage here, especially in the corner. Note that you cannot use Tiger Fury as a Linker. Regardless of what attack strength you choose (Shadow version included), if you use Tiger Fury in the middle of a combo, it will become an Ender.

Endokuken

#

Attack Name

Hit Location

Damage

Startup

Active Frames

Recovery after Impact Frame

Frame Advantage on Hit

Frame Advantage on Block

Notes

1

Light Endokuken

Mid

16

15

NA

31

2

-8

Can Manual Cancel

2

Medium Endokuken

Mid

16

15

NA

31

2

-8

Can Manual Cancel

3

Heavy Endokuken

Mid

16

15

NA

31

2

-8

Can Manual Cancel

4

Shadow Endokuken

Mid

8,8,8,8,8

5,1

NA

30

NA

-4

1-5 INV

Commands

Opener:

Ender:

Shadow Endokuken:

Hit Level: Mid

Range: Full Screen

Description: The Endokuken is Jago’s projectile in which he hurls a ball of energy toward his opponent. The varying attack strengths change the speed of the projectile but not the damage. You want to use this as a zoning tool to control the space and angle from which your opponent can approach you. On hit, if close enough, you can follow up with a close standing Medium Punch, leading to a full combo by utilizing a manual cancel. From a distance, it is best quickly followed up by a Wind Kick to start a combo in case the projectile hits. Up close, it is unsafe and can be full punished; however, if your opponent blocks an Endokuken, it will build you a lot of Shadow Meter.

Shadow Version

The Shadow Endokuken is much safer on block (though still negative) and does more hits. It can be useful for applying pressure to your opponent when you have him or her trapped in a corner. Since Special Moves can be canceled into Shadow Moves, you can use Tiger Fury canceled into Shadow Endokuken for pressure. If the Tiger Fury hits, then the Shadow Endokuken will whiff. If the Tiger Fury doesn’t hit, however, the Shadow Endokuken still comes out to prevent you from getting punished by a full combo. You want to use Shadow Endokuken instead of, say, Shadow Laser Sword here because on blocked Tiger Fury, the Shadow Endokuken will be much harder to Shadow counter.

Ender

Endokuken is Jago’s Battery Ender, which means it will build Shadow Meter when used as an Ender. How much meter it builds depends on what level of an Ender your combo achieved. If you’re going against a projectile heavy character, then having extra Shadow Meter will keep your Shadow Wind Kick loaded. If your play style is more rushdown, then more Shadow Meter means more Shadow Endokuken pressure as well.

Notes