Hisako Matchup Thread: Jago

It’s OK to work it both ways.

I be reading everyone’s section to research the competition in the first place, that there’s specific counter views in a topic makes it easier to follow.

Though I believe it’s the right of any player to hide the tech they may “invent” that is all but unbeatable, in this day and age, that will only help win 1 tournament (maybe a few more) before it’s patched out or reduced in power…

Sharing is caring :smile:

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Thank you Marble for the Charlie the Unicorn clip :slight_smile:

A few points based on some of the convos above:
Hisako is not safe jump-able. If she wakes up with counter and you had a meaty physical hit out, you’re getting countered into combo.

The amount of wrath in your meter does not affect the timing, properties, or recovery on counter. It’s always zero frame start-up - that’s why it can be used to catch meaties.

As previously stated, where an attack touches your hurtbox is not relevant to whether or not you counter it high or low. Whether the move is tagged as an overhead or low hit is the relevant determinator for which counter should be used. The 3K counter catching an overhead cross-up would have to be an instinct thing, otherwise it’d be a bug (one that I’ve personally never seen before).

In the instance of getting hit by that cross-up HP through a 3P counter, I can only surmise that the active frames on counter had just barely ended. That’s the only way you should get hit in that situation - otherwise it would have been a bug.

With regards to the main topic, I think the MU is a solid 5-5. Hisako will destroy Jago if she can read him (as she can most characters), but Jago has some pretty good throw setups to work with as well, and his instinct refills can give him a nice chunk of extra health to work with when used properly.

@Marbledecker, I personally prefer to play the fight at very close range (on his knockdown), max-ish Hisako poke range (crouch+MK range), or the extended range you were talking about. I think the middle of these is the “best” neutral spacing, as it puts you into range for dash-up grab and safe-ish pressure. It can be dangerous though, as yolo wind kick at that distance will sail right over crouch+MK and have you eating a combo. If you are playing in that space, it’s good to remember that Hisako far fierce has greater range than cr+MK - that’s important because Jago (or any character really) will be able to move in and out of range of things much more easily than Hisako can. The far fierce will keep them honest once they’ve stepped outside your cr+MK range.

A few of the key things I think to remember in the MU are:
(1) The neutral jump is coming - it’s ok to eat a few throws once you get knocked down. When the neutral jump hits, AA that SOB and regain your momentum. A lot of Hisako’s lose because they’re always committing to something on wakeup - all her options on wakeup are baddish, and leave her in a lot of recovery if she guessed wrong. Learn to be patient and just be prepared to block or get thrown.
(2) Safe jump and cross-up setups off influence ender. Jago is a serious threat if he’s allowed to play. Damage ender is nice, but the Hisako vortex is often preferable in a close fight. Her counter/rekka OS is also a good choice on knockdown. Once he has instinct, I like safe jump into counter - a lot of Jago’s wakeup DP->instinct cancel out of habit once they fill their bar, and this is a good way to punish it.
(3) Sweep low profiles Jago fireball. More importantly, this means that sweep low profiles double roundhouse. When Jago uses fwd+HK and doesn’t wind up within throw range afterwards, there’s a better than even chance that he’s gonna go for another fwd+HK. Simply sweep him out of it.
(4) Use your instinct wisely. If Hisako pops instinct near you, that means you just got combo’d. She can literally turn any situation from Jago standing next to her (except jump+back) into a full combo if she uses her instinct wisely. If they’re hitting you, counter. If they’re standing next to you, light influence. If they’re coming in empty from a jump, use influence of appropriate strength to catch them when they land (as most people won’t jump again, which is what they should do in this situation) - or down+HP->tk air-ORZ them for the recap if you have the time. If they’re trying to throw you, heavy influence them. If someone is next to you when you pop instinct, you should be combo-ing them within the next 2 seconds.
(5) Heavy ORZ’s are very good. Use them to teach your opponent to stop trying to do things in the middle of your rekkas, and then then use that respect to utilize the mix-up options on the next go around. Or just keep spamming heavies…a surprising number of people never figure out that you can’t just always push buttons in the middle of that string.

Those are my not-so-quickish thoughts on the Jago MU. How it turns out is mostly a function of how well you’re able to read and control your opponent’s options.

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So glad you’ve dropped in and contributed!! :grin:

So true. I’ve lost my fair share of Jago matches getting flustered by throws. Gotta relax…

Thanks for this reminder… I was using Heavy ORZs to juggle after Cr.HP just the other day, and I never once considered this application!

wait…so if you start her rekka with say a light punch to come in low (as an example) then i hit the HP for my 2nd attack…they cannot stop it? what happens if they block the first hit, then i strike with HP can they throw me out of it?

that is something i never knew. there have been over a dozen matches where ill just get poked out if it if i was say goin for LP > MP > HP. they will block the LP, then im thrown or poked out of the MP. thanks!

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I don’t know about that as a comprehensive statement… but I do know that there is far less gap between the HP versions than the MP and LP versions, so there’s much less chance of you getting plucked out of her rekka. Now that @STORM179 has reminded us of the difference, I’m going to take it to training mode and see just what this will and won’t beat.

Just to clarify, it is only the second and third hits which can be high/low, the first is always a mid.

The gap before a heavy rekka is small enough to make it a frame trap so it will catch jabs and throws. They can still DP out of it like with any frame trap but it can make them stop trying to throw or combo you out of it.

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thank you for the info! still learning more each passing day. this makes me a happy yokai user

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Pretty much what @MBABanemobius said. The real purpose of HP rekka isn’t to juggle or anything - it’s to fish for counter hits and otherwise force characters to respect her other mixup rekkas.

Even if you pause a bit between the swings, it’s generally fast enough to catch people who try to hit a button, even if that button is fast like a jab. It will also catch people trying to jump out of it in their pre-jump frames, leading to a full combo punish. HP rekka is actually really, really good - it forces people to get used to sitting there and taking the mixup, letting you condition them for later.

People with invincible reversals can simply DP out of it though, and Glacius can liquidize or puddle punch clean through it since it drops his hitbox below the ground. It will also lose handily to patient play and people who are content to block - it’s just as terribly unsafe on block as the rest of her rekkas. Against people like that, it’s best to end ORZ early and get yourself back into a neutral place.

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So, I’m reading all of this info and reversing it in Jago’s perspective. I might know how to fight a Hisako Properly.(Good Thread Guys! Honestly.) :wink:

LOL

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Lol. That’s good - it’s always important to understand how the other character wishes to approach the MU with yours. I highly recommend hanging out in the other character sub-forums to get a feel for how people view their characters - their strengths and their weaknesses, and how they wish to manage the neutral game.

I’ll even give you another hint for free: Hisako seeks to control the neutral primarily through fear - she cannot easily impose her will on you unless you’re afraid of her. If you want to beat Hisako, you cannot be afraid of her. Accept that you’re going to get countered and be willing to keep pushing buttons against her. Especially against better Hisako’s, who have come to expect that there’s just certain things people don’t do against her. Turn that on its head and use it to your advantage. Play disrespectfully against her.

Best of luck :grin:

Yeah. I usually do, that’s how I learn matchups. Plus, I’m that guy that if you are a bit away from me, and im in Danger, instead of backing off and thinking, I’m the one to double dash to you and throw. Lol #NOFEAR

Lovin’ this dude right now.

…but it will, without a doubt, should we need it to :wink:

Yup! This is precisely why I have practiced, and continue to practice hit confirming, and ending the rekka after the first swing should I happen to slip up with an itchy trigger finger.

Absolutely! :smiley:
But uhh… try to be a little unpredictable with your button timing, or we’ll eat those buttons like candy :open_mouth:


So while playing some Kyle Jago in practice mode, I accidentally attempted shadow-counter on the 3rd hit of Laser Sword… and it worked. I thought “this is curious” and attempted it on the 2nd hit… and it worked. Then on the 4th, still working.

So as slow/counterable as Hisako’s shadow counter is, Laser Sword is even slower. Who’d-a-thunk-it?

I’m very happy that you’ve found something of value in the thread :grin:

Yeah. Benefiting from it! And Yes, Jago’s Laser Sword is really slow… :frowning: TBH, you can even shadow counter the First hit. So a good player will Shadow counter it early, and not be able to give the Jago time to recover.

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@Marbledecker We should play sometime! I could give you a Jago matchup against Hisako, and Vice Versa, because I need to learn the Hisako MU as well! (Plus, I need to get whooped by good Hisakos.. Lol) Thanks for this thread! It’s helping both players, Jago & Hisako alike!

Edit: Filters still Suck :frowning:

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Sounds good to me! I’ll add you on XBL some time this week! :grin:

I’ll do my best to be a “good Hisako”… @LEboueur can vouch for me being a “better than bad, and possibly marginally above average” Hisako :blush:

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Lol Is that what was said? I’m sure you’ll do fine. I’m not the greatest Jago anyways. Sure, I’ve been to locals and CEO in 2014, but I lost due to Over Confidence. Plus, I’ll give you advice: I’m bad at Tech Grabbing.

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Haven’t heard it anywhere. That’s just something I’ve noticed during the last two month when I was playing like 50 matches per day…
I may be wrong, and going to training mode should clear this but, like I said, I’ve noticed that with really low wrath, my PPP was beaten by several normal attacks on wake up… and it’s not like I had missed the execution…that’s just pressing a button.

Same thing for the PPP that counter low attacks when full wrath. Haven’t seen this mentioned anywhere (even on infil’s guide).

It’s hard for me to say what is the level of Hisako’s players but you know the character well for sure.

Well if you see me online invite me, I’ll try my best but, I hope I haven’t lost too much with that Destiny extension thing…

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This is extremely interesting to me, as it really shouldn’t ever happen. Counter comes out instantly in all circumstances - it has no start-up, and its properties in general are independent of wrath. Wrath lets you cancel into counter, but the counter that actually comes out isn’t special in any way. (Which may point to me being incorrect about some of its properties, as it is possible, if rare, to have a counter-cancel eat your wrath but still get hit out before the counter deploys. I’d always assumed this was due to some kind of start-up associated with the cancel itself though, as opposed to the counter having differing properties).

I am 100% certain though that having full wrath doesn’t change whether a high counter can counter lows or vice versa. Absent instinct, any instance of that would have to be a bug. In the counter losing to meaty scenario, I can only guess that you didn’t counter with “reversal” timing, as counter reliably beats meaties in all scenarios that I’ve ever encountered.

I’d be curious to see any replays you might have of either phenomena - it’s possible you’ve found some bugs or something.

Sidenote: kinda salty about the early shadow counter on shadow laser sword thing…I’ve been tagged out of my SC on that a few times. Not sure if they changed some of the properties on shadow ORZ or what, but I got punished several times for trying SC early on that move when Hisako came out :unamused: