What's your opinion of Shago?

The surged version will always launch them off their feet. You can combo off of it with a juggle.

That’s what I mean… not every time…but sometimes..it knocks them down…mainly n surge…my question is…why?

Yes you are spoiled by Jagos insane damage output!

Juggles, man. SIt’s designed to set off Shago’s sweet, sweet juggles. :stuck_out_tongue_winking_eye:

So how do you juggle off the slide..its so ■■■■ fast when they get knocked back?

The more I play the Aganos/Shago matchup, the more I think Infil’s right - specifically about it being in Aganos’ favor. With the exception of 1 Shago player (1 of the regulars on here, I might add), I’ve absolutely destroyed Shago players. Most people don’t yet have a handle on how to use him effectively since he’s so new (and while that may change as time progresses, it’s simply not the case right now). Add to that his rather poor damage output overall and Aganos’ ability to trap his mobility using walls and having chunks to mitigate his attacks, which are already easily punishable and it’s a landslide in the golem’s favor.

More than anything, as an Aganos player, I’ve been viewing Shago as more of an annoyance,than anything, particularly where his projectiles and mobility are concerned. He can use the former to zone, sure, but the damage output of said zoning doesn’t compete with Aganos’ ability to flick them away or to plow through them with natural disaster and chunks into a full-blown combo punish. The latter can easily cause Aganos to whiff, since it’s so easy for Shago to teleport-dash, but that doesn’t necessarily give Shago an offensive advantage as far as I can tell. All Aganos has to do is wait for him to teleport into divekick or slide and it’s an easy full combo punish for Aganos, potentially into a wall. If Shago goes backwards, a payload assault chunk, natural disaster, or ruin will dissuage the Shago player from further running (as does a wall behind him).

Mobility-wise, I think Shago’s best bet against Aganos is to actually mix things up at medium range (which consequently is Aganos’ best range) or up close, using his teleport, divekicks, and slides as a crossover to not only make Aganos whiff, but to force him into commiting to the wrong moves that would make him easier to punish (turning a pulverize into a payload assault chunk, which would lose him a chunk, for example).

1 thing I found funny about this particular matchup is how Aganos’ natural disaster is a natural anti-air, but more often then not, somehow Shago can still knock him out of it with a divekick (it’s not full-proof, but I’d say it works maybe 50% of the time). When I 1st started playing this matchup I thought I’d be able to use natural disaster to dissuade Shago players from using their divekick to start combos, but that hasn’t necessarily been the case, since in quite a few matches, they’ve been able to knock me out of it, which I find a bit odd.

Pulverize is not always an effective anti-air either, because whenever Shago teleports into divekick, there’s a 50/50 chance (generally speaking) that he’s going to appear in front or behind Aganos. If he appears behind him, he’ll likely get hit due to the high hurtbox, but if he teleports in front of Aganos during the pulverize, then it’s a free combo punish since the hurtbox is lower to the ground and Shago is above it in that scenario.

There’s finger-flick, but it’s direction dependent, which means if a cross-over occurs, it may not come out at all - and with Shago, that can happen often. There’s also the d+HP, but it’s generally too slow to be effective.

I find that Shago’s dash-cancel into his 45-degree multi-hitting attack (what’s it called?) to be rather annoying too, since I personally forget that he can do it. It gives Shago a long-range attack that can come in quickly, remove multiple chunks from Aganos, and can crossover even on block.

With this matchup, I feel like Shago has to work harder to open Aganos up AND do more damage, whereas Aganos may have a hard time getting openings as well, his damage still more than makes up for that particular shortcoming, which is what, by and large, puts it into the golem’s favor.

What do you guys think of this matchup after experiencing it?

I do not know because I do not have him but his dash throw mixups can do damage quickly to Aganos.

Check this out (long Shago vs Aganos set).

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I think it’s too early to really be looking into match ups, give it another week or two, but just for the heck of it, I think the low damage Shago inflicts is easily made up for by the fact that Aganos is by far the easiest character to hit with the annihilation grab. Plus Aganos setting up a wall just means easier and more consistent juggle cashouts for Shago.

I think he’s awesome, except for the Ultimate thing. The stage darkening looks lame and it’s even lamer that the move is just like a super or something. I had the same opinion when Fulgore’s hype beam was made usable out of instinct.

While I agree regarding the “super” aspect, I don’t see why the darkening of the stage is a bad thing. I think it adds emphasis to how cool the move really is visually. He literally takes you to this “dark” place… :smiling_imp:

Different moves have different effects.

ie, Standing HK sends them fly back in the air. Standing Jab knocks them back only slightly.

I haven’t had more time but can you try using crouching HP into Dark Reckoning to start a combo?
as well try;
Forward+HK to catch-juggle them, and then immediately dash into his angled Dark Fury, and see if that starts a combo as well?
(and then of course, mix up those 2 to see how that opens up.)

Forget about his own stage, the only thing Omen needs is a complete redesign.

I’m fine with Omen’s design at this point, he just needs an overhaul on his moves/animations. He looks very half-assed with all the stolen animations and stuff.

New moves and animations are drastic overhauls that entail a redesign.

@xCrimsonLegendx

If we could at least CONTROL where his fireball goes and give a potent uppercut move, that’d knock him up at least a point if not 2 from a 1/10 scale on him IMO.

Can we please make it so that landing the surged DP causes the opponent to always come down in front of Shago? Right now if you hit them anywhere directly above you they fall down on you as well which causes any juggle attempts to whiff. Since the character flies off screen for a second it shouldn’t be too hard to use that moment to reposition them.

The redesigned’ Shago makes Omen look even more like a joke character than he already did.

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@KOEmawk

Agreed. The Shago redesign is probably the best thing IG has done in regards to KI so far next to Riptor and Hisako!

I don’t think Omen’s a joke at all. If anything his random fireballs exemplify the unpredictable chaos that Gargos will likely bring to the table once he arrives. Which is exactly what the Herald should be doing… As far as his appearance and move set goes, I think it’s unique enough to not worry about. He’s made of lightning and shadowy energy, which is really cool! Sure, Cinder’s effectively made of energy too, and Thunder’s often covered in lightning, sure, but putting them together makes him wholly unique IMO. Furthermore, his moveset, with the floaty wing glide, flurry of kicks, his ability to lock out your shadow, and random projectiles - all serve to make him standout as a unique character. The ONLY gripe I have with him personally is that because of his status as a bonus character he, much like Shago, is missing a lot of features - primarily additional costumes, accessories, a stage, etc.

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