Well, technically speaking, DH did most of the visual and a lot of the gameplay work, but the new gameplay elements IG added look good and fit the character very well, although I wish they toned down the special effects a tad bit.
I’m pretty much indifferent to anything Jago but I’m happy for those who wanted a Shago with his won moveset. It’s very different than what I expected, he really has his own moveset and there is not much overlap with regular Jago.
I can see this character be a problem in the right hands. I’m having Injustice Scorpion flashbacks with that teleport he has. And his slide is really, really fast. It’s hard to react to.
But well done to IG for his redesign.
I was expecting something else but oh well… 4/10 for me Im sure somebody will love him but Ive not seen to many people using him so far, bit like Aria when she launched.
You haven’t seen many people use him? I’ve fought him most of all since his release. Couple of level 50 ones too.
I find it kind of funny really because Shago is supposed to be some all-powerful, evil bad guy - and for the most part, to me at least, he just comes off as being a really big nuisance or pest. ![]()
Like most bond villains. Just a nuisance.
I love me shago tho
I will wreck people with Shadow Jago on Friday and the weekend.
Shago is really polarizing for me. The more I think about him and his playstyle, the less I want to play him. Just not my type of character. But then I convince myself to give him another shot, fire up the game and I’m like ENDOKOUKEN! ENDOKOUKEN! WHOOSH, ZAP, YEAH, LET’S GO! HAKOODA! RAWR! SLASH SLASH ULTIMATE! YEAH!
TL,DR: He is just so ■■■■ awesome to play.
I’m already enjoying as well as having a really fun and great time playing the new, full, AND improved version of Shadow Jago
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I wonder if Shadow Jago is a success for IG? I wonder if this community fund and our relentless requesting for this character to become something more has been beneficial for the game? If that’s the case, props to the community for supporting a good idea. Maybe our ideas aren’t so worthless after all.
As a whole I like Shadow Jago. The only thing that I think SHOULD be changed is his back dash. It’s too good. Its S1 Sabrewulf all over again.
As a Sadira main, while I don’t find this match challenging for her, as I can dodge his fireballs like no tomorrow and crouching LK does wonders for the normal versions, I do find this match rather boring. 90% of all Shago players generally run and spam fireballs. The good ones only resort to this tactic if you keep getting the upper hand.
It’s about as bad, not quite as bad though, as a Sadira vs. Sadira match.
Most of the Shago players that I see fall into 3 very simple categories: fireball zoning, teleport mixup, or juggle-fiend. It’s the Shago players that can incorporate aspects of all 3 that make up the best, and most adaptable players of the bunch - they’re the ones you have to look out for. ![]()
I just need the juggles. I can’t do them at all.
Well, immediately after a throw or surged DP (both of which can be cancelled into from a forward dash, I might add; the latter even into a backwards dash), you can throw out most normals (with proper timing) followed by b+HK to do the flip kick, which then staggers your opponent. You have to be careful though, as the normals can be combo-broken with a proper read and so can the flip kick with a heavy combo-breaker. The good news is that if you can pull this off and anticipate a break, you can still counter-break. ![]()
Sadly,whenever I do a normal(light,medium,or heavy),it always gets broken but when I counter break,it never works. I suck at counter breaking. That is why I always do a sweep after a throw. Unbreakable and a hard knock down for a teleport mix up.
Well, are you performing the counter-break AFTER the normal or just doing the throw into a counter-breaker with no nomal at all?
If you do it after, there’s always a risk that the timing will be wrong, because you can counter-break too early or too late. I’m guessing that’s why it never seems to work.
However, if you replace the normal with the counter-break altogether, you can almost always catch them if they’re guessing or getting into the habit of combo-breaking during your combo. Worst case scenario? You drop your combo, and they counter-attack.
It’s all in how you read your opponent. Here’s what I’d do. Do the combo once to see if they combo-break it. If they do, take a close look to see if your move even had a chance to come out before you were combo-broken. If you can’t see what your own move was visually on the screen, that means they’re guess-breaking. If you do a light attack, then they definitely are, since it’s not reactable (which might actually work in your favor, since they only have a 1 in 3 chance to be right). However, if they wait a moment to combo-break you, and you can see at least a portion of your own move come out, that means that they’re reacting to it.
The reason this is important to know is because if it’s the former, and they’re guessing, you need to perform the counter-breaker immediately, no normal attack at all. However, if it’s the latter, and they’re reacting, then that’s when you want to bait with the normal, and then quickly switch to the counter-breaker (you’ll want to do this almost immediately, as if it were the next step in the combo sequence, in order to beat them to the punch, however).
It is completely random. Sometimes they break and sometimes they don’t. Plus I don’t like doing juggles anyway so sweep can work. It isn’t execution but the breaking though. Sweep for life.
Beautiful explaination. As I’m becoming familiar with Shago, I’ve noticed that people love to break every chance they get. Also, I’ve gotten so many counter breakers, it’s insanely funny hearing people throw a fit over it. Once you know you’re playing a guess breaker, it should be a piece of cake to take the game.
very fun amzing game play and very enyojable
Hmm…counter breaking is always a bit of a hard read, ie a guess on what the opponent is going to do. Breaking Shago’s juggles is generally a guess, as really only the overhead axe kick and the surged dashing uppercuts are reactable. Players are free to guess on the normals or wait on something more reactable, but either way you’ll be guessing on a counter. I personally tend to not counterbreak unless someone’s break patterns are very consistent, or if I’m feeling pressured. A lot of times I think it’s better to simply force the opponent to prove that they can consistently break you than to go for a counter. At the same time, if you can get a good read on an opponent’s breaking habits, then counter breaking is a solid way to punish/condition them. And even whiffed counters can be good conditioning if you use them wisely.
While I’m generally not the biggest fan of 1-chance->juggle->hard knockdown, for Shago in particular I think it’s a really suboptimal way to play. Shago is very low damage outside of his juggles, so being unwilling to play the juggle game makes him have to work a lot harder to close out a lifebar than he should really have to. If you’re playing a super shenanigansy Shago like Rebelo pulled out in the last Top 32 Tournament then that’s fine I guess, since you’re going to be getting openings off your crazy TK’d cross-up dive kick nonsense, but if you’re playing a relatively runaway Shago then I think it’s a bad call to give up that damage. A patient player will catch a Shago eventually, and odds are that he can more than make up whatever minor damage you may have done to him in the interim.
That’s my take on it anyway. I have very little fear of a Shago who’s afraid to take any chances in juggling me - that kind of conservatism means I can mess up quite a few times before he can take both lifebars, and all I need is one or two good sequences to make up any of the damage I might incur in opening him up.