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  |__| \__\                        |_/

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                           |  _||   || |  |   \
                           | | || | || |_ | | |
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                           _| | | 0 || | || | |
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      ___  ___  ___       _____  ___  _  _  ___     _    _  ___  ___
     |  _||   ||   |   / |     ||   |\ \/ /|  _|   | |  | || __||   |
     |  _|| 0 || | |  /  | | | || | | \  / |  _|   | |_ | ||__ | | |
     |_|  |_|_||___\ /   |_|_|_||___|  \/  |___|   |___||_||___| |_|

                              VERSION: 1.0

                                5/24/00

                             BY KARL JOBST

                        E-MAIL: [email protected]


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By my opinion, Jago is by far the best fighter in Nintendo 64's Killer
Instinct Gold. This FAQ is all about Jago, his moves, his combos, pretty much
everything. If you want to know more about Jago read this FAQ. I'll write
other character FAQs, but I'll enjoy writing this one the most.

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|  _||   || _ || | || _ || ||  _|| | ||   |  | \| ||   ||   || ||  _||  _|| |
| |_ | | ||  _||_  ||  _|| || | || - | | |   |    || | | | | | || |_ |  _||_|
|___||___||_|    |_||_\_\|_||___||_|_| |_|   |_|\_||___| |_| |_||___||___||_|
------------------------------------------------------------------------------

I just realised that if I don't write a big copyright statement, and write it
at the top of the FAQ, people will do the things I don't want them to do. Then
they will say stuff like "but it wasn't mentioned in your FAQ" or, "oh, I must
have missed it." So, I guess I'll have to be one of those people that write
half their FAQ content on copyright. Here are the rules and regulations:


1. If you own or help run a site, and you think it would be much better
containing this FAQ, don't go rushing to put it on. Before you even _think_
about posting this FAQ, write a nice e-mail to me asking me nicely if you can
post my FAQ. Then I will probably say yes. But in your nice e-mail you must
also include:

a) the site address. I want to look at your site to see whether or not you
give credit. As in, you don't just write FAQ or Walkthrough and that's all. If
you don't usually give full credit I would see this and probably say yes,
unless you actually told me you would.

b) a list of what FAQs you actually intend to post. I don't want to get an
e-mail simply stating, "can I use some of your FAQs on my site?" Make sure you
list in full what FAQs will and will not be on your site.

If these things are not in the e-mail then I will just have to make you ask me
again.

------------------------------------------------------------------------------

2. If you get past regulation No. 1 and I say yes, you can use my FAQ, you may
not under no circumstances post this FAQ along with a pop up advertisement
_of_any_kind. I really hate this. I hate those stupid advertisements enough
already, let alone having one along with my FAQs. If you post an advertisement
with this FAQ, it is classed as using this FAQ for promotion purposes. That is
automatically against copyright law. For the people who had already done this
I just simply asked them to take off the advertisement because it wasn't
listed as a breach of copyright. But from now on, if I catch ANYONE using this
FAQ for promotional purposes I will take back this FAQ and any other FAQs I
may write, permanently.

If someone did this I could easily sue them, and probably get a lot of money.
Especially if they are a world wide organisation.

------------------------------------------------------------------------------

3. You do not alter or change the FAQ in any way. This simply means, post it
in its original form. Don't split it in half, don't take out a section, don't
take out this sentence, don't take out the copyright so you can post an
advertisement, and don't, under any circumstances write your site to the list
of sites I will allow to post this FAQ. If you do, you know what will happen,
bye, bye FAQs.

------------------------------------------------------------------------------

4. You do not simply take this FAQ and rewrite it. For example, you take this
FAQ, use it to write your own FAQ adding a few pieces here and there, and post
your version. If you did do this I would be seriously pissed. Even if did
credit me for _helping_ you write it, I would not like it.

------------------------------------------------------------------------------

5. You keep it updated. I don't want to see an old crappy version of this FAQ
posted. I'm not going to send this FAQ to you, nor remind you to update it.
The most updated FAQ can always be found at GameFAQs, as it the best gaming
site on the net. I send my FAQs to GameFAQs and GameFAQs alone.

There are all the guidelines. If one or more are not met I will kindly ask you
to take my FAQ away from your site.

Ok, that's it for now, I think I better get on to the actual FAQ. For more
copyright information read the latter of this FAQ.

This Killer Instinct Gold, Jago FAQ/Move list is:

Copyright © 2000 Karl Jobst, all rights reserved.

This means that can't do anything to this FAQ without expressed permission
from me.

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|  _||   || \| ||   ||  _|| \| ||   || __|
| |_ | | ||    | | | |  _||    | | | |__ |
|___||___||_|\_| |_| |___||_|\_| |_| |___|
----------------------------------------------

1.  Revision History
2.  Who is Jago
3.  Profile and story
4.  Legend
5.  Basic Moves
6.  Other Basic Moves
7.  Special Moves
8.  Super Moves
9.  Linkers
10. Super Linkers
11. Combo Finishers
12. Openers
13. Basic combos
14. Intermediate Combos
15. Advanced Combos
16. Jago's Ultra combo, mini ultra combo, ultimate combo, and O-combo Ultimate
17. Coming Soon!
18. More Copyright, Credits, Thanks, Farewells

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| _ ||  _|\ \/ /| || __|| ||   || \| |   | | || || __||   ||   || _ || | |
|  _||  _| \  / | ||__ || || | ||    |   | - || ||__ | | | | | ||  _||_  |
|_\_\|___|  \/  |_||___||_||___||_|\_|   |_|_||_||___| |_| |___||_\_\  |_|
-----------------------------------------------------------------------------

Version 1.0 (5/24/00)

Hmmm...history, what history? Well, this is day one, so there isn't any
revision history, as this is the first version of this FAQ. I don't know much
about the theory side of Killer Instinct Gold, so I may miss some points.
However, I will update this FAQ for sure.

Just remember that it is a good idea to read actual Killer Instinct Gold FAQs
to find out about the things I don't explain in this "Character" FAQ.

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_ _ _  _ _  ___     _  ___     _____  ___  ___  ___  ____
| | | || | ||   |   | || __|   |_   _||   ||  _||   ||___ |
| | | || - || | |   | ||__ |    _| |  | 0 || | || | | |  _|
|_____||_|_||___|   |_||___|   |___|  |_|_||___||___| |_|
----------------------------------------------------- |_| ------

Duh! Well...just _in_case_ you have forgotten, Jago is a fighter in Killer
Instinct Gold. Jago is represented somewhat as a ninja. He wears the clothes a
ninja would wear, he sounds like a ninja, and most of his moves are more or
less that of a ninja. Jago is quick, agile, and can whoop some serious butt!
Jago is also in the Super Nintendo's, Killer Instinct. Jago basically plays
the same on both systems. Anyway, now that we no who Jago is, let's read:


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|_|  |_\_\|___||_|  |_||___||___|   |_|_||_|\_||___/
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------------------------------

HEIGHT: 5 9'
WEIGHT: 190lb
AGE:    22 years

Ok, I find the game's story a bit bland so I think I'll say it a bit
different. In the last killer instinct game, Jago and Fulgore had this really
big fight. Being the fighter he is, Jago whooped Fulgore's butt. Now, after
Jago defeated Fulgore, he went back to his master onetime master, the tiger
spirit. Now, unfortunately, Jago's master wasn't exactly what Jago thought he
was. It appears that Jago's master was actually Gargos in disguise, and used
Jago to escape from the void. Now Jago is all pissed off, and he wants to get
vengeance. But for some crappy reason, he has to fight every other person who
wants to kill Gargos, is that dumb or what! But, after killing everyone, Jago
finally meets up with Gargos, and I guess you'll have to find out for yourself
whether or not Jago wins.

Now, I thought I would take it on myself to write a review on Jago, and see
how he fairs in all of the fighting aspects. Here they are:

All scores are out of ten

STRENGTH AND DAMAGE: 7/10

Jago is OK in this area. His strength is not that great, so the damage he
inflicts isn't that great. But, this only means that it will be useless just
to use punch and kick all through the game without using any moves. The only
way to make Jago shine is to always use combos. Without combos, you are almost
sure to lose.

SPEED: 9/10

Jago is very fast. This means that he can pull off a number of moves in a
short time. Say we measure Jago's speed with tusk. Jago will be able to pull
off four wind kicks by the time Tusk has been able to do two boot kicks. This
means he can pull off more moves in a short time, and increase the total
damage he inflicts. This is also a good points if the character you are
fighting happens to block one of your moves. When they block you can instantly
come back with another move, leaving them no time pull a move on you.

MOVES: 9/10

Jago had a wide variety of moves. This doesn't simply mean that he has more
moves than everybody else, it means that his moves are all of a different
sought. Jago can attack from above, from below, up close, far away, in all
areas. Unlike say Maya, who has a crap fighting ability from far away. Jago
has a few moves in which he flies across the screen and hits the enemy. These
are very good moves because he can basically use them no matter how far away
he is. When he uses these moves, he hits the enemy, and can complete a full
combo. This combo started from the other side of the screen! Jago also has
some cool super moves. Allowing him to conquer the enemy from any position.

COMBOS: 10/10

Jago has some awesome combos. Not only do they look nice but they are easy to
do and they are very effective. You can easily full of a monster combo with no
trouble. His super linkers are also very easy to use, and they look cool.
Using Jago's super linkers you can turn a basic 10 hit combo into a 20 hit
combo! Combos are definitely Jago's strong points. If you use Jago a lot I
suggest you master them all.

OVERALL: 9/10

Jago what have to be one of if not THE best fighter in Killer Instinct Gold.
He fairs well in all areas, and masters most. He is good all round, with no
definite flaws. I always fight with Jago and 99% of the time I win with ease.
It doesn't matter what the opponent does, Jago always has a way to defeat
them. I also think he looks cool.

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| |  |  _||  _||  _|| \| ||   \
| |_ |  _|| | ||  _||    || | |
|___||___||___||___||_|\_||___/
----------------------------------

F        = Forward
B        = Back
D        = Down
U        = Up
DF       = Down-Forward
DB       = Down-Back



QP       = Quick Punch                 QK       = Quick Kick
MP       = Medium Punch                MK       = Medium Kick
FP       = Fierce Punch                FK       = Fierce Kick
P        = Any Punch                   K        = Any Kick

In case you didn't know...

QP       = B                           QK       = A
MP       = C-left                      MK       = C-down
FP       = C-up                        FK       = C-right
P        = B, C-left, or C-up          K        = A, C-down, or C-right

Other symbols...

()       = Hold                        <>       = Release
[]       = Hold for a second, then release as you do the next step

-        = In one fluid motion         +        = At the same time
/        = Or
\        = Hold down the first command, and press the second command at any
          time while holding down the first command.

And that's about it.

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_    ___  ___  _  ___     _____  ___  _  _  ___  ___
| |_ |   || __|| ||  _|   |     ||   |\ \/ /|  _|| __|
| _ || 0 ||__ || || |_    | | | || | | \  / |  _||__ |
|___||_|_||___||_||___|   |_|_|_||___|  \/  |___||___|
----------------------------------------------------------



*~* WHILE STANDING *~*
-------------------------


Weak Punch:  WP

The weak punch is just a quick jab to the face. It doesn't inflict much
damage, and can only be done at close range. It can be pretty useful when you
are right up close to an enemy and you have to do something that instant. It
can stun an opponent for a second while you think what you are going to do
next. Otherwise, this type of punch is useless.

------------------------------------------------------------------------------

Medium Punch:  MP

A medium punch is a lot slower than a weak punch, but inflicts more damage.
Because it is slower than the weak punch, there is a time when you become
vulnerable to attack if either the opponent ducks or blocks. Once again, only
use this if you have no idea what to do and want to buy some time.

------------------------------------------------------------------------------

Fierce Punch:  FP

This punch is much stronger than the other two punches. This really nails your
opponent. Make sure that when you punch, there is no chance of a quick
retaliation from you opponent, fierce punching can leave you wide open to
attack.

------------------------------------------------------------------------------

Quick Kick:  QK

Depending on where you're standing, this will deliver either a quick kick to
the leg, or a quick kick to the face. Quick kicking your opponent will stun
them for a second, in which time you can attack with an opener or super move.
It does minimal damage, and is useless when there is no follow up move.

------------------------------------------------------------------------------

Medium Kick:  MK

This basically serves the same purpose as the Medium Punch. Once again, it
will leave you open to attack so don't over use it.

------------------------------------------------------------------------------

Fierce Kick:  FK

Jago really gives it his full when he smashes his leg against the opponent's
chest. This does some big damage, but can't start a combo. Therefore, only use
this if you can't pull of an opener.

------------------------------------------------------------------------------



*~* WHILE CROUCHING *~*
--------------------------

Quick Punch:  D\QP

This delivers a quick jab to the gut area. It does the same damage as if you
were standing, and is even less effective. Although, if you are ducking to
avoid blows, a few quick punches wouldn't hurt anyone(except for your
opponent).
------------------------------------------------------------------------------

Medium Punch:  D\MP

This is basically the same as the quick punch. It delivers a blow to the
abdomen area. It is slower but stronger than the quick punch. It doesn't
really have any use, so don't use it much.
------------------------------------------------------------------------------

Fierce Punch:  D\FP

This move is somewhat of an uppercut, but not entirely. From the ducking
position, Jago stands up and delivers a fierce blow to the upper body. If an
opponent jumps into this move, they will be hit into the air, where they can
then be juggled. This move leaves a long period of time where the opponent can
retaliate. I suggest only using this move to strike a jumping opponent.
------------------------------------------------------------------------------

Quick Kick:  D\QK

This is just a quick kick to the legs. I'm getting tired of saying the same
thing over again, so read the other Quick punch and kick explanations.
------------------------------------------------------------------------------

Medium Kick:  D\MK

This is basically like the Quick kick, but it is slower and inflicts more
damage. I don't use it at all because there are better options.
------------------------------------------------------------------------------

Fierce Kick:  D\FK

I like this move, it reminds me of Mortal Combat. Anyway, Jago spins around
with his leg outstretched. His leg catchers the opponent's legs and totally
flattens them. It is pretty good if you want to put your opponent out of
action while you get ready for another attack. If you want, you could do this
move again when your opponent is getting up. They can't do anything to stop
it, and it takes away more health.
------------------------------------------------------------------------------



*~* JUMPING ATTACKS *~*
--------------------------

Jump in with fist:  Jump towards opponent - QP

This is the weakest jump-in attack. Make sure that you don't hit QP too early
and back out before you actually reach the opponent. You can use this as an
opener, pressing FK/FP will give you an auto double.
------------------------------------------------------------------------------

Jump in with fist:  Jump towards opponent - MP

This is basically the same as jumping in with your fist, but hits slightly
harder. It can be followed by an opener and can lead into a combo. Pressing
QP/QK will give you an auto double. Using MP as you jump in, and following
with an auto double, gives you 4% more damage than using QP as you jump in.
------------------------------------------------------------------------------

Jump in with sword:  Jump towards opponent - FP

This is exactly the same as jumping in with your palm. The only different is
that Jago uses his sword instead of his hand. It can be used as an opener, and
can be followed by an auto double. Pressing MP/MK after the attack will give
you an auto double.
------------------------------------------------------------------------------

Jump in with knee:  Jump towards opponent - QK

This is again another useless move. It does very minimal damage, and can be
used as an opener. I'm tired of writing the auto double buttons so I think
I'll stop now.
------------------------------------------------------------------------------

Flying kick:  Jump towards opponent - MK

This is a lot more useful than jumping in with your knee. It does 4% more
damage, and is slightly easier because Jago's leg is outstretched when he
moves in. This makes it easier to hit your target. It can be used as an
opener.
------------------------------------------------------------------------------

Flying kick:  Jump towards opponent - FK

This is the same as using MK. It does the same amount of damage, and basically
looks the same. It can be used as an opener.
------------------------------------------------------------------------------

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|   ||   || | ||  _|| _ |   | |_ |   || __|| ||  _|
| | | | | | - ||  _||  _|   | _ || 0 ||__ || || |_
|___| |_| |_|_||___||_\_\   |___||_|_||___||_||___|
------------------------------------------------------
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|     ||   |\ \/ /|  _|| __|
| | | || | | \  / |  _||__ |
|_|_|_||___|  \/  |___||___|
-------------------------------

THROW:  F - FP

A simple but effective move. Well....Maybe not effective. I don't use this
move at all when I play against the computer, or anybody for that matter. It
is there so you can throw someone who is blocking. But, if you were to
actually go up to someone and attempt to throw them. They will face you right
in the face. The only time a throw is effective is during a combo. But still,
finishing your combo with a finisher, or a super move is way more effect than
using a throw. However, a throw may have some use if you follow with an air
double or an air juggle. Oh, and a throw will not count to your total hits in
a combo.

Throws can also be performed even if your opponent is blocking. So, if your
opponent just wants to sit there and block, you can use this to hit him.
------------------------------------------------------------------------------

PRESSURE ATTACK:  F - FK

For some reason I like this move. Jago does two awesome spinning kicks right
into his opponent's head! And adding to its greatness, but it can be followed
by a linker! But it can't be followed by an auto double, so therefore, you
will only be allowed one auto double in the whole combo. So, if you're looking
to start a combo, I suggest you turn towards another move.
------------------------------------------------------------------------------

PRESSURE MOVE:  B - FP

This move is useful if your opponent is ducking and blocking. Jago gets out
his magical green sword and smacks it right over your opponent's head. If Jago
was to do this in real life, he would split his opponent's head open. This
move cannot be used as an opener. It is simply here to give someone's noggin a
floggin'.
------------------------------------------------------------------------------

PARRY:  B - QP/(QP)

This can only be performed when your opponent does a normal standing attack.
While parrying, if your does a normal attack on you, they will freeze for a
second. This move can be very handy. It can be followed by a move that will
dizzy your opponent(see below), and can be used as an opener. If you use as an
opener, it will allow you to use two linkers and a finisher, or three linkers.
This means you will be able to get more hits in a combo. It is also really
good at pissing off your opponent if they happen to be human.
------------------------------------------------------------------------------

PARRY DIZZY:  F - D - DF - QP

Perform this move straight after you parry your opponent, and they will become
dizzy for a few seconds. Do I need to say more? I think I don't. If you do
this move without the parry, you will just pull off the normal Tiger Fury.
------------------------------------------------------------------------------

PARRY OPENER:  DF - D - DB - MK

This move acts as a normal opener, but instead of only hitting once, it hits
three times! This move is very effective when trying to reach those extremely
long combos. It does more damage than the normal move, I guess the move is
just like an auto triple or something. If this move is pulled off without the
parry, you will just do a normal Windkick.
------------------------------------------------------------------------------

DIRECT COUNTER:  FK

I'm not totally sure about this move, I only know that it can be used to hit
an opponent as they are executing a move. For example, if Combo is running at
you and is about to crack your head in, you can use the direct counter to
smash him in the face just before he is able to hit you. This move can be
pretty effective.
------------------------------------------------------------------------------

COMBO BREAKER:  F - D - DF - QP/MP/FP/QK/MK/FK

A Combo Breaker is just that, a combo breaker. It is a move that can be
performed while your opponent is performing a combo on you, and it stops the
combo dead. Just as long as your opponent is not performing a finisher on you,
you can break a combo. When Jago does a combo breaker, he does an uppercut
that hits three times, and knocks down his opponent.

However, you can't just use any button for any combo to perform a combo
breaker. If you opponent uses his/her legs to start the combo, you must break
it using any punch. If your opponent starts the combo using his/her arms, then
you must break the combo using your legs(any kick). But, in either case, Jago
will still perform an uppercut.
------------------------------------------------------------------------------

AIR DOUBLE:  DF - D - DB - QK/MK/FK

The air double is VERY hard to do. The air double can only be performed after
you throw your opponent during a combo. You must then jump up to your opponent
while they are in mid-air, and hit them with a normal attack. Then, straight
after you hit them you must perform the air double. Jago will windkick his
opponent while they are still in the air. But, you must be extremely fast, and
your timing must be precise. What's the benefit of this? Well, it will show up
as an air juggle. Plus, you get the satisfaction of knowing you pulled off a
hard move.
------------------------------------------------------------------------------

AIR JUGGLE:  F - DF - D - DB - B - QP      or...

            DB - D - DF - FK              or...

            F - D - DF - QP               or...

            F - FK                        or...

            D - DB - B - DB - D - DF - F

Remember how I told you the air double was hard? Well you ain't seen nothin'
yet! This is excruciatingly difficult. It is hard enough doing the air double,
and then you have to do another move that's twice as hard! Anyway, the air
juggle allows you to add another hit to the combo once you have done the air
double. When you land on the ground, you must then do the desired air juggle
move. Each move requires different timing, and some are easier than others.
Good luck!

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___  ___  ___  ___  _  ___  _       _____  ___  _  _  ___  ___
| __|| _ ||  _||  _|| ||   || |     |     ||   |\ \/ /|  _|| __|
|__ ||  _||  _|| |_ | || 0 || |_    | | | || | | \  / |  _||__ |
|___||_|  |___||___||_||_|_||___|   |_|_|_||___|  \/  |___||___|
------------------------------------------------------------------

Laser Blade:  DF-D-DB-FP

This is sought of like a double uppercut. Jago uses his sword to uppercut the
opponent twice. This doesn't knock down the opponent, and can be used as an
opener. This move is effective in close range combat, and is slightly more
powerful because of the double hit. This super move can be used as an opener,
by pressing MP/MK afterwards for an auto double.

Laser Blade:  DF-D-DB-MP (using MP instead of FP)

Well, this is almost exactly the same as using fierce punch, but now Jago only
uppercuts once. This move is weaker than the normal Laser Blade, as it only
hits once. It can be used as an opener by pressing QP/QK for an auto double.
------------------------------------------------------------------------------

Windkick:  DF - D - DB - FK

This is my favourite special move. When you pull of this move, Jago turns his
back to the screen. He tucks the leg closest to his opponent up towards his
stomach. Then while keeping the other leg outstretched, he literally flies
across the screen towards the opponent. When he reaches his opponent, he
unfolds the tucked away leg right into his opponent's face. This move is the
most versatile because Jago can traverse any distance using it. If our
opponent is as far away from you as possible, Jago will still hit them. It is
very good because it can be performed from any position, and is quiet fast,
giving your opponent little time to react. It can be used as an opener.

Windkick:  DF - D - DB - MK (using MK instead of FK)

Almost the same as using FK, but using MK Jago does not traverse as much
distance. Therefore, if your opponent is a long way away, you probably won't
reach them. This inflicts less damage than using FK. Once again, it can be
used as an opener.

Windkick:  DF - D - DB - QK (this time using QK)

This time Jago only flies a very short distance. This move should only be done
when you're standing next to or very close to your opponent. This is the
weakest Windkick. It can be used as an opener.
------------------------------------------------------------------------------

Ninja Slide:  DF - D - DB - FK

Jago ducks down, and outstretches the leg closest to your opponent, towards
you opponent. Then he slides along the ground heading at your opponent, and
collides with your opponent's legs. The distance Jago slides is limited, and
cannot slide when both you and your opponent are as far away as possible. This
move is good because it allows Jago to slide underneath fireballs. So, when
versing fireball prone fighters, I suggest using this move more than the
Windkick. This move can be used as an opener.

Ninja Slide:  DF - D - DB - MK

Jago does the same thing as above, but covers a shorter distance. It also does
less damage than the above. This move can be used as an opener.
------------------------------------------------------------------------------

TIGER FURY:  F - D - DF - FP

Jago does an uppercut similar to the famous uppercut performed by RYU in the
Street Fighter games. He leaps straight up into the air with his arm
outstretched above his head. As he goes up he uses his arm to hit anything
above him. If, your unfortunate opponent is there, CRACK! This move can hit
opponents that are standing on the ground, but they must be fairly close. This
move cannot touch ducking opponents, so don't try this move when your opponent
is below. If you uppercut into thin air, you will give your opponent PLENTY of
time to beat you into a bloody pulp. Make sure that you don't miss, it could
cost you the match. This move will knock down your opponent, and cannot be
used as an opener.

TIGER FURY:  F - D - DF - MP

Basically the same as using FP. But this time Jago stays in the air for a
shorter period of time, and inflicts a slightly smaller amount of damage. This
move is much safer than the above, as it gives the opponent less time to
counter if you miss. Once again, this move is a knock down.

TIGER FURY:  F - D - DF - QP

Once again, Jago spends a very short time in the air, but inflicts less
damage. In my opinion, this is the best choice for an uppercut. Even though it
doesn't inflict much damage, it decreases the chance of your opponent
countering. However, if you are absolutely sure you will hit your opponent
with an uppercut, go for one of the stronger options. This move, like its
brothers, is a knock down.
------------------------------------------------------------------------------

ENDOKUKEN:  D - DF - F - FP

This move will allow Jago to throw a fireball towards his opponent. This
fireball is similar to the one made famous by RYU. It will travel across any
distance, and it will stay at a set height. If your opponent is standing, it
will not knock them down. If your opponent is in the air when the fireball
makes contact, they will fall on their arse. If you're the kind of person who
likes to sit back and just throw fireballs, this move will come in handy.

ENDOKUKEN:  D - DF - F - MP

Only one difference using MP instead of FP. The fireball itself travels a bit
slower. It inflicts the same amount of damage.

ENDOKUKEN:  D - DF - F - QP

The fireball travels even slower. But it still inflicts the same amount of
damage. A really good tactic is to fire a fireball using QP, and then, as
quick as you can, fire another fireball using FP. Your opponent will jump the
first fireball, and get hit by the second fireball!
------------------------------------------------------------------------------

FIRE ENDOKUKEN:  (FP) +/- D - DF - F - <FP>

This move is similar to the normal Endoduken. Basically, the only real
different besides the colour is the fact that when it hits your opponent, it
knocks them down in a weird sought of way. When your opponent gets hit they
flip forward and land on their back. It does the same damage as the normal
Endoduken, and goes at the same speed. The only real use for this move is to
buy you a couple of seconds, well, that and the fact that it inflicts damage.
------------------------------------------------------------------------------

FAKE ENDOKUKEN:  D - DF - F - QK

Well, in my opinion this move is totally useless and a waste of time. All Jago
does is "fake" that he will throw an Endokuken. Hmmm...There is A LOT of use
in that. Well, I guess it could make your opponent think that you will throw a
fireball...and they will jump up in the air...at which time you uppercut
them...or something similar...

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___  _ _  ___  ___  ___     _____  ___ __  __ ___  ___
| __|| | || _ ||  _|| _ |   |     ||   |\ \/ /|  _|| __|
|__ || | ||  _||  _||  _|   | | | || | | \  / |  _||__ |
|___||___||_|  |___||_\_\   |_|_|_||___|  \/  |___||___|
-----------------------------------------------------------

SUPER TIGER FURY:  D - DB - B - DB - D - DF - F - FP

This is another one of my favourite moves. This is somewhat of a super-duper-
duper-uppercut. When performed, Jago does a massive uppercut, and hits a
whopping 5 times! This move is totally awesome! It looks awesome as well. Jago
turns his first into a green fireball, and smashes his opponent leaving a
trail of fire as he goes. He jumps extremely high into the air, and knocks his
opponent to Jupiter! It does 40%, and stands as Jago's most powerful move.
However, it requires 6 power bars, and may not be possible in some fights.
------------------------------------------------------------------------------

SUPER ENDOKUKEN:  F - DF - D - DB - B - QP

As you probably already guessed, it is a super Endokuken. It is basically the
same move as the Endokuken, but now the fireball is super charged. Jago
charges energy into his hands, and throws a very powerful fireball missile.
The fireball is red, and is shaped like a bullet. When it hits your opponent,
it totally flattens them. It takes away 20% of your opponent's life, and is
very damaging. But, the down side is that you need three power bars in order
to pull it off.
------------------------------------------------------------------------------

SUPER WINDKICK:  FD - D - FB - F

Once again, this is basically a better version of the normal Windkick. It has
every characteristic as the normal Windkick, but it is new and improved. The
Super Windkick is Jago's shadow move, and when performed, Jago will leave a
shadow behind him. This means that when Jago does this move, he can also go
straight throw fireballs, and even through some ultimates! It does quite a bit
more damage, but realistically, the damage it causes isn't worth the cost of
three power bars if you aren't going to follow with a combo. Therefore, only
use this move to go throw fireballs.

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_    _  _  _  _  _  ___  ___  ___
| |  | || \| || |/ /|  _|| _ || __|
| |_ | ||    ||   | |  _||  _||__ |
|___||_||_|\_||_|\_\|___||_\_\|___|
--------------------------------------

WINDKICK:  DF - D - DB - MK  or...  DF - D - DB - QK

I use this linker the most, simply because it is the easiest, and it looks the
best. But, there is no advantage of using different linkers. So...Just choose
the linker you like best.
------------------------------------------------------------------------------

LASER BLADE:  DF - D - DB - MP

This is a pretty cool linker, but it is really fast, and you will need to be
quick if you want to continue the combo.
------------------------------------------------------------------------------

NINJA SLIDE:  DB - D - DF - QK/MK

I don't like this linker much, but only because of its looks. But, this linker
may be good for beginners. Because it is the slowest linker, it will give you
more time to get in an auto double, or end the combo with a combo finisher.
------------------------------------------------------------------------------

Karl's Note: Hmmm....It would be better if there were more linkers.

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___  _ _  ___  ___  ___     _    _  _  _  _  _  ___  ___  ___
| __|| | || _ ||  _|| _ |   | |  | || \| || |/ /|  _|| _ || __|
|__ || | ||  _||  _||  _|   | |_ | ||    ||   | |  _||  _||__ |
|___||_ _||_|  |___||_\_\   |___||_||_|\_||_|\_\|___||_\_\|___|
------------------------------------------------------------------

SUPER NINJA SLIDE:  DB - D - DF - B - FK

Super linkers are always cool. The super ninja slide is exactly that, a super-
ninja-slide. Jago does the same movements, but this time he hits five times!
In my opinion, this is Jago's hardest super linker to pull of. So, it may be
easier to stick with the next super linker. An excellent thing you can do in a
combo is use the ninja slide for an opener, and then use two super ninja slide
linkers. It looks great! But, there is a price of three power bars. So...you
probably won'' be doing this more than once in one match.
------------------------------------------------------------------------------

SUPER WINDKICK:  DF - D - DB - F - MK

In my opinion this is easier to pull off than the super ninja slide. I also
think it looks slightly better, as Jago focuses more on the head, rather than
giving someone a kick in the shins. As in both super linkers, Jago creates a
lot of fire, this looks simply awesome, even for a game with average graphics.
Personally this is my choice for favourite linker, but you may think
otherwise. And, this super linker, as with the other, has a price of three
power bars.

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___  ___  _____  _    ___     ___  _  _  _  _  ___  _ _  ___  ___  ___
|  _||   ||     || |_ |   |   |  _|| || \| || || __|| | ||  _|| _ || __|
| |_ | | || | | || _ || | |   |  _|| ||    || ||__ || - ||  _||  _||__ |
|___||___||_|_|_||___||___|   |_|  |_||_|\_||_||___||_|_||___||_\_\|___|
---------------------------------------------------------------------------

TIGER FURY:  F - D - DF - FP

All in all the hardest finisher to pull off. But it looks quite nice, as do
most other finishers. Basically, Jago does a normal tiger fury, but hits four
times.
------------------------------------------------------------------------------

ENDOKUKEN:  D - DF - F - FP

This is one of the easier finishers to pull off. First of all, Jago does a
double kick manoeuvre using his foot, and then his knee. This throws the
opponent somewhat into the air. Then Jago fires two fireballs which at first
juggle the opponent, and then flattens them. Ahhhh....
------------------------------------------------------------------------------

LASER BLADE:  DF - D - DB - FP

This is basically the same as the tiger fury finisher. The only exception is
that instead of using his fist to uppercut, Jago uses his sword.
------------------------------------------------------------------------------

WINDKICK:  DF - D - DB - FK

In my opinion the easiest, and the best finisher. To start the finisher, Jago
does a high kick to the side of his opponent's face. Then he pulls of a normal
windkick, once again smashing his opponent's face. Next Jago does a very
powerful knee right into the gut(or back) of his opponent, which somewhat
raises them off the ground. Then, to finish the finisher, Jago does a massive
side kick that propels his opponent back about six or seven metres. Ahhh...The
true beauty of Jago.
------------------------------------------------------------------------------

THE FIFTH FINISHER:  F - D - DF - MP

The fifth element. This is basically a juggling finisher that uses lots of
different Jago techniques. First, Jago performs an uppercut that lifts his
opponent into the air. Then he performs three flying kicks in mid-air, that
connect with his opponent's legs. Then, as both fighters are coming down, Jago
does another uppercut which totally smashes his opponent into the air.

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___  ___  ___  _  _  ___  ___  ___
|   || _ ||  _|| \| ||  _|| _ || __|
| | ||  _||  _||    ||  _||  _||__ |
|___||_|  |___||_|\_||___||_\_\|___|
---------------------------------------

There isn't really a need to write an explanation for all of these openers,
but I will for most. By now you should know about all of the moves.

ALL JUMP-IN ATTACKS:  All jump-in attacks

You can use any jump-in attack to start a combo.
------------------------------------------------------------------------------

FIERCE PUNCH:  FP

Unbelievably, you can use this to start a combo. However, it is very
difficult, and you can only follow the opener with a manual double, and a
finisher.
------------------------------------------------------------------------------

PRESSURE MOVE:  F - FK

This opener acts just like the fierce punch. And can only be followed by a
manual double and a finisher.
------------------------------------------------------------------------------

WINDKICK:  DF - D - DB - FK/MK/QK

Probably the easiest opener.
------------------------------------------------------------------------------

LASER BLADE:  DF - D - DB - FK/MK

------------------------------------------------------------------------------

NINJA SLIDE:  DB - D - DF - MK/FK

Probably the best opener to use because Jago can slide underneath any
fireballs his opponent might throw at him.
------------------------------------------------------------------------------

SUPER WINDKICK:  DF - D - DB - F - MK

My favourite combo opener. By using this move as an opener, the entire combo
will leave Jago's shadow behind him!

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_    ___  ___  _  ___     ___  ___  _____  _    ___  ___
| |_ |   || __|| ||  _|   |  _||   ||     || |_ |   || __|
| _ || 0 ||__ || || |_    | |_ | | || | | || _ || | ||__ |
|___||_|_||___||_||___|   |___||___||_|_|_||___||___||___|
-------------------------------------------------------------

Well, if I were to define a basic combo, it would be totally based on my
OPINION, and nothing factual. But, a basic combo consists of an opener, an
auto double, and a finisher. That is your basic combo.

Basic combos are fairly easy to pull off, and usually only last about 2-4
seconds. So as you can see, you don't have to concentrate very hard while
trying to execute the combo.

Here's a list of several basic combos. I will try to list the easiest combos,
and maybe some harder ones. Just remember that there are a lot of variables
when doing a combo, so you don't have to follow these combos button for
button.

BASIC COMBOS No.1

Jump-in attack using FK/FP - Auto double using MP/MK - Laser Blade

Jump towards opponent - FK/FP - MP/MK - DF - D - DB - FP

Probably the most basic and widely used combo of Jago. In most cases,
beginners will us jump attacks to start combos. They are possibly the easiest
openers to use as they don't require much use of the control stick or control
pad.

The combo is then followed by the usual auto double. Using either MP or MK is
entirely option, and does not effect the combo in any way besides the way it
looks. In most cases, people use the same auto double attack as they did in
the jumping attack. By this I mean that if people jump in using FK, they will
most probably do an auto double using MK. It is easier to use the same part of
your thumb twice, rather than shift the thumb to a different position.

To finish the combo I used the Laser Blade. Using the Laser Blade to finish
the combo is the easiest finisher to use if you jumped in using FP, and auto
doubled using MP. However, it may be easier to use the Windkick if you used FK
and MK during the combo.
------------------------------------------------------------------------------

Jump-in attack using QP/QK - Auto double using FP/FK - Endokuken

Jump towards opponent - QP/QK - FP/FK - D - DF - F - FP

Once again, I'm using a jump-in attack to start the combo. I start using
QK/QP. This allows me to use either FK or FP, which prepares me for the
finisher.

I use either FK or FP for the auto double. Once again, it is easier to use the
same attack for both the opener and the auto double.

I finish the combo using the Endokuken. Because I finish the combo using the
Endokuken which uses FP, it is a good idea to base your combo around punches.
This means you won't have to make your thumb move around as much. Here's the
button equation.

Jump towards opponent - QP - FP - D - DF - F - FP

Also, it is easier because you are using FP twice, and therefore you don't
need to move your thumb at all between the auto double and the finisher.
------------------------------------------------------------------------------

BASIC COMBOS No.2

Windkick - Auto double - Tiger Fury

DF - D - DB - QK/MK/FK - auto double - F - D - DF - FP

This time I am using a special move to open the combo. As your skill
increases, you will find that using special moves as openers is much easier
than jumping in. I use windkick because it is the easiest special move to open
with. If I was using windkick to start this combo, I would us FK. Overall, it
inflicts more damage.

Carrying on from using FK to perform the windkick, I would then use MP as the
auto double. Using MP puts me in a good position to pull off the Tiger Fury
which uses FP. But, if you truly want to, you could use MK. Using MK makes the
combo look a tiny bit better.

Then I finish the combo using the Tiger Fury. The Tiger Fury, along side with
the fifth finisher, is the hardest finisher. It requires two movements of the
joystick or pad, not just one movement like the winkick, laser blade, and
endokuken. If you are having trouble doing this finisher, you may want to
press forward on the control stick immediately after you do the auto double.
This will decrease the chances of you taking too long.
------------------------------------------------------------------------------

Laser Blade - Auto double using MP/MK - Laser blade

DF - D - DB - FP - MP/MK - DF - D - DB - FP

Formidably the easiest of all of Jago's combos. I start the combo using the
very easy Laser Blade. I'm using FP to pull this off because it inflicts more
damage, and it gives me an extra half a second to focus on what I will do
next.

Then I follow with the auto double. Again, it is easier to use the same attack
as the opener. Therefore, using MP for the auto double is the best way to go.
Plus, using MP also sets you up for the finisher.

Once again I use Laser Blade, but this time to finish the combo, not to open
it. Because you have already done the Laser Blade in the combo, it should be
quite easy to do the same motion again. If you used MK as the auto double, you
will have to think a bit more, and you may possibly not pull off the finisher.
------------------------------------------------------------------------------

These combos are here just to show you the basic outline of the basic combo.
There are many different combos you can perform, it is up to you to find them,

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_  _  _  ___  ___  ___  _____  ___  ___  _  ___  ___  ___
| || \| ||   ||  _|| _ ||     ||  _||   \| ||   ||   ||  _|
| ||    | | | |  _||  _|| | | ||  _|| | || || 0 | | | |  _|
|_||_|\_| |_| |___||_\_\|_|_|_||___||___/|_||_|_| |_| |___|
--------------------------------------------------------------
___  ___  _____  _    ___  ___
|  _||   ||     || |_ |   || __|
| |_ | | || | | || _ || | ||__ |
|___||___||_|_|_||___||___||___|
-----------------------------------

What makes an intermediate combo? Well, to get from the basic combo to the
intermediate combo, you need to add a linker. Also, in an intermediate combo,
we make use of manual doubles.

A linker is a move that acts just like a second opener. In the basic combo we
used this formula:

Opener - Auto double - Finisher

If we add a linker, we can add more hits to the combo. Here's what the combo
looks like with the added linker.

Opener - Auto double - Linker - Auto double - Finisher

As you can see, using this we can add more hits the combo, and also raises the
amount of damage caused by the combo.

A manual double is similar to the auto double, but is much harder. To do an
auto double, you have to press the attack button that is one step lower than
the previous move. To do a manual, or a manual double, you must use FK/FP, and
then MK/MP. However, you do not always have to perform manuals as doubles. You
can just use FK/FP, and perform just one manual if you are not skilled enough
to perform two manuals.

Basically, a manual double is two moves that you can use either after an
opener or linker, or straight after the auto double. Using a manual double,
you can increase the amount of hits you do in a combo.

Manual doubles are very hard to do, but are often worth it. They inflict more
damage than an auto double, and they can used in situations where you cannot
perform any more auto doubles.

Here's what a combo would look like if you added both linkers and manual
doubles. I will also include the amount of hits.

Opener (1 - 2 hits)

Auto Double (2 hits)

Manual - FK (1 hit)

Manual - MK (1 hit)

Linker (1 hit)

Auto Double (2 hits)

Manual - FP (1 hit)

Manual - MP (1 hit)

Finisher (1 - 5 hits)

Using this combo, you could get a total of 16 hits!

Just remember that if you use FK to start a manual double, you must then
follow using MK, not MP. Whether or not you use FK or FP is entirely up to
you, and makes no different what-so-ever.

Now that we know the theory behind an intermediate combo, let's make some
combos ourselves.

INTERMEDIATE COMBOS No.1

Laser Blade:  DF - D - DB - FP  (2 hits)

Auto double:  MK/MP  (2 hits)

Windkick:  DF - D - DB - MK  (1 hit)

Auto Double:  QK/QP  (2 hits)

Fifth Finisher:  F - D - DF - MP  (5 hits)

This combo will grant us a 12 hit killer! It is very easy to do, and is very
rewarding. I don't think I need to do an explanation like I did with the basic
combos, because you should be an intermediate player to be reading these
combos. Therefore, you should understand everything without my help.
------------------------------------------------------------------------------

Jump-in attack:  QK/QP  (1 hit)

Auto double:  FK/FP  (2 hits)

Ninja Slide:  DB - D - DF - MK  (1 hit)

Auto Double:  QK/QP  (2 hits)

Tiger Fury:  F - D - DF - FP  (4 hits)

This combo is quite hard to pull off, and it only hits 10 times. It is hard to
do because there are a lot of different patterns you need to do with the
control stick or the control pad. You really need to be able to do different
movements very quickly.
------------------------------------------------------------------------------

INTERMEDIATE COMBOS No.2

Windkick:  DF - D - DB - FK  (1 hit)

Auto double:  MP/MK  (2 hits)

Manual:  FK/FP  (1 hit)

Manual:  MK/MP  (1 hit)

Laser Blade:  DF - D - DB - MP  (1 hit)

Auto Double:  QK/QP  (2 hits)

Manual:  FK/FP  (1 hit)

Manual:  MK/MP  (1 hit)

Windkick:  DF - D - DB - FK  (4 hits)

This combo is much much harder than the other combos because we are making use
of manuals. Some tips when using manual doubles:

1. Just press FK or FP continuously unit you actually pull off the manual.
2. Make sure you don't press the manual button too fast after the auto double.
3. If you make the manual, don't use a linker or finisher too fast after the
manual. The manual move is slow, and you must take your time.

Manuals are hard to get used too, but become easy after practice. As seen in
this combo, manuals can easily get your combos above 14 hits.
------------------------------------------------------------------------------

Laser Blade:  DF - D - DB - FP  (2 hits)

Auto Double:  MK/MP   (2 hits)

Manual:  FK/FP  (1 hit)

Manual:  MK/MP  (1 hit)

Super Windkick:  DF - D - DB - F - MK  (5 hits)

Auto Double:  QK/QP  (2 hits)

Manual:  FK/FP  (1 hit)

Manual:  MK/MP  (1 hit)

Fifth Finisher:  F - D - DF - MP  (5 hits)

This combo contains a super linker! Using the super linker, you will add four
more hits over a normal linker. The total prize pool for this combo is 20
hits! But, this combo is only of a basic format, and is nowhere near the
advanced range.

Once again, there are many different possibilities for combos.

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___  ___ __  __ ___  _  _  ___  ___  ___     ___  ___  _____  _    ___  ___
|   ||   \\ \/ /|   || \| ||  _||  _||   \   |  _||   ||     || |_ |   || __|
| 0 || | | \  / | 0 ||    || |_ |  _|| | |   | |_ | | || | | || _ || | ||__ |
|_|_||___/  \/  |_|_||_|\_||___||___||___/   |___||___||_|_|_||___||___||___|
------------------------------------------------------------------------------

Advanced combos are much harder than intermediate combos. What makes an
advanced combo? Well, we add some more elements to the combo. First, we make
use of the parry, and parry opener. We also look at force doubles, end combo
juggles, and we add ultras to the combos! We also have a look at ultra
buffers, which add a few hits to the ultra!

First we'll look at the parry and parry opener. The parry move can add a heap
of hits to the combo because it allows us to add another linker to the combo.

ADVANCED COMBOS No.1

Parry:  B + QP  (0 hits)

Parry Opener:  DF - D - DB - MK  (3 hits)

Auto Double:  QK/QP  (2 hits)

Manual:  FK/FP  (1 hit)

Manual:  MK/MP  (1 hit)

Laser Blade:  DF - D - DB - MP  (1 hit)

Auto Double:  QK/QP  (1 hit)

Manual:  FK/MP  (1 hit)

Manual:  MK/MP  (1 hit)

Super Windkick:  DF - D - DB - F - MK  (5 hits)

Auto Double:  QK/QP  (2 hits)

Manual:  FK/FP  (1 hit)

Manual:  FK/FP  (1 hit)

Windkick:  DF - D - DB - FK  (4 hits)

Long combo eh? Well, it is easier than it looks I assure you. As you can see,
I made use of the extra linker that the parry allowed me to do. Using the
extra linker I can add heaps of hits to the combo, and increase the total
amount of damage. Well, adding the total amount of hits in this combo, we come
to a sum of 24 hits!
------------------------------------------------------------------------------

Parry:  B + QP  (0 hits)

Parry Opener:  DF - D - DB - MK  (3 hits)

Auto Double:  QK/QP  (2 hits)

Manual:  FK/FP  (1 hit)

Manual:  MK/MP  (1 hit)

Super Windkick:  DF - D - DB - F - MK  (5 hits)

Auto Double:  QK/QP  (2 hits)

Manual:  FK/FP  (1 hit)

Manual:  MK/MP  (1 hit)

Super Ninja Slide:  DB - D - DF - B - FK  (5 hits)

Auto Double:  MK/MP  (2 hits)

Manual:  FK/FP  (1 hit)

Manual:  MK/MP  (1 hit)

Laser Blade:  DF - D - DB - FP  (4 hits)

Ninja Slide:  DB - D - DF - FK  (1 hit juggle)

This is a monstrous combo, but it is nothing compared to some gigantic combos
you can do. You should've noticed that I added the ninja slide at the end of
the combo. Using the ninja slide, you can juggle your opponent after you have
performed the finisher. Every combo finisher can be juggled afterwards. Some,
are much harder than others. I also used a super linker for both linkers,
adding to the total amount of hits.

The total amount of hits for this combo...31!
------------------------------------------------------------------------------

ADVANCED COMBOS No.2

Parry:  B + QP  (0 hits)

Parry Opener:  DF - D - DB - MK  (3 hits)

Auto Double:  QK/QP  (2 hits)

Manual:  FK/FP  (1 hit)

Manual:  MK/MP  (1 hit)

Super Windkick:  DF - D - DB - F - MK  (5 hits)

Auto Double:  QK/QP  (2 hits)

Manual:  FK/FP  (1 hit)

Manual:  MK/MP  (1 hit)

Super Windkick:  DF - D - DB - F - MK  (5 hits)

Auto Double:  QK/QP  (2 hits)

Manual:  FK/FP  (1 hit)

Manual:  MK/MP  (1 hit)

Super Windkick:  DF - D - DB - F - MK  (5 hits)

Force Double:  F - FK  (2 hits)

Super Windkick:  DF - D - DB - F - MK  (5 hits)

Force Double:  F - FK  (2 hits)

Ultra:  DF - D - DB - QK  (30 hits)

WHOA! This combo is absolutely massive! We add a lot of new elements here.
First we add the force doubles. They can be used once you have used up your
full amount of linkers. Force doubles will allow you to get more hits, and
another linker to the combo. However, they can only extend the combo if the
combo was started using the parry move.

We also add the ultra. Now, if you read other Killer Instinct Gold FAQs you
should know what the ultra is. However, if you don't, you can read the next
section on Jago's ultra and stuff. The ultra adds a whopping 30 hits to the
combo! However, if you don't have powered finishers on, you will have to
complete the five finishers earlier in the match to make the ultra actually do
all 30 hits.

This combo is EXTREMELY hard to do. And I mean E-X-T-R-E-M-E-L-Y hard. But
all-in-all, the hardest part is parrying the opponent and starting the
combo! :)

Oh, and you must have a full power bar to do this combo. But, I always just
like to put on the full power bar option. ;)

Oh, and I just want you to note, this is the biggest combo you could ever
possible pull off! Well, it isn't without the ultra buffer on the end, but
using 4 super linkers and the buffer is impossible, so you will have to leave
it out. I know the hit counter goes up to 90, but it just goes up to there to
stop the count if people turn off knock downs, and do an infinite combo.
------------------------------------------------------------------------------

ADVANCED COMBOS No.3

I will just write a very simple combo for this one, but I will show you
something you can do to add hits to your larger combo.

Laser Blade:  DF - D - DB - FP  (2 hits)

Auto Double:  MK/MP  (2 hits)

Manual:  FK/FP  (1 hit)

Manual:  MK/MP  (1 hit)

Super Windkick:  DF - D - DB - F - MK  (5 hits)

Auto Double:  QK/QP  (2 hits)

Manual:  FK/FP  (1 hit)

Manual:  MK/MP  (1 hit)

Ultra:  DF - D - DB - QK  (30 hits)

Ultra Buffer:  D - DB - B - DB - D - DF - F - FP  (4 hits)

Now we use the ultra buffer to add 4 hits to the ultra! The ultra buffer MUST
be performed in the first 4 hits of the combo. The buffer may not seem to work
when you perform it, but it will work right at the very end of the ultra when
Jago does the last uppercut. Instead of doing one normal uppercut, Jago does
five uppercuts!
------------------------------------------------------------------------------

ADVANCED COMBOS No.4

Next we'll try a juggle combo. It is very hard to do, and you need a lot of
timing. I'm not going for hits here, so I will make the combo brief. But that
doesn't mean you can't do a massive combo before you do the juggle at the end.

Super Windkick:  DF - D - DB - F - MK  (1 hit)

Auto Double:  QK/QP  (2 hits)

Super Windkick:  DF - D - DB - F - MK  (5 hits)

Auto Double:  QK/QP  (2 hits)

Throw:  F - FP  (1 hit)

Jump Up and Hit Opponent:  Any kick/Any punch  (1 hit)

Air Double:  DF - D - DB - MK  (1 hit)

Pressure Move:  F - FK  (2 hits)

Super Tiger Fury:  D - DB - B - DB - D - DF - F - FP  (5 hits)

This combo accumulates to a total of 20 hits! 9 of those were performed while
the opponent was in the air! This combo is hard to do, but it is pretty
rewarding. If done perfectly, this combo will get about 50% damage. Therefore,
it is very useful in matches.

You should know of all the different possible combos you can perform. But
still, there are things that I haven't mentioned, it's just that there are too
many, and I just couldn't be bothered writing about them all.

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___  ___  _ _  ___  ___     ___  ___  ___  ___
|   ||   || | ||  _|| _ |   |   ||   ||  _||   |
| | | | | | - ||  _||  _|   _| | | 0 || | || | |
|___| |_| |_|_||___||_\_\  |___| |_|_||___||___|
---------------------------------------------------
_____  ___ __  __  ___  ___
|     ||   |\ \/ / |  _|| __|
| | | || | | \  /  |  _||__ |
|_|_|_||___|  \/   |___||___|
--------------------------------

Is there anything else Jago could possibly do? Well, yes. Jago has 4 special
moves. These moves are the most dangerous and deadly in Killer instinct.

U-L-T-I-M-A-T-E  C-O-M-B-O
-----------------------------

F - D - DF - FK

The ULTIMATE move. This is the move that total destroys your opponent. It is
the move Jago performs at the end of the fight, that ends all fights. Well,
not really. It's just a move that looks cool. Jago can only perform the
ultimate combo when his opponent's life bar is flashing red. He must perform a
normal combo, and finish it with this move.

Here's a very basic outline of what you have to do in order to pull off this
move:

Opener: Of any sought

Auto Double: Of any sought

Ultimate Combo:  F - D - DF - FK

That's all you need to do. Of course, you could add it to a much larger combo,
but it won't change anything.

When Jago performs his ultimate combo, he pulls out his magical laser sword
thingy he carries around, and he throws it point blank into his opponents gut!
But, it fails to impress most. Surely, someone like Jago could have thought of
a more entertaining way to defeat his enemy. But still, it is better than just
hitting your opponent until they die, so, you have to admit that this is a lot
better than nothing.
------------------------------------------------------------------------------

O-COMBO ULTIMATE
-------------------

F - DF - D - DB - B - F - MP

In my opinion this is way cooler than Jago's ultimate combo. This is a move
you perform in order to do an ultimate while not doing a combo.

This move is kinda hard to explain, but you should get it if you actually try
it. Basically, Jago sets himself up like he's about to throw a fireball. But
instead of throwing a fireball, he launchers a fire dragon type of thing. It's
really long, and it is lead by a dragon's head. Its body is totally fire, and
when it hits your opponent, they get absolutely hammered.

Because it is so long, it is not able to be avoided be jumping over it.
However, if your opponent is close to you, they can jump over the head of the
dragon and hit you while they are in the air. If you are hit, you stop the
ultimate. The player, if faraway, can use their shadow move to glide through
the ultimate and hit you in the face. But almost every time your opponent will
die.
------------------------------------------------------------------------------

ULTRA COMBO
--------------

DF - D - DB - QK

Perhaps the easiest ultra combo to perform in Killer Instinct Gold.

The ultra combo must be performed during a combo. When performed, Jago will
begin an automatic combo. This combo, is entirely controlled by Jago himself,
and is comprised of mainly windkicks.

This ultra combo, is the longest, most deadly, and coolest looking combo Jago
can perform. The length of the ultra combo is determined by how many combo
finishers you have performed. Each finisher will add 3 hits to the combo hit
total. The ultra combo's length can range from 15, to 30 hits! And as seen
previously, can have a move added to the end to increase the total number to
34!

As Jago performs this combo, he will push his opponent across the screen. If
his opponent's back happens to be near a knock-off point, they can, and will
be knocked off the stage by the uppercut Jago does at the end of the combo's
life.
------------------------------------------------------------------------------

MINI ULTRA COMBO
-------------------

DB - D - DF - QK

As you have most probably guessed, this is the miniature version of Jago's
ultra combo. It is basically the same thing, except it has about 20 less hits,
and it doesn't look as deadly.

I don't usually use this move because it gives me no real pleasure. As it
looks just about as good as a normal finisher.

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___  ___  _____  _  _  _  ___     ___  ___  ___  _  _  _
|  _||   ||     || || \| ||  _|   | __||   ||   || \| || |
| |_ | | || | | || ||    || | |   |__ || | || | ||    ||_|
|___||___||_|_|_||_||_|\_||___|   |___||___||___||_|\_||_|
-------------------------------------------------------------

Here's a list of things I have planned for this FAQ. The FAQ you are reading
now is only about 2 thirds complete, and I need to add way more:

1. A section on Jago's training.
2. A section about team, team elimination, and tournament.
3. A section on strategies against the computer, and humans.
4. A section on the options, and how they effect Jago.
5. A F.A.Q section.
6. Favourite combo section.
7. Fun stuff to do section.

And of course, anything else I can think of. Just remember, that if you can
think of something that I should put in this FAQ, feel free to e-mail me at:

[email protected]

If you send me info it would be greatly appreciated, and I will give credit to
you.

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___  _    ___  ___  _  _  _  ___     ___  ___  ___  ___  ___  _ _
|  _|| |  |   || __|| || \| ||  _|   | __|| _ ||  _||  _||  _|| | |
| |_ | |_ | | ||__ || ||    || | |   |__ ||  _||  _||  _|| |_ | - |
|___||___||___||___||_||_|\_||___|   |___||_|  |___||___||___||_|_|
----------------------------------------------------------------------

***THANKS***

Because this is the first release of the FAQ, I don't have many people to
thank at all.

First I'd like to thank Ian Rogers for getting me into the FAQ writing
business.

I thank RARE, and NINTENDO, for the game. Which, although may not be the
greatest, it gave me pleasure because I got to write a FAQ about it.

I thanks myself for giving you, the reader, info about Jago.

I thanks all of the other Killer Instinct FAQ writers. I admit that I read
their FAQs are found out about the theory of the game.
------------------------------------------------------------------------------

***COPYRIGHT***

I hope all you webmasters have read the notice at the start of this FAQ. This
little bit is for other normal people and other FAQ writers.

You cannot take this FAQ and use it to gain a profit of any kind. If you do
actually sell this FAQ, I won't be able to stop you, but make sure you give me
some. :) You cannot say this FAQ was yours, and boast about your achievement
at school. You are also not allowed to make fake business cards and say you're
my manager. Like you would anyway though.

If you write a FAQ and use any of the info contained in this FAQ, that you
give me credit. If I look at your FAQ and find out that you have plagiarised
ANY part of your FAQ from mine, I will complain to CjayC about it, and he can
take your FAQ off.

Just make sure you note all of this, I get really mad when people do the wrong
thing.
------------------------------------------------------------------------------

***CREDITS***

I used HSeijas's FAQ for information on combos and I used it just as a
reference to some of the moves. However, nothing is taken directly from his
FAQ, and I only used information from his FAQ if I understood it myself. And
as you would have read, I give explanations of everything.
------------------------------------------------------------------------------

***CLOSING***

Well, thanks for reading this FAQ. I hope it helps.

Anyway, I don't really have anything else to say, and I want to send this FAQ
off right away so I guess I'll see ya around.








BYE