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Jago Player's Guide
Version 1.2
Written by Sachin Pansuria
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First off, an introduction, meet Jago:
"A Tibetan warrior monk, who calls on the power of the Tiger to discover
his destiny. Overseen by the Tiger Spirit, Jago must enter the
contest and destroy the evil within."
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CONTROLS:
Jab Med Frc
UB U UF High Attack: 1 2 3
Joystick: B F
DB D DF Low Attack: 4 5 6
H: hold button
R: release button
C: charge
/: or, as in 1/2/3 (weak, medium, or fierce high attack)
+: and, as in QCDB+6 (DF,D,DB, press 6 while holding DB)
QCT: quarter circle towards (D,DF,F)
HCT: half circle towards (B,DB,D,DF,F)
HCB: half circle back (F,DF,D,DB,B)
F,QCT: forward, quarter circle towards (F,D,F)
QCDB: quarter circle down-back (DF,D,DB)
QCDF: quarter circle down-forward (DB,D,DF)
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SPECIAL MOVES:
Roundhouse: F+6 (fast roundhouse)
Overhead Sword: B+6 (hits crouching opponents)
Fireball: QCT+1/2/3 (projectile)
Magic Fireball: H1,HCT+R1 (hits anti-projectile moves ie: Spin Kick)
Laser Sword: QCDB+3 (Fast glowing sword)
Uppercut: F, QCT+1/2/3 (anti-air)
Quick Heel Kick: QCDF+4 (anti-projectile)
Heel Kick: QCDB+4/5/6 (anti-projectile)
Fast Heel Kick: H6, QCDB+R6 (anti-projectile)
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AIR MOVES:
Air Combo: (Info from X Ben)
Jump+6/3, QCDB+5 ; Jump+5/2, QCDB+4 ; Jump+4/1, QCDB+3
Jump attack, heel kick Your opponent must be jumping.
Air Juggle: H2,QCT+2 (Can only be done after ending a combo
with F, QCT+1 or F, QCT+2)
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FINISHING MOVES:
No Mercy 1: B,F,F+1 (About 1 person away)
Jago takes out his sword and slices his opponent a few times. The
last strike hits him in his crotch area.
No Mercy 2: B,B,F,F+2 (any distance)
Jago sits Indian style and meditates while his eyes are glowing.
Then, a car falls from the sky, smashing his opponent.
Ultra: QCDB+4 (during a combo)
Your opponent must be on his last energy bar, and it must be
flashing. Done in a combo, it will add 18 hits to your total.
Ultimate: HCT+3 (during a combo)
Your opponent must be on his last energy bar, and it must be
flashing. Jago will perform his No Mercy #1 in a combo.
Humiliation: HCB+5 (any distance)
If you have not lost your first energy bar, you can make your
opponent dance when they have lost all of their energy.
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COMBO BREAKER:
F, QCT+1/2/3
The button you should use depends on which button your opponent is
currently using on the combo.
Opponent using: You use:
1/4 3
2/5 1
3/6 2
Once you perform a combo breaker, you are powered up. You can tell if
you're powered up if the end of your energy bar has a flashing white line.
Now, you can do shadow moves unless you do too many of them, then you
will no longer be powered up.
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SHADOW MOVES:
Red FB: H3,QCT+R3 (a fast red fireball)
Shadow Heel Kick: H6,QCDB+R6 (A faster Fierce Heel Kick)
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CONNECTORS:
Start with: Follow With: Hits:
QCDB+6 4/5 3/2
QCDB+5 4/(DF+3,DF+3) 2/2
QCDB+3 4/(DF+3,DF+3) 2/2
QCDB+4 Any button 1 (just to keep the combo going)
Jumping 1/4 4/1 2/2
Jumping 2/5 5/2 2/2
Jumping 3/6 6/3 2/2
After following the above chart, you can either end the combo, or
extend it. The extender is QCDB+3. Now, after the extender, you
can either follow up with 4/5 and an ending, or just an ending.
Ending Motion: Hits:
QCDB+5 3
F, QCT+1 2
QCT+1 2
F, QCT+2, <wait>, H2, QCT+R2 4
F, QCT+3 4
Shadow Enders: Hits:
H5, QCDB+R5 3
H2, F, QCT+R2, <wait>, H2, QCF+R2 4
H3, F, QCT+R3 4
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SAMPLE COMBOS:
Dizzy: QCDB+4, QCDB+4, QCDB+4
Dizzy: QCDB+4, 3, QCF+3
Dizzy: QCDB+4, 3, QCDB+3
7-Hit(Master): QCDB+5, DF+3, DF+3, H3, F, QCT+R3
8-hit(Awesome): QCDB+6, 5, H5, QCDB+R5
12-hit(Killer): QCT+1, QCDB+5, FD+3, FD+3, D, BD+3, 5, H5, QCDB+R5
15-hit(Killer): QCT+1, QCDB+6, 5, QCDB+3, 5, 5, F, QCT+3
16-hit(Killer): QCT+1, QCDB+6, CB, F+6, 5, QCDB+3, 5, 1 F, QCT+3
30-hit(Ultra): QCT+1, QCDB+6, CB, F+6, 5, QCDB+3, 5, 1, QCDB+4
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TRANSITION MOVES: (Info from Solo)
Heel kick to Uppercut: QCDB+5, F,QCT+1
Heel kick to Heel kick: QCDB+5, QCDB+4/5
Heel kick to Swordslash: QCDB+5, QCDB+3
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MISCELLANEOUS JAGO INFO:
Ground Recovery:
F, QCT+1/2/3 When you are knocked down and somebody jumps at you,
you can come up with an uppercut before they can hit you.
Heel Kick Stop: (Info from X Ben)
If you heel kick with 6, hold back immediately after you do the motion.
At any time during flight, you can stop the heel kick by pressing F+6.
Now, after you have stopped it, go B, F, 6. Easy heel kicks! Repeat
as often as you like, but don't get hit or jump, it'll go away.
Double Hit Heel Kick: (Info from X Ben)
If you heel kick with 6, hold back immediately after you do the motion.
Now, after the kick connects, go F+6 and you've just done a double hit
heel kick! This is essential for a 30-hit ultra.
Fireball Recovery Time: (Info from Frank M. LIn)
If you throw a fireball, you can do a heel kick immediately after the
fireball has left Jago's arms. You don't have to wait for Jago to
"recover."
Uppercut Range:
If you hold forward for about 1-2 seconds before doing an uppercut, the
uppercut will have approximately 3 times the horizontal range!
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COMPUTER STRATEGY:
If you draw enemies early, you can be offensive and combo them to death.
If you draw them late, here are some strategies:
vs. Anybody: Use one of the computer Jago's combos:
DF+5, DB+5, 4, H5, QCDB+R5
This works because the CPU usually falls for that first
crouching medium. Also, after you knock them down, throw
a jab fireball and time it so it hits them as they are
getting up. Immediately after the fireball leaves your
hands, you can execute a heel kick. The fireball will hit
them, and the heel kick right after! There, you can start
another combo. Repeat as often as you like. CPU players
who usually don't fall for that fireball are Cinder, Combo,
Sabrewulf, and Spinal.
vs. Jago: Rely on the crouching medium kick -> medium heel kick combo
and the fireball trap. Or, try throwing a magic fireball at
the full distance of the screen. He will also throw one.
But, he will usually throw another! It usually isn't a magic
fireball and you can fierce heel kick combo him.
vs. Glacius: An uppercut or a quick heel kick close to him, but one that
does NOT hit him will make him do his ice pick, which you
can counter with a medium heel kick. A fireball at the FULL
distance of the screen will make him do a regular teleport
uppercut, which can be blocked and countered with any heel
kick or the sword.
vs. Combo: Counter all of his attacks with the medium heel kick. You
can use the sword or a dizzy if he is close. Medium heel
kick into him to make him do his flying knee. Make sure
you are not too close to him when you do it, or you will
get a glove in the face. Quick heel kicks also are a good
taunt. Fireballs don't work too well.
vs. Cinder: Quick heel kicks will make him back away from you. Throw
a fireball and execute a heel kick so that it hits him when
he is disappearing. The fireball should be timed so that it
hits AFTER your heel kick hits. You can then end the combo
or extend it with the laser sword. Also, if he jumps at you,
you can uppercut, laser sword him, quick heel kick him, or
block and jump kick backwards. A laser sword at close range
will make him to his Inferno, which you can counter with
the medium heel kick.
vs. Orchid: Multiple jab heel kicks will back her away from you. A
fireball at a sufficient distance will make her jump over
it when it gets close to her. Time your heel kick to hit
her when she is in the air or when she is about to hit the
ground. Also, a laser sword at close range, that does not
hit her may make her do a tiger, which you can counter with
anything. Use the fireball trap stated above.
vs. Thunder: Do a medium heel kick. He will block and footsweep you.
Block the footsweep <he does it too late> and quickly medium
heel kick combo him. This works ALL THE TIME if you are
fast enough. Also, a uppercut at close range that does not
him will make him do his charging move.
vs. Sabrewulf: He jumps a lot. Counter with whatever you like. If he
howls, do a fierce heel kick combo. You have to rely on
countering his dumb mistakes with combos and the crouching
medium -> medium heel kick combo stated above to beat him.
vs. Riptor: Again, you have to rely on countering his dumb mistakes with
combos. Throw a fireball at full screen distance, he will
probably also throw one to stop yours. However, he usually
throws another for good measure! Fierce heel kick combo him.
Jump kick - heel kick combos work two times in a row if he
is standing there doing nothing. But, the third time, he
doesn't seem to fall for it.
vs. Spinal: Counter his jumping with whatever you like. You can also
jump kick over him, and he will do a slide after you have
hit the ground. Counter with a medium heel kick combo.
Quick heel kicks will back him up. Throw a fireball, and
time your fierce heel kick to hit him as soon as the fireball
hits. He'll put down his shield in time for the fireball to
hit! If he teleports, practice just blocking in the correct
direction. If he teleports into a charge, counter with
a dizzy.
vs. Fulgore: Fulgore likes to teleport a lot. You can guess which side
he comes up on and do a heel kick that way. He also likes
to throw fireballs. Try to jump kick him, or heel kick
before they reach you, or block and heel kick if you're
close enough. Also, counter all of his charges with a medium
heel kicks.
vs. Eyedol: DON'T throw fireballs. Medium heel kick into him. He will
almost always block. About 30% of the time, he will throw
fireballs afterwards. You can block the fireballs and
counter with a medium heel kick combo. Careful! He
doesn't throw the same amount every time!
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ENDING:
Jago returns victorious to his shrine to commune with the Tiger
Spirit. By defeating the evil that existed at Ultratech, Jago
moves one step closer to total enlightenment.
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CREDITS:
Information taken from Dr Daytona(the best FAQ around), X Ben,
Solo, Frank M. Lin, Miyamoto Musashi, and the internet newsgroup
rec.games.video.arcade. Sorry if I left out anybody.
Where to find this FAQ in the future:
HTML:
http://www.cen.uiuc.edu/~pansuria/jago.html
Text: rec.games.video.arcade
ftp://ftp.netcom.com/pub/vi/vidgames/faqs/ki_jago.txt
Comments and suggestions are welcome! E-mail at
[email protected]