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WTF is Jago supposed to do against Sadira?

AK L0rdoftheFLY

I hatelove this game
pushblock? jk

My struggle in this game revolves around using shadow counters effectively. I don't know how good you are but to me that is something I have to constantly think about in order to do effectively. He wins the footsie game but to keep her grounded is tough.

Uppercuts and air to airs?
 

G4S KT

Gaming4Satan Founder
Nothing until you ground her.

You have to be familiar with all her air options before you can start piecing together what to do and when.

It's basically going for an air-to-air or uppercutting at the correct time.

Then when she's down you go in
 

CD jr

Kombatant
It's hard for sadira to approach jago on both ground and air because he has better normals and invincible dp which means everytime she commits to a double jump she is putting herself at risk. Just play patient and wait for her to make a mistake once you knock her down its really hard for her to get up cause she has no reversal and she is very bad on defense
 

G4S KT

Gaming4Satan Founder
there's a basic meta of if she's going to double jump and throw a web or go for a raw jump in.

If she throws a web, you block the web then uppercut. If you think she's going to go for a raw jump in you pre-emptively uppercut. There's not much risk to this read because the uppercut will either hit, or you'll run into a web shot and just fall down for little damage.

If she's directly over your head that's a rough spot. Don't let her get there.

I start to get mind fucked when the wall jumps start happening though. Shit is super confusing.
 

A F0xy Grampa

Problem X Promotions
It's hard for sadira to approach jago on both ground and air because he has better normals and invincible dp which means everytime she commits to a double jump she is putting herself at risk. Just play patient and wait for her to make a mistake once you knock her down its really hard for her to get up cause she has no reversal and she is very bad on defense
So what are my options once I knock her down? Can she be thrown sorta like Spinal?
 
I'm not a Jago player but I've seen that on hard knockdown you could go for the cross-up or double roundhouse. This is what I've seen some good Jagos do. One thing I'd watch for is her meter since I've seen some Sadira go for her shadow back flip (forgot what it's called) after a hard knockdown.
 

G4S KT

Gaming4Satan Founder

Me vs. Grief. I had to play vs. like 5 different sadiras this weekend lmao.


Now that I'm watching this back I fucked up big time by letting Grief take this set... I had HUGE life leads in the first 2 games and managed to throw them away and lose both :(


A mistake I see already is that I wasn't doing enough pre-emptive uppercuts. They both kept jumping in raw because I was waiting for webshots.

So what are my options once I knock her down? Can she be thrown sorta like Spinal?
Her only invincible option is back dash, so she can't wake up attack at all. you just need to use that info to make the right reads on her wake up.
 

RapZiLLa54

Monster Island Tournaments

Me vs. Grief. I had to play vs. like 5 different sadiras this weekend lmao.


Now that I'm watching this back I fucked up big time by letting Grief take this set... I had HUGE life leads in the first 2 games and managed to throw them away and lose both :(


A mistake I see already is that I wasn't doing enough pre-emptive uppercuts. They both kept jumping in raw because I was waiting for webshots.
Yea man, this was a pretty hype set but your set vs Phycotica to advance was some "only a true master" level shit. Granted, grief is a better Sadira but Phycotica leveled up a lot since we first started playing.
 
Sabrewulf gets 16% off meterless juggles, 21% for 1 bar of meter, both unbreakable.

So he does pretty well on launches as well. I wouldn't say jumping is that strong. It's a shame certain characters can't juggle for any good damage though.
 

Killphil

A prop on the stage of life.
not so much that

it just negates everything. Spinal and Sadira and Fulgore are the only characters who really can take advantage of a launch. Everyone else is just SOL.
I haven't played extensively but are jump ins negative, positive, or neutral? Is it like Street Fighter 4 where you can block a jump in with Ryu and dragon punch them between the jump in and the blockstring follow up?