Jagi is a tricky trap/zoning based character with a wide array of gimmicks and tools, running the gambit from one of the best supers in the game to practically unusable. Using gas puddles, oil barrels, and even rocks, Jagi restrict the opponents movement while pestering them with shotgun blasts and needles in order to get close and force damage. Unfortunately none of these tools are that effective, and his poor normals heavily affect his neutral game and make getting in or defending a heavy struggle.
Despite being hands down the weakest character in Hokuto no Ken, Jagi still remains quite popular - there are probably more Jagi users than there are Mamiya, Heart, and Souther users. And why not? Aside from Jagi being awesome in general, nothing makes you looks cooler than beating a Toki user with him! However, the would-be Jagi user must overcome many hurdles to start to be able to win against the stronger characters, and many are not up to the task. A quick look at the matchup chart will give you an idea of just how bad poor Jagi has it.
Overall, Jagi is a character that requires superior player skills or extreme luck to have any chance at all against top tiers, and for the most part should be considered a character best used when you want to challenge yourself, embarrass your opponent, or just have a good time. That being said, let's cao this section off by listing Jagi's main strengths and weaknesses.
- Has Some Good Moves: His j.A, 2C, and super, Hokuto RakangekiGuardAllStartup0+2RecoveryAdvantage-, are all top-class moves. Additionally, his Grave ShootGuardHighStartup29RecoveryAdvantage-4 is a long range overhead as opposed to the usual mid attack.
- Good Conversions: Banishing Strike combos do decent damage and have almost guaranteed Chikuseki From Hokuto no KenAfter a long, uninterrupted combo of specific normals which results in a knockdown, a meaty attack will trigger an acceleration effect which boosts the rate at which all gauges fill, including the guard crush and hidden dizzy gauges. with Drum CanGuardStartupRecoveryAdvantage-s.
- Fast in Funny Places: Jagi has the shortest crouching hitstun in the game which makes some strings—such as Rei's 2B > 2D—not work on him. He also shrinks his hurtbox into a semi–airborne position as soon as he starts his prejump animation.
- Crowd Bonus: Using Jagi is like the opposite of using Toki; everyone will like you and think you are cool.
- Abysmal Matchups: Has negative matchups against all characters including two 1:9 matchups.
- Limited Low Guard: Holds a statue in front of him when guarding low, which breaks and stuns him if he blocks too much.
- Difficulty Ending Rounds: Jagi's 100% combos are extremely difficult and he is cursed with a terrible FKO
Jagi | |
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Damage Taken | |
100% | |
Jump Startup | |
4f | |
Backdash | |
1f |
Normals
c.A
- HNK Jagi cA Hitbox.png
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 6 | 4 | -5 |
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On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
c.B
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
Low | 9 | 4 | 0 |
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On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
c.C
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 14 | 4 | -9 |
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On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
c.D
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 10 | 3 | -2 |
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On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
f.A
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 6 | 3 | -2 |
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On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
f.B
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 8 | 4 | +2 |
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On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
f.C
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 13 | 4 | -8 |
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On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
Launch |
- Cannot be done after taunting
f.D
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 12 | 2 | -4 |
A low kick, jump cancelable move that launches the opponent into the air. As you imagine, it is a very important move for any type of combos that Jagi needs to deal real damage.
Also important as a mixup when you have boost: using either TK Senju (high) or 2B (low) to crack the defense.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
Launch |
- Jump cancelable
2A
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 6 | 4 | -4 |
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On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
2B
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
low | 9 | 4 | 0 |
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On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
- Self cancelable
2C
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 12 | 4 | -4 |
2C is one of Jagi's few good normals. The frame data isn't amazing, but the move's moderate low profile can allow it to duck under more dominant neutral options, such as Kenshiro's f.DGuardAllStartup7Recovery28Advantage-14 and Toki's 2DGuardAllStartup11Recovery20Advantage-6.
2C stuns on counter–hit which allows for a combo into Banishing StrikeGuardAllStartup19-39RecoveryAdvantage-7. As a result, the reward on hit makes this an attractive button to poke with.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
- Stuns on CH
2D
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
Low | 20 | 4 | -8 |
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On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
Knockdown |
j.A
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
High | 4 | 6 |
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On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
- Self cancelable
j.B
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
High | 6 | 4 |
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On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
j.C
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
High | 13 | 4 |
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On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
- Wall bounce on CH
j.D
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
High | 10 | 7 |
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On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
Universal Mechanics
Throw
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
Throw | 5 | 4 |
Jagi sits his opponent down in a chair, then bashes them over the head with his shotgun. Is one of the most important starter for Jagi's basketball combo and the instant kill combos.
Follow up possible in the corner by 2/5A or 2B, but in midscreen you are out of luck without meter. In case you have 1 bar, Rakangeki is a good option for stars and corner carry.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
Launch |
Grave Shoot
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
High | 29 | 3 | -4 |
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On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
Grave Launch |
Heavy Strike
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
Unblockable | 41 | 4 |
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On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
Stagger |
Banishing Strike
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 19-39 | 4 | -7 |
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On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
Banishing Launch |
Special Moves
Shotgun
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All |
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On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
Anti-Air Shotgun
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All |
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On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
Hokuto Senjusatsu
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
High |
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On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
Nanto Jarougeki
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All |
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On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
Banishing Launch at full charge |
- Chargeable, cancelable with A
Drum Can
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
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On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
- Can be ignited with match
Match
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All |
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On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
- does not clash with projectiles
Gasoline
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
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On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
- Can be ignited with match
"Y-yametekure!! T-tanomu!!"
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
Unblockable |
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On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
- whiffs on crouch
"Yoku Dekita Otoutou!"
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
Low |
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On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
Restand |
- hits OTG
"Bakame! Kateba Iinda Nani wo Tukaou ga!"
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All |
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On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
- while knocked down near shotgun • Can fire four times
Super Moves
"Madamada Yomi ga Amai wa"
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 1+16 |
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On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
- Opponent can be ignited by match or shotgun
Hokuto Rakangeki
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 0+2 |
Rakangeki is one of the best supers in the game, and one of the few moves Jagi can really rely on.
Pressing A, B, or C during the super causes Jagi to throw a needle diagonally into the air, straight forward, and diagonally down at the ground, respectively. The needles don't do any damage if the main hits of Rakangeki are blocked. This move is essential for Jagi to start his dream tour in the Hokuto Basketball team.
Recovery is quite long, but by throwing needles at the end of the super your opponent will generally not be able to get a guaranteed hit on you in cases where they were able to guard it. As startup is 0+2, you can net a guaranteed Counter Hit after blocking many normal and special moves.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
- follow up with A, B, or C up to 3 times
"Ore no Na wo Ittemiro!"
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
Throw | 4 |
A command grab that takes two full bars of Aura to force the opponent to play a mini-game, which they will most likely lose.
The opponent is tasked with successfully picking the correct spelling of Jagi's name from a list containing two look-alike words.
The correct spelling is . | |
---|---|
❌ | |
If the opponent selects the correct spelling of Jagi's name, no damage is dealt and both players resume the match. If they choose incorrectly, or do not answer at all, Jagi hits them for a good chunk of damage. At this point it is possible to do a follow up with 236A which forces the opponent to try to pick Jagi's name a second time. If they are unsuccessful again, they lose one star and are dizzied.
If you think the first hit will kill the opponent, it is best to refrain from using the follow-up as doing so will actually reset their health to one. If they guess correctly on the second part they will still be alive and able to come back and win the round.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
- Costs two bars
"Ima ha Akuma ga Hohoemu Jidai nanda!"
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
Throw |
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On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
- Only works on Shin, and requires close proximity
FATAL K.O
"Huhu, Kono Toki wo Matteianoda!"
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | FATAL KO | 9 |
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On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|