HNK/Jagi

From Dustloop Wiki
< HNK

Overview

Overview

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 cap this section off by listing Jagi's main strengths and weaknesses.
Jagi
HNK Jagi Portrait.png
Damage Taken
100%
Jump Startup
4f
Backdash
1f

 Jagi sucks. Like a lot. Like you probably shouldn't pick him. But damn, he is so cool.

Pros
Cons
  • Has Some Good Moves: His j.A, 2C, and super, Hokuto RakangekiHNK Jagi 236236C1.pngGuardAllStartup0+2RecoveryAdvantage-, are all top-class moves. Additionally, his Grave ShootHNK Jagi A+C.pngGuardHighStartup29RecoveryAdvantage-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 CanHNK Jagi 214B.pngGuardStartupRecoveryAdvantage-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.
  • Weak on all sides: His neutral, setups, combos and damage are all below average, even bottom in HnK standards.
  • 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.
  • Execution: Jagi's 100% combos are extremely difficult, and he is cursed with a inconsistent FKO.

Normals

c.A

c.A
Guard Damage Startup Active Recovery On-Block Star Damage
All 6 4 -5

A quick elbow. Fast startup, can be canceled into itself. Effective against against airborne opponents.

On-Hit Boost Gain Aura Gain GC Level

c.B

c.B
Guard Damage Startup Active Recovery On-Block Star Damage
Low 9 4 0

A downward kick. Fast startup but terrible horizontal range. Generally only used in combos.

On-Hit Boost Gain Aura Gain GC Level

c.C

c.C
Guard Damage Startup Active Recovery On-Block Star Damage
All 14 4 -9

A hard backhand punch. Fairly slow but decent reach. Doesn't get much use outside of combos.

On-Hit Boost Gain Aura Gain GC Level

c.D

c.D
Guard Damage Startup Active Recovery On-Block Star Damage
All 10 3 -2

A vertical kick. A decent anti-air, but loses to some moves like Rei's j.B. Can combo into a Banishing Strike.

On-Hit Boost Gain Aura Gain GC Level

f.A

f.A
Guard Damage Startup Active Recovery On-Block Star Damage
All 6 3 -2

A straight jab. Slower than close A but has better range. Effective against against airborne opponents.

On-Hit Boost Gain Aura Gain GC Level

f.B

f.B
Guard Damage Startup Active Recovery On-Block Star Damage
All 8 4 +2

A short kick that looks more like a funky dance move than anything else. Its awful range makes it completely useless outside of combos.

On-Hit Boost Gain Aura Gain GC Level

f.C

f.C
Guard Damage Startup Active Recovery On-Block Star Damage
All 13 4 -8

Jagi pistol-whips his opponent with his shotgun. Has good range and fairly long active time, making it alright for beating out air dash attacks. If you throw away your shotgun(done by taunting), this move will not come out at all.

On-Hit Boost Gain Aura Gain GC Level
Launch
  • Cannot be done after taunting

f.D

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. It is a very important move for any type of combos that Jagi needs to deal real damage. And if you are insane, you can start a Basuke from everything leading to this, called the Cross spider.

Also important as a mixup: use either TK Senju (high) or 2B (low) to crack the defense, or even j.D to do a sideswap attempt.

On-Hit Boost Gain Aura Gain GC Level
Launch
  • Jump cancelable

2A

2A
Guard Damage Startup Active Recovery On-Block Star Damage
All 6 4 -4

A crouching jab. Fast startup makes it good for getting out of pressure and starting combos.

On-Hit Boost Gain Aura Gain GC Level

2B

2B
Guard Damage Startup Active Recovery On-Block Star Damage
low 9 4 0

A low crouching kick. Comes out fast, has good range, and hits low. Can cancel into itself. Jagi's main combo starter. Beats out some character's low attacks, but as it's hitbox is fairly high it can't be used to counter Juda's land mines or Toki's teleports.

On-Hit Boost Gain Aura Gain GC Level
  • Self cancelable

2C

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.DHNK Kenshiro fD.pngGuardAllStartup7Recovery28Advantage-14 and  Toki's 2DHNK Toki 2D.pngGuardAllStartup11Recovery20Advantage-6.

2C stuns on counter–hit which allows for a combo into Banishing StrikeHNK Jagi C+D.pngGuardAllStartup19-39RecoveryAdvantage-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

2D
Guard Damage Startup Active Recovery On-Block Star Damage
Low 20 4 -8

Jagi sweeps his opponents feet out from under them with a long piece of metal. Comes out fairly slow, but has great range and hits low. Often used at the end of an attack string as an alternative to a Grave Shoot.

On-Hit Boost Gain Aura Gain GC Level
Knockdown

j.A

j.A
Guard Damage Startup Active Recovery On-Block Star Damage
High 4 6

A jumping punch. Quick startup and cancelable into itself. One of the best air-to-air moves in the game.

On-Hit Boost Gain Aura Gain GC Level
  • Self cancelable

j.B

j.B
Guard Damage Startup Active Recovery On-Block Star Damage
High 6 4

A downward kick while jumping. Mostly used in combos.

On-Hit Boost Gain Aura Gain GC Level

j.C

j.C
Guard Damage Startup Active Recovery On-Block Star Damage
High 13 4

A straight palm while jumping. Knocks the opponent into the air, and causes wall bounce on Counter Hit. It's slow startup makes it inferior to jump A, but it is still useful in some situations.

On-Hit Boost Gain Aura Gain GC Level
  • Wall bounce on CH

j.D

j.D
Guard Damage Startup Active Recovery On-Block Star Damage
High 10 7

Jagi flips around in the air and kicks downwards, can sideswap. While its range and hitbox is not great, it is still an important move in combo and in close range mixup.

On-Hit Boost Gain Aura Gain GC Level

Command Normals

6A

6A
Guard Damage Startup Active Recovery On-Block Star Damage
High 25 4 -1

An overhead at 25 frames that knockdowns. Another important Basuke starter apart from the throw.

On-Hit Boost Gain Aura Gain GC Level
Knockdown

6B

6B
Guard Damage Startup Active Recovery On-Block Star Damage
All 11 8 -9

A jumping knee. Probably meant to be used as an anti-air, but even if you do connect with it you can't follow up with anything. Mostly useless.

On-Hit Boost Gain Aura Gain GC Level


Universal Mechanics

Throw

6C or 4C
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

Kick Throw

B+D
Guard Damage Startup Active Recovery On-Block Star Damage
Throw 9 4

Jagi picks up his opponent and throws them up into the air. Comparatively long reach for a BD throw. Follow up possible.

On-Hit Boost Gain Aura Gain GC Level
Launch
  • whiffs on crouch

Grave Shoot

A+C
Guard Damage Startup Active Recovery On-Block Star Damage
High 29 3 -4

In the original manga/anime, Jagi swings the pillar downwards trying to strike Kenshiro, but somehow in this game he lifts upward and hits High. Visible confusion indeed.

It covers a lot of range as a High, but 29 frames are rather easily reactiable so getting off a hit with this is not easy. However you can also prepare Boost 2B to make a guessing game that no one knows how to react.

In combos, it is solely used in wall combos due to its slow startup, or some filler in your Basuke combo.

On-Hit Boost Gain Aura Gain GC Level
Grave Launch

Heavy Strike

A+B
Guard Damage Startup Active Recovery On-Block Star Damage
Unblockable 41 4

Jagi winds up then lunges forward and headbutts his opponent. It's short range makes it not very useful outside of combos.

On-Hit Boost Gain Aura Gain GC Level
Stagger

Banishing Strike

C+D
Guard Damage Startup Active Recovery On-Block Star Damage
All 19-39 4 -7

Jagi winds up and lets loose a powerful side kick. Important combo part.

On-Hit Boost Gain Aura Gain GC Level
Banishing Launch

Special Moves

Shotgun

236A
Guard Damage Startup Active Recovery On-Block Star Damage
All

Jagi shoots a slow projectile from his shotgun. Has long recovery, and does about as much damage as a standing A. Not saying that you shouldn't use this move at all, just don't do it when there is risk.

Can also used to light a drum can or enemy covered in gas on fire.

On-Hit Boost Gain Aura Gain GC Level

Anti-Air Shotgun

623A
Guard Damage Startup Active Recovery On-Block Star Damage
All

Compared to above, the damage is higher and is more useful, specifically if Gasoline is poured and most of the time the opponent will approach in air, making this a good move to limit their movement.

On-Hit Boost Gain Aura Gain GC Level

Hokuto Senjusatsu

j.236A
Guard Damage Startup Active Recovery On-Block Star Damage
High

Jagi rapidly punches downward at his opponent. Takes off one star on Counter Hit. Used as a combo finisher or as a mixup option. The timing is quite difficult, but it is possible to link into a D upon landing if you successfully hit a grounded opponent.

On-Hit Boost Gain Aura Gain GC Level

Nanto Jarougeki

214C
Guard Damage Startup Active Recovery On-Block Star Damage
All

Jagi steps back and winds up, then lunges forward. Max charge has the same effect as a max charged Banishing Strike. Can be canceled while charging by pressing A. Has very short invulnerability when Jagi steps backwards. Causes wall bounce on hit. Takes off one star on Counter Hit.

On-Hit Boost Gain Aura Gain GC Level
Banishing Launch at full charge
  • Chargeable, cancelable with A

Drum Can

214B
Guard Damage Startup Active Recovery On-Block Star Damage
  • Up to 2 Drum Can can exists at one time; note that this limit also applies to Jagi mirrors.
  • Stays for ??? frames.

Jagi places a drum can where he is standing. Makes a huge pillar of flame that burns when hit with a match or shotgun shot.

Has fairly long recovery and no real effect until you light it on fire, making it less useful than Jagi's gasoline move in neutral. Used occasionally after ending combo with match to set up Oki.

You can also spam the move when there is fire on your opponent, as the explosion also causes flame. The spam is escapable, but for specific characters or without resources, the opponent will have a hard time to escape the trap.

On-Hit Boost Gain Aura Gain GC Level
  • Can be ignited with match

Match

236B
Guard Damage Startup Active Recovery On-Block Star Damage
All

Jagi throws a match about two character-lengths in front of him. Can be used to light a drum can, gasoline, or opponent on fire. Cannot be used to clash with other projectiles. Takes off one star on Counter Hit. Mostly used as a set with a drum can or gasoline.

On-Hit Boost Gain Aura Gain GC Level
  • does not clash with projectiles

Gasoline

214D
Guard Damage Startup Active Recovery On-Block Star Damage

Jagi dumps some gas on the ground, which stays there for 10 seconds. Opponents move very slowly over gasoline, and will often drop combos if they step over it during one. Can be lit on fire with a match. The pillar of flame it makes is slightly smaller than that of a drum can, and takes off one star on Counter Hit. Very useful for keeping opponents away.

On-Hit Boost Gain Aura Gain GC Level
  • Can be ignited with match

"Y-yametekure!! T-tanomu!!"

214A
Guard Damage Startup Active Recovery On-Block Star Damage
Unblockable

Jagi slowly retreats backwards. Stops when you release A. Invulnerable after startup until just before stopping. If charged to the maximum, Jagi throws an unblockable needle that causes stun, but doesn't hit crouching opponents. The needle takes off one star on normal hit, and two on Counter Hit. Not very useful, but there are some rare spots where you can get a guaranteed hit with the needle, such as when Raoh uses his ground Goushouha.

On-Hit Boost Gain Aura Gain GC Level
  • whiffs on crouch

"Yoku Dekita Otoutou!"

632146D
Guard Damage Startup Active Recovery On-Block Star Damage
Low

Jagi chains a huge rock to his opponents leg. Hits low but has very slow startup. Invulnerable on startup. The opponents movement is slowed and they are unable to jump for five seconds. Takes off one star on normal hit, and two on Counter Hit. Can hit downed opponents, but the rock will not be attached in this case. Mostly used as a combo finisher or in some cases to bait Guard Cancels.

On-Hit Boost Gain Aura Gain GC Level
Restand
  • hits OTG

"Bakame! Kateba Iinda Nani wo Tukaou ga!"

C while knocked down near shotgun
Guard Damage Startup Active Recovery On-Block Star Damage
All

Jagi shoots his shotgun at his opponent while lying down. Can be done a maximum of four times in a row. Subsequent shots cost Aura. Takes off a star on Counter Hit. Does about the same amount of damage as an anti-air shotgun shot. As you need to first taunt to throw your shotgun away, and then miraculously get knocked down right on top of it, this move is pretty much impossible to pull off, let alone use effectively.

On-Hit Boost Gain Aura Gain GC Level
  • while knocked down near shotgun Can fire four times

Super Moves

"Madamada Yomi ga Amai wa"

236236A
Guard Damage Startup Active Recovery On-Block Star Damage
All 1+16
  • The Gasoline stays for ??? frames.
  • Must be Aura Guarded in the air.

Known as Super Gasoline (超ガソ), Jagi sprays a large amount of Gasoline in front of him, as well as his opponents. As the picture suggests, this move will not hit in close range.

The sprayed Gasoline that does not hit the opponent will stay on the ground and works like the same as in normal version. In addition, opponent becomes covered in gas if they block or are hit by it, and can be lit on fire with a match or shotgun shot. A sprayed mark will show on the opponent's icon to indicate that he/she is sprayed.

Mostly used in wall combos enders, and it can be used for hard reads like baiting guard cancels and certain moves.

On-Hit Boost Gain Aura Gain GC Level
  • Opponent can be ignited by match or shotgun

Hokuto Rakangeki

236236C follow up with A, B, or C up to 3 times
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!"

6321463214C
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 ジャギ.
ジァギ
シャギ
ジャヂ
ヅャギ

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!"

632146C Near  Shin
Guard Damage Startup Active Recovery On-Block Star Damage
Throw

A command grab that can only be used against Shin. On hit, 632146C plays an animated re-enactment the scene from the source material where Jagi goads Shin into stealing  Kenshiro's woman.

This move takes a star and drains Shin's Boost and Aura. Shin is able to mash the lever to reduce the amount of gauge he loses. Upon completion, both players are able to act at about the same time—resetting the situation to neutral.

It's useless, but it's cute fan service.

On-Hit Boost Gain Aura Gain GC Level
  • Only works on  Shin, and requires close proximity

FATAL K.O

"Huhu, Kono Toki wo Matteianoda!"

236C+D when opponent has 0 stars
Guard Damage Startup Active Recovery On-Block Star Damage
All FATAL KO 9
  • Leaked fuel reaches full screen on frame ???.

Jagi smacks his opponent, dumps gas all over the place and throws a match to try to ignite the fuels on the ground, exploding everything. If the smack does not happen, the match will still be thrown.

The criterion for the actual FKO to happen is to hit the opponent with the ignited fuel. As such, there is a chance that it will not kill even after successfully hit the smack. This happens more common in the corner as wall bounce will mistime the important hit, so most of the time you will not use the smack to guide into FKO.

c.D is one of the most common move to lead into FKO.

On-Hit Boost Gain Aura Gain GC Level

Colors

Navigation

To edit frame data, edit values in HNK/Jagi/Data.
Systems Pages