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.
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Damage Taken |
100% |
Jump Startup |
4f |
Backdash |
1f |
| |
Pros | Cons |
|
|
Normals
c.A
- HNK Jagi cA Hitbox.png
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
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
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
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
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
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
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
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
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
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
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.D
Guard:
AllStartup:
7Recovery:
28Advantage:
-14 and Toki's 2D
Guard:
AllStartup:
11Recovery:
20Advantage:
-6.
2C stuns on counter–hit which allows for a combo into Banishing StrikeGuard:
AllStartup:
19-39Recovery:
Advantage:
-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 |
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 |
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
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 |
---|---|---|---|---|
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
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
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
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 |
Kick Throw
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
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
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
Special Moves
Shotgun
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
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
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
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
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
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
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!!"
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!"
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!"
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"
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
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 ![]() | |
---|---|
![]() | ❌ |
![]() | |
![]() | |
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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 |
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!"
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 |
---|---|---|---|---|