Jagi/Combos

From SuperCombo Wiki
< Jagi
Revision as of 14:51, 23 April 2018 by Rapeurtugais (talk | contribs)

Basic Combos

Non Wall Combos

fD Combos

1. ~fD > iad JD > cD > 〆

2. ~fD > A+C > JA*2~3 > air 236A 3. ~fD > HJB*3 > JC > 〆 4. ~fD > HJB*3 > JC > landHJA*5~6 > JB > JC > 〆


You should try to go for the combo 3 or 4 every time. They don't work on Thouther and Toki, so stick to the combo 1 on them. 〆 can be C+D, a match for okizeme, or 236236C.


These are the basic combos to use after fD. But to get there, you first need to combo into fD ! It is only possible against Rei without boost.

1. ~E > 2B > cD > fD >

2. ~2B > 2C > E~fD >

These are the two main patterns. The second one is pretty good as it lets you hit confirm the boost gain from 2C.

Grounded Combos with no boost

2B > 2C > 236236C

Better than nothing when you got 1 meter but no boost. Can even stun if the chikuseki is high enough.


Grounded Combos with no boost no aura

2B > 2C > 2D or A+C or C+D or 214D or 214C

Sadly there is no way to get a guaranteed knockdown, so all you can do is mix after 2C.


Grave Combos

1. A+C > JC > JD > air 236A

2. A+C > JA*n > air 236A 3. A+C > JA*n (8+) > JB > falling JB (hits otg) > air 236A 4. A+C > JA*n > JB > 236236C

1 star and okizeme from A+C. Combo 1 is for damage. Combo 2 is for chikuseki. Combo 3 is for more chikuseki but doesn't work on Toki. Combo 4 only when the extra damage kills.


Throw

1. Throw > 2A > cD > C+D

2. Throw > 2B > 2C > C+D 3. Throw > cB > cD > C+D 4. Throw > 2A > cD > C+D > E > 5A > cD > 632146D or 236B > 214B

Combo 1 is the standard one. Combo 2 is the variant against Thouther. Combo 3 is the variant against Mamiya. They can tech if you don't go for these. Combo 4 is the one to go for if you have 0.2 boost to spend.


Wall Combos

This is Jagi's main way to deal damage which means you need to master these combos. As for fD, you first need to know how to combo into C+D :

~2B > cD > C+D~

~2B > 2C > E~C+D~

The meter gain from the 214B gets really high thanks to chikuseki, which is why you got to try to increase it as much as you can during these combos.

1. ~C+D > E > A+C > air 236A (1 hit) > E > (JD) > land > JB > JB > JA > (JD) > land > rising JB (JA) > falling JB (JD) > land > rising JB > air dash > JB (JD) > 236B > 〆

2. ~C+D > E > A+B > E > fD > JB > JB > JA (JD) > land > rising JB (JA) > falling JB (JD) > land > rising JB > air dash > JB (JD) > 236B > 〆

Moves between () are moves that whiff. Combo 1 is used from midscreen to the corner. Combo 2 is used from the corner to midscreen. 〆 can be :

1. Dash > 214B > Okizeme

2. 214B > 214B > Okizeme (as fast as possible) 3. 236236A > Okizeme

Follow-up 1 : when you are a bit far. Follow-up 2 : the first 214B hits otg, the second one will hit on your opponent's wake-up. Doesn't work on Shin. Follow-up 3 : use this one if your opponent as no meter and you have to use.

For Okizeme just mix air dash JD with 2B.


Template:Hokuto-no-Ken-Characters