Jagi/Combos

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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.


FKO Combos

1 star Combos

1. ~C+D > E > C+D > E > 5A > cD > FKO

2. Throw > 5A > cD > C+D > E > 5A > cD > FKO
3. A+C > JC > Hitstop cancel air 236A > land > 5A > cD > C+D > E > 5A > cD > FKO
4. 6A > E > 5A > cD > C+D > E > FKO

These are the main 1 star FKO combos you'll be using. They all require 1 boost.

2 stars combos

1. ~C+D > E > A+B or [A+C > air 236A] > E > FKO

2. A+C > JC > air 236A (1 hit) > E > JC > Hitstop cancel air 236A > land > 5A > cD > C+D > E > 5A > cD > FKO
3. Throw > 5A > cD > C+D > E > 5A > cD > Hitstop cancel 632146D > E > FKO

Combo 1 : use A+B when far from the corner, and A+C > air 236A when close to the corner. Combo 2 doesn't work on Toki.

3 stars Combos

1. ~C+D > A+B or 632146D > E > A+C > air 236A > land > FKO

2. 2B > cD > Hitstop cancel 632146D > E > C+D > E > A+C > air 236A > E > cD > FKO
3. ~C+D > A+C > air 236A (1 hit) > E > land > JB > JB > JA > land > rising JB > falling JB > land > rising JB > falling JB > land > 236236C > FKO
4. ~C+D > [A+C > air 236A (1 hit)] or 632146D > E > cC > 2C > 236236C > FKO

Combo 1 : A+B when far from the corner, 632146D when close. Not reliable on Heart. Doesn't work against Shin (after air 236A, go for a dash > 5A > C+D > FKO. Air 236A hits number depend on the number of hits before C+D. Everything will be written below. This combo is really interesting since as soon as C+D hits, you can go for it even without boost. Combo 2 requires 1 boost. Combo 3 is very reliable when you get used to it. Doesn't work on Shin and Heart. Requires 1 aura. Basically the idea of this combo is to get 11~12 hits so the opponent gets away from the wall, Then 236236C should hit 2 times, and a third time with a C needle. Then FKO as soon as possible. Combo 4 : variant for Heart.If C+D is the 3~4th hit of the combo, go for A+C > air 236A. If it is the 5~6th then go for 632146D.


Air 236A hits

1. If C+D is the 2nd hit in the combo :
Air 236A hits 3 times : Kenshiro, Raoh, Toki, Jagi, Rei, Thouther, Mamiya
Air 236A hits twice : Shin, Juda


2. If C+D is the 3rd hit in the combo :
Air 236A hits 3 times : Kenshiro, Raoh, Toki, Jagi, Rei
Air 236A hits twice : Thouther, Mamiya, Shin, Juda


3. If C+D is the 4th hit in the combo :
Air 236A hits 3 times : Kenshiro (requires to add a dash > 5A), Raoh, Toki, Jagi
Air 236A hits twice : Rei, Thouther, Mamiya, Shin, Juda


From a 5th hit C+D, air 236A will hit twice against everyone, but FKO will whiff.

4 stars Combos

1. Charged 214C on block or Charged C+D on block > E > fD > Instant air dash JD > land > fD > Instant air dash JC > land > A+C > air 236A (1 hit) > 2C > Charged E+C+D > E > 5A > cD > C+D > E > FKO

2. Charged 214C on block or Charged C+D on block > E > [fD > Instant air dash JD > land]*3 > rising JB > falling JB > land > A+C > air 236A+C > fC > Charged E+C+D > E > 5A > cD > C+D > E > FKO

Combo 1 : works on Kenshiro, Raoh, Toki, Jagi, Rei, Juda, Heart. 2C doesn't hit Juda after air 236A, so use 2D instead. Air 236A needs to hit Heart high, and you have to replace 2C with fC. Combo 2 : variant for Shin, Thouther and Mamiya.

Basket

Rei & Shin

About characters

Rei

Needed air hits

Hyakuretsu : 23

Dribble : 30 (this is where it starts being reliable, possile from 27 hits)

Rei's neutral game, pressure, damage, everything about this character is too good. He doesn't need much to be able to do an infinite, so he's really scary. If you ever hit him, don't miss the chance to kill him. Rei is said to be easy to basket, thanks to the low amount of required hits, his quite big hurtbox.

Shin

Needed air hits

Hyakuretsu : 23

Dribble : 31 (too hard to even care about this)

One of the easiest characters to basket with Rei. The hyakuretsu combos recipe are pretty much the same as the ones for Rei. Rei's hurtbox while juggled is really large while Shin's hurtbox is tall which makes fD > HJA really easy. If you hit him too many times 236236C tends to whiff due to his thin hurtbox. Shin has no reliable way to 100% you so you can always turn the tide in the match.


Hyakuretsu after 236236C
Rei

23 hits : 2A > Dash > 2A > 2B > 2A*n

24 hits : 2A > 2B > 2A*n

Shin

23~24 hits : 2A > Dash > 2A > 2B > 2A*n

25 hits : 2A > 2B > 2A*n

Reference video : http://www.nicovideo.jp/watch/sm32385046 The combos written here have the same number as in the video.

Hyakuretsu 1 Starting from a Throw / 6A 1 1 Boost 2.5, midscreen~corner (Rei Shin) Throw or 6A > E > 5A > cD > fD > JB > JB > JD > air 236A > E > 2A > 5A > E > 5A*2 > E > 5A*3 > 236236C > Hyakuretsu 27 hits Possible with 2.2 boost from a throw in the corner. That's a pretty old version, not really useful now but still good to practice.

1 2 Boost 1.5, midscreen~corner (Rei) 25 hits Throw or 6A > E > 5A > cD > fD > HJA*6 > JB > JC > air 236A > 236236C 236236C needs to be done as soon as you land.

1 3 Boost 1.5, midscreen~corner (Rei Shin) Throw or 6A > E > 5A > cD > fD > HJA*6 > JB > JB > 2A > 236236C 23 hits Possible with 1.2 boost from a throw in the corner After landing if you are still far from the corner add a 5A after 2A

1 4 Boost 1.1, anywhere except near the corner (Rei Shin) A+C > JC > JD > HSC air 236A > cD > fD > HJA*6 > JB > JC > 2A > 5A*2 > 236236C 26 hits Go straight for the super as you land if you're already in the corner Possible near the corner with 2.0 boost if you boost your HJA

1 5 Boost 1.5, your back a bit away from the corner~corner (Rei Shin) A+C > E > 2B > cD > fD > HJA > JB > JC > 2A > 236236C 23 hits Really interesting route thanks to the A+C into 2B which is hard to block (overhead > low). If A+C hits, go for this route, if they block A+C but get hit by 2B, go for the route 2.3

1 6 Boost 0.7, corner throw (Rei Shin) A : Throw > cD or 2C > fD > JB > JB > JD > E > HJA*6 > JB > JC > 236236C B : Throw > cD or 2C > C+D > E > 5A > cD > fD > HJA*6 > JB > JC > 236236C 24 hits After the throw go for cD if you're 1P and 2C if you're 2P If you're on the side of your health bar, you will cross-up after JD boost, so use the route B

1 7 Boost 0.1 corner throw (Rei Shin) Throw > JB > JB > JC > land > HJA*6 > JB > JC > 2A > 236236C > 2A > dash > 2A > 2B > 2A*14 > 2B*3 > … 23 hits Hard to do but great combo considering the low ressources required Possible on Rei with 0 boost

1 8 Boost 0, corner throw (Rei) Throw > cD or 2C > fD > HJA*4 > JB > JB > JC > air 236A > 236236C > 2A > dash > 2A > 2B > 2A*14 > 2B*3 > E > 2A*8 > E > 2A*11 > [2A > 2B]*n 23 hits Will give you enough boost if you don't throw in a period where you cannot earn boost You will need to go for a dribble after. If you start with 0.1 boost, you don't have to go for the dribble

2 Ground vs Ground starter 2 1 Boost 2.2, back to the corner~midscreen A : ~fD > JB > JD > E > JB > JB > JD > E > HJA*6 > JB > JC > 2A > 5A*2 > 236236C B : ~fD > JB > JD > E > HJB*3 > JD > E > HJA*6 > JB > JC > 5A*2 > 236236C A : 24+x hits B : 25+x hits After the first boost, if you're far from the corner go for the A route, if you're close go for the B route These routes require 2.0 boost, but since you first need your fD to hit, you'll pretty much end up using 2.2 boost everytime

2 2 Boost 2.2, midscreen~corner (Rei Shin) A : ~C+D > E (crosss-up) > C+D > E > 5A > cD > fD > HJA*6 > JB > JC > 2A > 5A*2 > 236236C B : ~C+D > E > iad JD (cross-up) > C+D > E > 5A > cD > fD > HJA*6 > JB > JC > 2A > 5A*2 > 236236C 25 hits Route B when in the corner, route A for other situations

2 3 Boost 1.2, anywhere (Rei Shin) ~fD > HJB*3 > JC > land > HJA*6 > JB > JC > 236236C 23 hits It's written anywhere from a 4th hit fD against Shin, 236236C will whiff

2 4 Boost 0.8, midscreen~near corner (Rei Shin) 214C or JC counter > (gain up to 2.0 boost with the wall combo) > C+D > E > cD (cross-up) > fD > JB > JB > JD > E > HJA*6 > JB > JC > 236236C 24 hits

2 5 Boost 0, back to the corner (Rei Shin) 2A > 2A > 2B > fD > HJB*3 > JC > land > HJA*6 > JB > JC > 2A > 5A > 236236C 25 hits Route from abare

2 6 Boost 1.4+, back to the corner (Rei Shin) 2A > 2A > 2B > fD > HJB*3 > JC > land > HJA*4 > JB > JB > JD > E > JA*4 > JB > JD > E > JA*8 > dash > 5A > dash > Hyakuretsu 27 hits Route withouth aura. Can be useful considering that Jagi has to use aura guard and guard cancels quite often.

2 7 Boost 1.0, midscreen~corner (Rei Shin) A : 2B*7+ (carry to the corner) > cD > C+D > E > iad JB (cross-up) (JD) > C+D > 5A > cD > fD > HJA*6 > JB > JC(JD) > 2B > 2A > 5A*3 > 236236C > 2A > dash > 2A > 2B > dash > 2A*14 > 2B*3 > [get 1 boost] B : 2B*7+ (carry to the corner) > cD > C+D > E > iad JD (cross-up) > C+D > 5A*2 > cD > fD > HJA*6 > JB > JC(JD) > 2B > 2A > 5A*2 > 236236C > 2A > dash > 2A > 2B > dash > 2A*14 > 2B*3 > [get 1 boost] You get at least 1 boost if you do 7 or more 2B at the start Route A against Rei, route B against Shin

3 Anti air 3 1 Boost 1.0, anywhere (Rei Shin) JA > JB > JC > E > 2A > cD > fD > HJA*6 > JB > JC > 236236C 24 hits Route from an air to air JA. JA > JA instead of JA > JB is more likely to be used in game. JA > JC doesn't combo but the window to tech is really small

3 2 Boost 1.0, anywhere (Rei Shin) HJA*2 > JB > JC > cD > E > fD > HJA*6 > JB > JC > 236236C 24 hits

3 3 Boost 0.7, back to the corner (Rei Shin) JA > JB > JC > cD > C+D > E > 5A > cD > fD > JA*3 > JB > JC > 2A > 236236C 24 hits You can omit the 2A if you're already in the corner

3 4 Boost 1.2, anywhere (Rei Shin) JB or JD > land > E > 2A > cD > fD > HJA*6 > JB > JC > 2A > 236236C 23 hits

3 5 Boost 0.7, anywhere (Rei Shin) cD or cC anti air > C+D > E > 5A > cD > fD > HJA*6 > JB > JC > 236236C 23 hits

3 6 Boost 0.1, corner (Rei Shin) cD anti air > fD > JB > JB > JC > land > HJA*6 > JB > JC > 236236C 23 hits Possible with 0 boost against Rei

3 7 Boost 1.5, anywhere (Rei Shin) Shotgun or Fire pillar > E > 5A > cD > fD > HJA*6 > JB > JC > 2A > 236236C 23 hits There is enough time to hit confirm before going for a boost

3 8 Boost 1.2, back to the corner~near corner (Rei) 623A > E > HJB*2 > air dash > JB > JC > land > HJA*6 > JB > JC > 2A > 236236C 24 hits Go for a boost HJB as soon as you recover from 623A


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