Jagi/Combos: Difference between revisions

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===1 star Combos===
===1 star Combos===
{| style="width:100%" cellpadding=10 border="1"
{| style="width:100%" cellpadding=10 border="1"
| ~C+D > E > C+D > E > 5A > cD > FKO
| ~C+D > E > C+D > E > 5A > cD > FKO<br/>
Throw > 5A > cD > C+D > E > 5A > cD > FKO
Throw > 5A > cD > C+D > E > 5A > cD > FKO<br/>
A+C > JC > Hitstop cancel air 236A > land > 5A > cD > C+D > E > 5A > cD > FKO
A+C > JC > Hitstop cancel air 236A > land > 5A > cD > C+D > E > 5A > cD > FKO<br/>
6A > E > 5A > cD > C+D > E > FKO
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.
These are the main 1 star FKO combos you'll be using. They all require 1 boost.


===2 stars combos===
===2 stars combos===

Revision as of 11:18, 24 April 2018

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

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

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



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