This page covers Jagi's normal moves. His special and super moves are explained here.
A quick elbow. Fast startup, can be canceled into itself. Effective against against airborne opponents.
A straight jab. Slower than close A but has better range. Effective against against airborne opponents.
A downward kick. Fast startup but terrible horizontal range. Generally only used in combos.
A short kick that looks more like a funky dance move than anything else. Its awful range makes it completely useless outside of combos.
A hard backhand punch. Fairly slow but decent reach. Doesn't get much use outside of combos.
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.
An overhead dropkick. A decent anti-air, but loses to some moves like Rei's j.B. Can combo into a Banishing Strike.
A low kick. Knocks the opponent into the air. Very important move for combos.
A crouching jab. Fast startup makes it good for getting out of pressure and starting combos.
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.
A low, two-handed thrust. Causes stun on Counter Hit, which allows for comboing into a Banishing Strike. Jagi's hitbox becomes quite small when using this move so it can beat out many normals with high hitboxes, like Kenshiro's D and Toki's 2D. Has fairly long recovery, but great return when you do connect. Definitely one of Jagi's best normals.
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.
A jumping punch. Quick startup and cancelable into itself. One of the best air-to-air moves in the game.
A downward kick while jumping. Mostly used in combos.
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.
Jagi flips around in the air and kicks downwards. Quite weak and has fairly short range, but still Jagi's main air-to-ground move.
Some sort of crab-punch. Hits overhead and knocks the opponent down upon connecting. Follow up possible with Boost.
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.
Jagi sits his opponent down in a chair, then bashes them over the head with hit shotgun. Follow up possible in the corner. Can also follow up mid-screen with the use of Boost.
Jagi picks up his opponent and throws them up into the air. Comparatively long reach for a BD throw. Follow up possible.
Jagi magically pulls a giant stone pillar out of the ground and launches his opponent up into the air with it. Slow startup, and not usable in most combos. Hits overhead and has very long range. However, Jagi has a hitbox in the pillar so this move will lose to reversals even when done from a distance away.
Jagi winds up then lunges forward and headbutts his opponent. It's short range makes it not very useful outside of combos.
Jagi winds up and lets loose a powerful side kick. Important combo part.