ii iGG; Hokuto no Ken .. ii iGG; ffjj.. iGL TDL. (The Fist of the North Star) GGDD iGL TDL. ::KK##KKjj.. ';DDii.. GGWW.. ';DDii.. ..ffWWKK.. ;;ff.. iiKKii ..iiDD##DDEEWW##ff ii;; ;;ii ::EEii ;;##LL;;iiffLLGG,, ttKKWW######WWEEGGffii ;;WWWWLL;; LL##ff ;;ffGG########WW####ii iiDDLLffff##LL ..ttEE##KK.. iiWWWW:: iiWWKKWWWWttiiiiWWDD ..WWDD..;;ttfftt ..jjff ;;KK##tt ..,, LLWW..;;KKWW;; ::iittLLWW##WW######LL iiKK##LL jj##iittWWtt ttWW##########DDfftt;;.. ..iiGG####LL ii##ff .. iiLLjjii;;ff##tt ..ffGGKK####KKii Strategy Note ..WWGG ii##LL KK##KKGGtt.. for Jagi KKEE June 17, 2006 ;;##GG iiii.. LLLL ..DDLL game Copyright Sega Corporation, 2005 Copyright Buronson-Tetsuo Hara/Coamix strategy note Copyright Curtis Allegra(aka nohoho) 2006 HEY YOU! SAY MY NAME! This note outlines some basic techniques for winning with Jagi in Sega's Fist of the North Star arcade game. Please see the separate move list (also on gamefaqs) for a description of the game systems as well as Jagi's special moves. Credit for most of the following goes to Arcadia staff writer Pachi. Special thanks to tianyuan2k4 who helped with further research. If you have any questions or comments send them to: nohoho at gmail dot com CONTENTS: INTRODUCTION - and Credits NOTATION DEFENSE - Turtle Jagi - Air Defense - Ground Defense - Mid-Range Mix-Up COMBINATIONS - Banishing Combos - Other Combos - Finishing Strike Combos OFFENSE - Flow Chart + Hit Confirm + Building Meter + Mix-Ups - Okiseme MISCELLANY JAGI VIDEOS - RapidShare - YouTube NOTATION --- 7 8 9 up-back up up-towards 4 5 6 -> back neutral towards 1 2 3 down-back down down-towards weak punch = A weak kick = B hard punch = C hard kick = D special(boost) = E x~y - x then y in extremely rapid succession OTG - hits an enemy after they've been knocked off their feet (IE: as they're bouncing off of or On The Ground) IAD - instant air dash. Tap up-towards, towards to jump and start air dashing all in one motion. okiseme - attacking someone as they stand up Here's a combo broken down step by step. This is included to illustrate how the notation works -- real combos are listed in a different section. A B C D E F 2C -> E~CD -> 6 -> close D -> far D -> IAD jD -> 632146D(OTG) A) crouching hard punch Hold down and press hard punch. B) boost then banishing strike in rapid succession Press boost and then hard punch plus hard kick immediately afterwards. As quickly as you can say, "BDap!" you should input buttons separated with a tilde like that. C) auto-boost after the banishing strike hits Hold towards on the joystick after the hard punch plus hard kick to dash across the screen. D) close hard kick chain into far hard kick Kick your opponent twice when you reach the corner. E) instant air dash jumping hard kick Tap up-towards and then towards to do an instant air dash. Press hard kick quickly to continue the juggle. F) hit with Jagi's Brother special move on your opponent who is now "on the ground" Towards, down-towards, down, down-back, back, towards plus hard kick. DEFENSE --- Turtle Jagi A good starting place for Jagi is standing at a good distance from his opponent, hiding behind a gas slick. Light the slick on fire to build a bit of aura and then fire off a shotgun shot or lay down another slick and wait to see what your opponent does. Air Defense If they jump at you, meet them in the air with a couple jumping weak punches. If those hit, chain into jumping hard punch and then a Banishing Strike OTG to take a star. Otherwise keep pressing weak punch. This builds up Jagi's boost a bit and gives you a chance to set the pace when both characters land. Ground Defense When they try to approach on the ground use Jagi's crouching hard punch to push your opponent away. It's low enough to go underneath attacks like Toki's crouching hard kick or Ken's far hard kick and Jagi can combo into a Banishing Strike on a counter hit (not so much against Heart, though.) Mid-Range Mix-Up Another option to stymie your opponent's ground approach is the crouching hard kick / Grave Shoot two-way mix-up. Like the low hard punch, Jagi's Grave Shoot gets him very low to the ground. See below for a combo follow up. A diagonal shotgun blast is all you can really do when the crouching hard kick hits. This might combo better if you use the unboostable boost here: 2D -> 623E+A. Also, if they recover in the air and come towards you the needle from Jagi's Stop! move might catch them in the air: 2D -> 214A(hold.) COMBINATIONS --- Banishing Combos Although the following combos start with low weak kick -> close hard kick -> Banishing, the key ingredient in any Jagi combo is that last move. Whatever -> Banishing -> auto boost -> juggle (as per the combos below) is the general form. If you press hard punch plus hard kick too quickly after the close hard kick hits you'll get a far hard kick instead of a Banishing Strike. It may be possible to sidestep any timing issues by using a kara cancel trick (close D -> 2CD~CD) but I haven't researched this much. Also, the close hard kick -> Banishing doesn't combo against Jagi when he's crouching. In a Jagi vs. Jagi match-up you may want to stick with crouching hard punch -> boost -> Banishing. Entry Level 2B -> close D -> CD -> 6 -> far D -> {jB -> jD} x 1-3 -> 632146D or 236236C Textbook Combo 2B -> close D -> CD -> 6 -> close D -> far D -> IAD jD -> far A -> {jB -> jD} x 2 -> 236236A or 236236C or 632146D Alternate 2B -> close D -> CD -> 6 -> close D -> far D -> {jB -> jA} -> {jB -> jB} x 2 -> 236236C or 632146D Textbook should work against everybody, but the Alternate is the easier choice vs. Raoh, Rei, Heart and Mamiya. Three Stars plus Alpha 2B -> close D -> CD -> 6 -> close D -> 632146D -> A+C+E -> 2369A -> 236236A(OTG) or {E -> 236CD} Depending on the distance here, you may not even need to boost to land the Finishing Strike after the Senjusatsu. See the similar 3 star finishing combo below. Variety Combo CD -> 6 -> close D -> 632146D -> E -> close D -> far D -> {jB -> jD} -> 236236C The tianyuan2k4 Special 2B -> close D -> CD -> 6 -> close D -> 632146D -> E -> close D -> 236B -> 214B x n MrNew Combo #1 whatever -> CD -> 6 -> close D -> far D -> 2369A -> E~AC -> 2369A -> 632146D This works on everybody -- good for taking three stars off of Rei. MrNew Combo #2 CD -> close D -> far D -> 2369A -> close D -> AC -> 2369A -> 236236C Works on Kenshiro, Rei, Thouther, Mamiya, Shin and Jagi, at least. Other Combos Grave Shoot AC -> 8 -> jA -> jB -> jC -> jD -> j236A -> jD(OTG) (-> j236A(OTG)) Omit the jumping hard punch against Juda, Toki, Jagi and Thouther. The final Senjusatsu attack works pretty consistently against Mr. Heart. It's iffy against the rest of the cast. Throw Combo (near the corner) throw -> 2A -> 5D -> 236236C or CD or 236A or 236CD Throw Combo (anywhere) throw -> ECD -> E -> 5D -> 632146D Grab Combo BD -> jA -> jB -> (delay)jC -> CD(OTG) "Hehe... I've been waiting for this" Combos Here are some no-frills combos for finishing your opponent off when they have n stars remaining. 1 Star CD -> 6 -> close D -> far D -> 236CD 2 Stars CD -> 6 -> AB or 632146D -> E -> close D -> 236CD Use the Heavy Strike here when you're in the middle of the screen, Brother (the chain attack) when you're close to the corner. Either way, wait a moment before boosting to avoid shooting behind your opponent. 3 Stars CD -> 6 -> AB or 632146D -> EAC -> 2369A -> 236CD Depending on your opponent, there is a limit to how many hits you can land prior to the Banishing Strike and still have this combo work. Raoh: 6 hits Ken, Thouther, Heart, Mamiya: 4 hits Toki, Rei, Juda: 3 hits Jagi: 2 hits Shin: 1 hit You have to do the Finishing Strike very quickly after you land from the Senjusatsu. This is complicated by the fact that it does fewer hits depending on how long the combo has been up to that point. Add a boost in there (2369A -> E -> 236CD) to make this much easier. 4 Stars 6321463214+C -> 236+A -> CD -> 6 -> 632146D -> EAC -> 2369A -> E -> 236CD Japanese version of the game only. OFFENSE --- Here's a diagram that shows some of Jagi's different options for close-quarters combat. Key concepts (indicated with #n marks) are explained in more detail below. E~CD -> combo /hit (#1) 2B -> 2C \ \block 2369A -> E -> 2B -> etc. \ / CD -> E -> 2A (#3) (#2) \ 2B -> etc. #1 - Hit Confirm When you see that your opponent has gotten hit by the crouching weak kick -> crouching hard punch set, boost and go into a Banishing combo. A more exotic type of hit confirm sequence involves using an unboostable shotgun shot: 2C -> 236EA -> (hit confirm) E -> 2B -> 5D -> CD -> etc. or far C -> 236EA -> etc. Get the hard punch -> shotgun sequences to combo more consistently by pressing boost and weak punch together at the exact moment the hard punch hits. Then, if you see that these have hit, boost out of the shotgun animation and continue the combo with crouching weak kick. #2 - Banishing to Build Boost Making your opponent block Banishing Strike attacks is an excellent way to build Jagi's boost meter. Each one gives him about half of a boost stock. When you've got enough, you might as well use that boost to put further pressure on your opponent -- see #3. The blocked crouching hard punch -> Banishing Strike sequence isn't air tight. In other words, your opponent can sneak a counter attack in between those two moves. One thing you can do to try to discourage this is to mix in a crouching hard punch -> Jarougeki (214C) sequence. The Jarougeki has a little bit of invincibility as it starts up -- dodge their counter and blast them back towards the wall. Boost here and use a standard juggle combo. #3 - Two-Way Mix-Up Jagi's main weapon for defeating his enemy's defenses is his two-way mix up between the following high/low attacks: 1) Hokuto Senjusatsu. Performed with a "tiger knee" motion this becomes a quick overhead attack. Boost after 2-3 punches whether it hits or not to combo or continue the mix-up as the situation warrants. Alternatively, combo a Rakangeki super after this hits without using boost. 2) Crouching weak kick -- a quick low attack. Pick a combo from the above list or, if they block, loop back around to an earlier point on the diagram. If you're very close to your opponent you can expand this to a low/high/throw three-way mix-up. Here's a special case: Three-Way vs. Enemy in Corner When your opponent is in the middle of the screen and you boost towards them (with no follow-up attack), the boost travels a set distance. If they're backed into the corner, however, the boost stops when you reach them and Jagi immediately returns to an idle state. This is an excellent time to use a three-way mix up. Against a cornered opponent, we'll omit the crouching weak punch so that the diagram looks like this: 2B -> etc. / CD -> E - throw -> 2A -> 5D -> 236A (or whatever) \ 2369A -> etc. Unblockable Okiseme Make your opponent block something as they stand up and follow that closely with an unblockable attack. In broad strokes, this means a gas fire (explosion) or shotgun shot followed by a Heavy Strike or charged Banishing Strike. Here are two sample patterns: 1) Shotgun -> charged Banishing Having knocked your opponent down with a Rakangeki super or a Grave Shoot combo, fire a shotgun shot and then boost and start charging a Banishing Strike. Ideally, they'll block the shotgun and get blasted by the Banishing Strike. Near the corner, use any old juggle (see the "Miscellany" section below for something more exotic.) At mid screen, boost after the Banishing connects and start a combo with a low weak kick. 2) Gas fire -> Heavy Strike After a standard Banishing Combo or when you connect with a Jarougeki, immediately lay down a gasoline slick. Boost immediately as you toss a match and then do a Heavy Strike (AB). The goal here is to make your enemy block the gas fire right before Jagi unleashes the Heavy Strike. Combo that into a Banishing combo with E~CD. A variation on the gas fire setup is the oil barrel trap. End a combo with a match hit -> barrel -> etc. as per The tianyuan2k4 Special, or combo -> barrel -> match -> boost etc. MISCELLANY --- Max Banishing -> Rakangeki plus Alpha When you make a cornered opponent block a max charge Banishing Strike you can continue to juggle after connecting with a Rakangeki super. CD(hold) -> 236236C -> weak punch needles -> {(dash) -> far A -> CD} or {632146D} The key here is proper timing of the needle follow up as the super ends. Against Jagi, press weak punch a couple times after five Rakangeki hits. Against Raoh and Rei wait until it hits seven times. For everybody else -- six hits should work. The far weak punch -> Banishing follow-up is ideal, but Brother is easier and you still get the star. Weak punch -> Finishing Strike works, too. Shotgun Shots and Frame Eating (Valle FBs) When Jagi starts his Rakangeki super (236236C) there is a brief period of time as the animation is starting where Jagi's opponent will be unable to move. During this period, a fired shotgun shot will continue to travel. The upside here is that you can prevent your opponent from blocking a shot if they weren't already holding back before it reached them. Fire a horizontal shotgun shot with 236A. Now, right before it makes contact with them, boost and initiate a Rakangeki super with some variation of 236236E~C. If your opponent wasn't already blocking (perhaps they were planning on using Agility Defense) they'll get hit by the shotgun and the super will combo after that. Boost the Senjusatsu After doing the motion for a Senjusatsu press weak punch and then boost in rapid succession for a cool sneak attack. j236A~E Jagi flies forward and down as he starts the move. Boost again after 2-3 strikes whether the move hits or not and your boost usage shouldn't exceed one stock. Try this from a backwards air dash, too. Boost at Round Start To attack your enemy at the earliest possible moment, you can simply press and hold the appropriate button before the round starts. When you've got a boost stock ready, two recommended opening moves are: 1) Boost plus crouching weak punch Press and continue to hold down boost plus weak punch while holding down on the joystick while the announcer is talking ("Decide the Destiny") to attack immediately as the round starts. Please note that if your opponent uses an identical technique you'll likely get beat by everyone but Rei and Thouther. 2) Boost plus standing weak punch Use this to nail your opponent if they try to jump away at the start of the round. If they've got only one star left, something like this should finish them off: E+A(held down) -> close D -> CD -> E -> 236CD JAGI VIDEOS --- RapidShare Here are a few match videos from Japan from the first half of 2006: http://rapidshare.de/files/23318198/jagivids.zip.html YouTube Thanks to MrNew for sharing these Jagi videos: http://www.youtube.com/watch?v=sFUcdXNrDwo http://www.youtube.com/watch?v=0Bgz7JMWYdI http://www.youtube.com/watch?v=_gpYjwuddmY http://www.youtube.com/watch?v=IDQFV5JGgs8 http://www.youtube.com/watch?v=WH_4Ify0yM8 http://www.youtube.com/watch?v=qAUwU7J8pcI http://www.youtube.com/watch?v=c2qS6nL4CpA http://www.youtube.com/watch?v=uzZe1R0cM2w http://www.youtube.com/watch?v=TCWgaN4_fcw http://www.youtube.com/watch?v=wbDyU0-sqPA