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