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few things?

ok i was at my first tournament,was playing jax of course,and i have problems with these (btw smoke took tournament ,cyrax 2nd place)
i have problem with smoke when he jumps at me start doing 3d21 and in the middle he just stop and cross up and start again,and like d1 into smoke...i cant say,he is really good,but i have problems with cross ups,what to do ?
 

BRUTALITY

Banned
uppercut or dash forward when he crosses you up. jax can probably torpedo punch to a safe distance too i guess
 

BRUTALITY

Banned
when he is pressuring me,should i try to poke him or just wait to cross up?
youve got to commit to a read like a counter poke or whatever at some stage, you can not let him continue pressuring because you will take chip and he will mix you up with throw, d3 and b2
 

GhosT

Noob
ok i was at my first tournament,was playing jax of course,and i have problems with these (btw smoke took tournament ,cyrax 2nd place)
i have problem with smoke when he jumps at me start doing 3d21 and in the middle he just stop and cross up and start again,and like d1 into smoke...i cant say,he is really good,but i have problems with cross ups,what to do

With practice you can react to the cross over from block string by dashing under the jump in and getting pressure.

Like said above you eventually need to go with a read.

Jax can maybe crouch the cross over and get a late d1 anti air too. He may have specific tools like grab that work but idk.
 

NickDaGreek1983

Oh, my days !
ok i was at my first tournament,was playing jax of course,and i have problems with these (btw smoke took tournament ,cyrax 2nd place)
i have problem with smoke when he jumps at me start doing 3d21 and in the middle he just stop and cross up and start again,and like d1 into smoke...i cant say,he is really good,but i have problems with cross ups,what to do ?
I do not main Jax or even play as Jax but I'm pretty sure that the safest way to deal with Smoke's crossups is enhanced elbow... That is if you want to use meter though...
You must practice your anti air d1 to perfection but of course, there is always the possibility that if you try to d1 anti air, smoke will just do crossup airkick to air throw. So I advise you to use the ex elbow if you want to "attack" or the dash punch to where smoke WAS before the crossup if you want some distance.
 

GhosT

Noob
i tried d1 i got punished so much,its so hard to do d1 aa
It is very possible to do with practice and the timing will be much easier offline.

Dashing under the cross up is a safer option. But the best option is a good read. If you know it's coming throw a njp and get some damage. Doing that a couple times forces your opponent to fear crossing you up.

Practice the d1 anti airs they are great tool for you in all mu
 

Eddy Wang

Skarlet scientist
ok i was at my first tournament,was playing jax of course,and i have problems with these (btw smoke took tournament ,cyrax 2nd place)
i have problem with smoke when he jumps at me start doing 3d21 and in the middle he just stop and cross up and start again,and like d1 into smoke...i cant say,he is really good,but i have problems with cross ups,what to do ?
No one is giving you a solid answer.

oh well, Jax has one of the best normals in the game and one of the best Anti-Air options as well, there is a few you can work on against crossups, jump ins or interrupt stagger strings if you can read them.

option1: Jax D1 works well against crossup if you wish do use this option without using any meter its advisable.

Option 2: Reverse the inputs from Gotcha air grab, to catch them on the opose direction when they go for the crossup, i have no confirmation if that is a good option tho, but is still an option.

Option3: Ex Overhead Smash has armor, you can stop anything that fall in crossup or ppl that tries to jump you over, stagger you over with dial strings like 3D1... D1 smoke with this special move alone, the problem is that it costs one bar of meter, but is nearly guaranteed, specially if they are not expecting or are already air bone.

option 4: Jump Backwards with a kick and grab in the air, most of the time this works.
 
No one is giving you a solid answer.

oh well, Jax has one of the best normals in the game and one of the best Anti-Air options as well, there is a few you can work on against crossups, jump ins or interrupt stagger strings if you can read them.

option1: Jax D1 works well against crossup if you wish do use this option without using any meter its advisable.

Option 2: Reverse the inputs from Gotcha air grab, to catch them on the opose direction when they go for the crossup, i have no confirmation if that is a good option tho, but is still an option.

Option3: Ex Overhead Smash has armor, you can stop anything that fall in crossup or ppl that tries to jump you over, stagger you over with dial strings like 3D1... D1 smoke with this special move alone, the problem is that it costs one bar of meter, but is nearly guaranteed, specially if they are not expecting or are already air bone.

option 4: Jump Backwards with a kick and grab in the air, most of the time this works.
Just to add on these options, one that i use occasionally is to dash away from their crossup (i.e they crossup towards the right side, so you dash to the left) and when they whiff their attack you dash back in with something like F4 mixups or standing 1. The standing 1 is in case the opponent crosses up again so you might catch them on their way up.
 
i fyou know some1 is going to crossover in your heart of hearts, a fast neutral jump punch works...


vs cyrax... react to bombs with a projectile... force him to come to you and destroy him with f41... mix in ground pounds sparingly because of net
 

Eddy Wang

Skarlet scientist
i fyou know some1 is going to crossover in your heart of hearts, a fast neutral jump punch works...
This works too, njp is a good AA option, specially for character who have average normals and face lots of problems using it for AA.
 

Hidan

Where the hell is Reiko's wheel kick
No one is giving you a solid answer.

oh well, Jax has one of the best normals in the game and one of the best Anti-Air options as well, there is a few you can work on against crossups, jump ins or interrupt stagger strings if you can read them.

option1: Jax D1 works well against crossup if you wish do use this option without using any meter its advisable.

Option 2: Reverse the inputs from Gotcha air grab, to catch them on the opose direction when they go for the crossup, i have no confirmation if that is a good option tho, but is still an option.

Option3: Ex Overhead Smash has armor, you can stop anything that fall in crossup or ppl that tries to jump you over, stagger you over with dial strings like 3D1... D1 smoke with this special move alone, the problem is that it costs one bar of meter, but is nearly guaranteed, specially if they are not expecting or are already air bone.

option 4: Jump Backwards with a kick and grab in the air, most of the time this works.
Don't get me wrong, but I was maining Major Briggs and I need to inform on the anti-air game you mentioned as I don't know where to start or how much he knows about Jax.

Option 1: d1 is used on opponents who press their jip (jump in punch) too soon, better ones won't get hit by d1 or start kicking. So use d1 with caution or not at all (don't be greedy with dmg)

Option 2: if you stay still the jump is like 40 frames or so and air gotcha grab is 15. A mediocre cross up will reverse your inputs at 20 frames (half jump) and you have to react at frames 21-23 max because the move is too high and will whiff. You get your invincibility to air attacks though, but there is chance to still be punished once your opponent hits the ground.
In a good cross up (those which cross up last moment) the move won't even be executed.
UNLESS... you dash out, then air gotcha grab. And that's the most solid option, your move comes out faster and you are out of range for most quick moves.
(I didn't mention it at first cause I wanted to share info, I miss MK9)

Option 3: overhead smash is good, but it's 28 frames and can be baited with empty jump, jip teleport and even jip into armor upon landing sometimes. The feeling for using a bar for nothing...
There is another move for using a bar.
EX superman punch (yeah that's what I call it) 13 frames, practically same dmg, corner control and teleport evade.

Option 4: What is th... no, that's good it works
 
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Eddy Wang

Skarlet scientist
Don't get me wrong, but I was maining Major Briggs and I need to inform on the anti-air game you mentioned as I don't know where to start or how much he knows about Jax.

Option 1: d1 is used on opponents who press their jip (jump in punch) too soon, better ones won't get hit by d1 or start kicking. So use d1 with caution or not at all (don't be greedy with dmg)

Option 2: if you stay still the jump is like 40 frames or so and air gotcha grab is 15. A mediocre cross up will reverse your inputs at 20 frames (half jump) and you have to react at frames 21-23 max because the move is too high and will whiff. You get your invincibility to air attacks though, but there is chance to still be punished once your opponent hits the ground.
In a good cross up (those which cross up last moment) the move won't even be executed.
UNLESS... you dash out, then air gotcha grab. And that's the most solid option, your move comes out faster and you are out of range for most quick moves.
(I didn't mention it at first cause I wanted to share info, I miss MK9)

Option 3: overhead smash is good, but it's 28 frames and can be baited with empty jump, jip teleport and even jip into armor upon landing sometimes. The feeling for using a bar for nothing...
There is another move for using a bar.
EX superman punch (yeah that's what I call it) 13 frames, practically same dmg, corner control and teleport evade.

Option 4: What is th... no, that's good it works
I didn't main jax, but i played against it for about two years against someone who did mained him and mastered him.

F41 whiffs on low hitbox character, though its going to hit smoke, characters like Skarlet, Sonya, Mileena and anyone who falls under the same hurtbox category won't get hit by the second move, which leaves him open for punish if the opponent can take advantage of it and pay reall attention to it( i used to).

But nice to see a Jax player going in full detail about my explanation, definitetly something he should consider and of course now there is some solid info for him to work on and consider the given options.
 

Hidan

Where the hell is Reiko's wheel kick
I didn't main jax, but i played against it for about two years against someone who did mained him and mastered him.

F41 whiffs on low hitbox character, though its going to hit smoke, characters like Skarlet, Sonya, Mileena and anyone who falls under the same hurtbox category won't get hit by the second move, which leaves him open for punish if the opponent can take advantage of it and pay reall attention to it( i used to).

But nice to see a Jax player going in full detail about my explanation, definitetly something he should consider and of course now there is some solid info for him to work on and consider the given options.
Hehe you had quite a party with low hurtbox against jax for so long, didn't you?

edit: when you say "mastered" him, was he better than Tyrant in his prime (2012)? If so plz post a vid. Would be also useful for AcMilan

One match video is equal to a thousand posts.

HIDAN
 
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Eddy Wang

Skarlet scientist
Hehe you had quite a party with low hurtbox against jax for so long, didn't you?

edit: when you say "mastered" him, was he better than Tyrant in his prime (2012)? If so plz post a vid. Would be also useful for AcMilan

One match video is equal to a thousand posts.

HIDAN
Yes i did but i still lost sometimes against him.

Well smith did understood the character pretty well, that is why i said he mastered, it was like an extension of himself, yet it was not better than tyrant or CDjr, i have to say a few steps behinds, but still pretty damn usefull and daring to say among the 10 best jaxes in the world.

Unfortunately, all matches of Smith's Jax on his prime never were uploaded, some fool lost all the footage from the Hit Confirm tournament, one of the hypest tournaments i ever participated, after that he switched to Kung Lao because of Jax's Bad Matchups, i guess is a Jax player thing, change to Kung Lao, CDjr did the same lol.
 

DavS13

Noob
Smoke isn't plus after 3d12 just feel free to cross him up after he does and and maybe beat him to a air to air. Also jax has a fast uppercut to punish crossups if you dont want to risk a d1.
 
here are some of my matches,what would you change? add/remove from my gameplay,that was 20 days ago i am using more overhead now etc.