This in Pumped up? if so I don't really risk it I always do 12 GG or D12 because the link is quite tight. Only when I hit the F212 as low as possible do i do 124 or if I plan on EX'ing for a little more damage.I can't figure out why I should bother doing Jax's f212 124 GG combos. It seems to me that the risk of dropping them far outweighs the potential reward. We just saw CDjr miss out on Top 8 in DTN essentially because he dropped one.
Agree or disagree?
Yes, Pumped Up is my thing.This in Pumped up? if so I don't really risk it I always do 12 GG or D12 because the link is quite tight. Only when I hit the F212 as low as possible do i do 124 or if I plan on EX'ing for a little more damage.
Sorry about that I knew I probably overlooked it. I just haven't seen people start with f21 after the OH dash punch. I always see 11 or d1d2 which leaves at least 3% on the table with or without the 124 ender.We were discussing the 124 corner ender like 3 posts up lol but yeah its the most optimal for no bar.
Makes sense for sure. I had a feeling that experienced Jax's only used that to kill. Having that option to burn to do 55% in some cases (and 61% with 2 bars) is very nice though. I have a long way to go with meter management with this animal obviously.The F21 corner combo from the none EX is difficult and kinda new since the patch so that is maybe why you don't see it as much, I really only do it on males. I don't use the double overhead I would much rather spend my meter to stuff wakeups or if i'm playing pumped up save my meter for AA's or EX GG reversals because it doesn't really add to much damage spending the meter.
Yeah I've found a main I think. Pumped up has the Goro ground pound utility with better everything else and monster damage. Just trying to find out more about combos and stuff. 111 has nice use for enders. Are there any HKDs that I should be familiar with? Is Jax a character that will really benefit from a HKD? Sorry I should probably take this to private or another thread.I knew just never found much application for why I would be doing a raw D2, sounds like you've been in the lab though so keep throwing stuff out might be something you find nobody bothered to.
Is 111 the only ender that guarantees EX GP? I see that f212 does but only in certain situations.I wouldn't really choose to end in 111 I will either choose GG for the +8 and meter build F212 2+4 for spacing + corner carry. These two enders should be enough for all situations, you can also try out what Tyrant does and end combos in the corner after F212 with 11 12 OverheadDP as they rise quicker and see how you like that.
DDP and b121 also guarantee a GP.I'm pretty sure Jax's only guaranteed EX GP's are from a well timed D2 or AA Plasma but i'm popping on now and will check. I'm almost certain 111 is not plus 30+ something though.
I'm getting EX GP every time after a 111 mid juggle. It won't get it standalone. Testing against Reptile EX side wake-up.I'm pretty sure Jax's only guaranteed EX GP's are from a well timed D2 or AA Plasma but i'm popping on now and will check. I'm almost certain 111 is not plus 30+ something though.
Hmmm ok this could be a worthwhile investment depending on the setup after comparing it to finishing in EX GG and regular GG. Brb going to lab it a little while.I'm getting EX GP every time after a 111 mid juggle. It won't get it standalone. Testing against Reptile EX side wake-up.
No credit to me thank @lm Tweakk for the find. I only tested to see if it was applicable for every combo ender. He mentioned it in this thread http://testyourmight.com/threads/optimized-55-corner-combo.56683/Hmmm ok this could be a worthwhile investment depending on the setup after comparing it to finishing in EX GG and regular GG. Brb going to lab it a little while.
Good stuff btw.
Don't forget that 3f4 is a thing, especially in the corner.I have been doing b3xxlawcancel,3b2 for meterles corner carry. It's legit and pretty easy link. Also 23 xx lawcancel,3b2 works but link is tighter.
Edit: Just realized already posted