Does it shake the clone and hit him too?I generally use Pumped Up against Sub. Air Ground Pound is a great option when jumping over ice balls, regular ground pound hits full screen through the clone, and energy wave helps to reset everything to neutral.
it doesnt affect the clone but will hit subzero BUT sub can just jump this. Against grandmaster sub I ALWAYS take heavy weapons: the machine gun will break the clone and hit him , if the rocket launcher trades with ice ball you will get frozen but subzero will take 12% and from fullscreen he wont be able to stand up and run up quick enough to combo of it.Does it shake the clone and hit him too?
The machine gun helps but lately not for me because when I do it subzero just slides under it and is in my face then just clones again to close the gap until I'm in the cornerit doesnt affect the clone but will hit subzero BUT sub can just jump this. Against grandmaster sub I ALWAYS take heavy weapons: the machine gun will break the clone and hit him , if the rocket launcher trades with ice ball you will get frozen but subzero will take 12% and from fullscreen he wont be able to stand up and run up quick enough to combo of it.
you can mb superman though hes clone when its right in your face like in the cornerThe machine gun helps but lately not for me because when I do it subzero just slides under it and is in my face then just clones again to close the gap until I'm in the corner
It's highly punishable, especially if you wind it up to get the juggle.Is b2 negative and punishable ?
What do u mean,how to check if some move punishable or no?It's highly punishable, especially if you wind it up to get the juggle.
there are 2 ways: 1st way : Go to training room choose the character and look at his framedata in the strings and kombos menu ,look at the string and look at the "block advantage" on the right side of the screen. Everything -9 and above (-10 -11 etc) is punishable with a string that has atleast 7 frames of startup. You can punish something that is -6 with a 6 frames special(must be done quickly ). With kung laos( tempest) EX spin (4 frames) you can punish anything with that is -5 or even -4.What do u mean,how to check if some move punishable or no?
Thanks man i really appriciate ur help,what so u recommend for punish? 11 ex overhead?there are 2 ways: 1st way : Go to training room choose the character and look at his framedata in the strings and kombos menu ,look at the string and look at the "block advantage" on the right side of the screen. Everything -9 and above (-10 -11 etc) is punishable with a string that has atleast 7 frames of startup. You can punish something that is -6 with a 6 frames special(must be done quickly ). With kung laos( tempest) EX spin (4 frames) you can punish anything with that is -5 or even -4.
Keep in mind you need 1 frames to release block before a string comes out so a 6 frames punch when you block is 7 frames BUT this doesnt apply to specials thats why u can punish -6 stuff with 6 frames specials .
2nd way : go to training room choose ur character (jax) and the character u want to check (subzero) -> pause go to "Ai options" and switch from "costum" to "record AI" now u can control the player 2 character you chose ( subzero) and record the any move for exp : record subs b2 and immediatly hold block after you did b2 then press start and now you the Subzero AI should be doing B2 and block and will repeat it. jax has a 5F punisher so use it or try any other string to see what works best.
Then you Nj over the ice ball and do his air ground pound, or throw his projectile out and block the iceball. Just make good reads (easier said then done, I know, but Jax has the tools to be fine in this MU).People are claiming up and down that Pumped Up getting pound will force Sub to change his game, that's not that true against a smart Sub guys.
The Sub could just start primarily throwing Ice Balls and doing less ice clones. A trade of ice ball and ground pound is still highly in Subs favor for damage and corner carry.
Eventually it'll discourage the Jax from doing to many ground pounds, and this opens up more clones shenanigans. Jax is always the one taking the risks. Doable, yeah, but it's rough to rely on the ground pound as the entire gameplan.
I think his best punish for slide (slide is super negative) is f21 xx MB Overhead Punch, run, f21, 11, f21 xx dash punch. For a quicker, easier punish (and MB slide punish) I like 123 xx MB Overhead punch, run F3 xx dash punch.Thanks man i really appriciate ur help,what so u recommend for punish? 11 ex overhead?
11 or 12 or 23 OH dash punch works well 2 has more range than 11 and 12, once the subzero sees ur njp their clone throw and are neutral ducking their ice ball they will try to get you with the low slide ,so bait it out and punish.Thanks man i really appriciate ur help,what so u recommend for punish? 11 ex overhead?