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General/Other - Jax Jax General Discussion

eexcaliburr

Ancestors... oh, nevermind
And finally changes.
Thoughts?
http://testyourmight.com/threads/mkxl-patch-notes-3-1-2016.59034/
  • Jax - Reduced the hit region of Towards+FK
  • Jax - Down+FP, Down+BP is now -2 on block (up from -7)
  • Jax - Increased combo damage scaling after Gotcha Beatdown, Downward Dash Punch, &Downward Dash Fist
  • Jax - Away+BP is now -13 on block (down from -8)
  • Jax - Down+FK is now -2 on block (down from 0)
  • Jax - Away+BK has increased pushback and is now -13 on block (up from -17)
  • Jax - Ground Shake will be combo damage scaled after combo when used in an unavoidable off the ground situation
  • Jax (Pumped Up) - Air Drill Punch &Ground Quake will be combo damage scaled after combo when used in an unavoidable off the ground situation
  • Jax (Wrestler) - Added 8 recovery frames to Quad Grab&Quad Grapple
  • Jax (Wrestler) - increased hit advantage after Back Breaker by 10
  • Jax (Wrestler) -Quad Grapple can now combo from a hit
 
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Undergroundepict

I am like the blue rose
Yeah I do not understand the logic behind nerfing his damage, seeing as much of the cast saw similar damage off of a bar, and now much of the cast hits harder than him for meter in the corner, as well.

People might have complained about his damage, or the mixups and 50/50's leading to it, but any of those paths headed to any kind of meaningful damage lead to the same DDP that will always be full combo punishable on block.

We can't just keep hitconfirming f21 all day. Between our gaps, both within strings and cancels, and the -17 penalty we recieve for taking a risk and guessing wrong, there were plenty of options for dealing with Jax and his options into DDP.

None of this is to say that Jax no longer remains a viable option anymore, as he still appears very strong despite receiving a bevy of nerfs (with the notable exception of D1D2). It's just that I simply do not understand the logic for a single one of the adjustments he received in this patch. It seems as though it is specifically targeted at making Jax feel the same at a qualitative level, while quantitatively reducing his viability.
 

Undeadjim

Green Lantern Corps.
99% sure Jax's D12 is not -2 as listed by the patch can anyone else try this and try to find the exact frame data for me?
 

Undergroundepict

I am like the blue rose
99% of characters in this game have insane corner carry.
Preach. Not only that, we all experienced what it was like to actually play as and against Jax last p. He was good but never Top 5 good.


If the decion was made based on a desire to see general damage nerfs on charaters at or above Jax's level, I would have understood, but everybody else kept their damage or received buffs.
99% sure Jax's D12 is not -2 as listed by the patch can anyone else try this and try to find the exact frame data for me?

Interesting. I am in and out of consciousness today after a long weekend, so I'm not leaving my bed to test now.


What leads you to think this, and how many frames do you think it is?
 

eexcaliburr

Ancestors... oh, nevermind
Yeah I do not understand the logic behind nerfing his damage, seeing as much of the cast saw similar damage off of a bar, and now much of the cast hits harder than him for meter in the corner, as well.

People might have complained about his damage, or the mixups and 50/50's leading to it, but any of those paths headed to any kind of meaningful damage lead to the same DDP that will always be full combo punishable on block.

We can't just keep hitconfirming f21 all day. Between our gaps, both within strings and cancels, and the -17 penalty we recieve for taking a risk and guessing wrong, there were plenty of options for dealing with Jax and his options into DDP.

None of this is to say that Jax no longer remains a viable option anymore, as he still appears very strong despite receiving a bevy of nerfs (with the notable exception of D1D2). It's just that I simply do not understand the logic for a single one of the adjustments he received in this patch. It seems as though it is specifically targeted at making Jax feel the same at a qualitative level, while quantitatively reducing his viability.
Well, many gamers agreed with his reduced damage, but I think it's basically non-Jax players, but his opponents )
By the way, how concretely his scaling is?
I cared about his b2 and d3 nerfes, it's seems like he has no near safety overhead game, b2(-13) and bf2d(-17), on other hand d3(-2) not so fear as before patch, why so strange desicion?
 

LaidbackOne

Scrubby nice guy
99% sure Jax's D12 is not -2 as listed by the patch can anyone else try this and try to find the exact frame data for me?
It was listed as -2 on 1st march. Im 100% sure of that.

EDIT:
Sorry, seems like I didnt understand what you meant. ;)
 
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Osagri

Fear the blade of Osh-Tekk
Its not -2. Did D12 with sub slide reversal which is i9 and tried to poke with D1 and couldn't get it to trade.
I think its -5. I made ai do d12 and then s1 and I could beat it with f3 but I got a trade with f4. @Undeadjim
 
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Undeadjim

Green Lantern Corps.
Its not -2. Did D12 with sub slide reversal which is i9 and tried to poke with D1 and couldn't get it to trade.
I think its -5. I made ai do d12 and then s1 and I could beat it with f3 but I got a trade with f4. @Undeadjim
Thank you for testing man, the -2 thing always felt dodgy from the patch notes. Like why would they make D3 -2 but also make D12 -2, but I guess they screwed up on the data again.
 

Thazeekster608

Apprentice
I'm just confused on how they make simple errors on making the frame data correct on all characters in the whole cast atleast 1 error per character is not accurate, which really sucks because when I was new to reading frame data I was thinking I was doing the math wrong but come to find out it was nrs coming out with false information but -5 seems more accurate
 

Undeadjim

Green Lantern Corps.
D3 being -2 means nothing to me since D3xGG is still a block string lol.
D3 jailing into GG was good but it was never its best use. It was such a great move to use after +2 where although you were poking at 7 frames (Which everyone has now) and was able to catch buttons afterwards. Going back into a stand one would still leave it 6 frames and give you advantage and doing D3 into D1 was another 7 frame poke where if your opponent wasn't as on the ball as you they could lose. (You also had D12 to go into)

Now its -2 there is zero reason to use it, its too slow to use from neutral to beat pokes and it offers you no reward when you risk it from +2. So now we may as well never use the move do D1 which is faster and leads to just as good hit advantage and can be turned into D12.

Really really really did not understand this nerf, it was not causing any trouble at top level and now the move is useless in his meta game. I needed that rant lol
 

Reauxbot

You think you bad? You aint bad.
Hey guys. Ive finally been playing for about 5 days again since August of last year. Is Jax still as good as he was?
 

Osagri

Fear the blade of Osh-Tekk
Hey guys. Ive finally been playing for about 5 days again since August of last year. Is Jax still as good as he was?
Not as good but still good. He's dmg got nerfed, f3 range for nerfes(hitbox),d3 is -2. The breaker mechanic change hurted HW a little bur nothing drastic. Otg scales if u do it in situations where its guaranteed. But hey, d12 is -5