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Jax grinning thoughts and gameplay?

I see mainly bunker down or whatever it’s called what are your thoughts on the more combo focused tourney variation ? Is it not as competitive?
 
I think they're both competitve, the other variation has combo starters with meter whereas hunker down's only combo starter comes from the B2 krushing blow which you can get in both variations, Hunker Down has better damage without meter, more krushing blows and anti-air grabs.

Personally I prefer Hunker Down even if it ends up being the less competitive variation just because it plays a lot more like a grappler whereas the other variation feels a bit more like a boxer to me (Duck and Weave really reminds me of Dudley from SF) and I really like being able to end most of my strings in a safe overhead that gives you 50% arm heat.

It seems like the Duck and Weave variation might be better against zoners because it goes under highs so you can use it to approach if you know they're gonna throw a high fireball whereas with Hunker Down it's a bit harder as you don't have any approaching moves that go under highs.
 
Random question since you play hunker. What’s the string mid screen after b2hold

I can never get the f4 f33 to work or the f2 12 juggle usually can only do the 1 12 juggle before whatever ender
 

nodq

wicked
Random question since you play hunker. What’s the string mid screen after b2hold

I can never get the f4 f33 to work or the f2 12 juggle usually can only do the 1 12 juggle before whatever ender
F3 F44 does not wok anymore since the day1 patch. At least none does it anymore. And I could not connect the combo so far. Do F4 into grab for good damage and very easy execution. Or do 12/22, D12 into grab. 1 12 is good too.
 

EmperorP

THE BRIGGZ
F3 F44 does not wok anymore since the day1 patch. At least none does it anymore. And I could not connect the combo so far. Do F4 into grab for good damage and very easy execution. Or do 12/22, D12 into grab. 1 12 is good too.
I was messing around with it , B2(hold) F4 F33 into comand grab still works , all u need is to imput F4 imediately after the crashing blow animation ends , the knee has to hit when they high in the air i do it about 8/10 it still there i wil record and upload the clip when i find time.
 

nodq

wicked
I was messing around with it , B2(hold) F4 F33 into comand grab still works , all u need is to imput F4 imediately after the crashing blow animation ends , the knee has to hit when they high in the air i do it about 8/10 it still there i wil record and upload the clip when i find time.
Oki, I did not mess with it very long, as I saw not even people like GunShow use it anymore, at least not online. So my guess was, it does not work any longer. How much damage does it do compared to other combos with like 12/22, D12 or 1 12 ? If its too inconsistent, that might be the reason no one use it.
 

EmperorP

THE BRIGGZ
Oki, I did not mess with it very long, as I saw not even people like GunShow use it anymore, at least not online. So my guess was, it does not work any longer. How much damage does it do compared to other combos with like 12/22, D12 or 1 12 ? If its too inconsistent, that might be the reason no one use it.
B2(hold) F4 F33 gocha does about 300+(grinnin barret) if in hanker down quard grab ender it does 400+ and 510 with heated arms and 523 in the coner with heated arm .the timing is a bit tight bt its practical though i don't have online experience with mk11 yet .
 

SquidlyB

Noob
Random question since you play hunker. What’s the string mid screen after b2hold

I can never get the f4 f33 to work or the f2 12 juggle usually can only do the 1 12 juggle before whatever ender
Not optimal but very easy to do online, after the b2 kb do standing 4 into burning hammer for 287dmg. If you end it with ex burning hammer you get 325dmg. Doing the b2 kb into f4 into burning hammer grants less damage, it's better to do standing 4. Again, not the most damaging, but it's super easy and also doesn't deplete all your meter. Doing b2 kb into 22 d12 quad grab does like 331dmg for one more bar, I'm not sure if the extra effort and bar are worth it at this point for barely any more damage.
 
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DragonofDadashov24

Let’s see whose fire burns hotter
I think they're both competitve, the other variation has combo starters with meter whereas hunker down's only combo starter comes from the B2 krushing blow which you can get in both variations, Hunker Down has better damage without meter, more krushing blows and anti-air grabs.

Personally I prefer Hunker Down even if it ends up being the less competitive variation just because it plays a lot more like a grappler whereas the other variation feels a bit more like a boxer to me (Duck and Weave really reminds me of Dudley from SF) and I really like being able to end most of my strings in a safe overhead that gives you 50% arm heat.

It seems like the Duck and Weave variation might be better against zoners because it goes under highs so you can use it to approach if you know they're gonna throw a high fireball whereas with Hunker Down it's a bit harder as you don't have any approaching moves that go under highs.
His dash cancel helps him cover full screen in a second
 
For midscreen you can also do dash cancel into d12, d12xxGotcha, 11113. I think it's the easiest and most consistent execution-wise and ends you with full arm heat. Though your burning hammer/QG versions are gonna pump out more damage.

Also Jax does has one of the easiest and quickest wave dashes which is pretty nice.
 
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Tazar

Noob
Has anyone thought to use duck and weave at the end of strings to create pressure? Like canceling the dash....
 

Vigilante24

Beware my power, Red Lantern's Light
Honestly I think this variation may be a little stronger than Hunker Down. Jax is strongest in the corner and Barrett does a significantly better job of putting the opponent there. He can put you in the corner in 1 touch, restand you, and just completely melt your health bar.

As Hunker Down, I find myself putting them in the corner a lot less often. I also find myself having to make a lot more reads to do damage. I only use it seriously if my opponent is playing very safe/respectful and I feel like I need extra mix. So in other words it's a player counterpick for me, not a matchup pick.
 

Tazar

Noob
Honestly I think this variation may be a little stronger than Hunker Down. Jax is strongest in the corner and Barrett does a significantly better job of putting the opponent there. He can put you in the corner in 1 touch, restand you, and just completely melt your health bar.

As Hunker Down, I find myself putting them in the corner a lot less often. I also find myself having to make a lot more reads to do damage. I only use it seriously if my opponent is playing very safe/respectful and I feel like I need extra mix. So in other words it's a player counterpick for me, not a matchup pick.
That's how I feel but I'm told hunker down is better.
 

Methysan

Noob
Honestly I think this variation may be a little stronger than Hunker Down. Jax is strongest in the corner and Barrett does a significantly better job of putting the opponent there. He can put you in the corner in 1 touch, restand you, and just completely melt your health bar.

As Hunker Down, I find myself putting them in the corner a lot less often. I also find myself having to make a lot more reads to do damage. I only use it seriously if my opponent is playing very safe/respectful and I feel like I need extra mix. So in other words it's a player counterpick for me, not a matchup pick.

It also seems like Hunker doesn't have much use for meter in combos, yeah? Aside from blowing it all on the grab for the KB. I guess you're meant to use it to get in with amped dash punch, grenade, and ground pound, or to heat up?

Also for Hunker, all his extra strings that end in 1+3 count as the same KB right? That's kinda lame. I liked the idea of small 15% combos while you build up heat then dump it on big KBs, but you only really have two, the forward throw and one of the 1+3 strings. Grinning looks better and better to me, honestly.