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Jax Character moves, beginner/basic strategy

DrDogg

Noob
I've been messing around with Jax a little bit. I still need to do some match testing (offline), but here's what I'm coming up with thus far:

- 4 is a very good attack when timed well. It's not all that fast, but it hits mid (not overhead, but you can't duck under it). I use this on a grounded opponent if I don't think they'll use a wake up attack, then I cancel immediately into the overhead smash.

- d+4~overhead smash or d+1~overhead smash are also very good tactics for me. d+4 has to be blocked low, and if the opponent doesn't react fast enough, I get the overhead smash.

- After a blocked overhead smash, I go for dash punch or dash forward d+1 (possibly into another overhead smash). If I've trained the opponent to block, I'll go for a ground pound or dash up throw.

- f+3 is a good mixup for f+4. It's a little slow, but it's a solid mid that can't be ducked. It also leaves Jax close if it's blocked so you can continue pressure.

For me, Jax is a pressure character. I want to be in the opponent's face as often as possible. If the opponent pushes me back, then I'm looking for an opportunity to use ground pound, but unfortunately, it's extremely slow. You have to be very careful when using it.
 
I've been messing around with Jax a little bit. I still need to do some match testing (offline), but here's what I'm coming up with thus far:

- 4 is a very good attack when timed well. It's not all that fast, but it hits mid (not overhead, but you can't duck under it). I use this on a grounded opponent if I don't think they'll use a wake up attack, then I cancel immediately into the overhead smash.

- d+4~overhead smash or d+1~overhead smash are also very good tactics for me. d+4 has to be blocked low, and if the opponent doesn't react fast enough, I get the overhead smash.

- After a blocked overhead smash, I go for dash punch or dash forward d+1 (possibly into another overhead smash). If I've trained the opponent to block, I'll go for a ground pound or dash up throw.

- f+3 is a good mixup for f+4. It's a little slow, but it's a solid mid that can't be ducked. It also leaves Jax close if it's blocked so you can continue pressure.

For me, Jax is a pressure character. I want to be in the opponent's face as often as possible. If the opponent pushes me back, then I'm looking for an opportunity to use ground pound, but unfortunately, it's extremely slow. You have to be very careful when using it.


Not liking the ground pound right now. Too easy to dodge on reaction. Overhead smash is sweet though TBH
 

DC HUSTLE

Top Kontributor
I've been messing around with Jax a little bit. I still need to do some match testing (offline), but here's what I'm coming up with thus far:

- 4 is a very good attack when timed well. It's not all that fast, but it hits mid (not overhead, but you can't duck under it). I use this on a grounded opponent if I don't think they'll use a wake up attack, then I cancel immediately into the overhead smash.

- d+4~overhead smash or d+1~overhead smash are also very good tactics for me. d+4 has to be blocked low, and if the opponent doesn't react fast enough, I get the overhead smash.

- After a blocked overhead smash, I go for dash punch or dash forward d+1 (possibly into another overhead smash). If I've trained the opponent to block, I'll go for a ground pound or dash up throw.

- f+3 is a good mixup for f+4. It's a little slow, but it's a solid mid that can't be ducked. It also leaves Jax close if it's blocked so you can continue pressure.

For me, Jax is a pressure character. I want to be in the opponent's face as often as possible. If the opponent pushes me back, then I'm looking for an opportunity to use ground pound, but unfortunately, it's extremely slow. You have to be very careful when using it.
Good shit. These are some pretty good tactics, but the only thing is that most of jax shit is slow. Out of everything you named, d+4 into overhead smash seems to be the best, since that move comes out pretty fast. When you try to go for d1 overhead smash do you experience the negative edge alot? Thanks for sharing. I willl definitely try to incoporate some of these. I agree that jax is probably a pressure character also. When you sit down and think about it, he doesn't really have anything to zone with (except his projectile) because the Ground Pound is so damn slow.

Try out J.hp into 1, 2, 3, overhead smash and tell me what you think about that string. That string is only solid off of j.hp because the opponent is forced to block the highs if he's not ducking when you j.hp.
 

DrDogg

Noob
Good shit. These are some pretty good tactics, but the only thing is that most of jax shit is slow. Out of everything you named, d+4 into overhead smash seems to be the best, since that move comes out pretty fast. When you try to go for d1 overhead smash do you experience the negative edge alot? Thanks for sharing. I willl definitely try to incoporate some of these. I agree that jax is probably a pressure character also. When you sit down and think about it, he doesn't really have anything to zone with (except his projectile) because the Ground Pound is so damn slow.

Try out J.hp into 1, 2, 3, overhead smash and tell me what you think about that string. That string is only solid off of j.hp because the opponent is forced to block the highs if he's not ducking when you j.hp.
Jax is very, very slow when compared to most of the other characters. This is a huge problem, and why you have to to train your opponent to play defensively. The only way to do this is with a bunch of fast pokes... which for Jax pretty much equates to d+1 or d+4. Once you have the opponent expecting a d+1 or d+4, you can dash up and use 4, or one of Jax's slower attacks.

When I link overhead smash off of d+1 or d+4, I just have to make sure my d,u input is spot on. As long as it is, I don't have any problems with the buffering system. It's only when I start to get sloppy and d,u turns into d,f,u or something similar. That's when I get things I don't want.

The buffering/negative edge system makes it very difficult to chain special moves with Jax. Half the time I want Gotcha Grab, I get Dash Punch. Gotcha Grab does more damage than Dash Punch, so I end up losing damage just because the combo ended with a 2, so the buffering/negative edge took over.

I don't like jumping in this game. Lots of characters have anti-air attacks that lead to 30% damage or more. When I do jump, I usually use a jump kick while buffering an air throw. It's harder to anti-air a jump kick compared to a jump punch. But I'd rather just stay grounded against most characters.

Have you tried f+4,1~overhead smash? I think that's what I'll be testing out next. Use it as a mix-up for the full f+4 combo chains.
 

TWZTID

Noob
I love jax. His only bad match up is shang, everyone else its even or he has the edge.

As for his slams its 6 hits
1 + 3, 1 + 4, 2 + 3, 1 + 2 + 3 + 4
 
Jax is very, very slow when compared to most of the other characters. This is a huge problem, and why you have to to train your opponent to play defensively. The only way to do this is with a bunch of fast pokes... which for Jax pretty much equates to d+1 or d+4. Once you have the opponent expecting a d+1 or d+4, you can dash up and use 4, or one of Jax's slower attacks.

When I link overhead smash off of d+1 or d+4, I just have to make sure my d,u input is spot on. As long as it is, I don't have any problems with the buffering system. It's only when I start to get sloppy and d,u turns into d,f,u or something similar. That's when I get things I don't want.

The buffering/negative edge system makes it very difficult to chain special moves with Jax. Half the time I want Gotcha Grab, I get Dash Punch. Gotcha Grab does more damage than Dash Punch, so I end up losing damage just because the combo ended with a 2, so the buffering/negative edge took over.

I don't like jumping in this game. Lots of characters have anti-air attacks that lead to 30% damage or more. When I do jump, I usually use a jump kick while buffering an air throw. It's harder to anti-air a jump kick compared to a jump punch. But I'd rather just stay grounded against most characters.

Have you tried f+4,1~overhead smash? I think that's what I'll be testing out next. Use it as a mix-up for the full f+4 combo chains.


I have so many problems dealing with jumpers. I'll knock down an oppenent. Then when preparing to use my next attack. They jump right over it and cross me up. So frustrating since everything else I'm doing right now with Liu Kang puts so much fucking pressure on them they don't even know what to do.
 

DrDogg

Noob
I have so many problems dealing with jumpers. I'll knock down an oppenent. Then when preparing to use my next attack. They jump right over it and cross me up. So frustrating since everything else I'm doing right now with Liu Kang puts so much fucking pressure on them they don't even know what to do.
I haven't messed around with Liu Kang all that much, but his uppercut seems like it hits at almost a 90 degree angle. Can you use that to anti-air cross-ups?

For Jax, you can use a pre-emptive anti-air Gotcha Grab. Other than that, I'd need to experiment and see what else would work. Unfortunately, I can only test so much at a time because I have to have another person to test stuff due to the lacking training mode.
 
I haven't messed around with Liu Kang all that much, but his uppercut seems like it hits at almost a 90 degree angle. Can you use that to anti-air cross-ups?

For Jax, you can use a pre-emptive anti-air Gotcha Grab. Other than that, I'd need to experiment and see what else would work. Unfortunately, I can only test so much at a time because I have to have another person to test stuff due to the lacking training mode.
The uppercut is usually amazing. It can be inconsistent. Like its not a HUGE problem. I'm still winning almost all of my matches besides losing a few to my friend with a disgusting johnny cage. It's probably just me. Probably too close. Need to take a few steps back so the uppercut hits 100% of the time if they wakeup jump after a knockdown.
 

Swoops

Noob
Pretty new to mortal kombat, but I'm loving this recent installment. Started off with Stryker (because his walk away > grenade win scene is too good,) and eventually settled into Jax a little bit.

Loving his f+4 pressure in general, along with being able to mix his 2, f+2 and b+1, 2 overheads, and mixing in those awesome elbows (ex does so much damage.) DrDogg, you mentioned trying out f+4, 1 xx elbow. f+4 xx elbow is one of my main pokes now, just because the elbow actually combos on hit, and his other lows don't allow the elbow to combo. So it's a really safe (? haven't done much frame testing) low, mid that let's you set up an unblockable pound on wake up or something else.

My main goal right now is to mix in lows and mids into dash punches to get them to the corner. Jax does really well in the corner with f+4, 1, 3 which combos into a whole mess of stuff. f+4, 1, 4 is my poke/combo ender of choice if I want to set up an unblockable pound.
 
Can every character escape his meaty ground pound on wakeup without meter?
Interested to know because otherwise you could essentially cut off his combos a bit earlier to then continue it with a meaty ground pound to end up at the 45-50% area of damage.
 

DrDogg

Noob
Loving his f+4 pressure in general, along with being able to mix his 2, f+2 and b+1, 2 overheads, and mixing in those awesome elbows (ex does so much damage.) DrDogg, you mentioned trying out f+4, 1 xx elbow. f+4 xx elbow is one of my main pokes now, just because the elbow actually combos on hit, and his other lows don't allow the elbow to combo. So it's a really safe (? haven't done much frame testing) low, mid that let's you set up an unblockable pound on wake up or something else.

My main goal right now is to mix in lows and mids into dash punches to get them to the corner. Jax does really well in the corner with f+4, 1, 3 which combos into a whole mess of stuff. f+4, 1, 4 is my poke/combo ender of choice if I want to set up an unblockable pound.
The reason I'm thinking f+4,1~overhead smash is because I want to use that as a mixup with f+4,1,4.

You're basically forced to use f+4 with Jax. This is going to make people block low unless you give them a good reason not to. So I don't expect f+4 to hit all that much, especially in the corner when people will be expecting it most. So I find that the mixup is not with f+4, but instead at the end of the f+4,1 combo string.

Can every character escape his meaty ground pound on wakeup without meter?
Interested to know because otherwise you could essentially cut off his combos a bit earlier to then continue it with a meaty ground pound to end up at the 45-50% area of damage.
From my limited testing, there's currently no setup for a guaranteed ground pound. According to Brady, every character has an invincible wake up attack. But even if you ignore that, ground pound doesn't hit when an opponent tech rolls. In either situation, it seems very easy to avoid.
 
From my limited testing, there's currently no setup for a guaranteed ground pound. According to Brady, every character has an invincible wake up attack. But even if you ignore that, ground pound doesn't hit when an opponent tech rolls. In either situation, it seems very easy to avoid.
You can do it meaty after 2,f+2,b+1 so that's why I was wondering if it was legit under the right circumstances.

Jax can really dash cancel his normals quickly, both his jab and d+3 seem to be able to be canceled almost instantly.
 

DrDogg

Noob
You can do it meaty after 2,f+2,b+1 so that's why I was wondering if it was legit under the right circumstances.

Jax can really dash cancel his normals quickly, both his jab and d+3 seem to be able to be canceled almost instantly.
Even if you do it meaty, it's still easily escapable. Plus, you have to do it pre-emptively since it takes so long to execute, so the timing is tough. The opponent can get straight up, roll then stand up, do a wake up attack, or roll and then do a wake up attack. You'd have to guess how they're going to get up, then time your ground pound accordingly, and if they wake up with an invincible special, it wouldn't hit even with proper timing.
 
Even if you do it meaty, it's still easily escapable. Plus, you have to do it pre-emptively since it takes so long to execute, so the timing is tough. The opponent can get straight up, roll then stand up, do a wake up attack, or roll and then do a wake up attack. You'd have to guess how they're going to get up, then time your ground pound accordingly, and if they wake up with an invincible special, it wouldn't hit even with proper timing.
Which is why I was asking if it was legit or not, seemingly it is not
 

DrDogg

Noob
Right now I think they should make the ground pound a little faster. It would be more effective for Jax, without making him broken.
 

Mad_Sweeney

Kaballin'!
Hey guys, first time posting here. I told myself I was maining Jax day one, and I think he's really fun to play. I hope I see a pro rep him on a stream soon, as I'm not sure he's very viable.

I've got all (if not most) of all of Jax's moves with their properties and damage output on record. Does anyone know if I could update the Jax guide with this information? Hell, does anybody want me to?
 

TWZTID

Noob
Hey guys, first time posting here. I told myself I was maining Jax day one, and I think he's really fun to play. I hope I see a pro rep him on a stream soon, as I'm not sure he's very viable.

I've got all (if not most) of all of Jax's moves with their properties and damage output on record. Does anyone know if I could update the Jax guide with this information? Hell, does anybody want me to?
Feel free to post any info you have
 
Edit- I was correct
actually, the throw is 7 hits...

1+3, 1+4, 2+3, 2+4, 1+2+3+4

you have to time the last button press with the 5th slam (6th hit) and you have 2 frames to do it... so basically:
push 1+3,
on first slam, push 1+4,
second slam, push 2+3,
third slam push 2+4,
let the fourth slam go by, fifth slam push 1+2+3+4.

i just tried it before posting. when a game is new, accuracy is important.

when you do it correctly it is 7 hits (the grab counts as a hit). 13% dmg so not for dmg, for position really... and it looks cool to see the last amped up slam

[TTT]Azure.Fighting
 
Came over here from shoryuken once I found out this exsisted. Love the site. Maining Jax and find him fun to play. was wondering if anyone could confirm Nj,1,1+2(x3),jk,air slam. After the 3rd 1+2, i'm not able to jump and connect with the jk.

i just need to know if this is my execution or is it just not possible so I can move on. Also, what are the best ways to get in to hit the 4+1+3 combo.

Something that would also be good on this thread is to post how to avoid certain attacks since we can't record and practice in the offline tutorial. I found kitana to be an issue until I realized that if i press down and DON'T block I can avoid chip damage from her projectiles (most projectiles for that matter), if i jump I can avoid Nightwolfs lightning which is unblockable. It's common sense for some but I haven't played mortal Kombat in a long time so I'm relearning.
Thanks.
 

TWZTID

Noob
actually, the throw is 7 hits...

1+3, 1+4, 2+3, 2+4, 1+2+3+4

you have to time the last button press with the 5th slam (6th hit) and you have 2 frames to do it... so basically:
push 1+3,
on first slam, push 1+4,
second slam, push 2+3,
third slam push 2+4,
let the fourth slam go by, fifth slam push 1+2+3+4.

i just tried it before posting. when a game is new, accuracy is important.

when you do it correctly it is 7 hits (the grab counts as a hit). 13% dmg so not for dmg, for position really... and it looks cool to see the last amped up slam

[TTT]Azure.Fighting
I've done it countless of times and I get 6 hits max.... I will keep trying to get the 7th
 

Mad_Sweeney

Kaballin'!
I hope this is the right thread to post this in... Lemme know what y'all think.

Jax :jax:

Basic Attacks

:fp High 5%
:bp High 5%
:fk High 5%
:bk High 9%

cr. :fp High 2%
cr. :bp High 12%
cr. :fk Low 1%
cr. :bk Low 3%

Angled Jumping :fp OR :bp Mid 4%
Angled Jumping :fk OR :bk High 7% [Knockdown]

Neutral Jumping :fp OR :bp Mid 5% [Ground Bounce]
Neutral Jumping :fk OR :bk Mid 5% [Knockdown]

Command Normals

Hook Swipe :l+:fp High 5%
Big Leg :r+:fk High 7%
Shin Kick :r+:bk Low 5%
Sweep :l+:bk Low 7% [Knockdown]

Throws

Throw :fp+:fk 8% [Unblockable]
Triple Slam :fp+:bk 10% (During Throw)
Quad Slam :bp+:fk 13% (During Triple Slam)

Kombo Attacks

Major Force :fp>:bp>:fk High High High 17%
Boot Kamp :l+:fp>:bp>:bk High High Mid 15%
Active Duty :bp>:fp High High 9%
Field Grade :bp>:bp High High 9%
Chain of Command :bp>:r+:bp>:l+:fp High Mid High 15%
Advance Force :r+:bk>:fp>:fk Low High High 14%
Code of Conduct :r+:bk>:fp>:bk Low High Low 14%

Fast Tags

Majority Rules :d:l+:fk>:tag 8% [Unblockable]
Outranked :d:l+:fk:blk>:tag 10% [Unblockable]

Tag Kombos *Damage Depends on Partner*

Major Muscle :l+:fp>:bp>:tag
Alloy-Over You :bp>:r+:bp>:tag
Briggs Da Noise :bp>:r+:bp>:l+:fp>:tag

Tags

Tag Attack :d:r+:tag High High 17%
Tag Assist :d:l+:tag [Unblockable] 10%
Tag Kombo Attack 8% High [Knockdown]

Specials

Energy Wave :d:l+:bp High 7%
Dash Punch :d:r+:bp High 9%
Ground Pound (Close) :d:l+:fk 8% [Unblockable]
(Medium) :d:r+:fk 11% [Unblockable]
(Far) :d:l:r+:fk 15% [Unblockable]
Gotcha Grab :d:r+:fp High High High 11%
Air Gotcha Grab :d:l+:fp 12% [Unblockable]
Overhead Smash :d:u+:bk Mid 12% [Flatten]
Back Breaker :fp+:fk (In air) 10% [Unblockable]

Enhanced Specials

Assault Wave :d:l+:bp:blk High High 12%
Dash Fist :d:r+:bp:blk High High 17%
Ground Quake (Ground Pound Input +:blk) 10% [Unblockable]
Gotcha Beatdown :d:r+:fp:blk High High High High High 16%
Air Gotcha Blast :d:l+:fp:blk 15% [Unblockable]
Elite Smash :d:u+:bk:blk Mid Mid 15%

X-ray
Briggs Bash :fk+:bk+:blk 41% [Unblockable]
 

DrDogg

Noob
I'll just copy and paste my version of this. There are some slight corrections because I don't use the training mode attack heights since they're incorrect in some cases.

Key:
1 = FP
2 = BP
3 = FK
4 = BK
h = high, can be ducked under
M = impacts a crouch blocking opponent, but can be ducked if opponent is crouching without blocking
m = mid, hits standing or crouching
L = low, must be blocked low
O = overhead, must be blocked standing
UB = unblockable
aa = Anti-Air

1,2,3 - hhm
b+1,2,4 - hOm
2,1 - Mm
2,2 - Mm
2,f+2,b+1 - MOm
f+4,1,3 - Lmm
f+4,1,4 - LmL

d,b+2 - m
d,f+2 - h
d,b+3 - UB
d,f+3 - UB
d,b,f+3 - UB
d,f+1 - h
d,b+1 - h,aa
d,u+4 - O

4 - m
d+2 - h
b+1 - h
f+3 - m
f+4 - L
b+4 - L