Trevor
Mortal
Or perhaps it can indeed be stopped, but it's full as hell to use!
I know that Jax hardly gets any tournament play due to how much his 3 original variations sucked at high levels. The reason why they sucked is that they all had ways of being fuzzied and punished, so it was very hard for Jax to get in successfully without too much effort.
This variation (quad grab, enhanced outranked, ripped) makes it impossible for people to have a defensive answer to everything. Obviously, this does not make Jax the best character in the game by any means because all top tier characters have, and always had the mixup quality strength that Jax used to lack.
After reaching god rank in the last KL, I realized that aside from specific matchup knowledge, I was doing way better thanks to the fact that demigod, god and elder god players no longer felt like they had perfect defense against Jax. As long as you can keep your mixup game strong, people will get caught and they will get opened up.
The main strengths of this variation:
-His B3 allows him to become a Johnny Cage of sorts that can fish for huge damage with a good shimmy. B3 has insane reach, so much that you can actually do it at the start of a match and it reaches the opponent. I catch people with this move in 99.9% of my ranked fights.
-His enhanced outranked mixed with quad grab allows him to tick from the third and fifth hits. The mixups here are just phenomenal and you can always mess with their heads by ending the string after the 4th hit and backing up a bit.
-When it comes to the ticks, people could just prefer to eat the overhead if they fear the quad grab, but you can always go for a non-amplified stiff arm if you read that they will neutral duck.
-Ripped allows for 300+ damage with one bar in most situations.
-People fear the B3 because it leads to a guaranteed launch if Jax has one bar, but they also fear the charged B2 for the KB launcher and they have a hard time recognizing what you will do when you back up and do either B3 or B2. This has been a HUGE part of my game plan and it works all the time.
-People who love to duck when Jax has his FB can get caught by surprise if you do a ripped at maximum range. You can always do a non-amplified ripped to avoid the neutral duck punish. If the non-amplified ripped is blocked, you are safe.
So, in a nutshell, your opponent is forced to make a read in many situations, instead of option selecting their way out of a situation, which is what made Jax suck before customs came out.
-His quad grab krushing blow is very much doable online even with the strict timing as long as there are at least 4 bars to the connection with the opponent. I have a 90% success rate when I try it out.
With that said, here are some ranked matches with grand masters, demi gods, and gods that showcase all of the things I mentioned earlier.
I know that Jax hardly gets any tournament play due to how much his 3 original variations sucked at high levels. The reason why they sucked is that they all had ways of being fuzzied and punished, so it was very hard for Jax to get in successfully without too much effort.
This variation (quad grab, enhanced outranked, ripped) makes it impossible for people to have a defensive answer to everything. Obviously, this does not make Jax the best character in the game by any means because all top tier characters have, and always had the mixup quality strength that Jax used to lack.
After reaching god rank in the last KL, I realized that aside from specific matchup knowledge, I was doing way better thanks to the fact that demigod, god and elder god players no longer felt like they had perfect defense against Jax. As long as you can keep your mixup game strong, people will get caught and they will get opened up.
The main strengths of this variation:
-His B3 allows him to become a Johnny Cage of sorts that can fish for huge damage with a good shimmy. B3 has insane reach, so much that you can actually do it at the start of a match and it reaches the opponent. I catch people with this move in 99.9% of my ranked fights.
-His enhanced outranked mixed with quad grab allows him to tick from the third and fifth hits. The mixups here are just phenomenal and you can always mess with their heads by ending the string after the 4th hit and backing up a bit.
-When it comes to the ticks, people could just prefer to eat the overhead if they fear the quad grab, but you can always go for a non-amplified stiff arm if you read that they will neutral duck.
-Ripped allows for 300+ damage with one bar in most situations.
-People fear the B3 because it leads to a guaranteed launch if Jax has one bar, but they also fear the charged B2 for the KB launcher and they have a hard time recognizing what you will do when you back up and do either B3 or B2. This has been a HUGE part of my game plan and it works all the time.
-People who love to duck when Jax has his FB can get caught by surprise if you do a ripped at maximum range. You can always do a non-amplified ripped to avoid the neutral duck punish. If the non-amplified ripped is blocked, you are safe.
So, in a nutshell, your opponent is forced to make a read in many situations, instead of option selecting their way out of a situation, which is what made Jax suck before customs came out.
-His quad grab krushing blow is very much doable online even with the strict timing as long as there are at least 4 bars to the connection with the opponent. I have a 90% success rate when I try it out.
With that said, here are some ranked matches with grand masters, demi gods, and gods that showcase all of the things I mentioned earlier.
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