Odyessus
New PSN: XShdwX_Odysseus
Jax is a great character. I just want to outline some of the key weaknesses, his character build struggles with.
These go in order of importance. Again I'm not saying these are game breaking weakness for Jax just that each one causes a wrinkle in jax's master plan.
1. Fast zoning + fast movement speed (or fast zoning + decent movement speed + great back dash)
This is probably the worst match up for Jax. He has a slow accelerating run and long stride. You can argue he has ex dash punch to close range but against quick recovery zoners, the cost of the bar for the reward is very underwhelming. You will knock them away for little damage and have to deal with zoning again. Also when opponents are zoning there will barely be any meter gain for you all the while theirs is stacking up. When you finally get in expect a combo breaker right away.
2. Command grab Characters. (Specifically noting that F/T's command grab is the most dangerous)
Jax thrives in the corner, with armor busting combos, flash parries and mixup options. He does all of this by standing directly above a downed opponent in the corner. Jax can disrespect almost every characters wakeup game. Command Grabs eliminate the flash parry option, and make the window for armor busting much smaller. CG's also effect every cancel with Jax! You can no longer cancel back to safety. Grapplers will command grab on reaction to the rocket coming out on block. This only slightly changes your game plan considering you still have gotcha grab safety.. ALL JAX users must be wary of a F/T user with a bar on wakeup. You can not stand above this character in the corner while there is meter! F/T CG has 2 hits of armor and mad range. (Lackey is the anti jax variation with a 6 frame poke that has serious range)
3. Over using 11 + fastest mid combo starter having a gap and is unsafe. (Mostly applies to the corner)
11 is by far the most used move by jax. Rightfully so, +2 on block, on hit opponent has to deal with a mix up and is like 6 or 7 frames. Well jax has 11'd so much opponents now make easy reads on the high and go under our most deadly tool.
Now for the second part which is a real doozy, our next fastest mid combo is f3. With 10 frames and great range who can complain. Well along with that f3 has a gap into anything, hits only 1 time and by itself is full combo punish on block. Since f3 is only one hit and you would have to time the opponent standing up just right, probably best to use f3 as a punish only. B12 is a mid combo starter also but if blocked you cannot cancel into safety with a RC only with a gotcha grab and now your advantage is gone.
These cause a meterless Jax to reconsider using his best pressure string against downed and cornered opponents. *The best safe options left are b3, db1 (lose advantage -4) and B121 (+1).
Using 11 on cornered opponents runs so many risks. Ex...
A) Opponent simply pokes under 11 on wakeup.
B) Or they use a low profiling wakeup special i.e. ball roll, slide.
While stuck in the corner against a Jax that doesn't have meter.... there's an 80 percent chance your getting out.
*Edited B3, DB1 jails, and B121 is a good option.
These go in order of importance. Again I'm not saying these are game breaking weakness for Jax just that each one causes a wrinkle in jax's master plan.
1. Fast zoning + fast movement speed (or fast zoning + decent movement speed + great back dash)
This is probably the worst match up for Jax. He has a slow accelerating run and long stride. You can argue he has ex dash punch to close range but against quick recovery zoners, the cost of the bar for the reward is very underwhelming. You will knock them away for little damage and have to deal with zoning again. Also when opponents are zoning there will barely be any meter gain for you all the while theirs is stacking up. When you finally get in expect a combo breaker right away.
2. Command grab Characters. (Specifically noting that F/T's command grab is the most dangerous)
Jax thrives in the corner, with armor busting combos, flash parries and mixup options. He does all of this by standing directly above a downed opponent in the corner. Jax can disrespect almost every characters wakeup game. Command Grabs eliminate the flash parry option, and make the window for armor busting much smaller. CG's also effect every cancel with Jax! You can no longer cancel back to safety. Grapplers will command grab on reaction to the rocket coming out on block. This only slightly changes your game plan considering you still have gotcha grab safety.. ALL JAX users must be wary of a F/T user with a bar on wakeup. You can not stand above this character in the corner while there is meter! F/T CG has 2 hits of armor and mad range. (Lackey is the anti jax variation with a 6 frame poke that has serious range)
3. Over using 11 + fastest mid combo starter having a gap and is unsafe. (Mostly applies to the corner)
11 is by far the most used move by jax. Rightfully so, +2 on block, on hit opponent has to deal with a mix up and is like 6 or 7 frames. Well jax has 11'd so much opponents now make easy reads on the high and go under our most deadly tool.
Now for the second part which is a real doozy, our next fastest mid combo is f3. With 10 frames and great range who can complain. Well along with that f3 has a gap into anything, hits only 1 time and by itself is full combo punish on block. Since f3 is only one hit and you would have to time the opponent standing up just right, probably best to use f3 as a punish only. B12 is a mid combo starter also but if blocked you cannot cancel into safety with a RC only with a gotcha grab and now your advantage is gone.
These cause a meterless Jax to reconsider using his best pressure string against downed and cornered opponents. *The best safe options left are b3, db1 (lose advantage -4) and B121 (+1).
Using 11 on cornered opponents runs so many risks. Ex...
A) Opponent simply pokes under 11 on wakeup.
B) Or they use a low profiling wakeup special i.e. ball roll, slide.
While stuck in the corner against a Jax that doesn't have meter.... there's an 80 percent chance your getting out.
*Edited B3, DB1 jails, and B121 is a good option.
Last edited: