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Jax community guide - CONTRIBUTE TODAY!

PND OmegaK

Drunk and Orderly
Jax; S+ Tier, FUCK YEAH!


JAX COMMUNITY GUIDE

Introduction:
I intend this to be a community guide, all contributions from the players are welcome. Keep in mind while reading the guide that the only way to play jax to your full potentiol is by playing him in a way that suits your playstyle. Also note I mashed out all of my written parts in about 2 hours, theres bound to be some choppy typing here and there.

Useful Threads:
Matchup Discussion Thread
Video and Critique Thread
Q&A Thread
Combo Thread
Frame Data Thread
Pressure System by LETHAL LEGEND
Meter Bulding Data by qweeler

Pros:
+ Incredible footsies game
+ Fantastic normals (pokes, anti airs)
+ Very versatile, can zone and rush down
+ OTG which leads to 130+% combos in the corner
+ One of the best corner pressure games
+ Can confuse opponents to no end, putting them in devastating guessing situations
+ Pretty much all of his strings and specials and leave him at neutral or advantage
+ has 2 of the best armoured moves in the game

Cons:
- Most of his normals and specials are high hitting and can be punished easily by crouching opponents
- Very hard to pressure low hitbox characters
- Some characters completely shut his ground pound and zoning game down
- Most of his strings are slow and provide many oppurtunities for the opponent to interupt
- Somewhat low midscreen damage


Notation:
H - High
L - Low
M - Mid
O - Overhead
GP - Ground Pound
GG - Gotcha Grab
AGG - Air Gotcha Grab
OS - Overhead Smash
DP - Dash Punch
EW - Energy Wave


MOVESET


NOTEABLE NORMALS:

-1 (HIT LEVEL: H)
Standing jab which has 8 frames startup and recovers fast (providing they opponent doesn't crouch wtihout blocking), also Jax' best anti-air. Leads to combos of ~28% and many other shenanigans. Learn to use it, learn to love it.

-f41(3)/(4) (HIT LEVEL: LH(M)/(L))
Probably Jax's best string. ending with 3 lands the opponent closer to you, ending with 4 puts them further away. Both set up for a mid ground pound mix-up. Since the 1 hits high, the string can be poked out of midscreen, and even interrupted for full combo with low hitbox characters. F41 leaves jax at advantage on hit, he can continue to do f41 until the opponent blocks low. Very good for mixups. f4 can be cancelled into specials such as the overhead smash and it will combo if the f4 hits. You can link specials from f41, however some will not combo. This string also appears to give random advantage on hit, meaning in the corner it is a potentiol block infinite if repeated.

-b124 (HIT LEVEL: HOM)
Somewhat slow string, second hit is overhead forcing opponent to stand block. Safe on block. The string can be interrupted between the 2 and the 4 by armour moves. Leads to Jax's highest damage in the corner.

-123 (HIT LEVEL: HHM)
A string that IMO should be used as a punisher. 1 and 2 hit high, and on block the opponent can interupt between the 2 and the 3 with an ~8 frame move. On hit however, you can chain into in specials which will link, but not combo, forcing your opponent to take chip damage and functioning as a form of reset. (for example 123xxgotcha grab)

-2(f2b1)(2)(1) (HIT LEVEL: M(OM)(M)(M))
Jax's standing 2 has a 14 frame startup. The whole series either hits mid or overhead making at a viable answer to low hitbox characters. 2f2b1xxAir gotcha grab (26%) is Jax's most midscreen damage outside of ground pounds, making it a great punisher. Be sure to hitconfirm 2f2b1 as it is extremely unsafe on block.

-4 (HIT LEVEL: M)
An incredibly slow spinning kick. While this isn't really a good normal, you will end up doing it on occasions due to the input bug. Thankfully it can be cancelled into specials so it isn't all too bad. Opponents that try to jump away on reaction will be sent flying across the screen. Safe on block, opponent staggers on hit.

-f3 (HIT LEVEL: O)
A slow, lunging, overhead kick which puts the opponent in a stagger state for a short period of time. Useful when you've got the opponent crouch blocking. It can be cancelled into all specials. If the kick hits and you cancel into a high hitting special, for example gotch grab; in this case it will still chip a low blocking opponent and leave you at neutral due to the stagger state. It has decent range and will most likely catch opponents jumping out on reaction.

-d1 (HIT LEVEL: M)
Incredibly fast poke with great range, leaving Jax at advantage on hit, enough for a free f4. Opponents trying to jump out of your pressure will think again after being peppered with this. Works better than standing 1 as an anti air when pressuring opponent as you wont be so easily punished if you guess wrong.

-d3 (HIT LEVEL: L)
Another fast poke, seems to have more success at stopping pressure than d1 due to the nature of the hitbox. Gives you advantage similar to d1 also.

-d4 (HIT LEVEL: L)
Long range poke which gives enough advantage for a f4. You can cancel it into overhead smash which the opponent cannot hit you out of due to the advantage given. Does not lower Jax' hitbox by much, expect to get crossed up if overused.


SPECIALS:

-Energy Wave; db2 (HIT LEVEL: H)
Jax' projectile. It has a quick start up and a quick recovery, beating a majority of other projectiles in trading wars, but not all. Hits low enough to hit crouch blocking opponents, but not crouching opponents. Unsafe at jump range and closer.

-Dash Punch; df2 (HIT LEVEL: H)
A fast, advancing, hard hitting punch to the teeth. It covers a decent distance and sends the opponent flying across the screen. You can follow up with a far ground pound mix-up, projectile, or another dash punch to cose the distance due to its quick recovery. It's safe on block, however it will go over crouch blocking opponents for an easy uppercut punish, and a full combo punish from a wise opponent, so be careful when using it. From a certain range the dash punch will hit crouch blocking opponents, however it is very specific (just outside of jump distance).

-Ground Pound; db3 (Close), df3 (Mid), dbf3 (Far) (HIT LEVEL: UNBLOCKABLE (GROUND))
An unblockable ground attack which launches the opponent if they are in a state where they are able to move/attack on the ground. They can be cancelled by dashing. Great tool for zoning and getting in your opponents head, dont abuse it though, you're open for attack as soon as you go into the startup as they cant be cancelled into a block.

-Gotch Grab; df1 (HIT LEVEL: H)
A quick command grab which knocks the opponent to jump distance. It leaves you at neutral on block but can be crouch blocked by all opponents. Good for pressuring opponents when mixed up with overhead smashes. Also works as a decent anti air.

-Air Gotcha Grab; db1 (HIT LEVEL: UNBLOCKABLE (AIR))
An anti air grab. The hitbox is rather small, so it can feel incosistent at times when trying to grab opponents. Great for throwing enemies into the corner when doing a combo with your back to the wall. The only time I reccomend using it outside of combos is to stop divekicks, but even then you have to space it very well. Aslo causes an untechable knockdown, but sadly doesn't give you much time to follow up.

-Overhead Smash; du4 (HIT LEVEL: O)
An elbow drop which hits overhead. Upon landing this, the opponent will be in a grounded state where they can do nothing for a short period of time. You can follow up with an EX ground pound which will OTG for an untechable 10% midscreen, and an additional ~%90 in the corner if you have 3 bars of meter to use. You can also push the enemy by dashing into them while in the grounded state in order to get them to the corner. Safe on block, but can be interrupted easily if you have not cancelled from a normal which grants enough advantage. Causes you to switch stance.

-Air Throw; 1+3 (HIT LEVEL: UNBLOCKABLE (AIR))
An air throw which lands the opponent fairly close to you. Can be linked from arial normals. Dont do it naked (I'm not talking nude here), otherwise you can be full combo punished by a lot of the cast.


:en SPECIALS:

-:en Energy Wave; db2+bl (HIT LEVEL: M)
Unlike his regular projectile, this will hit crouching opponents due to its larger hitbox. It is safe on block and the advantage you gain on hit is immense. You get a free f4, and if you try to f3 it will catch the enemy if they jump away. You can link it from f4 to catch those pesky low hitbox characters who are trying to full combo punish your f41, however poking will sadly interupt it if the f4 is blocked. If the :en Energy Wave hits from full screen while the opponent is grounded you get a free far GP.

-:en Dash Punch; df2+bl (HIT LEVEL: H)
The best armoured move in the game? maybe. Although it doesn't cover fullscreen distance, it is safe on block and will cause a devastating 17% of damage on hit, leaving the enemy at your mercy right in front of you. Your opponent must always respect your option to do this move if they're trying to zone you (providing you have meter of course). Like the regular dash punch, it can be punished in a similar way by crouching opponents and certain low hitbox moves will make you maddened at the waste of meter. Did I mention it causes an untechable knockdown? Looks pretty awesome too. Holding back while the move is active will position the opponent behind you.

-:en Ground Pound; db3+bl/df3+bl/dbf3+bl (HIT LEVEL: UNBLOCKABLE (GROUND))
Unlike its 3 meterless counterparts, this groundpound will hit the opponent no matter where they are on the ground, meaning you only ever need to do 1 input! No need for that silly dbf tripe. This special will also hit opponents in ANY ground state, creating a wave of shenanigans that cant be stopped (breakers excluded). In the corner, with the aid of this move Jax is capable of doing the largest combos in the game. Midscreen he is able to gain an untechable 10% extra damage, which can make or break matches at times.

-:en Gotcha Grab; df1+bl (HIT LEVEL: H)
A more damaging version of gotcha grab, not much else to say.

-:en Air Gotcha Grab: db1+bl (HIT LEVEL: UNBLOCKABLE (AIR))
A more damaging version of AGG, slings the opponent fullscreen in front of jax, rather than behind. Causes untechable knockdown.

-:en Overhead Smash; du4+bl (HIT LEVEL: O)
While this move is an armoured version of its meterless counterpart, it does not create the same grounded state of the regular OS. Instead you are awarded with much more damage and an untechable knockdown. Mix this move in with your pressure to catch people who think they can interupt with pokes. Causes you to switch stance.


STRATEGY


-GROUND POUNDS
Ground pounds are arguably the core of Jax' gameplay. They allow him to make the opponent panic and do stupid things, allowing jax to reap the benefits. The basic strategy is to get the opponent to respect the ground pound until they eventually start jumping at the site of one. Jax can then cancel the GPs and anti air with his standing jab, or dash punch depending on distance. You can essentially create 50/50 situations from fullscreen against a majority of the cast, and they're forced to guess otherwise they'll be eating a lovely metal arm for dinner. Jax cannot just go for ground pounds constantly though, you must have enough positional advantage and respect from your opponent to do so. Learn to use them in the right places and you can really put your opponent in some disastrous guessing games.

-PRESSURE
Since a lot of Jax' strings are interuptable, you cant just mindlessly rush in and throw strings out without consequence like some of the cast (coughjohnnycagecough). You have to use your full aresnal of specials and pokes in order to be successful, ultimately pushing them into the corner and landing the reset. There is no set way to pressure with Jax, you must understand the properties of each of his moves and think one step ahead of the opponent. Making them respect everything you have is the key. Be sure to mix it up with gotcha grab and overhead smash too.

-ZONING
There is no denying Jax is a capable zoner as well as a rushdown character. His projectile recovers very quickly and his ground pounds make the opponent not want to stay on the ground. Paired together they make a rather unpleasant obstacle course which the slower characters in the game will dread the thought of. Faster characters like Johnny cage and Sonya can get on Jax fairly quickly, zoning anywhere near jump distance is a stupid idea against the more mobile characters of the game. characters with faster projectiles are a problem at times too.

-COUNTER ZONING
:en Dash punch will solve most of your problems, but make sure that you're in the right range, and also keep in mind that the opponent isn't just going to mindlessly keep throwing projectiles if youre advancing with meter. Ground Pounds go under most projectiles at the end of their animation. With some characters you can GP their projectile on reaction and the GP will still land, such as Sub Zero.

-FOOTSIES
Jax has one of the best anti air jabs in the game, his down pokes are incredibly fast and all provide huge advantage on hit, and his f4 beats out pokes too. At jump distance the other player must respect dash punch, but they cant simply keep crouching if you mix up ground pounds into your baiting game and at a certain range dash punch will even hit crouch blocking opponents. For all of these reasons, Jax is an absoloute beast at controlling space. Your opponent must essentially always keep moving, making it very easy to bait out mistakes.

-WAKE UP
Dash punch is good, but should be used with caution. Dont throw it out randomly or you'll suffer the consequences. Is the opponent poking you on wake up? Overhead smash. Are they mindlessly pressuring you? Gotcha grab. Since the 1.05 patch Jax's wakeup game got better due to the invincible frames given to his wakeup attacks.

-THROW
does 3% more damage than your usual throw if finished correctly. On the start of the second slam, press 1+4 and Jax will do a third. On the start of the third, press 2+3 and Jax will do a fourth, landing the opponent in front of you again. If you want to land your opponent behind you, but still do the 13% damage, you can press 2+4 during the fourth slam and Jax will perform a fifth. To do a 6th and final throw, press all 4 of the attack buttons during the 5th adding 2% more damage. The timing for the last is a little strict and can be hard to do consistently. It should be known that Jax' throw causes an untechable knockdown (his air throw does not).

-X-RAY
Jax' :x is devastating, it does the highest raw damage in the game alongside Kano's and has some of that delicious armour you all love. It cannot be comboed into or out of, has an incredibly long start-up and can be jumped on reaction. For those reasons, you have to use it in situations where your opponent is so mindfucked that they dont even know if their life is real anymore. Once they are in the fetal position, cowering at the thought of your next move, thats when you, to quote GamerBlake "X-RAY THAT BITCH".

COMBOS
Any follow ups suggested after hits that give advantage are just examples of guranteed damage, you can do lots of other things in those situations too.

-Midscreen (Meterless)
f413 14%
123 xx OS 19% + 2% (the OS only links, does not combo, the extra 2% is the guarenteed chip)
f4 xx GG 15%
f4 xx OS 16%
f41 xx EW 14% (Only works in closed stance)
b124 xx DP 23%
2f2b1 xx AGG 26%
Close GP, 1(x4), 12 xx DP 28%
Close GP, 1(x4), 12 xx GG/AGG 29%
Mid GP, 1(x4), 12 xx DP 31%
Mid GP, 1(x4), 12 xx GG/AGG 32%
Far GP, 1(x4), 12 xx DP 35% (only works within certain range)
Far GP, 1(x4), 12 xx GG/AGG 36% (only works within certain range)
Far GP, dash punch 21%
Anti air 1, 1(x4), 12 xx DP 29%
Anti air 1, 1(x4), 12 xx GG/AGG 30%
Air-to-air punch, 1(x4), 12 xx DP 21%
Air-to-air punch, 1(x4), 12 xx GG/AGG 22%
Deep jump kick, 1(x3), 12 xx DP 30%
Deep jump kick, 1(x3), 12 xx GG/AGG 31%
Jump Kick xx Air Throw 16%

-Midscreen (Meter)
B123 xx :en DP 30%
2f2b1 xx :en AGG 28%
f41 xx :en GG 22%
f4 xx :en OS 19%
f4 xx :en EW, d4 xx OS 16% + 2% (the :en EW gives you enough advantage for a followup, d4 xx OS is 2% guarenteed chip)
f4 xx OS, :en GP 16% + 10%
Close GP, 1(x4), 12 xx :en DP 31%
Mid GP, 1(x4), 12 xx :en DP 34%
Far GP, 1(x4), 12 xx :en DP 38%
Anti air 1, 1(x4), 12 xx :en DP 33%
Anti air 1, 1(x2), 1 xx OS, :en GP 25% + 10%
Air-to-air punch, 1(x4), 12 xx :en DP 24%
Deep jump kick, 1(x3), 12 xx :en DP 34%


That about covers all of Jax' midscreen damage, now for the corner. I'm not going to do meter combos in the corner since the only time it's really worth using is going into the reset.If someone wants to write out a bunch of meter combos then go for it.

-Corner (no reset)
f413, d1, 1(x3), 12(x2), 12 xx GG 40%
b124, 1(x5), 12, 12 xx GG 44%
Close GP, 4, 1(x5), 12, 12 xx GG 38%

-Corner (into reset)
f413, d1, 1(x2), 12 xx OS 34%
B124, 1(x3), 12 xx OS 38%
Close GP, 4, 1(x2), 12 xx OS 31%

-Corner (from reset)
:en GP 1(x3), 12 xx OS 28% (back into reset)
:en GP 1(x5), 12, 12 xx GG 33%


There are plenty more ways of going into the reset, from anti air punches to dash punch leading to the corner, etc. Too many for my attention span to list and figure out. Once you get the hang of it, you can sort of naturally go into it judging by the opponents gravity.



GROUND POUND SETUPS

-AIR JUGGLE
Instead of finishing your air juggles from ground pounds and anti airs with 12xxDash Punsh, you can opt to let the opponent drop to the ground and start a GP mixup. For E.G:

Close Ground Pound, 1, 1, 1, 12 ~ Mid Ground Pound

This particular setup is good because the opponent cannot jump out of it even after a tech roll. They are forced to do a wakeup attack, which in turn can be baited and punished using GP cancels. Even better in the corner since the damage output adds up to incredible amounts of successful.

-OVERHEAD SMASH FOLLOWUP
After an overhead smash you can whiff an instant gotcha grab for timing and go straight into a GP. It will hit an opponent trying to jump out even after a tech roll forcing them to wakeup attack.

Overhead Smash (Whiffed Gotcha Grab) Mid Ground Pound

Thanks to Keep it moist for letting me know about it. It works wonders.


MATCHUP TIPS

Baraka
Cyber Sub-Zero
Cyrax
Ermac
Freddy Krueger
Jade
Johnny Cage
Kabal
Kano
Kenshi
Kitana
Kung Lao
Liu Kang
Mileena
Nightwolf
Noob Saibot
Quan Chi
Raiden
Rain
Reptile
Scorpion
Sektor
Shang Tsung
Sheeva
Sindel
Skarlet
Smoke
Sonya Blade
Stryker
Sub-Zero



KONTRIBUTED MEDIA
Jax tag combos by imblackjames


KREDITS/SHOUTOUTS
Keep it moist - Jax lab rat
MasterHavik - Co-Jax moderator
qweeler - Meter building data
LETHAL LEGEND - Pressure options info



So go ahead, contribute all of that delicious Jax knowledge you have in your noggin. Brainstorm anything and everything. We'll need all the info we can get if we want Jax to become S++ tier!
 

Faded Dreams V

Retired June 2012. Unretired June 2013.
Has the biggest dinker donger in the game.

No, but seriously, many Smoke users think he's one of Smoke's worst matchup. I assume it's cause his bionic arm super megaton punch makes it very hard for Smoke to keep distance, EX Shake pretty much does not work against him, and his rushdown capabilities make it hard for Smoke to do much of anything upclose.
 

PND OmegaK

Drunk and Orderly
To be honest I haven't played against enough smokes to get a good idea of the match-up. In theory I guess smoke would have a hard time getting anything going, but in my small experience I struggle to fight back once smoke has momentum.
 
I main smoke, and i started learning jax because i find him to be awesome and underused. I've had serious issues with good jaxes with my smoke. Mainly due to the fact that smoke up close is a poking game, and smoke has no chip damage from far away. And jump kick airthrows can be punished with, well, a jump kick airthrow. Jax's poking game seems to be more effective than smokes and his instant air teleport can be ruthlessly punished with a 30% combo. All of this leaves smoke with very little advantages.
 

CY MasterHavik

Master of Chaos and Jax
Jax rapes smoke because his normals are better and doesn't fall for his anti-zoning game. Also, omega you should add that Jax can get a free throw after landing a successful f3.
 

PND OmegaK

Drunk and Orderly
Jax rapes smoke because his normals are better and doesn't fall for his anti-zoning game. Also, omega you should add that Jax can get a free throw after landing a successful f3.
He does? I'll check it out later and put it in.

EDIT: I just tested it, opponent can jump out.

Also I'm gonna be updating with some match-up specific stuff soon regarding hitbox sizes and general tips.
 

CY MasterHavik

Master of Chaos and Jax
He does? I'll check it out later and put it in.

EDIT: I just tested it, opponent can jump out.

Also I'm gonna be updating with some match-up specific stuff soon regarding hitbox sizes and general tips.
Crap! Well if you are to combo into F4 into a corner you possibly set them up the reset or get some big damage.

Edit: "For those reasons, you have to use it in situations where your opponent is so mindfucked that they dont even know if their life is real anymore. Once they are in the fetal position, cowering at the thought of your next move, thats when you, to quote GamerBlake "X-RAY THAT BITCH"."

To add on to that, I also suggest you using the xray when they press a button. You got armor and it instant. Don't be afraid to " Xray that bitch" when they are pressing buttons.
 

PND OmegaK

Drunk and Orderly
I forgot to mention the Xray has armour, I'll put that in right away. I still haven't updated the matchup section with anything yet due to it being christmas and me being lazy, but I promise I will get around to it.

Also we need more players contributing to this, c'mon people, the was meant to prompt discussion, Jax players or not. :(
 

PND i2 Gaug3

NERF Everything, LEAVE Nothing
[ban incoming] thats what you are ko-me-gak and f3 does guarantee a throw, we three cant be the only jax players that care!


this is my contribution for matchup specific stuff......try not to get caught by cage if your playing foxy try to hit a wiff normal then get out Hit and run tactics....dont even try to hit sonya just run the whole match and try to get the life lead while running......but this is only against Afoxygranpa anyone else and you can play like normal


and while im at it put in his stance specific combo that i told you boy

f4,1,EW (enhance doesnt combo unless in corner)(need to be in opposite stances)
 

SWBeta

TYMCP 1 and 2 Creator
Guys,

I have a video tutorial series in the works which I want the community to be a major part of. Seeing as there is a thread for this already here in the Jax forums, I've decided to do a Jax community video tutorial first.

This is the spiritual successor to the Test Your Might Community Project. But instead of a community-wide combo video, this is a community-wide tutorial video series. This tutorial series covers the whole nine yards: Normals, Specials, Best Moves, Punishment, Situationals, Staple Combos, Resets, General Strategy, Anti-Character Strategy, etc. The goal is to have the video equivalent of a strategy guide at the end of the series.

To prevent everyone and their mothers from requesting to be a part of this, this opportunity is invite only. I will be keeping an eye on this thread for who is contributing really solid info. If you really know what you're talking about, an invite may come your way :)

Carry on, gentlemen.
 

PND OmegaK

Drunk and Orderly
[ban incoming] thats what you are ko-me-gak and f3 does guarantee a throw, we three cant be the only jax players that care!


this is my contribution for matchup specific stuff......try not to get caught by cage if your playing foxy try to hit a wiff normal then get out Hit and run tactics....dont even try to hit sonya just run the whole match and try to get the life lead while running......but this is only against Afoxygranpa anyone else and you can play like normal


and while im at it put in his stance specific combo that i told you boy

f4,1,EW (enhance doesnt combo unless in corner)(need to be in opposite stances)
Stop spreading your lies and misinformation please. I'll put in your silly stance specific combo though, punk.

Also Beta, thats a good idea. I was going to make a video guide but I dont really have the tools to do so.
 

CY MasterHavik

Master of Chaos and Jax
A few things...

jip combos I found

jip, b124, EX dash punch(30%)

jip, f4,1, EX gotcha grab( 22%)

And things I found in the lab

overhead smash EX or not makes you switch stances

close gp( meterless) recovers the fastest making it possible to block right after doing it.

F3 can be combo leading into the corner. The timing is a little tricky. I think there could be a way to land the reset that way.

Update

New tech!

d4 can combo into gotcha grab. This could be a great tool to keep the pressure on in the corner.

d4, gotcha grab(10% meterless) (EX is 15%)



New corner combos

f413,f413(25%)
f413, d1, f413(26%) You can do f414 as well.
f413, f4, gotcha grab ( 27%)
f413, f4, EX gotcha grab( 30%)
f413, d1, f41, EX gotcha grab(31%)
 

PND OmegaK

Drunk and Orderly
A few things...

jip combos I found

jip, b124, EX dash punch(30%)

jip, f4,1, EX gotcha grab( 22%)

A things i found in the lab

overhead smash EX or not makes you switch stances

close gp( meterless) recovers the fastest making it possible to block right after doing it.

F3 can be combo leading into the corner. The timing is a little tricky. I think there could be a way to land the reset that way.

Update

New tech!

d4 can combo into gotcha grab. This could be a great tool to keep the pressure on in the corner.

d4, gotcha grab(10% meterless) (EX is 15%)



New corner combos

f413,f413(25%)
f413, d1, f413(26%) You can do f414 as well.
f413, f4, gotcha grab ( 27%)
f413, f4, EX gotcha grab( 30%)
f413, d1, f41, EX gotcha grab(31%)
Overhead smash switching stance and the GPs having different recovery times are good bits of info, I'll put those in along with some of the comboes.
 

Metzos

You will BOW to me!
Ermac can punish a whiffed dash punch with 31 to lift if he crouches it. Its really hard to do it though. Just pointing it out to be careful not to spam it against Ermac players.
 

BehindTheLight

Kombatant
Thanks to those that replied on my Mileena EX telekick punish question. I will try your suggestions. I never block low on the 2nd hit of the telekick, that is great advice.
 

CY MasterHavik

Master of Chaos and Jax
metzos: thanks for the anti Ermac info. But I think it's hard to whiff dash punch again since we can fight through it.

BtL: Just remember this thread exist and happy hunting.

Going to make another trip to the lab after watching more of this Phoenix Wright lp. And for some odd reason, I want to get Jax's game.

omega: It's good to the king.:D :superman:
 

imblackjames

Ive seen the leprechaun
Thanks to those that replied on my Mileena EX telekick punish question. I will try your suggestions. I never block low on the 2nd hit of the telekick, that is great advice.
Idk if anyone mentioned this but if timed right you can air gotcha grab her before she even hits you with the first kick
 

PND OmegaK

Drunk and Orderly
I wouldn't reccomend it unless you have godlike reaction, you'll get punished pretty badly if you predict shes going to do it and she doesn't. It's better to just block and punish imo.
 

PND OmegaK

Drunk and Orderly
So I've updated with my breakdown on the cage matchup, and I've decided to include matchup numbers. I want lots of people to contribute to the matchups, not just Jax players either. If you decide to add some info, I'll add your thesis and breakdown to each section and give each character an average matchup score based on everyone's input. I put f0xy's breakdown in the JC section too, I'm sure he wont mind. :D
 

CY MasterHavik

Master of Chaos and Jax
I played Dizzy's Cage at FF4. What I learned from that match up is that 1,2 is your friend and can stop the Cage pressure a little. I might do a write up for sub and scorpion.
 

PND i2 Gaug3

NERF Everything, LEAVE Nothing
1,2 can slow down cages pressure but you have to be spaced just outside of f3 range to effectively do it if your stopping cages pressure with 12 at close distance then your not being caged