Cew
Noob
CrazyDominican Jr's Jax. Best Jax I've seen.
Happens to be almost the only one I've ever seen, as well.
Doh.
He plays against Noob(Hitoshura) right off the bat, and then he plays again at 1:53 against Sub Zero(Dark Rob), which runs into Part 2 for a while, where he switches to Sonya, then eventually Smoke.
http://www.justin.tv/kombatnetwork/b/289715077
Kombos
His primary combos are (f4,1,4) and (b1,2,4xxDash Punch). He also mixes in Elbow Smashes , Gotcha Grabs, and Dash Punches frequently. Against Sub Zero I saw (f4,1,3x2) in the corner once.
Off of juggle state, he does (dash1x3,1,2xxDash Punch), and in the corner (1,1,12, 12xxElbow Smash, Ex Ground Pound, but never connects his down jab after the Pound). Down jab seems to be his main "launcher", catching opponents as they try to jump. CD Jr also starts occasionally off of the Ground Pound, (namely the Ex one after a small combo on opponent wake up), and air to air punches.
I don't think I saw any combo go over 30%, (excluding ExRay), though there are times the damage from the knockdown combo + the combo after Ex Ground Pound goes over 30%.
Ground Pound
CD Jr cancels the ground pound like it's going out of style. The most frequent Ground Pound cancels were into jumping punch and Dash Punch. Changing it up between letting the Pound ride and cancelling into anti-air treats him very well. On successful Pound hits at mid screen, he dash Dash Punches as the follow up.
General
Ex Dash Punch is used to close space through projectiles and get in close to start pressure, even if it doesn't connect. Getting inside the zoners comfort zone means more than connecting every time. Also, by Dash Punching from different distances, you become harder to read.
Throws out energy waves occasionally for chip, meter, bait, and to disrupt zoner advantage. Not over or under doing it is a fine art.
Jump kicks end with Air Throw. Always.
Lots of poking with primarily neutral 1, d1, and d4.
His wake-ups are Dash Punch and Ex Elbow Smash.
Footnotes
Thanks go out to CD Jr for being boss, and being the straw that finally broke the camels back for me to pick up the character. I hope I get to see him play more Jax.
Big thanks also to evansgambit for his thread for breaking down REO's Johnny Cage. Without it, I wouldn't have thought of making this thread.
http://testyourmight.com/forum/showthread.php?7584-Examing-REO-s-Johnny-Cage
More thanks go out to Valley Stream Monsters for all of their streams. I've yet to catch one live, but it's bound to happen one of these days.
http://www.justin.tv/kombatnetwork/videos
For the love of god, someone win a major with Jax and get your steak dinner from Tom Brady.
http://www.justin.tv/s1lent1/videos
Happens to be almost the only one I've ever seen, as well.
Doh.
He plays against Noob(Hitoshura) right off the bat, and then he plays again at 1:53 against Sub Zero(Dark Rob), which runs into Part 2 for a while, where he switches to Sonya, then eventually Smoke.
http://www.justin.tv/kombatnetwork/b/289715077
Kombos
His primary combos are (f4,1,4) and (b1,2,4xxDash Punch). He also mixes in Elbow Smashes , Gotcha Grabs, and Dash Punches frequently. Against Sub Zero I saw (f4,1,3x2) in the corner once.
Off of juggle state, he does (dash1x3,1,2xxDash Punch), and in the corner (1,1,12, 12xxElbow Smash, Ex Ground Pound, but never connects his down jab after the Pound). Down jab seems to be his main "launcher", catching opponents as they try to jump. CD Jr also starts occasionally off of the Ground Pound, (namely the Ex one after a small combo on opponent wake up), and air to air punches.
I don't think I saw any combo go over 30%, (excluding ExRay), though there are times the damage from the knockdown combo + the combo after Ex Ground Pound goes over 30%.
Ground Pound
CD Jr cancels the ground pound like it's going out of style. The most frequent Ground Pound cancels were into jumping punch and Dash Punch. Changing it up between letting the Pound ride and cancelling into anti-air treats him very well. On successful Pound hits at mid screen, he dash Dash Punches as the follow up.
General
Ex Dash Punch is used to close space through projectiles and get in close to start pressure, even if it doesn't connect. Getting inside the zoners comfort zone means more than connecting every time. Also, by Dash Punching from different distances, you become harder to read.
Throws out energy waves occasionally for chip, meter, bait, and to disrupt zoner advantage. Not over or under doing it is a fine art.
Jump kicks end with Air Throw. Always.
Lots of poking with primarily neutral 1, d1, and d4.
His wake-ups are Dash Punch and Ex Elbow Smash.
Footnotes
Thanks go out to CD Jr for being boss, and being the straw that finally broke the camels back for me to pick up the character. I hope I get to see him play more Jax.
Big thanks also to evansgambit for his thread for breaking down REO's Johnny Cage. Without it, I wouldn't have thought of making this thread.
http://testyourmight.com/forum/showthread.php?7584-Examing-REO-s-Johnny-Cage
More thanks go out to Valley Stream Monsters for all of their streams. I've yet to catch one live, but it's bound to happen one of these days.
http://www.justin.tv/kombatnetwork/videos
For the love of god, someone win a major with Jax and get your steak dinner from Tom Brady.
http://www.justin.tv/s1lent1/videos