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General/Other - Jax Jax General Discussion

chrisofrays

Fish can hear you thinkin just before you sneeze
do you think it would be too strong if his standing 3 was faster. so he could combo into 3.B2 more from his rocket cancels? at the moment it only works after a B3 LAW cancel as far as i know.
 

Osagri

Fear the blade of Osh-Tekk
do you think it would be too strong if his standing 3 was faster. so he could combo into 3.B2 more from his rocket cancels? at the moment it only works after a B3 LAW cancel as far as i know.
it works also from 123, 23
 

Indecisive

We'll burn you all—that is your fate!
do you think it would be too strong if his standing 3 was faster. so he could combo into 3.B2 more from his rocket cancels? at the moment it only works after a B3 LAW cancel as far as i know.
You can do f3 Lawcancel into 3, 123, and b2*this one is hard*
 

chrisofrays

Fish can hear you thinkin just before you sneeze
Cheers il have to try practice. Im surprised ive jever seen anyone do it in a match yet. Would be cool if it was easier to do.
 

Undeadjim

Green Lantern Corps.
Ok can someone else test this and confirm if i'm crazy or not. If you EX overhead dash someone who goes for a throw does it throw them much further away making the midscreen harder to do?
 

LaidbackOne

Scrubby nice guy
Guys, I don't have any knowledge against Takeda but is this common?
Never seen this whiff from minimal range. Is that because of his blocking hitbox (slightly leaning back) and the breathing hitboxes bullshit?
 
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Undeadjim

Green Lantern Corps.
I don't play Wrestler but my best guess is because this character is leaning his dumb ass back your grab is whiffing half the time lol
 

Thazeekster608

Apprentice
Does anyone know If Jaxs brutalities have been changed in the beta? They're too hard/silly to pull off.
Even the gg brutalities ? Or the ground pound one in pu ? I havnt tried to do any in the beta I'm to busy just testing stuff out to even worry about winning lol
 

Undergroundepict

I am like the blue rose
AFAIK the brutalities are not unlocked, with the exception of his Downward Dash Punch, which I've been able to hit quite a few times in the Beta.
 

GOOD DRAGON

Awesometacular
Guy how is his neutral jump panch in this beta has it improved cos its total ass can anyone check this
Not really sure what a neutral jump 'panch' is im assuming you mean patch? From what i can tell his njp seems a lot faster than i remember it being on the default game with a slightly improved hitbox. Might need someone else to confirm this.
 

Osagri

Fear the blade of Osh-Tekk
Energy wave seems to be less +on block. Haven't tested it yet but deffinetly feels like it. Need to hook with someone on beta to test it
 

Undergroundepict

I am like the blue rose
Energy wave seems to be less +on block. Haven't tested it yet but deffinetly feels like it. Need to hook with someone on beta to test it
I think that this is most likely an effect of the current Netcode in the Beta. Because the Netcode is so much better, it is much more difficult to distinguish between frame lapses due to online/latency/built in delay issues, versus genuine changes to the frame data that would remain present in an offline version of the game.

Frames in general actually matter a great deal more than they did prior to the GGPO upgrade while playing online, but the Beta in its current form operates with an automatic delay of an unknown number of frames (we know that the final version, when it reaches the actual game, will be set to 3 frames of delay), and that goes along with whatever other issues might take place as a result of Rollback that might cause small skips or discontinuities of some kind that could further muddy the waters when it comes to reliable frame data testing.

Basically, while the new netcode may be terrific in that we can have fun playing the game online, and also in that winners and losers are no longer determined by lag or the scrub tactics devised to exploit it, it is still an incredibly unreliable place to test for any changes in frame data that are not glaringly large, or for accurate frame data in general. While the minor discrepancies between the ways the moves are expressed in terms of frames in the GGPO Netcode versus those of offline are unlikely to alter the outcome of a match, they are more than enough to make the recording of accurate frame data impossible.

Additionally, Jax has received a number of alterations to his frames in the EO Beta, and all of them have been reflected in the movelist thus far. It seems unlikely to me that they would remember to record that D1D2 is now -5 on block instead of -7, and then somehow forget to record a major change to arguably one of his top 3-5 most important moves. I don't think we have anything to worry about, it's just the connection playing tricks on us.
 

Osagri

Fear the blade of Osh-Tekk
I think that this is most likely an effect of the current Netcode in the Beta. Because the Netcode is so much better, it is much more difficult to distinguish between frame lapses due to online/latency/built in delay issues, versus genuine changes to the frame data that would remain present in an offline version of the game.

Frames in general actually matter a great deal more than they did prior to the GGPO upgrade while playing online, but the Beta in its current form operates with an automatic delay of an unknown number of frames (we know that the final version, when it reaches the actual game, will be set to 3 frames of delay), and that goes along with whatever other issues might take place as a result of Rollback that might cause small skips or discontinuities of some kind that could further muddy the waters when it comes to reliable frame data testing.

Basically, while the new netcode may be terrific in that we can have fun playing the game online, and also in that winners and losers are no longer determined by lag or the scrub tactics devised to exploit it, it is still an incredibly unreliable place to test for any changes in frame data that are not glaringly large, or for accurate frame data in general. While the minor discrepancies between the ways the moves are expressed in terms of frames in the GGPO Netcode versus those of offline are unlikely to alter the outcome of a match, they are more than enough to make the recording of accurate frame data impossible.

Additionally, Jax has received a number of alterations to his frames in the EO Beta, and all of them have been reflected in the movelist thus far. It seems unlikely to me that they would remember to record that D1D2 is now -5 on block instead of -7, and then somehow forget to record a major change to arguably one of his top 3-5 most important moves. I don't think we have anything to worry about, it's just the connection playing tricks on us.
Good points. It's just baffling that in old version (both online and offline) I van do EW from full screen, run and f3 before they can do anything except armor but in beta( which online is amazing) I can't do it. They back dash,poke etc. But I know its beta and not every change is going to even stay in the patch.
 

Poser Paul

#1 Unbreakable
Good points. It's just baffling that in old version (both online and offline) I van do EW from full screen, run and f3 before they can do anything except armor but in beta( which online is amazing) I can't do it. They back dash,poke etc. But I know its beta and not every change is going to even stay in the patch.
I think they could always do that