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Jax General Discussion

ErmacMKX

Mortal
So what custom do you all think is the best. Curious to pick up Jax but don't know where to begin.
 
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So what custom do you all think is the best. Curious to pick up Jax but don't know where to begin.
Havent played any online yet, but here are my builds:The enhanced outranked string is in all of my builds because I firmly believe it is the most annoying string in the game that could potentially make jax broken with this patch. It is the epitome of what jax playstyle is and imo is his most powerful tool besides stiff armed. It allows you to do what jax is all about :pressure.

1. Enhanced outranked+Ripped+Expert grappler: This turns jax into a normal combo character although you MUST hitconfirm ripped because it has a huge pokeable gap. This also is the easiest combo to get A LOT OF HEAT.If u dont want to learn the quad grab input or KB , then this is the best kustom imo.

2. My fave: Enhanced outranked+Quad Grab+ Ripped: This is just like the first variation except quad grab allows you to do average combo damage in a bnb(303ish)with 1 meter. The Tic throw mindgames into quad grab with the already scary enhanced outranked string make this filthy. It's the best custom Imo if you are good at the quad grab. I'd say its slighter harder than (1)

3. My antizoner variation:Enhanced outranked+Parry+ Ripped. I didnt include duck and weave because its fucking garbage; it's not useful against most of the players you run into online cuz they just end up picking a low fireball character who nullifies the entire use of duck and weave. Parry is pretty bad but it will help against some popular characters. Ripped gives the combo damage you need to make up for all the chip you take.


Trash moves that arent worth any use:Burning hammer, unlockable gp/gp launcher,Lethal clap,Buckshot, Duck and weave.
 
Yeah what is the point of buckshot? Like I never got the use. Is there like any appeal at all to the buckshot?
I was playing around with it a little yesterday and I found that it actually has a utility as a check after certain normals. it's -9 on block, so it's good to throw out as a way to check people after a d4 and leaves you safe from outside jab range. The issue with this move on Jax is that safety has never been something he struggles with, so I'm not sure why this ability would be good on him.

It can also be used to reset your opponent to neutral, but considering you're playing Jax I'm not sure why you'd want to do that in the first place. it's an unfortunately rather pointless ability, though it feels like it would have a purpose if it was equipped to a different character. I strongly suspect they'll buff it in the future.
 

TheJaxLife

Mortal
EOR, expert grappler, and quad grab have been my favorite load out after a lot of trial and error.

I have come to the conclusion that I am simply too smooth brained for clap and, at the level I play at, tick throwing and pressuring my opponents to death in the corner is certainly effective enough.

Like just about the whole damn cast, I think customs has been extremely kind to Jax.
 
EOR, expert grappler, and quad grab have been my favorite load out after a lot of trial and error.

I have come to the conclusion that I am simply too smooth brained for clap and, at the level I play at, tick throwing and pressuring my opponents to death in the corner is certainly effective enough.

Like just about the whole damn cast, I think customs has been extremely kind to Jax.
That is a great mix. I personally dont like lethal clap because its utility outside of combo extenders is weak; it doesnt really have crazy hit advantage. And since enhanced outranked starts out high, I dont see how the hit advantage from clap demands respect, because people can just poke out of it.
 

TheJaxLife

Mortal
With no heat it restands, and the heated 'amp' hits mid so it can catch people ducking or jumping tick throws. In the hands of a really big brained player it's a great replacement to gotcha grab.

Edit: it also provides a meterless launcher so that you can end combos in quad kb properly, unlike in builds utilizing Ripped.
 
With no heat it restands, and the heated 'amp' hits mid so it can catch people ducking or jumping tick throws. In the hands of a really big brained player it's a great replacement to gotcha grab.

Edit: it also provides a meterless launcher so that you can end combos in quad kb properly, unlike in builds utilizing Ripped.
So my problem with it is how do you get it to restand in the first place? Like how do you get clap to land when it isnt a fast move. I see how if you have heat you can use to special cancel a string, but is that the only way to get it to land?
 

TheJaxLife

Mortal
So my problem with it is how do you get it to restand in the first place? Like how do you get clap to land when it isnt a fast move. I see how if you have heat you can use to special cancel a string, but is that the only way to get it to land?
It's not an auto restand. It only restands a standing opponent. So if you do it in a combo, it's either a combo ender or launcher depending on your heat level and your choice to amp it.

F33 is extremely hit confirmable so I will use it off of that in the corner to all but guarantee a true mix between B2 and B3. A hit confirmed S2211 or S221122 into clap midscreen will put you nearly perfect B3 range as well.
 

Espio

Kokomo
EOR, expert grappler, and quad grab have been my favorite load out after a lot of trial and error.

I have come to the conclusion that I am simply too smooth brained for clap and, at the level I play at, tick throwing and pressuring my opponents to death in the corner is certainly effective enough.

Like just about the whole damn cast, I think customs has been extremely kind to Jax.
Your loadout is definitely really strong. The 2,2,11,2,2 string combo/variants with command grab are absurd although I personally don't use this loadout. I use something different that I like which is ground shatter(low ground pound), ripped the combo launcher and expert grappler.

Reason being is ground shatter being unblockable when amped and regular version spiking people in the air allows me to get in on opponents that I cannot and combining it with his heated arm projectile and the grenade. The combo damage off of the ripped launcher is also fantastic especially when you have full heat and can get easy 40% and leave them right next to you.

Expert Grappler I always feel is essential. In the end, Jax really got more fun and more nuanced from customs. He feels super complete, but Cetrion is so annoying still lol.
 

TheJaxLife

Mortal
Your loadout is definitely really strong. The 2,2,11,2,2 string combo/variants with command grab are absurd although I personally don't use this loadout. I use something different that I like which is ground shatter(low ground pound), ripped the combo launcher and expert grappler.

Reason being is ground shatter being unblockable when amped and regular version spiking people in the air allows me to get in on opponents that I cannot and combining it with his heated arm projectile and the grenade. The combo damage off of the ripped launcher is also fantastic especially when you have full hear and can get easy 40% and leave them right next to you.

Expert Grappler I always feel is essential. In the end, Jax really got more fun and more nuanced from customs. He feels super complete, but Cetrion is so annoying still lol.
Yeah, I feel like Expert Grappler is definitely "essential". Without it there just isn't as much to fear from his staggers and you lose an easy KB (that can be combo'd into with Ripped) and easy heat generation.

As far as Cetrion, I've mostly just given up on that matchup and ditched Jax whenever I have to fight her. Her and Kitana (with low fan) are just absolute cancer to fight with Jax.
 

Trevor

Mortal
I love the Ripped,/Expert Grappler/Enhanced Outranked custom loadout. I know Jax still struggles too much with certain matches, but it's such a fun character for rushdown that it actually feels rewarding to win.
 

Espio

Kokomo
Yeah, I feel like Expert Grappler is definitely "essential". Without it there just isn't as much to fear from his staggers and you lose an easy KB (that can be combo'd into with Ripped) and easy heat generation.

As far as Cetrion, I've mostly just given up on that matchup and ditched Jax whenever I have to fight her. Her and Kitana (with low fan) are just absolute cancer to fight with Jax.
I dunno, I definitely wouldn't put Kitana in the same boat as Cetrion even with low fan because on a correct read for low fan you can get a full jump in punch combo and send her to the corner, Cetrion has zoning that covers every part of the screen and safe specials that push you back constantly. I know Kitana's amp low fan is safe, but it has a flawless block gap that makes it punishable/removes pushback if she tries doing it up close.

Kitana's pokes are also pretty mediocre in either speed, range or frames (-9 down 4 on block) and her backdash and backward movement sucks too. Point being is when Jax gets in on her, she has a hard time pushing him off of her and creating the space like Cetrion can. Also no teleport is a big deal so if you corner her she has to precisely earn her escapes. Kitana doesn't have those types of options especially if she does her zoning loadout that is very popular. She also lacks the staggers of Cetrion too.

I'm not saying Jax beats her or anything, but you can contain her and stay on her and if she doesn't advance on you she just corners herself and her means of escape are much less impressive than Cetrion.

I use Kitana or Jade on Cetrion in addition to Jax, but I like Kitana much better for Cetrion than the others because of square wave, fan toss and her float. Who do you use for Cetrion?
 

TheJaxLife

Mortal
I dunno, I definitely wouldn't put Kitana in the same boat as Cetrion even with low fan because on a correct read for low fan you can get a full jump in punch combo and send her to the corner, Cetrion has zoning that covers every part of the screen and safe specials that push you back constantly. I know Kitana's amp low fan is safe, but it has a flawless block gap that makes it punishable/removes pushback if she tries doing it up close.

Kitana's pokes are also pretty mediocre in either speed, range or frames (-9 down 4 on block) and her backdash and backward movement sucks too. Point being is when Jax gets in on her, she has a hard time pushing him off of her and creating the space like Cetrion can. Also no teleport is a big deal so if you corner her she has to precisely earn her escapes. Kitana doesn't have those types of options especially if she does her zoning loadout that is very popular. She also lacks the staggers of Cetrion too.

I'm not saying Jax beats her or anything, but you can contain her and stay on her and if she doesn't advance on you she just corners herself and her means of escape are much less impressive than Cetrion.

I use Kitana or Jade on Cetrion in addition to Jax, but I like Kitana much better for Cetrion than the others because of square wave, fan toss and her float. Who do you use for Cetrion?
I have sworn myself to the life of Grappler so I will forever struggle against Cetrion...but getting to use Terminator's teleport in competitive settings has been an absolute blessing for the Cetrion matchup.
 

Trevor

Mortal
For those who missed the grind for Jax's steel arms. They are on the krypt today so get them while they are hot! They are the only other cool arms jax has received since he got his classics.
 

Trevor

Mortal
So, anyone care to share the info on how to get jax's brutality for his quad grab? There is literaly only one video on youtube about it and it was made to showcase the brutality not to show how to get it.
 
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freerf245

11 11 11 11
So, anyone care to share the info on how to get jax's brutality for his quad grab? There is literaly only one video on youtube about it and it was made to showcase the brutality not to show hot to get it.
There are tons of brutalities in this game that you cannot get right now. I'm sure itll end up being a Kombat League brutality.