It's the best variation hands down. He only sucks against Jade.I started playing him recently. I'm having a lot of fun with V1
Lol I dropped too. Being a Jax main is depressing once you stop facing scrubs. This in-person tourney scene death took its toll.dont tell me im one of the few jax player still playing this dump ?
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 ressure.So what custom do you all think is the best. Curious to pick up Jax but don't know where to begin.
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.Yeah what is the point of buckshot? Like I never got the use. Is there like any appeal at all to the buckshot?
Pointless ability that sounds cool on paper, but when you see how actually slow it is you realize that it's useless. NRS is really good at making useless moves.Yeah what is the point of buckshot? Like I never got the use. Is there like any appeal at all to the buckshot?
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.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.
In my labbing experience it's best to use it after you land a hit with d3 or any move that has hit advantage of +13 or more.Anyone got any tips for setting up enhance outranked?
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?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.
You can also you use it after getting lethal clap to hit, since lethal clap restands. I admit it is risky using it without getting hit advantage first because it's an 11 frame high in a low poke, low profile heavy game.Anyone got any tips for setting up enhance outranked?
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.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?
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.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.
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.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.
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.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 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.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?
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.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.