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Jax Strategy Guide

Jax

Ranked around 12 of 15 available chars in mK4, he has lost some of his tools that make him top 10 in UMK3. Still you can do some of his Air Grab tactics and make use of his multi throw but the handicap to get it make it almost worthless.

Having the same set of moves than everybody, Jax lost his big chain combo of Umk3 and now he has a launcher but he can make short use of it. Having standard sweep, RH, Jump attacks and Lps and uppercutt, nothing really stands out here.

His Air Throw have very good range and can be ranked 2nd in the game. You can do the usual anticrossups or anti jumpers tactics or use it at the end of big juggles like mid screen aaHp x 2 JK Air Grab or in corner JPJK Air Grab. It leaves the foe very close to you after it hits so its good to keeop the pressure after it connects.

Jax lost also his rocket/double rocket in the UMK3 > MK4 transition and gained one single/fast projectile very similar to Sonya so the same properties it had can be applied here (It even shares the pink color...)

The Dash Punch was modified and now is FASTEST but it covers a very small distance and it can be ducked like always. Its good for punishing mid distance blocked projectiles. In combos is very usefull to end bug Juggles but keep in mind that you gotta run a little after doing for example: aaHpx 2, JK, run dash punch at mid screen. in corner it can be done multiple times (we think that it can go infinetly). if you dont want much trouble you can finish a combo after a Dash Punch with an air grab or uppercutt in the corner. this attack has the weird property that if you do it in the corner in a grounded opponent it will not push you back. if the foe doesnt block you can combo him after it (Hp, Hp, Hk dash, HpHpHk dash...). It has weird hitting area too, similar to Kai's Super RH - If you cancel with Dash Punch using delay method it will hit the opponent higher and that will be the way to get it multiple times in corner. With the Dash Punch you can punish EVERY attack blocked (picure mk1 cage shadow kick) from a wpn attack to sweeps or blocked Hk/Lks.

The gotcha grab also dissappeared from UMK3 and the multi throw received an not-so-well received upgrade/downgrade. now is a multi part throw like the tekken series. really I found no use for this because it must be done on reaction and sometimes it will not came out as you will mant to plus the combination of it makes it a lot more difficult to be finished.

Earthquake keeps almost the same speed and propertis in MK4 but with an easier button command. its now F, F, D + Lk and from far you can spam it a little against non-teleporters. It can be used to end a combo but be carefull because it can be jump off. The only 100% safe way to use it non-comboed is after weapon throw (if done high enough) and his HP weapon attack - it will also not activate the damage protection.

Jax trows are good. The Lp one sucks a little because of being a multi throw part, the first hit will do crap damage (maybe the game is expecting the rest of the throw so they did this to prevent massive damage from it...). His Lk one is good because you recover so fast off it and the camera goes nuts after it that you can mixup easily from there. You can either jump to land in the other side and attempt to throw again or sweep, etc. Useful start after getting LK throw is to do Ground Slam, next time Dash Punch if the opp jumps and so on...

His Wpn is the same as Reiko but with an important change: The b + Lp attack doesnt sent the foe as far as Reiko. this is more deadly if someone like Scorp or tanya grabs the Wpn. it can 100% you to hell. the others attacks are very slow being b + Hp the best one for unishing stuff and being a decent aa. In close window corner if you finish a maximum damage combo with LP weapon attack you can get free hit after it pushes you, most time with damage protection off (ground stomp would be most useful). After each HP weapon attack also you get always free ground stomp.

Turning off Maximum Damage gives Jax really nothing than if its On. Sure you can get some higher combos but thats it overall, he would be at bottom tier if max damage is off.

Basic Juggles:

  1. HP, HP, HK, HK, Dash Punch (5 Hits, 30%)
  2. HP, HP, HK, D+HP, aaHPx2, Walk Forward, Jump HK, Air Throw (7 Hits, 34%)
  3. HP, HP, HK, D+HP, aaHPx2, Dash Punch, Ground Stomp (7 Hits, 38%)
Advanced Juggles:

  1. HP, HP, HK, D+HP, Run, SUJK, HK, Dash Punch, Ground Stomp (7 Hits, 43%) Video!
  2. (Near Corner) HP, HP, HK, D+HP, SUJK, HK, Dash Punch, Air Throw (7 Hits, 43%)
  3. HP, HP, HK, D+HP, SUJK x Weapon Draw, (6 Hits, 28%) Unescepable Ground Stomp (+14%)
  4. (With Weapon) HP, Ground Stomp ~ 32% (You can try getting otg SUJK, then HP for more dmg)
Punishers:

  1. aaHPx2, Jump HK, Air Throw/Dash Punch (4 Hits, 22%/24%)
  2. aaHPx2, Dash Punch, Ground Stomp (4 Hits, 26%%, non comboed Ground Stomp 32%)
  3. aaSUJK, Draw Weapon, Ground Stomp (4 Hits, 53%) Video!
  4. (With Weapon) aaSUJK, HP, Ground Stomp ~ 45%
 
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