Jax is the biggest and best turtle character in the game. He's unique from all the other characters because he has the potential to abuse an unblockable move in order to control the flow of matches. He does his best work defensively and, contrary to popular belief, can be put to good use offensively as well. Its kind of funny...because all of his moves are designed with offense in mind. Look at moves like the quadraslam, the gotcha grab, backbreaker, etc...he's a powerhouse too when you think about it! Also with Jax, timing and positioning are very important. Overall, Jax is a character that requires a balance of aggression, cunning, and precise timing in order to use him to his full potential.
FIGHTING WITH JAX
Jax has 5 moves: the
ground pound,
energy wave,
“gotcha” grab,
backbreaker, and
quadraslam. Jax’s only notable normals are his standing HK, which has the longest reach of all the standing HKs in the game and should be used judiciously either anti-air or on advancing opponents and his standing close HP, which if it connects leaves the opponent stunned.
Maneuverability and positioning with Jax are very important. Being mid to full screen away is ideal for the defensive Jax player because they can ground pound and be relatively safe from sweeps and other attempts at offense. At this distance, I normally dance back and forth as if I was motioning to do the energy wave, in order to be more unpredictable. Tactically, the tendency for most of those who use Jax is to runaway (the infamous “RUNAWAY JAX”), ground pound, and energy wave the whole match. This is pretty smart against certain characters, but pretty cheap as well.
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The
ground pound is Jax’s biggest asset and the real reason why he is such a dangerous man in MK2. The ground pound (GP) doesn't do much damage (approx. 12.5% damage), but it can’t be blocked and as a result discourages blocking, especially from excessive blockers.
It only takes 8 ground pounds to win a match....remember that...so feel free to use it pretty religiously…primarily in the 10 situations I mention later, where it's practically guaranteed...in addition, it has a psychological side-effect on the enemy. Use it to take control of the match. If your opponent is not already jumping like a madman, then just by ground pounding enough or better yet...
multiple ground pounding (
http://www.youtube.com/watch?v=dRN2pTc0GdQ), you can use it to play a series of mind games to scare or intimidate the opponent into jumping constantly to avoid it. What the Jax player has to realize is that the first inclination of the initiate to escape ground pounding is to jump, most likely towards Jax himself…Jax can take advantage of this by then engaging in passive-aggressive tactics; waiting until the opponent lands, then ground pounding upon impact. You can also throw an aaWave…and then ground pound if the opponent is constantly jumping. If the opponent is smart enough not to fall for your trickery and is steadily advancing on you, mix in some offense with standing HK, energy wave, gotcha grab, quadraslam…then ground pound, sweep, turnaround JK…then backbreaker, or just jab-pressuring until he/she stumbles…then ground pound.
Ground pounding can be used effectively in the following circumstances/circumstances where GP is guaranteed
(Remember: Timing is
KEY)
1. On a landing opponent (Good players will oftentimes throw their air projectile with Liu Kang/Kitana/Mileena in order to escape getting ground pounded upon a normal landing, but if you can anticipate your opponent doing this, then you can time it to where you
still ground pound as soon as they land...and their projectile will go flying past you)
2. The opponent throws a projectile (excluding liu kang’s low fireball and sometimes kung lao’s hat throw)
3. Jax uppercuts the opponent (if timed perfectly, it can be used when the opponent hits the floor)
4. Jax throws/quadraslams the opponent (again, if timed perfectly, it can follow up)
5. Jax jab-pressures the opponent until he/she stumbles back…then ground pound
6. aaWave…then ground pound
7. crouching LP until the opponent stumbles back…ground pound
8. Jax roundhouse kicks opponent while they’re in a standing position…ground pound
9. Jax jump kicks (either with the opponent standing on the ground or with the opponent airbourne…then ground pound as soon as they land)
10. The opponent is blocking excessively (of course...LOL)
The
energy wave is another one of Jax’s bread and butter moves. It has huge surface area and comes at the opponent pretty fast! The minimalistic “RUNAWAY JAX” can use only the ground pound and the energy wave and still do very well. The
gotcha grab is a good one too for CQC. Although the Jax player could use this whenever they were close, I only consistently use the move when the opponent botches moves like bicycle kick, flying kick, bullet kick, teleport punch, or roll. The
backbreaker is another one of Jax’s bread and butter moves. It pays to constantly be pressing the block button in the air when in the proximity of other airborne opponent or whenever you jump kick in order to do the backbreaker (It does 33% damage in combination with the jump kick). The
quadraslam is also another good one. If you ever get a chance to get in close on a crouch-blocking opponent without first ground pounding, take it and apply jab pressure because 1) it gives you an opportunity for a potential quadraslam…then ground pound and if that doesn’t work, you can always apply the jab-pressure until the opponent’s guard is broken…then ground pound.
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THE MATCHUPS
Note: I use the term 'golden punch' constantly to refer to the act of punching while blocking. Which is done by starting to punch (either HP or LP), then holding down block at the same time throughout. If used right, it is arguably the most effective move in the game.
Jax vs. Mileena - This is only a very hard matchup for Jax if the opponent is constantly throwing sais in a desperate attempt to beat the hell out of you and in some cases it requires mastery of the ground pound and it's timing. Get mid-to-full screen away and stay ducked. When mileena throws the sai, time it
exactly to where you ground pound her when she lands. Just like I demonstrated in this video: (
http://www.youtube.com/watch?v=l2C3QWZUVFc) Learn to do this, as it is makes this particular matchup 10 times easier and you're no longer trapped by players who throw sais haphazardly. If you're godly with MGP, then ground pound under every sucessive sai...ad nausem. Eventually, the opponent will then start throwing sais intermittently to throw off your timing. This gives you an opportunity to throw a wave and just mix it up in general. A smart opponent (should) feel as if they have to mount offense to win.
Jax vs. Jax - This is one of the hardest match-ups even for me today. You have to think here. If you can, multiple ground pound constantly in order to gain the psychological advantage and take control of the match. If you're good enough with MGP, ground pound to make him jump...and when he lands, ground pound him again. If you feel as if the opponent is going to ground pound, be ready to jump, but don't jump until you see Jax's fist light up in preparation of the ground pound. Ground pound under the energy wave if the opponent throws it.
Jax vs. Liu Kang - This matchup isn't all that bad. Keep golden punching constantly in order to cleanly counter either the bicycle kick or the flying kick, and if either is blocked, then just gotcha grab. Most of the liu kang's I've faced will run away and keep trying to zone the hell out of me with fireballs. In this situation, when liu kang goes for the air projectile, ground pound under it. If he throws the lower projectile, jump towards him in an attempt to corner him, if he throws a high projectile, ground pound under it. All the while keeping your golden punches going so there's no opportunity to go for the bicycle/flying kick. If you get him cornered, trap him with golden punches and ground pounds.
Jax vs. Kung Lao - You have to be on your PQs here against this dude. Once you get Kung Lao to start jumping, golden punch constantly. Just by doing this, it forces Kung Lao to think. Either he: a) bullet kicks and gets punished by gotcha grabs or uppercuts etc, b) not to be fooled, jumps away and gets ground pounded upon landing c) finds an intermediate by bullet kicking at the last minute in order to fool Jax. Be weary of this situation as well...and better yet come to expect it. Another effective alternative is to duck when you think the bullet kick or teleport is coming, so you can counter with the uppercut etc. I don't really suggest fighting Kung Lao in close quarters because it's definitely an uphill battle. Stay out of bullet kick range to fight him effectively. Anticipate the teleport, so that you can aaHK or uppercut...and in certain circumstances, walk slightly backwards and GP
Jax vs. Kitana - Sort of like fighting mileena, except not as hard. Good kitanas will throw an air projectile in order to escape the ground pound...anticipate this...and get her after she throws it. Staying away is typically best. Sometimes it's better to just throw aaWave instead of trying to guess weather she will throw a fan in midair or not. Stay out of sweep range if you know that your opponent is super aggressive. Try to fool the opponent by psyching him out at mid-screen because a mistimed ground pound sometimes ends in disaster. Get close enough to bait an aggressive kitana, take a few hits if you can from sweeps and such, then GP. Use aaHK and aaWave when you can.
Jax vs. Scorpion - The bottom line here is that Jax is a bigger turtle than Scorpion is. MGP the hell out of anyone who thinks that buffering the spear from full screen will control, and eventually win, the match for them. Be careful of the teleport punch from scorpion and use golden punches to bait him into doing the teleport punch. Watch out for the spear and HK if he's too close. Scorpion is dangerous if he is jumping all over the place. Do not jump with him as he has a higher priority air throw. Anticipate the opponent trying to counter your aaHK by teleport punching, but then just counter him by moving forward and giving the impression that you'll aaHk, but never go for it and punish the teleport punch attempt. The only real way for scorpion is beat you is to get in close and go aggressive. Golden punch him from close quarters and uppercut his air throw trap attempts.
Jax vs. Shang Tsung - Stay away from Shang Tsung, especially if you know for a fact that the opponent is jab happy at close quarters. Shang's jabs and sweeps beat just about everything Jax can do effectively up close. Just control the match with ground pounds from far away. GP under his fireballs like this: if he throws one fireball, GP under it with ease. If two, then wait until they're a bit closer to you, then GP under them, so that the latter fireball doesn't hit you. If three, then just duck, or GP then block the thrid. Mix in the Energy Wave too. MGP if he is too far from you.
Jax vs. Raiden - This is a harder matchup. Be aggressive or stay ducked. Ground pound only when you are certain. Use the aaWave judiciously at further distances when raiden jumps in. Use gotcha grabs and quadraslams to mount offense. Golden Punch through shockgrabs and then uppercut or gotcha grab. GP cleanly counters the torpedo, just GP before the torpedo hits you. Energy Wave also counters torpedo. Uppercut when raiden teleports...then ground pound. It is safer to GP whiffed torpedo attempts if the distance is great between you and raiden (be extra precise in the execution though) because if raiden decides to teleport, he still takes GP damage. As opposed to cleanly getting away from the Energy Wave. If the opponent tries to torpedo at closer range, go for the Energy Wave. If the opponent goes for the torpedo at a near point blank range, simply aaHK.
Jax vs. Sub-zero - GP under freeze attempts (most difficult projectile to GP under...watch the timing carefully). Uppercut whiffed slides. Stay away if you want or go aggressive, but watch out for the ground freeze.
Jax vs. Baraka - Counter baraka's JK attempts with your own SUJK or aaWave. Don't try aaHK unless you're sure of the of the distance required to actually land the move. Sit back and control the match with GP. Golden punch in close quarters, so when blade fury is blocked, you can then get the gotcha grab, etc.
Jax vs. Cage - The easiest matchup for Jax. Sit back and react all day if you wanted to. Stay ducked in close quarters if you anticipate the shadow kick, uppercut and then ground pound. Watch out for nutcrackers and GP under projectiles.
Jax vs. Reptile - Nothing much here that hasn't already been said. Be very careful of the invisible reptile. Golden punch constantly. If you hear him jump, then ground pound him out of invisibility. If you see the slide collision against jax, go for the standing HK. Ground pound as soon as you see him attempt invisibilty. Ground pound any forceball attempts.