I'm trying to squeeze as much out of Jax's slow mid hitting strings as i can and here is what i have come up with so far:
22-GG is +7 on hit when GG wiffs. 1 frame better than normal and builds extra meter
22-GG is only -1 when 22 is blocked but GG wiffs. Jax still has an 8 frame low and armor so -1 isnt a big deal, plus you get extra meter
22-Ex Energy wave looks to be +3 on block (just guessing, its + but not by much) and has pushback. is interruptible by Armor, Raiden's tele ect. Chip damage is like 7
21-GG on wiff is -4, opp must respect the GG option if they are to capitalize. in doing so your opp is open to more pressure
2F2 is +1 on hit with weird hitstun, Second hit also hits mid. Not bad
3 is +4 on hit and can crush some D3s and other poorly spaced lows. Can't get it to make standing one Jail outside of the corner though.
F3 is +5 on hit and an overhead, on hit allows standing 1 to jail in duck blockers no matter the hitbox, same principle as F41 and F4-EW
21 on hit is +4 and appears to work the same as F3 on hit but connecting the standing one in time looks to be Just Frame input. Guessing this works while 3 doesn't is because of the increased knockback on 3
Lets me know what you guys think of this
EGP_TYRANT
daddydab32ho
Discuss
22-GG is +7 on hit when GG wiffs. 1 frame better than normal and builds extra meter
22-GG is only -1 when 22 is blocked but GG wiffs. Jax still has an 8 frame low and armor so -1 isnt a big deal, plus you get extra meter
22-Ex Energy wave looks to be +3 on block (just guessing, its + but not by much) and has pushback. is interruptible by Armor, Raiden's tele ect. Chip damage is like 7
21-GG on wiff is -4, opp must respect the GG option if they are to capitalize. in doing so your opp is open to more pressure
2F2 is +1 on hit with weird hitstun, Second hit also hits mid. Not bad
3 is +4 on hit and can crush some D3s and other poorly spaced lows. Can't get it to make standing one Jail outside of the corner though.
F3 is +5 on hit and an overhead, on hit allows standing 1 to jail in duck blockers no matter the hitbox, same principle as F41 and F4-EW
21 on hit is +4 and appears to work the same as F3 on hit but connecting the standing one in time looks to be Just Frame input. Guessing this works while 3 doesn't is because of the increased knockback on 3
Lets me know what you guys think of this
EGP_TYRANT
daddydab32ho
Discuss