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Run Jabs?

I've read of this tactic in the character guides on this site but I'm still not sure what this is actually meant to do in a fight. Is it meant to hit the opponent, stop their attacks or just push them back?
 

Shock

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Run jabs:

You can cancel a LP or HP by tapping any other attack button, however, run performs no action when you tap it (except if you hold it even without run meter you can no longer do special moves) so there is no chance of throwing out a HK or LK or blocking, and you can create a rhythm to continue advancing forward, or doing a double LP, cancel with Run. What this does is it forces the LP or HP to retract the instant it completes it's contact frame, rather than holding it, reducing the total jab duration by 1/3. It may not seem like much, but it is in the heat of battle. The best way to run jab is to keep your meter from emptying for as long as possible. This means you should hold forward, and alternating tapping run and LP, and releasing forward briefly during the LP, so the run meter doesn't drop anymore than it has too. This is a very offensive tactic and dramatically changes the game when used effectively. Not only does it give you multiple chances of landing a throw, but its really good chip damage and it moves the victim towards the evil, evil corners. Doing more than 2 LP run jabs in the corner will result in push back, so try to keep it to a pace of 2, and mix up with other attacks when you see an opening. Watch for early counter ducking LKs or uppercuts.


Kara jabs:

Canceling a LP or HP with block can be a very good idea against characters with fast wake up moves, specifically Kabal. Essentially, you should make it a point to throw out some LPs, in effort to bait a spin out of Kabal, and cancel that LP with block so the instant the spin happens, you will go into block frames. As long as you are holding block on or before the frame of contact, the spin will not be able to connect, even if you hear the jab sound, nothing will come out, you will just block. This also sets up the chance for snuffs and throws out of special moves, especially one that require a forward tap. The LP will either connect, you will throw them, or you will block. As long as you are dong this properly there is very little chance a surprise move will get you. You might want to try practicing against Kabal players, try to get a basic combo or a sweep to knock him down, then run in and labor an obvious LP. This will generally cause the Kabal player to react with a wake up spin. On the average player, the Spin will plow through them, but if you kara jab rather than run jab, the spin will be blocked and you can punish Kabal. This tactic works well on just about any character with a special move like this.


Corner Runjabs:

Once you have someone backed into the corner and blocking, run up to them and tap LP, run, LP, run, or LP,LP, run etc. to throw out really fast run jabs. They will be in the corner, and they will eat pixel after pixel of block damage. Don't do more than 3 jabs in succession or you will suffer "pushback". The only thing that the victim can really do is escape with a special move (teleport, fly kick, square punch, etc), uppercut, or crouching LK. If you can sniff out when they are going to try to do any of those, do a knee or special move, preferably a containment. If they block a knee you will be pushed back, so do it wisely to keep them trapped in the corner. Try to throw out 4-6 run jabs then knee, because thats usually when people realize that they are losing a lot of energy to chip damage. If the knee hits, continue to run jab and keep them locked down. Also, don't forget to hold back while you do the corner run jabs so that they can't counter throw. If you are under corner run jab pressure, after the first 1 or 2, try and spam on HK, and you have a good chance of sneaking out a knee lift on them right as they are about to do another run jab.