Quick Steel (1) | ||||
Damage | Guard | Startup | Active | Recovery |
---|---|---|---|---|
2.00 / 0.30 / 0.0003 | High | 8 | 2 | 14 |
Cancel | Hit Adv. | Block Adv. | F/Block Adv. | Cost |
13 | 20 | 1 | 1 | - |
A jab that's really high - too high up to jail against crouch blocking enemies. As such, while it's a good antiair, it should rarely be used by itself outside of it. Can be used as a punish for situations where F33 would be an entire frame too slow. Jax could use it to do a conventional tick throw if the enemy is certain to block high, but it is very risky. Beware of its short horizontal range as well. Very plus on hit, enough to combo into Ripped. |
(Jax introduction) |
(Jax 121) |
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==== 1 ==== | ==== 1 ==== | ||
<br> | <br> | ||
{ | <tabber> | ||
| | |-|1= | ||
| | {| class="wikitable" style="text-align: center;" | ||
| | |- | ||
| | | rowspan=6 | '''Quick Steel (1)''' | ||
| | |- | ||
! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | |||
|- | |||
| 2.00 / 0.30 / 0.0003 || High || 8 || 2 || 14 | |||
|- | |||
! '''Cancel''' || '''Hit Adv.''' || '''Block Adv.''' || '''F/Block Adv.''' || '''Cost''' | |||
|- | |||
| 13 || 20 || 1 || 1 || - | |||
|- | |||
| colspan=5 style="text-align: left;" | A jab that's really high - too high up to jail against crouch blocking enemies. As such, while it's a good antiair, it should rarely be used by itself outside of it. Can be used as a punish for situations where F33 would be an entire frame too slow. Jax ''could'' use it to do a conventional tick throw if the enemy is certain to block high, but it is very risky. Beware of its short horizontal range as well. Very plus on hit, enough to combo into Ripped. | |||
|} | |||
|-|12= | |||
{| class="wikitable" style="text-align: center;" | |||
|- | |||
| rowspan=6 | '''The Briggs (12)''' | |||
|- | |||
! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | |||
|- | |||
| 3.00 / 0.45 / 0.0005 || Mid || 10 || 3 || 18 | |||
|- | |||
! '''Cancel''' || '''Hit Adv.''' || '''Block Adv.''' || '''F/Block Adv.''' || '''Cost''' | |||
|- | |||
| 15 || 13 || 1 || 1 || - | |||
|- | |||
| colspan=5 style="text-align: left;" | If Jax can somehow get 1 out without being punished, he is rewarded with a vastly superior mid followup. 12 has excellent range, lightning quick recovery, and is plus on block. Perfect for a stagger with the threat of 121 - even possibly into another 12 due to the overhead threat. Unfortunately it doesn't combo into any combo-starting specials except Lethal Clap. | |||
|} | |||
|-|121= | |||
{| class="wikitable" style="text-align: center;" | |||
|- | |||
| rowspan=6 | '''Active Duty (121)''' | |||
|- | |||
! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | |||
|- | |||
| 7.00 / 1.05 / 0.0011 || Overhead || 24 || 2 || 27 | |||
|- | |||
! '''Cancel''' || '''Hit Adv.''' || '''Block Adv.''' || '''F/Block Adv.''' || '''Cost''' | |||
|- | |||
| - || 37 || -2 || -2 || - | |||
|- | |||
| colspan=5 style="text-align: left;" | Overhead followup to 12, and the threat behind its stagger. Only -2 on block, and a very long knockdown on hit. The flawless block gap can be troublesome, as Jax lacks a special that would immediately catch the enemy for attempting it, though on the other hand it can force a defensive reaction in the enemy and allow Jax to go for a pressure reset. | |||
|} | |||
</tabber> | |||
<br> | <br> | ||
Revision as of 16:19, 30 May 2023
Jax Briggs #MK11_JAX | |
---|---|
DUTY
Cyber-enhanced officer of the Special Forces. Jax Briggs lost both arms in the line of duty, but he came back to the battlefield twice as strong thanks to cybernetic upgrades. Even with that power, Jax’s sacrifices burden him. He soldiers onward, honorbound to protect Earthrealm. | |
Data | |
Health | 1000.00 |
Hitbox | Male |
Introduction
Jax builds Arm Heat, shoves the enemy to the corner, and destroys them with devastating corner pressure and practical KBs.
Strengths | Weaknesses |
---|---|
|
|
Unique Mechanic - Heat
Movelist
Normals and Strings
1
The Briggs (12) | ||||
Damage | Guard | Startup | Active | Recovery |
---|---|---|---|---|
3.00 / 0.45 / 0.0005 | Mid | 10 | 3 | 18 |
Cancel | Hit Adv. | Block Adv. | F/Block Adv. | Cost |
15 | 13 | 1 | 1 | - |
If Jax can somehow get 1 out without being punished, he is rewarded with a vastly superior mid followup. 12 has excellent range, lightning quick recovery, and is plus on block. Perfect for a stagger with the threat of 121 - even possibly into another 12 due to the overhead threat. Unfortunately it doesn't combo into any combo-starting specials except Lethal Clap. |
Active Duty (121) | ||||
Damage | Guard | Startup | Active | Recovery |
---|---|---|---|---|
7.00 / 1.05 / 0.0011 | Overhead | 24 | 2 | 27 |
Cancel | Hit Adv. | Block Adv. | F/Block Adv. | Cost |
- | 37 | -2 | -2 | - |
Overhead followup to 12, and the threat behind its stagger. Only -2 on block, and a very long knockdown on hit. The flawless block gap can be troublesome, as Jax lacks a special that would immediately catch the enemy for attempting it, though on the other hand it can force a defensive reaction in the enemy and allow Jax to go for a pressure reset. |
2
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
20.00 / 3.00 / 0.30 | High | 9 | 2 | 11 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
12 | 23 | 4 | 4 | - | |||||||
Placeholder |
3
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
20.00 / 3.00 / 0.30 | High | 9 | 2 | 11 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
12 | 23 | 4 | 4 | - | |||||||
Placeholder |
4
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
20.00 / 3.00 / 0.30 | High | 9 | 2 | 11 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
12 | 23 | 4 | 4 | - | |||||||
Placeholder |
Jump and Hop Attacks
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
20.00 / 3.00 / 0.30 | High | 9 | 2 | 11 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
12 | 23 | 4 | 4 | - | |||||||
Placeholder |
Getup and Flawless Block Attacks
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
20.00 / 3.00 / 0.30 | High | 9 | 2 | 11 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
12 | 23 | 4 | 4 | - | |||||||
Placeholder |
Throws
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
20.00 / 3.00 / 0.30 | High | 9 | 2 | 11 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
12 | 23 | 4 | 4 | - | |||||||
Placeholder |
Special Moves
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
20.00 / 3.00 / 0.30 | High | 9 | 2 | 11 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
12 | 23 | 4 | 4 | - | |||||||
Placeholder |
Fatal Blow
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
20.00 / 3.00 / 0.30 | High | 9 | 2 | 11 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
12 | 23 | 4 | 4 | - | |||||||
Placeholder |
Kustom Abilities
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
20.00 / 3.00 / 0.30 | High | 9 | 2 | 11 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
12 | 23 | 4 | 4 | - | |||||||
Placeholder |
Strategy and Kombos
General Tactics
Popular Variations
Universal Kombos
Variation Kombos