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. |
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| - || 34 || 4 || 4 || ''Enhanced Outranked'' equipped | | - || 34 || 4 || 4 || ''Enhanced Outranked'' equipped | ||
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| colspan=5 style="text-align: left;" | Alternate string ender to 221122 | | colspan=5 style="text-align: left;" | Alternate string ender to 221122: a high leaping punch that makes Jax plus, intended to be used as a supplement to the 221122 overhead against respectful enemies. Does not jail from the first five hits of 221122, but properly lands against crouch blocking opponents. Spacing is favorable for Jax to follow up with a microwalk into F2, or an immediate F4. | ||
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Revision as of 00:20, 31 May 2023
Jax Briggs #MK11_JAX | |
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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. |
B1
Power Punch (B1) | ||||
Damage | Guard | Startup | Active | Recovery |
---|---|---|---|---|
5.00 / 0.75 / 0.0008 | High | 14 | 2 | 27 |
Cancel | Hit Adv. | Block Adv. | F/Block Adv. | Cost |
21 | 28 | -12 | -12 | - |
An odd advancing normal. Too much forward advancement to use as an anti-air, and too much recovery to use as an advancing stagger. Midscreen, Jax has to buffer it into an amplified Stiff Armed to be safe on block, though it can still be ducked and punished due to being a high. With heat, B1 will jail into Heat Missile on block, and start short combos in the corner on hit - just enough hits to trigger the Heat Missile KB. |
D1
Knee Jab (D1) | ||||
Damage | Guard | Startup | Active | Recovery |
---|---|---|---|---|
2.00 / 0.30 / 0.0003 | Mid | 7 | 2 | 15 |
Cancel | Hit Adv. | Block Adv. | F/Block Adv. | Cost |
11 | 14 | -5 | -5 | - |
Absurdly good crouching jab. Lightning fast recovery, long range, only -5 on block, and has a unique string followup. Jax also uniquely gets more reward from landing D1 due to the heat mechanic. D1~Amplify Stiff Armed is safe, steals a turn, and completes the D1~Quad Grab tick throw. |
Quick Drill (D12) | ||||
Damage | Guard | Startup | Active | Recovery |
---|---|---|---|---|
3.00 / 0.45 / 0.0005 | High | 10 | 2 | 21 |
Cancel | Hit Adv. | Block Adv. | F/Block Adv. | Cost |
17 | 15 | -6 | -6 | - |
Unique string followup to D1. Does not combo from D1 and hits high, meaning that retaliatory crouching pokes will hit it, though it will catch the enemy if they try to take their turn with a standing attack. Excellent for filling out combos for the best heat generation, and for pickups in antiairs and high-gravity situations. |
2
Straight Punch (2) | ||||
Damage | Guard | Startup | Active | Recovery |
---|---|---|---|---|
3.00 / 0.45 / 0.0005 | High | 11 | 2 | 18 |
Cancel | Hit Adv. | Block Adv. | F/Block Adv. | Cost |
16 | 16 | -3 | -3 | - |
This standing jab actually will jail against crouch blocking opponents, though the slow startup makes it vulnerable to being mashed on. Not a very useful attack at all without kustoms, but with kustoms it leads to a wealth of possibilities. The hard part is getting 2 to land, but if you can accomplish that you're golden. |
Outranked (22) | ||||
Damage | Guard | Startup | Active | Recovery |
---|---|---|---|---|
2.00 / 0.30 / 0.0003 | Mid | 13 | 2 | 20 |
Cancel | Hit Adv. | Block Adv. | F/Block Adv. | Cost |
19 | 18 | -5 | -5 | - |
Mid followup to 2 with slight forward advancement. Oddly enough it deals less damage than 2, causing 22 to deal the same damage as 12 or D12. Technically mid, but with a high hitbox, so be careful about dedicated low profiles. Combos into Ripped, technically making it the best standing punish (without Enhanced Outranked) for building heat, though it rarely matters as the common Jax midscreen B&B already builds full heat from none. |
Get In Line (22D4) | ||||
Damage | Guard | Startup | Active | Recovery |
---|---|---|---|---|
7.00 / 1.05 / 0.0011 | Low | 11 | 3 | 34 |
Cancel | Hit Adv. | Block Adv. | F/Block Adv. | Cost |
0 | 5 | -20 | -20 | - |
Low kick followup to 22, nearly identical to the low kick followup of F2D4. However, unlike F2, 22 doesn't have a natural overhead followup, relegating its use entirely to frame trapping off 22 staggers. With Expert Grappler equipped 22 gains an overhead followup, allowing 22D4 to be used as part of a canned mixup. |
Major Force (221+3) | ||||
Damage | Guard | Startup | Active | Recovery |
---|---|---|---|---|
11.10 / 1.05 / 0.0011 | Overhead | 16 | 2 | 24 |
Cancel | Hit Adv. | Block Adv. | F/Block Adv. | Cost |
0 | 14 | -7 | -7 | - |
Krushing Blow: Activates with FULL Arm Heat. Unlike the other Expert Grappler followups, 221+3 does not modify an existing overhead followup, instead adding a new one entirely. Turns 22 into Jax's only combo starting string with both an overhead and a low followup, potentially giving it broad usefulness, though this requires very strong confirms. |
Advanced Force (2211) | ||||
Damage | Guard | Startup | Active | Recovery |
---|---|---|---|---|
3.90 / 0.60 / 0.0003 | Mid | 9 | 23 | 27 |
Cancel | Hit Adv. | Block Adv. | F/Block Adv. | Cost |
33 | 7 | -4 | -4 | Enhanced Outranked equipped |
Jax follows up 22 with additional swings, continually advancing and dealing chip damage. Can be special cancelled on either the third hit or the fourth, though the entire four button input must be done for the last two hits to come out. The third hit will tick throw with Quad Grab equipped, giving Jax enough time to confirm the first few hits and only input the command grab on block. Surprisingly workable as a stagger despite its slower recovery due to the sheer number of punches in the Enhanced Outranked string, and its threat can even turn 22 into a workable stagger.
|
Right to Arm Bears (221122) | ||||
Damage | Guard | Startup | Active | Recovery |
---|---|---|---|---|
7.99 / 1.20 / 0.0005 | Overhead | 21 | 22 | 30 |
Cancel | Hit Adv. | Block Adv. | F/Block Adv. | Cost |
27 | 25 | -11 | -11 | Enhanced Outranked equipped |
Jax follows up 221122 with even more punches. Excellent for pressure and checkmating the enemy in chip situations. Has another tick throw point on the fifth hit - an easier confirm than 2211, but one that gives the enemy more time to prepare for the potential incoming throw. On hit, 221122 gives enough hits and heat build to guarantee the Heat Missile KB. The final overhead punch will catch enemies trying to avoid the tick throw, but it is very unsafe on block - for a safer option cancel into amplified Stiff Armed instead. |
Armed and Dangerous (2211221) | ||||
Damage | Guard | Startup | Active | Recovery |
---|---|---|---|---|
7.35 / 1.10 / 0.0011 | High | 43 | 3 | 25 |
Cancel | Hit Adv. | Block Adv. | F/Block Adv. | Cost |
- | 34 | 4 | 4 | Enhanced Outranked equipped |
Alternate string ender to 221122: a high leaping punch that makes Jax plus, intended to be used as a supplement to the 221122 overhead against respectful enemies. Does not jail from the first five hits of 221122, but properly lands against crouch blocking opponents. Spacing is favorable for Jax to follow up with a microwalk into F2, or an immediate F4. |
B2
Head Slammer | ||||
Damage | Guard | Startup | Active | Recovery |
---|---|---|---|---|
7.00 / 1.05 / 0.0011 | Overhead | 16 | 2 | 30 |
Cancel | Hit Adv. | Block Adv. | F/Block Adv. | Cost |
- | 0 | -17 | -17 | - |
Krushing Blow: Activates if it is FULLY CHARGED. Exceptionally fast, if short ranged overhead. Despite the long hit animation it is actually 0 on uncharged hit, but in the corner, buffering into a jab of your own or even F33 will require very accurate mashing to stop. Against jumping enemies it causes an odd bounce animation that cannot be continued, but extends its plus frames. Excellent for finishing the round with a surprise overhead. Holding B2 will charge the attack up for a more powerful swing. With only three frames more startup, B2 gains far more range (enough to hit from round start), deals more damage, and gives a close knockdown - entirely negating the two major problems of uncharged B2. Unless going for a round end situation, slightly charged 19-frame B2 is generally the B2 of choice. Fully charging B2 will give it a Krushing Blow and allow for combo followups (KB not required). The time needed to fully charge B2 is very long and can only be reliably fished in two ways: on knockdown with a bit of distance, or comboing into it from a late J2. Any other situation and it's a miracle if it lands. Lengthy knockdowns will allow B2 to catch attacking and jumping, but will also make it more reactable for the enemy. Moderate length knockdowns like a throw will be too quick to catch attacking or jumping, but will still catch wakeup attacks, while being easier to bait. Keep in mind that Getup Roll will counter this outright. |
Head Slammer | ||||
Damage | Guard | Startup | Active | Recovery |
---|---|---|---|---|
7.00 / 1.05 / 0.0011 | Overhead | 16 | 2 | 30 |
Cancel | Hit Adv. | Block Adv. | F/Block Adv. | Cost |
- | 0 | -17 | -17 | - |
Krushing Blow: Activates if it is FULLY CHARGED. Exceptionally fast, if short ranged overhead. Despite the long hit animation it is actually 0 on uncharged hit, but in the corner, buffering into a jab of your own or even F33 will require very accurate mashing to stop. Against jumping enemies it causes an odd bounce animation that cannot be continued, but extends its plus frames. Excellent for finishing the round with a surprise overhead. Holding B2 will charge the attack up for a more powerful swing. With only three frames more startup, B2 gains far more range (enough to hit from round start), deals more damage, and gives a close knockdown - entirely negating the two major problems of uncharged B2. Unless going for a round end situation, slightly charged 19-frame B2 is generally the B2 of choice. Fully charging B2 will give it a Krushing Blow and allow for combo followups (KB not required). The time needed to fully charge B2 is very long and can only be reliably fished in two ways: on knockdown with a bit of distance, or comboing into it from a late J2. Any other situation and it's a miracle if it lands. Lengthy knockdowns will allow B2 to catch attacking and jumping, but will also make it more reactable for the enemy. Moderate length knockdowns like a throw will be too quick to catch attacking or jumping, but will still catch wakeup attacks, while being easier to bait. Keep in mind that Getup Roll will counter this outright. |
Head Slammer | ||||
Damage | Guard | Startup | Active | Recovery |
---|---|---|---|---|
7.00 / 1.05 / 0.0011 | Overhead | 16 | 2 | 30 |
Cancel | Hit Adv. | Block Adv. | F/Block Adv. | Cost |
- | 0 | -17 | -17 | - |
Krushing Blow: Activates if it is FULLY CHARGED. Exceptionally fast, if short ranged overhead. Despite the long hit animation it is actually 0 on uncharged hit, but in the corner, buffering into a jab of your own or even F33 will require very accurate mashing to stop. Against jumping enemies it causes an odd bounce animation that cannot be continued, but extends its plus frames. Excellent for finishing the round with a surprise overhead. Holding B2 will charge the attack up for a more powerful swing. With only three frames more startup, B2 gains far more range (enough to hit from round start), deals more damage, and gives a close knockdown - entirely negating the two major problems of uncharged B2. Unless going for a round end situation, slightly charged 19-frame B2 is generally the B2 of choice. Fully charging B2 will give it a Krushing Blow and allow for combo followups (KB not required). The time needed to fully charge B2 is very long and can only be reliably fished in two ways: on knockdown with a bit of distance, or comboing into it from a late J2. Any other situation and it's a miracle if it lands. Lengthy knockdowns will allow B2 to catch attacking and jumping, but will also make it more reactable for the enemy. Moderate length knockdowns like a throw will be too quick to catch attacking or jumping, but will still catch wakeup attacks, while being easier to bait. Keep in mind that Getup Roll will counter this outright. |
Head Slammer | ||||
Damage | Guard | Startup | Active | Recovery |
---|---|---|---|---|
7.00 / 1.05 / 0.0011 | Overhead | 16 | 2 | 30 |
Cancel | Hit Adv. | Block Adv. | F/Block Adv. | Cost |
- | 0 | -17 | -17 | - |
Krushing Blow: Activates if it is FULLY CHARGED. Exceptionally fast, if short ranged overhead. Despite the long hit animation it is actually 0 on uncharged hit, but in the corner, buffering into a jab of your own or even F33 will require very accurate mashing to stop. Against jumping enemies it causes an odd bounce animation that cannot be continued, but extends its plus frames. Excellent for finishing the round with a surprise overhead. Holding B2 will charge the attack up for a more powerful swing. With only three frames more startup, B2 gains far more range (enough to hit from round start), deals more damage, and gives a close knockdown - entirely negating the two major problems of uncharged B2. Unless going for a round end situation, slightly charged 19-frame B2 is generally the B2 of choice. Fully charging B2 will give it a Krushing Blow and allow for combo followups (KB not required). The time needed to fully charge B2 is very long and can only be reliably fished in two ways: on knockdown with a bit of distance, or comboing into it from a late J2. Any other situation and it's a miracle if it lands. Lengthy knockdowns will allow B2 to catch attacking and jumping, but will also make it more reactable for the enemy. Moderate length knockdowns like a throw will be too quick to catch attacking or jumping, but will still catch wakeup attacks, while being easier to bait. Keep in mind that Getup Roll will counter this outright. |
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