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Ultimate Mortal Kombat 3 - Strategy Guide - Jax
Basics
Special Moves,
General Gameplay Guide
Advanced Character Guides
Kabal,
Human Smoke,
Kung Lao,
Kano,
Reptile,
Ermac,
Nightwolf,
Smoke,
Sindel,
Jax,
Sonya,
Kitana,
Stryker,
Scorpion,
Sub-Zero,
Jade,
Liu Kang,
Sektor,
Classic Sub-Zero,
Cyrax,
Shang Tsung,
Mileena,
Sheeva
Jax - Rank: 10
Jax is considered at the bottom of the top tier barrel ranked
at #10. He's a sweeper, a zoner, a back breaker-er, and ground combo
crusher. He's got a lot of options but he struggles against teleporters
and other top tier characters. Take advantage of old tactics like
standing HKs, ground pounds, sweeps, watch for cross ups and hit the
back breakers, sweeps, keep away with missiles, sweeps, rush down with
run jabs and the 7 hit combo but be careful on male ninjas and some
other characters because often times the 7 hitter will whiff on the D+HP
(HK, HK, D+HP) leaving Jax open for a free counter, in some cases
disastrously damaging because he is the easiest character to juggle, oh
yeah and sweeps. Play as cheap as possible with him, perhaps even turtle
or read other players, and play safely because he can be annoying to
rush down due his range. Utilize his Gotcha as wake up on occasion,
combining with double missiles for zoning afterward.
Basic Moves:
His LP run jab game is
questionable because they hit slightly higher, allowing more chance for
him to be uppercut or ducking LKed, his HPs hit high as well, and set up
easy air juggle aaHPHP, JK, air throw for about 44%. His standing HK has
good range and moderate height, excellent for anti airing half screen
jumpers. His standing LK also has good range and positioning. His sweep
is among the fastest in the game, abuse it. His ducking LK is a hair
slower than some, but has good distance again. His RH has very limited
range, but good height, useful for run under RH situations. His uppercut
has a lot of height and range, but some characters can slip through it
on cross ups, which is when you should for an anti cross up backbreaker.
All of his air attacks are very good.
The Gotcha Grab is a
sudden, fast move that is relatively safe to throw out randomly from a
distance and the only real way to punish it consistently is to sweep
when it comes out. There are obviously other ways to scout and punish
it, so don't rely on it as a certain way to catch someone but it often
does get people off guard and against blind rush down. With exact timing
you can stick the Gotcha Grab in his 7 hit autocombo midscreen against
Jax, and unmasked Sub-zero for a bit of extra damage that isn't really
worth the effort, 51% with a punch starter, vs guaranteed 47% on
everyone with a sweep instead, 47% with a LK on most characters, and 48%
with a HK on a bunch. It is very useful for punisher combos, and in the
corner off his autocombo, which can be extended significantly against
many characters. Also use it when a character jumps from a far distance
as anti air.
Single and Double Missiles are great zoning moves
because they take up a lot of space and move Jax backwards, so if
someone jumps over one he is generally safe. In UMK3 they added charge
time to the single missiles, and this also effects the doubles. If you
fire a single missile, you have to wait a few seconds before you can
fire a double, or another single, and vice versa. They were too broken
in MK3 and decided to add this limitation to balance him. You can still
use the double somewhat for zoning, or avoiding certain attacks with
extra protection. You can mix the single missile with run jabs, and the
double missile will hit teleporters from full screen as they go off
screen.
The Dashing Fist is a sudden move that can be useful to
an extent, used as a wakeup particularly when getting up. Try to buffer
the move without making your movements known as it is easily scoutable
in that situation. In certain set ups, the Dash Fist will make Jax
bounce off the opponent and move backwards, making him slightly safer
than he would be normally. Do not over abuse it because it hits high and
is easily duckable and punishable. It is possible to use this move to
get you closer to an opponent as a method of dashing, but it is
inadvisable, and you can also use it to extend corner combo juggles. It
is also useful to get you out of certain situations and go back into
zoning or sweeps. Sometimes you can use it as anti air and it generally
makes Jax wind up right next to the opponent so you can go into run
jabs, a combo, or sweep strategies as well. When used as anti air it can
cause some glitch type scenarios where it will make Jax and his opponent
push off eachother in opposite directions either facing towards or away
and can create some opportunities for other tactics. There is no limit
as to how many Dash Fists you can do in a juggle, nor is there a time
limit in-between so you can literally just frames a couple of them in a
row in the corner as a humiliation juggle after his 7 hit combo.
The Ground Pound is another returning move from MKII, but it was
given more start up frames to balance it, however it is still useful,
and unblockable and only avoidable by jumping. It keeps your opponent on
guard at all time and might put them in bad situations when they might
not want to be in the air. Not many people actually use this move in
UMK3 because of how much slower it is than the MKII version, but when
used properly it becomes an annoying factor in a match, particularly if
you time it to connect as soon as they hit the ground on a jump, this
will force them to jump if they see it coming and they have to
immediately decide whether they are close enough to counter the ground
pound with a jump kick or a jump punch start to combo, straight up, or
backwards. If you time and space it right, you will be on the advantage
when they land on their second jump and be able to once again resume
your now nasty, cheesy sweeping and back breakering techniques.
The Backbreaker is his golden move, because it is perhaps the most
useful move in his arsenal, even though simplistic in usage and design.
Air throws have tremendous zero frame priority in MK like regular throws
in just about any game, including MK itself, but you can't avoid them in
air or tech hit, and they generally do significant damage, in the
mid-high teens and this is for one move that sets up tactical scenarios,
generally accompanied by a JK before hand, increasing damage to about
30%. Whenever someone tries to cross up jump punch or jump kick you as
you are sweeping them to a bitter end, anticipate it, and immediately,
unhesitantly and committedly, jump forward, or straight up and tap
block, and you will backbreaker them right back to the ground, then
immediately return to the sweep fest. This tactic is also used with Kano
and perhaps even more so. Even when you aren't sweeping, watch for any
possible chance to get a backbreaker because it is also a psychological
move. It makes people rethink what they are doing if you get them with
it, 2, 3 or 4 times in a row because they think for some reason their
cross up is going to work this time. Always remember to tap block a few
times while you are in the air even if you aren't in a natural situation
where you would instinctively backbreaker someone because chances are
you'll hit it. Remember that Robot Smoke's radius for his air throw is
very large, pretty much 360 degrees around him while Jax's has a bit
less area to deal with.
The Multislam is simply a special throw,
in which you perform a normal throw, and tap HP several times to get 3
more slams. There isn't much more to it other than you can go back into
sweep tactics after it!
Jax has one new infinite. So far it
works only vs Sheeva and its done using otg JPs method. What you have to
do is Autocombo her in corner, aaHP, Dash Punch and get unblockable RH
after it. Then immediately do otg JPs and repeat the whole procedure.
Its difficult to be done and cant be used in a vs game.
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Basic Juggles:
1. aaHP, Gotcha
Grab 6 hits 27% (add an extra aaHP, but requires stepping
forward a bit depending on the opponent) 2. (as a punisher)
aaHP,HP, JK, air throw 4 hits 44% 3. Add a HK on Male
Ninjas, Sub-zero, Jax, Stryker, (Robots, Sheeva require a small
step forward), and a few other characters, for 39% instead of
33% on his 7 hitter, leaving off the last B+HP, a standing LK
works on a lot more characters, for 37%, and a sweep will work
on everyone also for 37% and sets up tactics, you can do his
Gotcha Grab with perfect timing on Jax and unmasked Sub-zero for
a few more %.
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Basic Corner Combo - Juggles:
punch starter, HK, HK,
D+HP, HP, BL, LP, B+HP, with your choice of finish: 1. HK - 50%
2. RH - 51% 3. gotcha grab 13 hits - 53% 4. uppercut -
54%
Advanced Corner Combo - Juggles:
punch starter, HK, HK,
D+HP, HP, BL, LP, B+HP, with your choice of finish because curtain
combos work more faithfully on specific characters: 1. RH, HK -
10 hits 59% 2. JK, Backbreaker - 10 hits 59% 2. aaHP, dash
punch, HK - 11 hits 60% 3. aaHP, dash punch, aaLP, gotcha 16
hits 65% (against Robots, Kung Lao, Jax, Sheeva...) 4. JK, aaHP,
dash punch, HK, 12 hits 68%
Corner Juggle Punishers:
1. aaHPHP, dash punch,
HK 4 hits 40% 2. aaHPHP, dash punch, aaLP, Gotcha Grab 9 hits
52% 3. aaHP, JK, aaHP, dash punch, HK 5 hits 56% 3. aaHPHP,
dash punch, JK, backbreaker 5 hits 58% 4. aaHP, JK, aaHP, dash
punch, aaLP, Gotcha Grab 10 hits 68%
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Ultimate Mortal Kombat 3 - Strategy Guide Jax Auto Combo Finisher
File Size: 5,40 MB |
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Ultimate Mortal Kombat 3 - Strategy Guide Jax Corner Combo
File Size: 2,13 MB |
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Last Update
10.22.2009
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