Jax Mortal Kombat Guide
Last update: 11 May 2016
Long combos are not Jax's strong point because he has no blows which combine combos or special moves. Ground Pound is made for starting sequences of blows because it is a juggle and can't be blocked. The only way to avoid it is to stay in the air, but this is quite risky because of Jax's grabs. A special move, Dash Punch, doubles its damage after it is enhanced. It is also well suited for finishing combos. |
Fatalities
Smash And Grab | Close to an opponent | |
Three Points! | Start on jumping distance | |
Stage Fatality | Close to an opponent | |
Babality | Jumping distance and 2 steps backwards |
Special Moves
Energy Wave | Projectile on High | |
Dash Punch | Blow on High | |
Ground Pound(close) | Juggle, can't be blocked | |
Ground Pound(med) | Juggle, can't be blocked | |
Ground Pound(far) | Juggle, can't be blocked | |
Gotcha Grab | Grab | |
Air Gotcha Grab | Grabs an opponent in the air | |
Overhead Smash | Blow on Mid | |
Back Breaker | Grab in the air |
Fast Tags
Majority Rules | ||
Outranked |
Tag Combos
Major Muscle | ||
Alloy-Over You | ||
Briggs Da Noise |
Basic Combos
Major Force | 3 blows on High 17 | |
Boot Kamp | 3 blows High, Mid, High 15 | |
Active Duty | 2 blows on High 9 | |
Field Grade | 2 blows on High 9 | |
Chain Of Command | 3 blows High, Mid, High 15 | |
Advence Force | 3 blows Low, High, High 14 | |
Code Of Conduct | 3 blows Low, High, Low 14 |
Complex combos
, | 17 |
, | 17 |
, | 17 |
, | 26 |
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, , | 23 |
, , | 24 |
, | 19 |
, , , | 26 |
, , , | 27 |