Jax Briggs

Move List


INPUT COMMANDS
Quick Steel
1
Power Punch
Back+1
Knee Jab
Down+1
Straight Punch
2
Head Slammer
Back+2
Hammer Hook
Forward+2
Upper Muscle
Down+2
Boot Bash
3
Knee Shatter
Back+3
Steel Toe
Forward+3
Side Strike
Down+3
Get Back
4
Ankle Breaker
Back+4
Gur-Knee
Forward+4
Step Back
Down+4
JUMPING ATTACKS
Leaping Fist
1
Double Damage
2
Hit With A Size 12
3or4
HOP ATTACKS
Ground Smash
Up,1orUp,2
S.F. Stomp
Up,3orUp,4
GETUP ATTACKS
Krushing Backhand
Up+2
Ground Slam
Up+3
FLAWLESS BLOCK ATTACKS
Krushing Backhand
Up+2
Ground Slam
Up+3
THROWS
Toward Throw
1+3+ForwardorForward+1+3
Back Throw
1+3or1+3
ROLL ESCAPES
Forward Roll Escape
Forward+Stance Switch
Away Roll Escape
Back+Stance Switch
AIR ESCAPE
(Air) Breakaway
Down+Block
MOVE DATA
DAMAGE BLOCK DAMAGE F/BLOCK DAMAGE
N/A N/A N/A
MOVE TYPE VARIATION
N/A N/A
PROPERTIES
N/A N/A
DESCRIPTION
N/A
FRAME DATA
START-UP ACTIVE RECOVERY
N/A N/A N/A
CANCEL ADVANTAGE
N/A
HIT ADVANTAGE BLOCK ADVANTAGE F/BLOCK ADVANTAGE
N/A N/A N/A


Last Updated: May 21, 2020

Strategy


Jax is a rushdown character with strong up-close pressure and mix-ups. His Grinnin’ Barrett variation gives him the ability to launch opponents up for a combo and additional mix-up options with Duck and Weave. Jax’s Hunker Down variation gives him powerful command grab mix-ups and additional Krushing Blows. In his Ringer variation, Jax acquires new strings for pressure and high damaging corner combos.

Key Moves

Forward+2/Forward+2,1 – 12 frame advancing mid, staggerable, used for mix-ups, can be Flawless Blocked on 2nd hit
Forward+2,Down+4 – 12 frame advancing mid, used for mix-ups, unsafe on block
Forward+3,3/Forward+3,3,1 – 9 frame mid, hit confirmable, staggerable, can be Flawless Blocked on 3rd hit
Forward+4 – 15 frame advancing mid, +1 on block
DownBack1 (Gotcha Grab) – Combo ender, +4 on hit restand in the corner
BackForward3 (Heat Missile) – 11 frame high projectile, must spend Arm Heat to perform Heat Missile, triggers a Krushing Blow in a combo of 6 hits or more
DownDown3 (Heating Up) – Damage buff

Strengths

  • Great pressure
  • Fast normals
  • Quick movement
  • Good throws
  • Strong Krushing Blows

Weaknesses

  • Weak neutral
  • Flawless Blockable gaps

Combo Starters

Jax is able to combo in his Grinnin’ Barrett variation by using Ripped (DownBack4) and Amplifying it. This is normally done after Jax’s Forward+3,3. In his Ringer variation, he is able to combo in the corner by using Lethal Clap (DownBack1) while Jax has at least 50% Arm Heat.

Combo Enders

Jax’s combos are usually ended with Gotcha Grab (DownBack1). From Gotcha Grab, Jax has a number of ways to end the combo. Pound Town (1) will deal maximum damage to the opponent. Gut Buster (2) will carry the opponent closer to the corner. Lay Down (3) will switch positions with the opponent. Get Outta My Face (4) will throw the opponent fullscreen while sacrificing knockdown advantage. If in the corner, Gotcha Grab into 4 will restand the opponent and leave Jax at +4 on hit. This is usually done to prevent opponents from using wake-ups while knocked down.

Arm Heat

Jax has the unique ability to boost his damage by heating up his arms. For every landed hit with Jax’s arms, his Arm Heat will increase by 10%. The more Arm Heat Jax has, the higher damage he will deal. Additionally, Arm Heat can be spent to enhance or use certain Special Moves such as Jax’s Heat Missile (BackForward3). Jax can increase his Arm Heat by 20% by using his Heating Up (DownDown3) Special Move. If Amplified, Jax will increase his Arm Heat by 50%.

Hammer Hook

Jax’s main footsie move is his Hammer Hook (Forward+2) attack. Forward+2 is a 12 frame advancing mid attack that is best used at mid-range. Forward+2 is -4 on block and can be staggered to start Jax’s offense. If opponents try to counterattack, Forward+2,1 or Forward+2,Down+4 can be used instead to stop their attack. Once the opponent is conditioned to block after Forward+2, Jax can then start pressure with Forward+3,3 or go for a grab.

Mix-ups

Jax’s Forward+2 gives him an overhead/low mix-up as well. After Forward+2, Jax can use either Forward+2,1 or Forward+2,Down+4. Jax’s Forward+2,1 ends with an overhead attack that leaves him at -7 on block, but can be Flawless Blocked on the final hit. Forward+2,Down+4 ends in a low attack which can be used as a mix-up with Jax’s Forward+2,1, however if it’s blocked it will leave Jax punishable at -20. Since Forward+2,Down+4 hits earlier than Forward+2,1, it will also counter opponents attempting to Flawless Block Forward+2,1. Although this mix-up is strong as it can be done off of an advancing mid, both the overhead and low are unsafe with little reward and therefore should not be used often.

An alternative mix-up is to use Jax’s Back+2 and Back+3,2 attacks. Back+2 is a 16 frame overhead attack that if blocked will leave Jax punishable at -17. Back+3,2 is an 18 frame low attack that is completely safe on block. If it hits, Back+3,2,1+3 can then be used which will switch positions with the opponent.

For additional mix-ups, Jax is able to use Ground Pound (DownDown4) within his blockstrings. Ground Pound is a 36 frame low attack that can be used as a mix-up with Jax’s overhead attacks. These include Jax’s 1,2,1,Back+2,Forward+2,1 and Forward+3,3,1. It’s also worth mentioning that Ground Pound is safe on block against characters without a 7 frame attack, but can still be punished if the opponent jumps or Flawless Blocks. Due to the slow start-up on Ground Pound, it can be blocked on reaction. As a result, using Ground Pound for mix-ups is not very reliable and should only be used periodically.

Last Chance

Jax’s primary attack to use up-close is his Last Chance (Forward+3,3) string. Forward+3,3 is a fast 9 frame mid attack that can be hit confirmed into a combo. On block, this string will leave Jax at -4 and can be staggered for pressure. Jax also has the option to complete the string by using Forward+3,3,1. Similar to Forward+2,1, Jax’s Forward+3,3,1 ends with an overhead attack which can be useful for hitting opponents attempting to attack after Forward+3,3. While Forward+3,3,1 is -7 on block, it should be used with caution as the final hit can be Flawless Blocked.

Active Duty

Jax’s Active Duty (1,2,1) string is a high attack that is used at close range for pressure. Both the first two hits leave Jax at +1 on block and can be used for staggers. After 1 or 1,2 is blocked, Jax can then guarantee a Down+1 which will stop any of the opponent’s attacks. Jax can also counter the opponent by completing the 1,2,1 string. The final hit of 1,2,1 is an overhead attack that will leave Jax at -2 on block. Using a Down+1 afterwards will beat any attack that is slower than 9 frames. Be careful when using this string as the final hit can be Flawless Blocked.

Head Slammer

Head Slammer (Back+2) is a 16 frame overhead attack that is -17 on block. Back+2 can be charged by holding 2. The longer it’s charged, the higher damage it’ll deal and the safer it’ll be on block. Charging a third of the way will leave Jax at -10 on block; charging two-thirds of the way will leave Jax at -5 on block; charging fully will leave Jax at 0 on block and launch the opponent up for a combo if it hits. Jax’s Back+2 will also trigger a Krushing Blow if it is fully charged before hitting.

The following lists the block advantage for Jax’s Back+2:

Non-charged = -17
1/3 Charged = -10
2/3 Charged = -5
Fully Charged = 0

Although charging Back+2 will yield more reward, it will be easier to react to the longer it’s held. Because of this, charging Back+2 is much more viable when used as a punish. For example, after knocking the opponent down, a charged Back+2 can be done to whiff punish an opponent’s Getup Attack. Another scenario where a charged Back+2 can be done is after jumping over a projectile and using a jump punch followed by Back+2. Due to the high amount of hit advantage from a jump punch, it will still be able to combo into a fully charged Back+2.

Gur-knee

Gur-knee (Forward+4) is a 15 frame advancing mid attack that is best used at mid-range. While slower than Forward+2, Jax’s Forward+4 is +1 on block. This will create a frametrap, allowing Jax to guarantee a Down+1. Once the opponent is conditioned to block the Down+1, Jax can then start pressure with Forward+3,3 or go for a grab.

Gotcha Grab Restand

In the corner, Jax is able to restand the opponent at the end of combos by using Gotcha Grab and following up with 4. This will leave Jax at +4 on hit, allowing him to pressure the opponent. Jax can then follow this up with a Forward+3,3 which cannot be escaped. Once the opponent is conditioned to block after the restand, Jax can then mix this up with a throw. It’s recommended to use a corner combo that consists of enough hits where Jax will have at least 90% Arm Heat by the end. This will allow Jax to trigger his Toward Throw Krushing Blow after the restand.

Stiff Armed

Stiff Armed (BackForward2) is a quick 11 frame advancing mid attack. Although it is -16 on block, Amplifying it will leave Jax at -7 on block. This can be useful as a safe way to counter opponents attempting to Flawless Block in the middle of Jax’s strings. It is also very good to use after pokes such as Down+1 and Down+3 to beat counterpokes.

If used at a distance, Amplifying Stiff Armed will cause it to become a command grab. This is very strong as it allows Jax to grab opponents from far range. If the opponent jumps or ducks underneath the command grab however, it can be punished. It’s best to mix up the regular and Amplified versions of Stiff Armed to keep the opponent guessing on which will be used. Stiff Armed is also great at long distances because it will trigger a Krushing Blow if only the second hit connects as a Kounter or Punish.

Zoning

Jax is able to use his Thumper (DownBack2) Special Move for zoning. Thumper is a slow 26 frame mid projectile that can keep the opponent’s movement in check. By inputting Up afterwards, Jax will direct the projectile upwards to hit airborne opponents. If Amplified, Jax will shoot an additional projectile.

Another zoning tool Jax can use is Ground Pound (DownDown4). Ground Pound is a 36 frame low attack that hits fullscreen. While slow, Ground Pound can be used on occasion against ill-prepared opponents.

With Arm Heat, Jax’s zoning is increased exponentially. By spending 20% Arm Heat, he is able to perform Heat Missile (BackForward3). Heat Missile is a high projectile and is the fastest projectile in the game, having a start-up of 11 frames. Heat Missile has a very quick travel speed and is only -9 on block. At the cost of 40% Arm Heat, Jax can perform a Double Heat Missile by inputting 4 afterwards. This will send out a mid projectile that can be used for chip damage and prevent opponents from advancing after the initial Heat Missile.

Throws

Jax’s throws are incredibly strong as both his Toward Throw and Back Throw leave the opponent close enough for Jax to attack on knockdown. After a throw, dashing forward will allow Jax to attack with Forward+2 or Forward+3,3. Jax’s Toward Throw will also trigger a Krushing Blow if Arm Heat is at 100%, making his throws much deadlier.

Fatal Blow

Jax has a very powerful Fatal Blow. With a start-up of 11 frames, it is the fastest Fatal Blow in the game. Jax’s Fatal Blow travels very quickly as well and has a large amount of pushback on block, making it difficult to punish. It is however a high attack, so it can be punished if the opponent is ducking. If Jax’s Fatal Blow hits, it will boost his Arm Heat all the way up to 100% and give him enough advantage to attack the opponent on knockdown. After the Fatal Blow, attack with either Forward+2 or Forward+3,3. This also gives Jax the perfect opportunity to throw the opponent and trigger his Toward Throw Krushing Blow because his arms will be fully heated up.

Duck and Weave

Jax’s Grinnin’ Barrett variation gives him access to Duck and Weave (BackForward2). Duck and Weave puts him into a stance that can lead into 3 different attacks:

BackForward2 (Duck and Weave) – Advancing mid attack that leaves Jax safe at -7 on block. If Amplified, Duck and Weave will launch the opponent up for a combo. Duck and Weave is mainly used at mid-range. If the opponent attempts to attack Jax while in the Duck and Weave stance, Jax can release the stance to stop the opponent’s attack.

4 (Ripped) – Slow 29 frame overhead attack that can be used as a mix-up with Rag Dollin’. Ripped is completely safe at -7 on block. If Amplified, Ripped will launch the opponent up for a combo. Although Amplified Ripped is -8 and has great pushback on block, it ends in a high attack and can be punished if the opponent ducks underneath it.

1+3 (Rag Dollin’) – Fast 12 frame low attack that can be used as a mix-up with Ripped. Rag Dollin’ is very unsafe at -17 on block. Since it hits much earlier than the overhead, it’s best to delay Duck and Weave by holding 2 before using Rag Dollin’ so that it hits near the same time as the overhead.

It’s best to use Duck and Weave at mid-range to either attack with an advancing mid or instantly mix the opponent up. While Duck and Weave gives Jax an alternative form of offense, the mix-up can be blocked on reaction due to the slow start-up on the overhead. Both the overhead and low can be punished as well, making it extremely risky. Duck and Weave mix-ups should only be used on occasion to hit opponents who are not ready to defend.

Quad Grab

In Jax’s Hunker Down variation, he gains Quad Grab (DownBackForward1). Quad Grab is a command grab that is used for mix-ups. Quad Grab consists of up to 4 hits:

DownBackForward1 (Quad Grab)
2 (Power Bomb)
4 (Underhook Slam)
3 (Belly to Belly Suplex)

To perform each hit, they must be inputted sequentially. Underhook Slam and Belly to Belly Suplex also require 1 bar of Offensive Meter each. To switch positions with the opponent, input Back after the 1st hit. With proper execution, Quad Grab can yield massive damage. If all follow-up attacks are performed at the last possible moment, the final hit of Quad Grab will trigger a Krushing Blow.

Quad Grab is a great way to deal damage to opponents who tend to block. If the opponent is conditioned to block Jax’s attacks such as Forward+3,3, Quad Grab can be used to grab them for a mix-up. Quad Grab is especially strong when used while the opponent is low on health. Due to its Krushing Blow, it can be an easy way to deal high damage and close out the round.

Enhanced Outranked

In Jax’s Ringer variation, his Outranked (2,2) string gains additional follow-up attacks. These attacks include:

2,2,1,1
2,2,1,1,2,2
2,2,1,1,2,2,1

Both 2,2 and 2,2,1,1 leave Jax at -5 and -4 respectively and can be staggered for pressure. Jax has 2 different ways to complete the string. The 1st is to use 2,2,1,1,2,2 which ends in an overhead attack. Since this is punishable at -11 on block and does not deal much damage, it should rarely be used. The 2nd way to complete the string is to use 2,2,1,1,2,2,1 which ends in a high attack. Be careful when using this string as it can be ducked or Flawless Blocked. To counter opponents attempting to interrupt this string, use 2,2,1,1,2,2 or cancel the string into a Special Move such as Stiff Armed or Lethal Clap. After 2,2,1,1,2,2, Jax will be +4 on block.

Lethal Clap

Jax acquires the Lethal Clap (DownBack1) Special Move in his Ringer variation. Lethal Clap is a high attack that is mainly used in combos. Since Lethal Clap is +14 on hit, it can be used after strings such as 2,2,1,1,2,2 and Forward+3,3 to keep the opponent standing while guaranteeing follow-up pressure.

Lethal Clap can be Amplified by inputting 1 immediately after use. Amplifying Lethal Clap requires at least 50% Arm Heat. Once Amplified, Lethal Clap will deal higher damage and launch the opponent up for a combo in the corner. If Jax has at least 90% Arm Heat, Amplified Lethal Clap will deal even greater damage and allow for a combo midscreen as well.

Although Lethal Clap is -10 on block and can be punished, it can be used outside of combos to counter opponents attempting to interrupt or Flawless Block Jax’s strings. It is also useful when done after pokes such as Down+1 or Down+3 to beat counterpokes.

Ground Shatter

In Jax’s Ringer variation, his Ground Pound is modified to become Ground Shatter. Unlike Ground Pound, Ground Shatter launches the opponent up for a combo. It is also -7 and completely safe on block, allowing Jax to safely use it for mix-ups at close range. If Amplified, Ground Shatter becomes an unblockable making it more difficult to defend against. Since Ground Shatter must directed close, mid, far or very far, it is slightly weaker when used in zoning.

Combos


Grinnin' Barrett

Jax Briggs - Grinnin' Barrett - Beginner Combos

Jax Briggs – Grinnin’ Barrett – Beginner Combos


Jax Briggs - Grinnin' Barrett - Beginner Combos
Jax Briggs - Grinnin' Barrett - Advanced Combos

Jax Briggs – Grinnin’ Barrett – Advanced Combos


Jax Briggs - Grinnin' Barrett - Advanced Combos

Hunker Down

Jax Briggs - Hunker Down - Beginner Combos

Jax Briggs – Hunker Down – Beginner Combos


Jax Briggs - Hunker Down - Beginner Combos
Jax Briggs - Hunker Down - Advanced Combos

Jax Briggs – Hunker Down – Advanced Combos


Jax Briggs - Hunker Down - Advanced Combos

Ringer

Jax Briggs - Ringer - Advanced Combos

Jax Briggs – Ringer – Advanced Combos


Jax Briggs - Ringer - Advanced Combos

Guides


General

Grinnin' Barrett

Hunker Down

Jax Hunker Down Guide by Swift

Jax Hunker Down Guide by Swift


Jax specialist Swift is back with an in-depth Jax Hunker Down guide. If you’re looking to learn how to play as Jax, then Swift has you covered in these 4 videos.

Ringer

Ringer Jax Breakdown by Swift

Ringer Jax Breakdown by Swift


Jax’s Ringer variation includes quite a few different strings as well as a new form of pressure and zoning. In the above video, Swift goes into detail on how to apply these moves to your game while giving some useful tips for leveling up your Jax. If you are interested in learning how to play Ringer Jax, give it a watch!