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Mortal Kombat X – Wie man Jax spielt:Kombinationen und Strategien

Jax ist ein Kraftpaket. Er hat großartige Basisangriffe und Combos, die es ihm ermöglichen, frei zwischen Overhead- und Low-Attacken zu wechseln. Er ist auch relativ sicher vor Bestrafung, wenn die meisten seiner Angriffe geblockt werden. Je nach gewählter Variante kann er starken Offensivdruck ausüben oder sich mit einer Reihe von Projektilangriffen zurückhalten und in Zonen einteilen.

Notationsschlüssel

PlayStation/Xbox
1 – Quadrat/X
2 – Dreieck/Y
3 – X/A
4 – Kreis/B

Boden Pfund
Notation:Down, Down+4
Enhanced:Ja, aber keine Rüstung.

Das Markenzeichen von Jax, Ground Pound, kehrt zurück und ist gegenüber früheren Spielen weitgehend unverändert. Der Spezialzug kann nicht geblockt werden, was bedeutet, dass ein Gegner springen muss, um ihm auszuweichen. Sie können steuern, wo der Anschlag trifft, indem Sie unmittelbar nach der Notation Vorwärts oder Zurück drücken. Die reguläre Version trifft ungefähr in Sprungweite von Jax, das Drücken von Vorwärts platziert es auf der anderen Seite des Bildschirms und das Drücken von Zurück bringt es direkt vor Jax.

Sie können das Ground Pound verwenden, um Gegner zu bestrafen, die gerne Projektile von quer über den Bildschirm verwenden. Einige Projektile werden sogar während der Ground Pound-Animation über Jax fliegen. Von der Mitte des Bildschirms aus können Sie im Allgemeinen einem Ground Pound mit Dash Punch folgen, um mäßigen Schaden zu verursachen. Wenn Sie nah genug sind, können Sie hineinrennen, um eine vollständige Combo zu landen. Die verbesserte Version (Ground Shake) verfolgt den Standort des Gegners zum Zeitpunkt der Ausführung des Spezialzugs.

Dash Punch
Notation:Zurück, Vorwärts+2
Erweitert:Ja, mit Rüstung.

Der Dash Punch kehrt zurück und ist im Wesentlichen derselbe wie immer. Es reicht fast über die gesamte Länge des Bildschirms, stoppt nur kurz und trifft hoch. Während der Angriff von den meisten Charakteren bestraft werden kann, wenn er geblockt wird, kann er sich auch ducken. Glücklicherweise hat Jax jetzt den Downward Dash Punch (Back, Forward+2, Down), der ein Overhead-Angriff ist, der jeden treffen wird, der versucht, sich unter der normalen Version zu ducken.

Beide Versionen des Dash Punch haben eine Rüstung, was sie nützlich macht, um den Angriff eines Gegners zu überstehen. Der Downward Dash Punch ist besonders nützlich in der Ecke, da Sie mit einer Jongleurkombination folgen können. Verwenden Sie dies, um Combos für zusätzlichen Schaden zu erweitern, wenn Sie einen Gegner in die Enge getrieben haben.

Große Schmerzen
Notation:Zurück, Vorwärts+4
Erweitert:Ja, mit Rüstung.

Major Pain ist ein Anti-Luft-Knieangriff, der gut funktioniert, wenn Sie schnell auf den Sprung eines Gegners reagieren können. Es ist etwas langsamer als einige andere Luftabwehrangriffe im Spiel, aber es funktioniert immer noch, solange Sie schnell reagieren. Die verbesserte Version (Major Muscle) fügt am Ende des Angriffs einen Schlag hinzu, der den Gegner über den Bildschirm schickt. Es hat auch eine Panzerung, die es zu einem viel besseren Luftabwehrangriff macht, da es den Luftangriff eines Gegners direkt durchdringt. Beide Versionen können bestraft werden, wenn der Gegner blockt, also hebe sie für Anti-Air-Möglichkeiten auf oder um Kombos zu beenden.

Hab dich gepackt
Notation:Unten, Zurück+1
Erweitert:Ja, mit Rüstung.

Ein weiterer typischer Jax-Angriff kehrt in Form von Gotcha Grab zurück. Es ist sicher, wenn der Gegner blockt, und obwohl es hoch trifft, können Sie sich nicht darunter ducken, wenn es direkt nach einem mittleren, niedrigen oder Überkopfangriff verwendet wird. Wenn zum Beispiel ein Gegner Jax’ Ankle Breaker (Down+3) blockt und du ihn in den Gotcha Grab abbrichst, muss der Gegner auch den Gotcha Grab blocken. In den meisten Fällen ermöglicht ein niedriger Angriff gefolgt von einem hohen Angriff dem Gegner, sich unter dem Hoch zu ducken. Wenn Sie jedoch mit dem Gotcha Grab den Block loslassen, um sich darunter zu ducken, werden Sie getroffen, obwohl es sich um einen hohen Angriff handelt. Wenn es allein verwendet wird, können Sie sich jedoch darunter ducken.

Die verbesserte Version (Gotcha Beatdown) fügt mehr Treffer für zusätzlichen Schaden hinzu und hat Rüstung. Dies ist ein großartiger Zug, wenn Jax unter Druck gesetzt wird, nachdem er zu Boden geworfen wurde. Ein kluger Gegner kann sich immer noch unter dem Angriff ducken, um zu bestrafen, aber dann können Sie den verbesserten Angriff Downward Dash Fist einmischen, der Rüstung und Treffer als Overhead hat. Du kannst auch Combos und Angriffe, die im Allgemeinen nicht sicher sind, in den Gotcha Grab abbrechen, wenn der Gegner blockt, um Jax vor Bestrafung zu schützen.

Bring es (Röntgen)

Jax’ X-Ray ist einer der wenigen X-Ray-Angriffe im Spiel, der als Overhead einschlägt. Das gibt Jax ein sehr gefährliches 50/50-Ratespiel, wenn Ihr Gegner einen niedrigen Angriff erwartet. For example, the Field Grade combo (1,2,3) ends with a low attack. However, if you cancel the second hit into the X-Ray you get an overhead when your opponent is expecting a low. The X-Ray has armor and can go through attacks, but it’s better to combo into it to guarantee it will connect.

Basic Strategy

Jax has quite a bit of versatility in his basic attacks and combos. He can apply heavy pressure at close range, but still zone an opponent with the Ground Pound or some of the special moves that are variation-specific. He has a lot of combos that shift between low and overhead attacks, and he’s safe from punishment more often than not. Even the combos that are not safe when blocked, Jax can end most of them with a Gotcha Grab to make them safe.

Two of Jax’s best combos are the Air Raid (Forward+2,1) and Expendable (Forward+2,1,2). Air Raid leaves Jax at zero, which means he’s even with the opponent. However, Jax’s Quick Fist (1) and Knee Jab (Down+1) are two of the fastest attacks in the game, which means when Jax is even with an opponent, he generally has a slight advantage. For example, you can follow Air Raid with the Knee Jab, then cancel that into a Gotcha Grab. Most characters can’t interrupt that string of attacks, but if they try you can just use the Expendable combo instead to stop them in their tracks.

The Warfighter combo (Back+3, Down+2) should be a staple in your Jax arsenal. It’s a low kick into an overhead elbow, and the elbow is safe if the opponent blocks. This is a great tool to keep an opponent on their toes and works especially well when your opponent doesn’t have meter, forcing them into an overhead/low or Expendable combo mix-up as they get off the ground.

Ground Control is one of Jax’s better combo strings. It starts with a moderately fast high attack, followed by a low, then ending with an overhead that’s safe if the opponent blocks. You can’t follow up with a combo, but it inflicts a solid 12 percent damage if all three hits connect.

All Out Assault (3, Forward+4) is another decent combo string that can lead into some damage if you have good reactions. The first hit is high, but it leads into an overhead. If the opponent blocks, Jax is safe, but if it connects you can follow with a Dash Punch or Run Cancel into a full juggle combo. The easiest way to connect a combo is by immediately running, then using Upward Punch (Forward+2) into a combo. You can use other attacks, but Upward Punch is one of the easiest to connect in this situation.

You can use Armed Forces (3, Back+2) to extend combos. It’s a high kick followed by an uppercut that launches an opponent into the air. When used in the middle of a combo it will help to keep an opponent in the air so you can follow with more attacks and more damage.

The Head Slammer overhead (Back+2) is not safe with the standard notation, but if you hold 2 for the maximum charge it becomes safe and bounces the opponent off the ground so you can follow with a juggle combo. The Outranked combos (Back+1,2,1) is also a solid poking string that is safe if the opponent blocks.

Heavy Weapons Variant

In the Heavy Weapons variant Jax gets to use a machine gun and a rocket launcher. He can shoot both straight ahead or angled upward as an anti-air attack. The L.A.W. Rocket (Down, Back+2) fires a rocket launcher projectile that hits mid and cannot be ducked under. You can delay the attack by holding 2 and even aim it upward by tapping Up. While you’re delaying the attack you can angle it upward, then move it back down to a straight shot by tapping Down. You can even cancel the attack by pressing Forward, Forward or Back, Back.

The L.A.W. Rocket should primarily be used from a distance as a zoning tool. It’s not the fastest projectile in the game, but it hits for 11 percent damage, which is good for a projectile. The ability to quickly aim it upward is also an asset if your opponent tries to jump over the projectile.

The enhanced version (L.A.W. Blast) increases the damage and is safe if the opponent blocks it at close range. However, there aren’t many situations that would warrant using the L.A.W. Blast over another enhanced special move. It inflicts three percent chip damage, so if an opponent has very little health remaining you can use a blocked combo into the L.A.W. Blast to potentially finish them off.

Jax’s Machine Gun (Back, Forward+3) fires a bit faster than the L.A.W. Rocket, but doesn’t hit quite as hard. The Up Machine Gun (Down, Back+3) fires at an upward angle as an anti-air attack, but at close range it will hit a standing opponent. Unlike the L.A.W. Rocket, you can duck under both versions of the Machine Gun. This actually creates a decent mix-up if you’re zoning out an opponent who has low health. Use the Machine Gun until they duck under it, then switch between the Machine Gun and L.A.W. Rocket, mixing in the anti-air versions if you anticipate a jump. This works well against characters who don’t have a good way around projectiles (such as a teleport).

If you want to zone with Jax, this is the variant you should be using. However, against most characters the Pumped Up variant tends to work a bit better overall.

Wrestler Variant

The biggest addition in the Wrestler variant is the Energy Wave projectile attack (Down, Back+2). When it’s blocked Jax has significant advantage and can press his offense hard. This works especially well when paired up with the Air Raid (Forward+2,1) and Expendable (Forward+2,1,2) combos. The mix-up here is whether or not you can end Air Raid with Gotcha Grab, Energy Wave or simply continue the combo into Expendable.

If you end Air Raid with the Energy Wave and the opponent blocks it Jax has enough advantage to allow Jax to follow with another Upward Punch (Forward+2) and start the mix-up all over again. Only the fastest special moves in the game can beat out the Upward Punch in this situation, and it’s a risk to use them because Jax can simply block and punish instead of continuing to pressure.

A smart opponent will attempt to duck under the Energy Wave. It hits high which allows an opponent to punish Jax if they duck at the end of the Air Raid combo. The mix-up is that Jax can finish with the Expendable combo instead, or end the Air Raid combo with the Gotcha Grab, which will hit a ducking opponent. You’ll need to test your opponent to see how good their reactions are. Skilled players will be able to see the Energy Wave and actually duck under it, but most will have to make a guess.

From a zoning perspective you can delay the Energy Wave by holding 2 and the enhanced version (Assault Wave) fires two blasts with the second hitting mid so the opponent can’t duck under it. You can delay the Assault Wave as well, but when used at close range it doesn’t have the same advantage as the Energy Wave.

The Wrestler variant gives Jax two new combo variations and two special moves. The Jammer (Forward+3, 1+3) and Deploy (Forward+4,1+3) combos add a tackle to the end of those attacks. The attacks and the tackles that follow can both be punished if an opponent blocks, but they work well to end combos if you’re going to big damage.

The Quad Grab (Down, Back, Forward+1) is a staple throw for Jax that allows him to perform a series of throws for big damage. The initial notation does one throw, but you can follow with 2,3,4, then 1+2+3+4 to get additional throws. The last few are difficult to time, but try to hit the input just before Jax slams the opponent to the ground with each throw. If you can consistently pull off the entire combo, this is a great way to end combos or just apply pressure at close range.

Jax also gains the Back Breaker (Down+Throw in the air) that can be used after Jump Kicks for decent damage. By itself it’s not the best air-to-air attack as many other aerial attacks will beat it out. However, if you use a combo that knocks an opponent into the air, following with a Jump Kick into a Back Breaker is very good damage.

This is the recommended variation for Jax because of the heavy offensive pressure you can apply with the various Energy Wave options at close range. You also get the Quad Grab, which can be devastating if you learn the timing for the entire attack chain.

Pumped Up Variant

In the Pumped Up variation the Super Gotcha Grab replaces the normal Gotcha Grab and inflicts more damage at the expense of having to press a button for each attack. The Super Gotcha Grab can also be punished if the opponent blocks. Aside from the damage output, the normal Gotcha Grab is superior, but there’s no going back in the Pumped Up variation.

The Ground Pound is also replaced by the Ground Tremor. Instead of choosing one of three places for the Ground Pound to hit, the Ground Tremor covers the entire length of the screen. While it inflicts more damage, the tradeoff is that it does not knock the opponent into the air like the Ground Pound, so you can’t follow it with a juggle combo.

The Energy Wave is also part of this variation, but with the Super Gotcha Grab being punishable if the opponent blocks it, the pressure strategy from the Wrestler variant isn’t nearly as effective. The additional damage from the Super Gotcha Grab and the ease of use from the Ground Tremor make this variation a bit easier to use for newcomers, but you may want to switch to the Wrestler variants if once you get more accustomed to Jax’s arsenal of attacks.

Sample Combos

25 percent – 3, Back+2, Forward+2,1, 1,1, Forward+2,1, Gotcha Grab
25 percent – Forward+2,1, Downward Dash Fist, Run Cancel, Forward+3, Dash Punch
37 percent – Forward+2,1, Downward Dash Fist, Run Cancel, Forward+2,1, 11, Forward+2,1, Gotcha Grab

Note:The Super Gotcha Grab adds four percent damage to these combos when performed in the Pumped Up variation.

Fatalities

T-Wrecks (Fatality 1) – Forward, Back, Down, 2 (Close)
Jax The Ribber (Fatality 2) – Down, Back, Forward, Forward (Close)

Brutalities

Sledge Hammer – Kill a ducking opponent with Back, Forward+2, Down

Ground Breaking – In the Pumped Up variation, hit three Ground Pounds during a match, then kill the opponent with Down, Down+4+Block (Ground Shake) and hold 4 during the attack.

For more information on Mortal Kombat X, head over to Prima’s free guide or directly to our tips for Jacqui Briggs and Cassie Cage !


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