Explore Part 11 of the Mortal Kombat 1 guide, focusing on Jax's powerful combos. Learn strategies for various attack strings and their effectiveness.
This section details various combo strings for Jax in Mortal Kombat 1, explaining their execution, effectiveness, and specific conditions for use.
- 1Basic Knee to Kick Combo
A fundamental combo available to most characters (excluding Kano and Nightwolf). It's low damage and can be countered, but pushes the opponent back slightly.
- 2Jumping HK, Earthquake Punch
Jax performs a jump kick followed by an Earthquake Punch (requires holding LK before the combo). This is an easy, visually appealing combo, though not highly damaging. It's recommended over sweeping for a less damaging but cooler sequence.
- 32 Rockets
A difficult-to-execute combo where Jax fires two rockets. The opponent has a very small window to block the second rocket unless Jax is close or lucky.
- 4HK, HK, B+HK
Jax performs two High Kicks followed by a Back + High Kick. This combo is safe when the opponent is far away and sets up for follow-up attacks. It's a simpler alternative to longer ground strings.
- 5Jumping HK, Running Punch
Jax executes a jump kick and then charges at the opponent. This combo is effective in the corner, deals more damage than Jumping HK to Earthquake Punch, and looks impressive. It's specifically for cornered opponents.
- 6HP, HP, BLK, LP, B+HP
A strong ground string combo for Jax, characterized by three punches, an uppercut, and a slam. It deals good damage and is relatively easy to perform, making it ideal for punishing opponents or when they are getting up.
- 7Sweep, LK
Jax sweeps the opponent and then hits them with a Low Kick to the head as they recover. This combo deals significant damage and is effective when the opponent is running towards Jax or immediately after a sweep.
- 8HP, HP, BLK, LP, B+HP, Running Punch
An extended version of the previous ground string, ending with a Running Punch. It's easier to execute than some other combos but deals less damage. It's recommended only when corner proximity is limited and better options like Uppercut or Grab & Punch are not feasible.
- 9HP, HP, BLK, LP, D+HP, Uppercut
Similar to the HP, HP, BLK, LP, B+HP string, but concludes with an Uppercut. This combo is best used when the opponent is in the corner and is a strong alternative to the Running Punch finisher or the HK, HK, D+HP, HP, BLK, LP, D+HP combo.
- 10HK, HK, D+HP, HP, BLK, LP, D+HP
An advanced ground string combo that is a more complex variation of HP, HP, BLK, LP, B+HP. It's effective in similar situations and is considered a mastery combo that can help defeat strong opponents.
- 11HK, HK, D+HP, HP, BLK, LP, D+HP, Uppercut
This is an advanced combo that requires the opponent to be in the corner and ends with an Uppercut. Mastering this combo leads to significant damage output.
- Always consider the opponent's position (cornered, far, running) when choosing a combo.
- Practice the execution of longer combos to maximize damage and effectiveness.
- The CPU often uses HP, HP, BLK, LP, B+HP, so be prepared to defend against it.
- Some combos have specific input requirements (e.g., holding LK for Earthquake Punch) that must be met for successful execution.
- Combos marked with a WARNING have specific conditions or limitations that must be adhered to.
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