erikthered44, post: 5132324 wrote:
^ Which is what I noted above the combos themselves. And why I included Ground Pounds that use dash-ups before the jab juggle, and a combo that uses Dash Punch for Far Ground Pounds. More practically, it'd be:
1,2 > Overhead Smash
b+1,2,4 > EX Dash Punch
2,f+2,b+1 > Air Gotcha Grab
Ground Pound > Nj.1 > (1 > dash)x5 > Gotcha Grab
Ground Pound > (dash > 1)x6 > Gotcha Grab
Ground Pound (Far) > (dash)x2 > Dash Punch
b+1,2,4 > (1)x6 > (1,2)x2 > Gotcha Grab
Ground Pound > Nj.1 > 4 > (1)x5 > (1,2)x2 > Gotcha Grab
Ground Pound > j.4 > (1)x6 > (1,2)x2 > Gotcha Grab
Ground Pound > dash > (1)x7 > (1,2)x2 > Gotcha Grab
TeaSeeOh, post: 5132327 wrote:
It's kind of pointless to point them out then. Combos without practicality, while not even being flashy or entertaining to look at, are essentially useless. It also isn't really showing what Jax can do if it wastes too much meter, you just end up giving a false impression of what he can do.
Also, 1,2 -> Overhead Smash I just figured out combos. This leads to an awesome ground pound setup, just gotta get the timing right.
Speaking of Overhead Smash, does anyone know if there is a real use for this move? Start up is telegraphed like all hell, and it doesn't seem to combo with anything other than 1, 2(unless burning meter).