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MKXL > Jax > Downward Dash Punch - Special Moves

Jax's Downward Dash Punch Mortal Kombat XL

Downward Dash Punch
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Shackzam posted May 12, 2015

Downward dash punch for Jax is what makes your opponent fear to duck low without blocking over Jax's strings and helps put on this pressure for the opponent to block high against Jax. This helps set up so much pressure for jax with his energy wave projectile (not in Heavy Weapons variation).

Combo wise, downward dash punch is Jax's huge damage comboing move in the corner since it does give a ground bounce that can range from 35%-50% combos in the corner depending on your meter usage. Regular downward dash punch midscreen does not offer the same amount of damage as it does in the corner, but if you were to EX this move midscreen, you would be able to combo after it with a strict run cancel. You could go for damage or a corner carry with this midscreen combo, but it's still beefy damage none the less.
(Also remember that regular midscreen combos with EX downward dash punch against females are either very hard or don't work, so you would have to find your own combo that works on them)

The big gaping flaw about this move, is how incredible punishable it is on block. So when throwing it out make sure that you either hit confirmed into it or you know that your opponent isn't going to block the overhead.

barrygary33 posted April 22, 2015

Jax's downward dash punch (DDP) causes ground bounce, and is the main way to extend his combos. In the corner, regular DDP juggles into most of his grounded strings, although the most damaging variant I have seen so far is DDP, 11, 11, 11, 124 xx Ender. Special note, doing DDP after his B34 low string causes the ground bounce to pop up a little bit lower, making it harder to confirm directly into 11. In this case, you can do D1, then 11 to make the confirm more consistent. Some people also like to do D1D2 strings afterwards.

However, you cannot juggle after a regular DDP midscreen. Luckily, his EX DDP can be confirmed by run canceling it into his F21 string. The timing is strict, but you can do EX DDP run cancel F21, 11, F212(2+4) for 33%, 1 bar (and amazing corner carry). Alternatively, you can just do a regular dash punch after the ground bounce for a much easier confirm that does 19%.

Some like to use his EX DDP to get out of pressure or on wake up. Even though the straight EX dash punch is safer at -6 (EX DDP is -16 on block), EX DDP hits overhead and cannot be ducked, unlike the straight dash punch.

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