Its just more lag bur given processors nowadays it might run faster hut who knows. Avfriend of mine used to make mvc2 vids on chancast so i wouldnt doubt the software, just the hardware. But im not sure anyway.
lk is good for poking them out of attacks up close.
If they block super just block. Its an easy parry but people still manage to mess up. If they do mess up and get hit, you can still jump up after them in the air.
Another way to Super Jump cancel to Genei-Jin for Yun is this one:
Buff D, DF (Hold the DF direction), St MK, {D, DF, F, UF + piano the punch buttons}/{piano the punch buttons + D, DF, F, UF }
Make sure you finish the whole motion to the UF direction.
That’s a variation of the buff method. If you do it fast, you can parry low attacks and SJGC immediately.
In any case, you must register the 2 quarter circles forward(D, DF, F, D, DF, F) and finish with UF+any punch very fast and accurately.
Any method which works is a valid one.
Pretty sure you can do the same thing on Chun-Li SJC with the kick buttons.
N, D (parry a low attack, ex. a low jab), DF, F, St MK(close), {piano the punch buttons + D, DF, F, UF }
(Fast and accurate inputs required).
You can do the same for c.MK->Genei-Jin.
N, D (parry a low attack, ex. a low jab), DF, c.MK(close), D, DF, F + {any punch button/drum punch buttons}
(Fast and accurate inputs required).
To sum up, you can parry the low attack and don’t leave the Down direction. You continue from Down to Down-Forward, Forward very fast in order to buff a qcf motion.
fair enough, but n, d (held long enough for the down to be registered separately as a directional input after a successful parry), d/f, f, MK is one of the most impractical things i’ve ever heard of.
For buffing after the parry, you do not hold the Down direction at all. You do a QCF (D, DF, F) very fast from neutral (N). A successful parry will stun your opponent for a very small time.
Some ppl can buff Hugo’s Giga during that stun time. How difficult is to buff a tiny QCF?
How is this impractical? SJGC leads to maximum damage combos. When you punish a low attack with SJGC, add +20% damage bonus to the total damage, since the opponent is crouched.
You are not used to punishing situations with SJGC, I guess. Neither do I.
I have seen Nica K.O punishing jabs/pokes with SJGC from any part of the screen on ggpo. I have seen Yakkun doing it on many well-known players very often.
Therefore, it is not impractical. It is one of many ways to punish stuff under specific situations.
It is optional. Lastly, it is an optimal choice in some cases. Specifically:
For example, you knocked down a Chun-Li close to the corner. You predict the c.jab coming on her wake up, parry and SJGC.
Have you ever seen how much damage does a SJGC combo inflict on a crouched Chun-Li? You should win the round with a combo like that…
Alternatively, you could have parried the c.jab, xxGJ and perform a juggle combo or a Kara HP Loop or something else.
Very close to the opponent, N, Opponent c.jabs, you press Down (parry) and Hold Down.
You parried a low attack and crouched.
Very close to the opponent, N, Opponent c.jabs, you press Down(parry), DF (hold it)
You parried a low attack, crouched and buffed a QCF.
Very close to the opponent, N, Opponent c.jabs, you press Down(parry), DF, (very fast), St MK, {D, DF, F, UF + any punch/drum punch buttons} or {any punch/drum punch buttons + D, DF, F, UF}
You parried a low attack, buffed a QCF and SJGC.
Or you just low parry, St MK and you buff the SJGC inputs inside the St MK animation (as yuuki said).
None of the inputs mentioned above are difficult. They are options that lead to the same result, a SJGC after a low parry. You punish whichever way you please.
A successful SJGC after a parry is successful.
Ok so you don’t have to go to neutral to parry. I stand corrected. Although…I would recommend just commiting to st mk gj or doing something else. Option selects are over rated.
As long as you don’t hit df, db etc… before the parry registers, you’ll get the parry. Depending on the type of parry you get additional leniency frames if you return to neutral within 5-6 frames, but it isn’t required. So if you go D-DF with no frame gaps you’ll only have a 1 frame parry window. For each frame you delay, you get an additional parry frame, up to 5. This is why “OS” parry block works on cross-ups. You commit to a direction, if timed properly, you’ll parry if guessed correctly, or block if you didn’t. (still need to get used to adding this into twin match ups…)
Another interesting thing to note about parries is that any button you input on the first frame of the parry animation is rendered void, essentially. Which is why IMO, buffer LL’s works off of parry, but is a rather tight window. This is also one reason that a correctly executed SGGK fails and just becomes a throw from time to time.
The fact that you seem surprised that Yun can both parry a low attack and buff a QCF simultaneously, is beyond me.
True Kara Palms combos are over rated, as well. Still, they are very cool. Don’t you see the beauty of the game engine behind all those option selects?In the least, it is intriguing.
Fortunately, no. That would have been wonderful and broken at the same time!
I have uploaded 530+ Yun combos. Why would I post something that it does not work or it is impractical?
No way.
I have scrutinized Genei-Jin to the maximum extent possible.
Just to clear up, I do exactly this, buffer parry, button, then motion rly quick for super
It’s nothing crazy, just plain execution
you could implement this with the command grab option select though but that takes heavy reactions
For those who get upset over “hearing a button” when parry confirming into super, this is the reason why you get fucked over, I noticed MOV do this at Sunroute Cup in certain situations, like when parrying Necro’s drill kick into lp shoryu, you could hear him press a button as the parry came out then commit to shoryu