Need help regarding linking Genei Jin

Hi, I’ve been planing to master Yun, or attempt to, and I have this major problem. I can’t quite link the jab, short, strong then go into Genei Jin right away. I don’t know what the specific movements I have to do on the pad to activate it once the strong hits off. Could someone please explain to me how to do it? It’s been driving me nuts!!! :annoy:

Also, I have to ask, I’m still new to the terms, what does xx mean? e.g. jab,short, strong xx Genei Jin.

close s.LP->LK->MP xx qcf,qcf+P

As long as you don’t mash your way through it you shouldn’t have any problem with it. You have to do the qcf2x motion during the MP, just train yourself to do the motion fast. If you try to buffer it, or if you mash on the stick, chances are you’ll get the Shoulder move or even worse, the Lunge Punch.

x = cancel into a special move. Example:

Yun
c.MP x qcf+LP

xx = cancel into a super move. Examples:

Yun
close s.LP->LK->MP xx SA3, etc

Ken
DP+MP xx SA3

I had trouble cancelling the lp, lk, mp into Genei Jin when I was learning it as well. You just have to get the quick 2 qcf (quarter circle forward) motions down and towards the end of the motions you should either tap a punch at a precise time or drum the punches. It’s hard, but you’ll get it. It just takes practice.

unlike ken’s strong fierce chain you have to keep the stick in neutral for the last part of the chain meaning that you can’t start buffering the qcf motions until after you’ve finished the button presses. There is some solace however, because you can input the lp lk mp presses faster than they actually appear on screen, giving you some extra time to complete the motion.

I don’t think anybody will disagree if I say it’ll be pretty hard for you to get as far as you want to on just a pad. The movement on a stick is pretty much what you’ll want since there’s a lot of really fast high/low combination that can be used to continue your GJ. Outside of GJ though, there’s not much except maybe the GJ after the lp, lk, mp chain and the close s.mk <sjc> GJ. For the most part it’s probably not impossible, but you’d save yourself a lot of time if you converted.

Hmm, seems like I really do need to get down stick movements, big kudos to everyone who helped, you’re keeping this community helpful and alive. As far as Pad VS Stick, I understand the difference, which is why I ran out and bought me a nice Arcade stick, not those cheapos. It’s also Japanese style layout, so I’m hoping this’ll last me long. Thanks again!

Lol, I thought you would ask a question which I had with regards to BnB xx GJ combo - I had the same problem you had but I think I’m beginning to get over it. The problem I DO have now though is that once GJ is activated, I can rarely time the first hit properly :sad: Help me!!

I had a lot of trouble with Yun as well involving just getting the opponent into a GJ combo if I hadn’t gotten them from a chain or I screwed up something which happens from time to time =/

It’s all pretty much a matter of inputting everything as fast as possible since you’re doing button presses for moves before they even come out and letting the move buffers work themselves. Stuff like s.HP into HP Shoulder is a nice starter if you haven’t gotten them into GJ, but ending on shoulder if they blocked isn’t nice. c.MK, s.HP x HP Shoulder works better, but it’s pretty difficult to do until you’re used to it. Though that stuff is probably easier than timing the hits for after the chain xx GJ. It’s not that hard, but I guess it just comes down to practise. Not much tips to it except learning to input the combo starters as fast as possible and getting used to overlapping commands for moves before the animation of your first move even finishes.

Practise is boring, but it gets the job done. Also it all really depends on what you want to do after GJ is activated, like whatever strings you’re planning to hit your opponents with since some are harder than others and you might just be jumping too far ahead without getting used to the similar timing of easier things first.

Well I’ve been messing around with Yun for awhile, though not against any top competition. Just had a simple question - considering the statistics based nature of 3s, would you rather use the GJ in one massive combo, or keep resetting the opponent and keep them guessing so that the damage reduction factor is gone?

Obviously its much safer to just do one guaranteed combo, but given the broken nature of GJ, what are the pros cons of constantly resetting and mixing up?

I wouldn’t say that getting a shoulder or a lunge punch after the MP is bad.

If you get a shoulder coming out then quickly do another qcf + lp for genei jin

If you get a lunge punch, then you’ll score knockdown, so just go ahead and dash up genei jin and mix that up.

HarmoNaz: Thats an easy one. The pros and cons of reset.
Pro: More Damage
Con: Might not work

A good visual indicator of when to combo after the GJ is when yun puts his arms down; go into s.strong, f.fierce.

Most of the time you should only use resets if you connected GJ in a way that scales the damage (ie jab, short, strong, j.shoulder xx genei jin). By resetting, you increase the damage back to how much it would normally do if you had activated without the shoulder. Resetting is also fun if you want to be flashy and show off :bgrin:. But just as domokun mentioned, once you go for a reset, and depending on the skill level of your opponent, it is not always guaranteed. Somewhere along the line you could either mess up the timing or your opponent can parry out of it, etc. GJ combos ending with a reset are something else too. Depending on what you do after the reset, it can yield you more meter than a standard ender while dealing some decent damage, or in the worst case scenario – you could eat a counter from your opponent :sweat:

If you watch videos of good yuns, most of the time you’ll notice that the damage they deal in GJ comes from their mixup game and not from combos starting with a jab,short,strong chain. Of course, working on your mixup game will open up more possibilities for connecting your GJ, which is always a plus. Against good opponents, a lot of the time you’ll be forced to activate outside of a guaranteed combo. Definitely work on your mixups.

Lastly, if you’re able to land a chain, close s.forward cancel, or anything else that is guaranteed, it’s always safer to stick with that :tup:

Aye f’real - thanks guys. First off I’m gonna try linking the first hit based on that ‘visual’ checkpoint.

I’ll mess about with resets after I can do a full combo :sad:

I can do the movement easily on a pad or stick. I’m stuck with a pad currently cause my stick is kidnapped at the moment. :arazz:

Just buffer the QCF motion while you are inputting the chain combo.

:rofl:

Goodluck to you :smile:

I actually don’t start buffering the super until I’ve hit strong :sweat:

Domokun & trippy are both wrong.

Air resets only reset the combo counter, not damage scaling. Either way, jumping through the air, hitting the person once, then landing wastes a lot of GJ time.

Since the amount of bar you build from the the GJ ender depends on the length of the combo. If you do an air reset, the combo counter gets reset, and you get more bar for the ender. The real reason for doing an air reset after something like lp, lk, mp, lp.shoulderXXGJ is because damage scaling rapes the combo in general- especially the later half of the combo. At that point in the combo, you’re not dealing out that much damage anyways so by going for a reset, you are now trading a negligible amount of damage for the potential of more bar.

Pros of resets: You build more bar after GJ.
Cons of resets: You deal less damage, combo after the reset is not guaranteed

(This doesn’t count mixup resets, where you reset, let them land, and do something like cr.lk, palm to start a new GJ combo.)