A couple of quick points (even though this is completely off topic…)

1)Neutral jumping post corner knockdown is not good advice. If the mak is good they can do a couple of things;

a) karakusa you for free if you don't stick an attack out

b)parry your attack karakusa or straight s.fp (range/character specific)

c) wakeup dash under and take the superior positioning you just gave them...

2)Ino pretty much plays sa1 exclusively from what I have seen…

Well under the situation where you have to do something I say it’s not bad to neutral jump. The best idea would be to simply just block and wait for a move or just get the fuck away from her just because a well timed grab will kill you. It’s just if you have to do something you might as well jump striaght up. It’s better than just sitting there and giving her time to think to karakusa. You pretty much always have to react against Makoto. If you let her think you’re in trouble. Neutral jump should definitely be used sparingly (if at all) but it’s a tool as far as not giving her time to think about grabbing you when she gets back up. You just dont want to sit there for more than a split second in front of her face unless you’re really working the mind games IMO. Either do something or jump away and get the hell out. You just can’t get grabbed. Especially if you’re talking about SA2. SA1 is a bit less scary if she’s in the corner since there is a longer time period where she doesn’t have super and if you bait it she loses all her momentum and can punish with jump in combo.

I think the other issue is that Ibuki has a lot of options when she neutral jumps. When I come down I have many different attacks that I can use (especially with EX meter) where even after parry karakusa really can’t be followed up with. It’s not necessarily the best idea to do it with every character but with Ibuki it’s actually pretty effective. You can mix up air chains, kunais, EX kunais (which when parried deep give her no time to really do anything) and so on and so forth.

Even if Ino exclusively uses SA1 that still helps my point any ways. SA1 simply has more options than SA2.

Oh and yeah…this got off topic a long while ago. Heh.

Just don’t pressure Makoto when she’s in the corner. You’ll be amazed how less often you’ll get hit by that super by just staying on your half of the screen.

Also, I gotta second DJ that I could never support banning any supers. I’d rather just try to work ways around them instead of taking the easy way out.

So I landed the following combo on crouching Yun:

123 XX Genei Jin, st HP, cr MK, st MP~st HP x 6, forward HP, MP Zeshou, st MK, forward HP (whiff Zeshou)

It did like 55% at most (19 hits, 84 dmg pts), which is actually less than the regular twin combos. Am I missing something here? I know that finisher is kinda poor but I can’t really see that combo doing 90%…

Which combo are you comparing it to? I get the feeling that this combo is most useful as a replacement for the standard midscreen shoulder combo, rather than the corner combo.

the combo doing 90% was probably an overestimate, but with the “true” version (123 xx GJ, cMP cMK sHP [cMK, stMP~stHP]*N, some good finisher) you should land around 4-6 more hits, and they would increase the overall damage more than what scaling would take away.

Check out the damage here:

http://beatteam.free.fr/Third_Strike/Combos_et_autres/genei.avi

Thank you.

Like I said, everyone a while ago, people freaking out how this combo is going to kill people in one hit are retarded. A CROUCHING shoto and this does less than 50%? Terrifying. This might replace the ground genei jin for some people, but this is hardly game breaking…

oh… then it’s not THAT good
though it could be a better midscreen

But then, why did Tackle Maeda use the combo on Pyrolee during SBO if it doesn’t give a big edge over standard combos? SBO sure is not the place to show off if it’s not worth it.

Maybe for some sort of giant intimidation factor? Or maybe they weren’t taking the U.S. team seriously?

Everyone knew he had won when he activated. The risk factor was in his favour.

then why do you still play? lol…

I agree to an extent, some shit is a little juiced up… but it’s still a playable and enjoyable game.

Yun is a Marvel character. Probably even worse. LOL.

Still love 3S. I like the juiced up part about it any ways. Keeps things hype. I guess people can sigh a bit of relief now that Keeper Jin isn’t going to bring 3S down to one playable character.

So many people complain about Yun but when it comes down to it…if you wanna play 3S you gotta learn to fight with him. There are few really strong Yun players in the US any ways. There’s one strong Yun player for every five half assed ones. If anything we should be looking to get better with Yun than complain about him. Give me a challenge. LOL. As it is I’m still more afraid of Makoto than Yun.

A new soul arrives!:rofl:

You can do a medum shoulder instead of the lunge punch at the end for a better ender

anyway, its still not that useful

Pyro was Chuugen, so it’s not like tackle maeda had it in the bag. But as Harmonaz said, as soon as he activated, it was pretty much over. Also, SBO is a good a time as any to show off that kind of stuff because it is looked at more of as a business attraction as opposed to a serious tournament. While it is actually a tournament, the main concept is to attract people to come and watch and get interested in the games being shown in the hopes that people will buy more of their stuff.

The main concept is winning the fucking tourney. SBO is the highest of high level play. Just because they try to make money off of it doesn’t mean it’s not a serious tournament.

Yeah, the guy who played in SBO wouldn’t know what the main concept of it is, that’s for sure.

Honestly this combo isn’t that hard to learn, I just spent about 2 hours trying to figure it out and i can get about 10-15 hits off a jab shoulder tackle almost every time. It’s more like a ROM infinite oddly enough than anything else. The execution isn’t nessicerally that hard, it’s just the timing is fast and repetitive.

Basically you want to hit down on your stick then tap mk, then as your stick resets to neutral hit mp, hp at almost the same speed you would to chain Kens target combo (if not a little faster). If done correctly you should get a cr mk, then a standing mp (which wiffs) and a kara standing hp that hits for a 2 hit combo. The way I learnt to do the KeeperJin was just by gradually building on this. after I mastered the 2 hits off a cr mk I canceled the hp at the end into another cr mk for 3 hits. Then once i got good at that I added another mp (which wiffs) and kara hp for 4 hits. Then 5, 6, 7, 8, until you memorize the rythem required to perform the combo indefinitely. Once you have memorized the input rythem so the hits chain into each other and allow for Yun to move forward when the opponent is mid screen, and allow him to stay in one spot when the opponent is cornered, you have successfully learnt the KeeperJin.

Now all thats left is to find all the character specific setups off 123 and shoulders cause I noticed these were not the same (obviously).

An example would be for Ryu the setup is 123 xx Genei Jin, cr mp, KeeperJin starting with cr mk

But for Urien it is 123 xx Genei Jin, cr mp, wait a fraction of a second, KeeperJin starting with cr mk

Discuss!

Yun is gay!