Well, you did not list the inputs in detail in your original post.
On topic, you drop st strong after xxGJ, If I am not mistaken.
There is one solution here only. You watch Yun’s animation.
Do you see Yun raise and lower his hands in GJ activation frames?
As soon as you see Yun lower his hands, the Super Freeze is almost gone (not entirely, but GJ zooms out). Press St Strong and hold it at that timing.
Looks like I found out what the problem was. I was simply going into GJ too slow which caused the strong to not connect. I always thought it was fine because when GJ was activated I saw the character reel animation. It’s gonna take a very long time before it becomes anywhere near consistent though. If only it could be easier like SF4 Yun
Just practice. It is not very difficult. I do recommend an arcade style pad or an arcade stick when you practice combos. The 6 arcade buttons are all placed under your hand.
This will help you press them instantly with minimal effort to adjust the timing.
Check this video for inputs:
Mark 3:25 on this video.
This is the chain jab, short, strong->xxGJ(GJ activation). See, he buffs the 1st qcf between short and strong and he does not press it very fast either.Then, he inputs the 2nd qcf very fast.
And another video about your st strong issue:
Check 0:35. It’s the Yun combo 5 on 3SOE.
See, the user press st strong as soon as GJ zoom out and immeadiately F+HP(Dakai). You can also hold st strong at that timing.
Thanks, it’s definitely a practice thing, as its already gotten a lot easier since a few days ago. I still get it maybe 40% of the time, but that’s a big step up from when I was only getting it about 5% only 3 days back. I actually completed all of Yun’s trials as well. Now it’s just a matter of being able to do those combos at a consistent rate. I’m currently working on getting the trial 5 combo timing down. And yes, I use a stick. I still don’t know how tourney players can play with a pad, it destroys my fingers.
Also, question for your guide. in the beginning section where you talk about set-ups into GJ, besides the 1st and 5th setup, the other setups don’t seem to have much in the way of hitconfirming into GJ. are they just meant to be setups into GJ regardless if the first attack hits or not? If not how would you hit confirm setups 2-4?
Lastly, are the combos in each section listed in order of importance?
Of course. Anything about GJ combos involves some good practice. You will be able to solve your st strong issue soon enough.
Yes and no.
You can hit confirm SJGC when you see an opening, ex, Ryu does a srk and you block. Then, immediately you SJGC, cause you know it gonna hit him as long as your inputs are both fast and accurate.
You can also make that opening happen with a parry on any of his normals.
LSJGC can be hit confirmed the same way as described above. You may also observe St MK animation and buff the GJ inputs fast. So, you hit confirm.
But, it is practical at the corner only (juggle combos + good damage). Keep in mind, SJGC set ups do high damage from any part of the screen and at the corner especially(maximum).
It’s up to you to find out how much this set up helps your game. Of course, SJGC is recommended.
c.MK(VERY close)->genei-Jin is very hard to hit confirm and it starts high damage combos at the corner only. It’s main use is the mix up game after the genei-jin activation.
You will read these notices on Akuma (all sets ups with info are there).
Shoulder Tackle(MP)->GJ.
Impossible to hit confirm. Use it sparingly and as unpredictable as possible. It’s an easy parry and you may lose your GJ completely due to your opponent’s counterattack (ex. He supers you or performs a long combo to eat your GJ precious time ).
They are listed in order of either popularity (what you see more often in uploaded matches on youtube) or difficulty (the easier combos are included first, Level: Beginner)
You have to try something simple at first. When you master a simple combo on a specific char, you can remaster it on another. And when you are happy with your result, you may proceed in learning something
stronger and more difficult. You should not speed up with Advanced combos early. Follow the instructions on section “Guidance Notes”.
Chun-Li and Akuma beginner combos are listed first for a good reason.
I forgot to put this in my previous post, but I see many Japanese players simply go into GJ after a knockdown or just do a raw GJ and go for mixups, since you can gain it back very easily. Are mixups/frametraps/blockstrings from a raw GJ covered in your guide at all?
There are examples on “Block Strings” and “{St MP, c.LK} - Pressure Tactics” Sections. On the 2nd page of the Tutorial, click on that Section/Title in the “CONTENTS” page to navigate there instantly.
You can apply pressure from
1.a blocked Genei-Jin (blocked xxGJ, blocked SJGC, blocked c.MK->Genei-Jin, blocked Shoulder Tackle-LP/MP->GJ) or
2.a raw GJ
close to the opponent. There are many examples on the sections mentioned above.
Note that you should not auto-pilot mix up games. The good player will read, parry and punish them.
There is always risk involved. Randomness minimizes it to a significant extent.
When you know how to apply combos better and you feel familiar with the match ups, you will be
able to improvise and apply your GJ tactics against your opponent effectively.
*Notice: St MP/st strong can be parried high only and c.LK/cr short can be parried low only (high-low mix up game). They connect on other normals/specials to start chains( including Block Strings on specific crouched chars) or juggle combos.
Looks like my st. strong after xxGJ problem is pretty much fixed. I get it around 80% of the time now. One thing that hasn’t gotten better however is the combo that I’ve been practicing with it(AKA Yuns trial 5):
LP, LK, MP -> xxGJ, St MP, Dakai, {F+MK, F+MP, palm}x2, genei-jin bar almost gone, time for the Ender-> lunging punch(MP/HP), F, St MK, Dakai, kara
lunging punch ender(LP)
I’ve been doing Yuns trial 5 since I had my initial GJ problems, and I still can’t get the last lunge punch to hit the dummy. I get it maybe 1/20 tries. I noticed that the guide says kara lunging punch though, which I never noticed before. Does doing a kara lunging punch increase the chances of it hitting? As I’ve never done the lunge punch as a kara and have gotten it to connect. The times I missed the lunge punch also seemed like it had more to do with the dummy falling faster than the range of my lunge punch
EDIT: if kara lunge punch is like you’re plinking st.lk and st.lp then I still have the same problems with getting the last lunge punch. The dummy tends to fall too fast, or the lunge punch simply misses.
Correct. The kara lunging punch (LP) increases the chances. Sometimes, a nomal lunging punch LP will connect on Ryu (or Shotos in general) after the Dakai(F+HP) in the end. However, to make it connect 100%, you need the kara cancel, from St LK to LP (almost simultaneously). You should practice the kara lunging punch LP outside of combos in training mode.
You do not press the last inputs fast enough, I guess. Dakai hits the dummy late, so the kara lunging punch misses.
Make sure that you input Dakai fast enough.
Press and Hold the Forward direction, immediately press the HP button, N(release Forward).
Buff a QCF while Yun recovers from the Dakai (he returns to his neutral stance) and try to input the kara cancel, St LK~LP.
It is not easy, but it is doable with practice. After a few successful connections, it will become part of your muscle memory.
In short, you have to press the last inputs (Ender) fast and accurately as much as possible. Patience is a virtue
youtube.com/watch?feature=player_detailpage&v=cWCNsU6sPDc#t=524
He flips over the guy (using which kick, does all kicks do the same flip grab?, then uses the sky kick (which kick strength?) and then uses shoulder (which punch strength?). I’ve been trying to get sky kick to shoulder while in Geneji and couldn’t, and even when I did maybe once I don’t think the shoulder sent them backwards into the corner like it did in the video
It didn’t seem to work, I tried shoulder (L) and qcf p and didn’t get my super
So it’s, LP, LK, MP: and then I geneji? They are in stun from the MP which allows my geneji activate to be safe? It’s really hard to activate while doing the 1,2,3. If I can’t do it just from the 1,2,3 I’m suppose to shoulder so they are knocked down and then make my geneji safe or can i also use the lunge thing
Any kick button does exactly the same special move, aka Zenpou Tenshin. That sky kick you mention, is dragon kicks(MK) and the shoulder that makes the character bounce back is the MP version.
No, the stun from MP allows you to buff the inputs for genei-jin. A strong opponent will red parry the MP. That does not happen often usually.
If it does happen, there are other ways to activate Genei-Jin. The youtube video you mention includes many examples.
Activation from 1,2,3 is not really difficult. Practice. You will get it over time.
Hi guys I can’t seem to do yun close medium cancel into GJ. I could do it a few times when I first picked up yun just done it and it happened now I can’t seem to do it what’s the correct motion. I can do chun roundhouse into SJC but can’t with yun