If you block or parry a fierce shoulder, you can throw. You can block lunge punches and punish with almost anything. Finally, if you have a SA like Dudley’s Rolling Thunder (good invincibility, reach, etc) you can punish almost anything. I’ve seen some ridiculous crap come off of that super vs Yun.
If the yun is timing the cr. shorts right, there’s not much you can do. Even if you reversal super and the yun is spamming cr. shorts, you’ll trade hits, which results in you being in hit stun, and a free combo for yun. Stupid yun.
What?
If you are Ken (or dudley or etc.) versus genei Jin, you can reversal super his f+mk overhead after blocking it. Doing reversal sa3 with ken after blocking shoulder standing is also good.
If you are at a distance, walking back is pretty good because if he tries to shoulder or lunge punch or super jump-dive kick you, you can attempt to parry or shoryu that shit either randomly or on reaction without too much fear since the chance of succeding is quite high, also if you block the shoulder or 3 hits of the lunge punch you can go for a punish (make sure you don’t block crouching for this, and don’t get baited by his 2 hit lunge punch on block). So I usually don’t like to mash backdashes since then Yun can close in on you with less risk than if you are only walking backwards, and perhaps even sticking out moves from afar.
If he’s got you under lockdown in the corner, like if he’s mashing lk’s until he mixes it up with zenpo tenshin, in that case just take it since it’s generally not worth it to try and out-guess him there, let alone try to parry. If you are going to get out, do it before you get stuck in that situation. In general, if you can forward parry any of his moves, you have a higher chance of scoring a punish than if you low parried one of his low moves.
That guide is really good but it seems to me like following a script
I dont think you can apply it and always win
probably win 2 out of 5
With the shotos, c.mp has gotten me out of a GJ quite a few times. If you spot a long enough opening, it can save you. With Ryu, I directly follow that up with EX hadou, which should at least keep Yun in place for a little longer. Doesn’t always work of course, but it’s better than nothing! I still prefer to just try to block it,though.
Am I full of crap on that one? I’m sure I’ve seen it in a vid somewhere. It’ll be pretty obvious by the framedata whether you can or not at any rate, but I don’t have GJ framedata on me right now. Someone check it?
boy, somebody isnt creative, ever thought of doing 1-3 reps then replacing the fierce on the next rep with a standing jab instead? The jab wiffs (depending on character and timing requires practice for tall crouchers) and karas you right next to them within a quarter of a second, MUCH faster than walking up which allows you to zenpou from there or cr lk x2.
Use keeperjin creatively and you can go from far fierce distance to right next to your opponants sprite with almost no break in the block stun and it’s quite easy to learn.
example being: sa3, far hp, into cr mk, into st mp (all blocked, cept the mp obviously) kara the mp into a standing lk (this ticks every character regardless of screen position) into anything you like to do to confuse them for a command grab from tick throw range, and all without a gap in the block stun.
Most of the time I’d agree that blocking it is the better option, of course lunge punches can be punished, and the only thing I’d advise trying to parry, is if you can see the shoulder coming, other than that just back off and block.
when yun does correctly spaced lunge punches, you cant punish it, and you think you can so you eat c.short xx palm or some other combo.
rolling thunder…lol do i even have to go into that?
learning to red parry the shoulder is pretty useful though. very risky if you mess up, obviously. but extremely worth it if you can do it. practice in parry training to get the timing down.
with dudley, c.mp if he attempts f+mk if you have sa3, you can cancel into it. reversal sa3 is useful too, just don’t get too obvious with it. and…just dash back into block.
if he dive kicks from a distance once he’s activated to attempt pressure, sa3.
but yeah, BLOCK.
watch out for command throws, i’m pretty sure when they hit you once with hop kick they’ll walk up commmand throw you.
or you could parry a hop kick.
i dunno, i’m just thinking of ideas here.
Just take the damage
you gotta live with it, with genei jin theres always a way to get in.
No need to stick with something.
Ok, you saying mash keeperjin for win initially sounds like your just doing the reps xN.
Yea stuff like the kara motion to get in after a far fierce or whatever works well, but can be used from so many other setups as well so it’s not like it’s exclusive to the keeper and not a good enough reason to be an insta win button.
Any tips for the Yun’s that like to short into command grab?
I’m pretty sure that you can reversal sa3 a blocked hop kick (f+mk).
Anyways don’t try to punish his zenpou attempts, eating a normal combo because you guessed wrong is usually more painfull.
If you feel japanese you can try to red parry the second hit of a genei jin’ed shoulder (dp+p).
you need to learn how to run from Yun and chase Yun. Your chances of winning are when hes not in “GOD MODE”. Plus that thing charges hella fast so if you don’t punish Yun when he doesn’t have meter your screwed. You need to get into the head of the other player. But thats another topic. Seriously just block and run… or you can try to parry for the win! :looney:
Actually, I’ve beaten the GJ hop-kick with the shoto c.mp more than once now. So long as I anticipated it correctly, I would beat it clean. Doesn’t completely stop him, but takes just a bit more of that meter and means you have to put up with a little less damage.