The Complete Genei Jin Thread

It’s hard to get it to work… I got some full reps, but nothing as close as consistant…

as Hol Horse said, the trickiest thing is to hit the cr.mk after the st.hp, but if you practice for some time you’ll get the hang of it. I’m using two karas for the moves now, and it works better, not to gain lots of distance(it’s only a little), but to prevent the early canceling. The bad thing is the input becomes trickier, because of the extra button:

after the first st.hp, kara the cr.mk with s.lk, so it won’t cancel early. I don’t know for sure, but Boss keeps forward motion the whole time, just down-forwarding for the cr.mk (and releasing for a brief moment for st.hp). Because of that, he may walk little bits between moves, helping with spacing (walking kara palm is dependant on this instant steps too)

the bad thing is if you can’t lead the opponent to the corner, you can repeat only 7~8 times the keeper jin’s route, before it misses. In corner, I did a maximum of 13 reps (without ender)

did some damage research as well, and the keeper jin has the nicest ground GJ combo damage (full, with finisher is cloes to 80 after 123), and you can do it on the corner too

oh, and no keeperjin will take the opponent to the corner if you’re past the middle background

the best one, I guess it would be this in corner, or going to it before the 5th hit (but it has no safety whatsoever):

-123xxGJ, [cr.mk, st.mp~st.hp] x 10, cr.mk, true kara palm (yes, it’s comboable!), hp lunge(GJ end), lp shoulder, f.hp, kara lunge (90 dmg on Ryu), or hp palm, hk upkicks (88 dmg)

the common ender is to stick a mp/hp shoulder after the st.hp that hits before a missed cr.mk, like in the video, and juggle accordingly

in corner, if by the 11~12th rep, you can cr.mk, f.hp(GJ end), lp shoulder, and the char specific ender (f.hp, lunge or cr.mk to upkicks, or just hp lunge/hk upkicks)

have to test with everyone, up now only tested with shotos, urien and hugo

it’s not very usable in matches, like most ground GJ, but has it’s karapalm-ish coolness and effect (more damage in exchange of hard ass training)

probably the beefiest damage would come from the cr.mk xx GJ one frame link
still have to confirm if this would work

cr.mk xx GJ, cr.lp, st.mp~st.hp, then to normal keeperjin reps (lk won’t work…it wont push enough the opponent)

Hmm, I get some of these often too (ps2 pad user), it may be a problem of timing, not of the stick/pad. Yun must be completely on ground before the next move is registered (directions can be buffered, but not attack buttons)

I’m missing lots of palms after two f.mk’s aganist shotos too lately (hitting more karapalms than those and using then to secure the hit, lol)

About the two f.MKs after a palm, I used to miss the second one a lot. You guys are doing them too fast, don’t push forward+MK until you fully land after the first one.

anyone here play MAME? i’d like to face some other yun action online, all my friends are not experienced with juggling enough (they say)

any updates from yall learning the keeperjin?

I’ve been able to complete it…not consistently…but i can do it, anyway the damage doesn’t seem good enough to justify the combo to me. anyone agree?

even in the video posted by keeper on his site the damage is meh

EDIT: well i was slightly mistaken i mean the damage is beastly on a crouching opponent with the finisher [media=youtube]PQdPpvPj36s"[/media]

Another couple weeks and it should be about 100% for me, honestly its not that difficult; pulled off a few full combos with improvised enders with forward fierce into the corner or fierce shoulder ne the end of the super against standing opponants. That particular ender wont work on everyone crouching though. This combo is also extremely useful for pressuring with geneijin when your opponant is blocking it aswell so often times ive been doing cr mk xx super which is blocked then im in range to start keeperjin with cr mk for a few reps thats also blocked. You can use this as a new way to trick your opponant by chaning up the pattern when they block into cr mk kara mp, hp, cr mk, kara mp, hop kick, or cr mk, kara mp, hp, cr mk, kara mp, uoh which instantly places you infront of them for either a low short x2 or command grab.

Help

Hey guys. I was just hoping you could help me out. This a little off topic, but I can’t for the life of me do 123 activate… I just got a joystick a couple weeks ago, so I’m obviously adjusting to it, but I’ve tried many different types of holds on the joystick and I just can’t seem to pull it off. Some other things I’m not doing them consistently, but the 123 is probably the one I’ve only been able to do about a handful of times.

I was wondering how you guys hold your joystick for Yun considering the movement and many different moves that go along with GJ. I’m not trying to copy someone’s joystick hold, I’m just curious about the way you guys hold your joystick and maybe I could mix in something you guys do to my own way of holding the joystick.

Sorry to be a pain. :sweat: It’s ironic though cuz the character I wanna learn is the character I’m probably the worst with, as far as my joystick controls are concerned.

I kara the cr.fwd, it’s like doing ROM by sliding your fingers. and yes, i press jab and strong together, like y’all should be.

Activation

Hey, I was told by someone that after I do 123 activate, I have to input the first hit of the GJ combo during the animation, but how far into the animation do I have to input the first hit? Example if I start out the GJ with s. mp, f + fp.

I didn’t know about this until now. Sorry. Heh. :sweat:

Another question

I was also wondering what type of palms do you guys use against particular characters. I was practicing corner combos earlier today, and while using combos against Urien in training mode, I noticed that the HP palm wasn’t working for me, but when I used LP palm, they worked. Or sometimes I end up using MP palm, but should I just use LP palm all the time? Is that the sort of “default” palm I should just always use?

The diff punch variations are all the same palm. Use ghetto palm and you’ll get the extra range to land the palm every time. qcb+short~jab

Geneijin Universal

I’m not sure htis has been posted yet, but does anybody know about the universal full screen combo? I just wanted to confirm it, I was watching some guy do it at my arcade(I’m from Toronto, ON). I wasn’t totally sure on the damage, and I wouldn’t know how to end it, since I don’t remember him ending it off too well.

It goes like this:
123, GJ, cr. strong, cr. forward, kara-fierce, walk up a little, cr. forward, kara-fierce, cr. forward, kara-fierce, cr. forward, kara-fierce, w/e ender you please. I’m thinking u don’t have much options with regards to the ender.

ps: And how does a kara cr. forward even look? What’s it’s uses?

There’s your answer. Half damage on crouching Ken.

ok i just started playing yun and i cant manage to link a fuckin gay jin combo does anyone has an EASY NOOB STARTER BEGGINER genei jin combo that i could use?

most commonly a combo that i can link after the lp lk mp back hit?

remember i need the easyest noobest genei jin combo please

edit: and yea not a corner combo

a standar genei jin combo is not very hard to do. what a noob genei jin user has to focus on is staying calm once you enter genei jin, stay calm and focus on timing. if you watch vids of pro players you will almost always hear a crowd go “hey” at every hit. this is pretty much the timing you need to implement in your game. on every “hey” you hit your target.

i know about the timing thing, but i cant find a hit that links to his multiple back hit moves

Read the first post

Most basic genei jin ever

123 Shoulder, st strong, st fierce, fierce shoulders till you get to the corner, do medium ones there, genei jin ends. medium shoulder fierce punch

this genei jin is soooooooooo ugly you would say Im better than this and you will try most combos from the first post :slight_smile:
theres in improvisation guide on the second post you may wanna check it out.

finally that shit works!! now all i need is to figure out a combo after qcb k

I hate to be a noob faggot, but what the hell is DP + RH?

Dragon Punch w/ Kicks.

Fwd, Down, Down-fwd + Kick.