Theres alot more to it than that. The mk after command grab only works on Chun, Makoto and Q. And after that you have to super jump cancel the mk to Genei Jin.
:3
.
I might as well ask about this since I just can’t figure it out:
s.mk, sjc XX GJ, hop… Done with opponent on ground.
I can do s.mk, GJ but it’s not too good with jab lunge follow-up to it.
I’ve tried it a thousand times but I can’t activate fast enough to connect a hop. Or rather, Yun “refuses” to activate that early, though he sjc’s. Confusing.
just wanted to know if you put my 5 palm combo vs. alex:
s.mkXXgj, palm, [s.rh, palm]x3, k-palm,feirce rush punch, gj ends, jab dp, f.feirce(sideswitch), d.RH–>s.RH
^highest damage alex combo.
copyright CB
the idea that you can only get 3 palms in after a s.mk is flawed. you have to bend the engine to your will. I guess the engine doesn’t count s.rh, palm.
worx on chun and cro and mak also:
hop kick palm 3 times, then k-palm.
i don’t know the engine inside and out, but this works.
everybody know about the dudley combos after activated command grab?
activate, comand grab, walk up a bit, d.short, s.forward, dash forward, palm.
been awol fo 2 long, but i’m back better than ever:arazz: :looney: !
Combo added to the first post
Anyways
I eddited something
I’ve been testing Genei Jins against the twins and Ibuki
and I found out a variation againt Ibuki that is SOOOO easy and its really damagin for her
these are the GJs in the first post for her
oh and BTW, is much harder to connect the cr strong short dragon kicks ender against her than against the twins
St. Strong, F+Fierce, F+MK x2, St. fierce, F+mk x3, St. fierce canceled into DP+RH very quickly, DP + MP, walk up c. strong cancelled into short dragokicks
98 Points Of Damage (on my PS2)
St. Strong , F+Fierce, F+Mk x2, St strong, walk a little, Palm, F+Mk, F+ Fierce, medium dash punch, genei jin ends, walk a little, cr strong to short dragon kicks
95 points of damage
*St. Strong , F+Fierce, F+Mk x2, St strong, walk a little, Palm, F+Mk x2, St Fierce, Genei Jin ends, Fierce Shoulder, Fierce Dash Punch (this one is the best for ibuki)
99 points of damage
Yeah, its true, this last combo is easy as hell and its the nest option against het
go on and try it
Later
Today I tried getting dragonkick enders more consistently but got bored with the damned thing. Then I came up with this.
On Twins:
123 xx GJ, s.mp, f+hp, [f+mk x2, ghetto palm]x2, qcf+hp, dp+lp, f+hp, kara-lunge
I didn’t check the damage before reseting the meter but it was 103 before last lung so 108 should be the damage for it.
I also found out that you can get dragon kicks in there. Instead of dp+lp… do dp+mp, walk c.mp x dp+lk. damage was 98 before kickies but I whiffed them.
Now that I think about it you could also put dp+mp in the first combo instead of jab shoulder… Anyway I think those could be added to first post. Someone might want to test the damages too. I’ve been doing those for 2 hours so I’m not in the mood anymore.
Are the karapalm combos really useful ? It’s pretty risky versus the normal combos and it only adds around 10-20 damage right ? If you miss it you loose alot of damage and the momentum.
Yes, if you can do the karas it is very very useful, but I wouldn’t recommend it because if you miss you risk losing all of your genei jin in the process. This is pretty much why you don’t see any yuns doing it in tournament play, aside from Mester who is the king of the karapalm, and even he misses from time to time. Actually aside from Evo, I don’t think I’ve seen Mester risk doing the kara palm too much during a tourney…
{St. Strong , F+Fierce, F+Mk x2, St strong, walk a little, Palm, F+Mk, F+ Fierce, medium dash punch, genei jin ends, walk a little, cr strong to short dragon kicks
95 points of damage}
for this one, instead of rush punch then walk up c.strong into dragon kicks, you can add a hit by doing a strong shoulder before the c.strong. Or you can do a jab shoulder, f.feirce, strong rushpunch.
the shoulder f.feirce, rushpunch ender isn’t as easy to land, but, it’s there.
OMG
Sorry
I know that thing about the stron shoulder I was just typing too fast
thanks for letting me know
Correcting first post
[media=youtube]EfxXyd8pmuI[/media] it only does a few more points then the normal one but its a nice alternative to the same old same old or if those few points are crucial it works on chun necro mak for sure i can’t get the f.fierce to hit on ryu after the shoulder though
remix: for those that havn’t read the wiki (which is good shit if i do say so myself)
http://media.putfile.com/combo-on-remy
that works on everyone but ibuki twins and oro
anyone have any advice after connecting a UOH during a GJ?
s. strong into f. fierce will combo depending on how the uoh hits
You can also do a c.lk into the s.mp -> f.fp after a UOH.
I always just UOH, c.lk, f+fierce
It combos just fine without the strong.
Also, meaty UOH, c.lk x Palm, good to know that it’s there if you need it.
dc is different…stop touching yourself to threads i post on:lol:
neone know how many hitstun frames GJc.strong does?
Out of curiousity, this is the combo I use, and based on what I’ve tested so far, it works on everyone, does good damage, and it’s very easy. The bad thing is that it doesn’t build back too much meter.
[jab, jab, short, strong] xx Genei, strong, t+fierce, [hopkick x 2, s. fierce] x 2, far forward [Genei ends] xx strong Shoulder, juggle with far fierce for the reset, and do whatever
Comments?
I guess this would be ok if you were just beginning to learn genei jin… but there are a lot better (albeit a bit more difficult) options for reset combos that gain you a larger amount of meter after the genei jin ends. I’m sure you can find better reset combos in the Genei Jin thread. I suggest you find them and practice them. Like anyone else, you want to squeeze the most you can out of GJ while it’s active, and gain a good amount of meter once it’s done to set up for another GJ. The quicker you get GJ, the more you are in control of the match.
I did the standard Shoto one, and it does (don’t quote me on this one) less than the one I use. That’s the whole point, it’s not like I can’t do more difficult ones, I’m wondering what the point of the more difficult ones is. It’s like, yeah, the standard KO finisher builds some meter back, but I’ve seen even the best players miss it, and it’s not crucial or anything, since you can build Genei back sooo fast. Well, whatever, I was just wondering. I’ll take ease over a bit more damage any day of the week. :wonder:
Whatever works for you nescu. For me, I’d much rather end GJ with a standard combo and go from there than end with a reset, especially against shotos, since you have to be careful of what you do once the reset is over (depending on who you’re playing, this can be pretty risky) or you could end up doing the opposite of what you originally intended. And with far Fierce as the reset, that puts you at a great distance from your opponent. Personally, I’m not a big fan of resetting shotos, and I’m not saying it’s completely useless either… If you can do something with it, more power to you; I’m saying I just don’t see the benefit of using this ender outweighing the benefits of a standard ender.
Again whatever works for you. It’s true the KO ender is pretty difficult to pull off, which is why I don’t go for it either. I just think you have more of an advantage with the standard/most damaging combo and the following knockdown, rather than resetting with a far fierce. Also the standard combo yields you more bar than the ending of your GJ combo. :xeye:
…but you don’t have to listen to me, I haven’t even tested your combo, I’m just going off of what I see in my head and what I know about GJ. Of course, anyone who knows more, feel free to correct me. :looney: