Fair enough. That was a gentle response haha :lovin:
fierces do more damage than palms on the DC
Oh shit!? Damn, thx for the info.
stop playing on dc and you won’t have this problem dc version damage is fucked up i’ve seen 5 kara palms on dc do less then standard combo on ps2
I’ll pretend u didn’t just say that! DC is the best sf system in da world! :lovin:
I’ve been using 123XX GJ strong f.fierce (hop kick strong walk up palm x2) shoulder shoulder dash punch on dudley/ibuki but it hadn’t occured to me that the one palm combo might do more damage. Anyone confirm?
Also check out KO’s magnificient Urien combo in the corner which is really easy: close forward xx jab shoulder xx GJ short upkicks palm hop hop palm hop s.fierce shoulder shoulder walk up c.strong xx upkicks xx taunt.
mk x jab shoulder is for only when you don’t have enough bar and it works on everyone but it buffers damage like crazy you’re better off with just super jump canceling if you have the bar
Not for 3s. Not by a long shot. In fact it’s the worst port of 3s. If you have a PS2 or even an Xbox you’d be better off getting it on one of those.
order goes arcade > ps2 > xbox > dc sorry pal dc is hella glitchy when it comes to 3s
Lol u guys think I don’t know this? That’s my I am migrating to PS2 for 3S…it’s not like DC 3S is some huge dissapointment, Genei is just one of the bigger things that’s “off”. :sad:
Well this thread is full with some great hard hitting combos, but my Genei Jin question isn’t about big damage, its about control. What should I do after a blocked 123xxgenei jin combo in the corner? I’ve got c.lk->palm and just walk up command grab, but what other good block strings should I use so that I don’t just end up eating whatever my opponent wants to throw at me.
c.Short is the key.
short short (blocked) walk up and fake a command grab -> short short hitconfirm to st.Strong f+Fierce to launch.
Short short (blocked) uoh c.Short xx rape.
Don’t sleep on the damage of repeatedly just going for hop kick on a defensive opponent who just low blocks while waiting for you to come in for command grab. That shit will wear them down and make them think twice.
On people who like to proximity cancel or go for risky shit while you are in GJ learn the power of using a poke right after activation to push them out of their throw range and blocking for half a second. When they throw out that dp or random super and eat half their life they will think twice about doing it again and you can mix them up.
Avoid tempting situations like going for random shoulder. Way too easy to parry/punish on reaction and should be done rarely.
You have to open them up by training yourself to do the max damage you can do whether you land a uoh, a c.short, a successful bait, or a successful cartwheel. Only in this way will you make them scared enough of GJ that you can mix up at will.
Also very underrated: the opponents life. An opponent at Near full health or near death is much more likely to take a risk. An opponent with a fair amount of health left who still has a good chance of winning the round is more likely to block. You can thank Issei for that bit of advice
Here read this
http://www.shoryuken.com/forums/showthread.php?t=117079
might come in handy
About blocked strings
you gotta creative and know the matchups, above all try to stay in control
Sorry if this has been asked before:
What exactly is the timing for connecting the Fierce Lunge after F+Fierce? Does it have to be kara’d? I can never get it… Always fall too short behind unless close enough to the corner.
its kara jab lunge not fierce qcf short ~ jab
domiru this has been answered before but np . After the F+Fierce you should be using Jab instead of Fierce to do the lunge punch. Fierce is too slow which is probably why you’re falling short behind. And to answer your second question, no, the lunge punch does not need to be kara’d, but you should get into the habit of doing it anyways so that you cover any extra distance there might be depending on how the genei jin was done. This can be done by doing qcf short ~ jab. The short ~ jab should be pressed almost like a throw, but making sure you hit the short slightly before the jab.
Sorry, I was in a rush and didn’t phrase my question very well…
What I meant was in the standard Shoto Midscreen:
“chain xx Genei-Jin, mp, f+hp, Fierce Lunge… etc etc.”
I’ve seen players continue the juggle with the Fierce Lunge after the F+Fierce even when still a ways away from the corner, but I myself have not been able to connect the Lunge unless the corner stops the opponent from moving backward. That, or a Fierce Shoulder comes out instead because of the previous forward motion buffer into qcf.
Yeah, sorry about the confusing post before.
You shouldn’t be using that unless you’re close enough to the corner that connecting a fierce lunge will let you palm (or at least hop kick to palm)
Midscreen just go for activate -> mp xx shoulders.
I mean sure you could get creative midscreen and land a lunge into some hop kicks / standing strongs to get them to the corner but the damage is going to be similar to just doing shoulders.
Actually, against chun and urien (probably hugo too I dont remember) it is possible to hit te fierce lunge on the midscreen
it requires a special timing, what I do is that after the f + fierce, I wait a split of a second, then the fierce lunge, it works 40% of the time against ken too, but its safer against big body chars (like chun, urien, dudley), with these it works 70% of the time
its like this, Chain, GJ, st strong, f+fierce, fierce lunge, hop kick, and juggle them to the corner acordingly.
just practice.
later
I wouldn’t risk it for something that only works 40% to 70% of the time. I would just go with a st strong -> shoulder or something. Similar damage and it works 100% of the time! :tup:
but whatever works for you