no… it’s got something to do with the palm. it seems to take more damage in some situatios, I’m just not sure wether this is because of the height closeness or what…
i dont know if you were busy trying that in training mode, but if your opponent has less health, sometimes damage also gets scaled i think… Make sure he has full life everytime you try it =)
Mmmmm what version you’re playing?
the dc version is very random on the damage a palm causes
a st fierce is more damaging than a plam on DC
ps2 or arcade are way better to practice
bingo! why didn’t I notice that? :wonder: thanks
I’m not sure this is the right place to put this, but anyway…
I’m having problems trapping people with genei jin when I activate it from range. Basically I can’t stop people from jumping around like idiots. When I try to jump up in the air and attack them i usually end up losing. When I try and do lungepunch as they are coming down it usually ends up going underneath them. Dragon kicks are really hard to get in range for. When I do shoulder it ends up whiffing. I just cant seem to find an answer for people jumping around when i have gj activated.
Also, jumping up out of my genei jin block strings, what are the tactics for beating this what are the best block strings to do, it seems to happen whenever i go low, but when i get too predictable with the mids i get parried.
thanks.
When activating your GJ from far away
the difference from other situations is that you gotta actually earn that damage
my advice is to observe, some people I have seen here in my area when they activate it from far away right after that they try to to do a lunge punch and basically they rush everything they’re doing
you say they jump all the time?
allright, well then observe what they do
if they jump towards you, use an anti air roundhouse dragonkicks, if they know is coming (they will try to parry) use a mixup and wait for them to land and use a command grab, if they jump away from you, jump with them, but not to get them (yet) but to get close, and lets say you’re playing ken, and he jumps away from you and gets himself cornered, now hes gonna try to get away from there jumping with an ex air hurricane kick, use a f + fierce, that way they will stop doing that and block more.
Its about being smart.
Here, read this
might come in handy
I would not recommend going for a rh dragonkick if someone jumps towards you during the genei jin. Depending on the distance, standing strong cancelled into f.fierce (which would cause your opponent to go over you and hit them with the back of the attack) would yield you a better result due to it’s unpredictability (unless of course you use it all the time) and it’s trickier parry timing. Even a standing palm might work better. The only time I would try going for a dragon kick during GJ is right after the activation, and you just so happened to activate right as your opponent was jumping. This usually catches your opponent off guard.
What you have to understand is that if you activate GJ from far away, there’s not much you can do to prevent your opponent from jumping back to burn your meter. Just walk forward or dive kick to close the distance and pressure them into the corner; don’t rush things. You should still have enough meter to command grab into an ender, which still deals a decent amount of damage.
If for some odd reason ken EX tatsus over you, this could be a good time to dash punch towards them, though I haven’t come across any kens (that I can remember) who would try to EX tatsu over me during GJ .
All in all try to activate as close as you can to your opponent to prevent the whole ‘chase’ thing.
I know that anti air dragon kicks ismoe useful from a close range, but sometimes your opponent expects you to use a st stron as an anti air so they have to time their parry, the dragon kicks hit them in a high point in air
But yeah like you say there are better options
what Im trying to say here is that you got mixup everyting you do, genei jin’s worse enemy in my experience is being repetitive
Just to clarify, I’m not saying use standing strong as an anti air, I’m saying cancel the standing strong into a f.fierce which moves you forward allowing you to hit your opponent with the backside palm of the fierce.
I seem to have trouble doing a c.short, palm during GJ. A command comes out a lot for some reason. Am I doing the motion too fast? Tips?
Hold the c.lk to avoid negative edge.
Command grab=hcb+k
Palm=qcb+p
translation? Just start your motion at down(where u do the short) and you’ll never get anymore accidental grabs.
Can someone link me to detailed info on kara throw and kara palm? It’s too hard to look through that huge thread and the search isn’t working for me now.
Holding lk makes it work now! ty
On Q it’s possible to
Chain XX GJ, s.mp, f+hp, walk Palm x5, dp+hk, dp+lp, f+hp, qcf+lp
for 99 damage.
No need to hop in the beginning.
I don’t think I saw this anywhere in this topic but does it matter which punch you use for the Palm and which kick you use for the Hop Kick?
EDIT: NVM it was (opponent in the corner) jab, short, strong, xx SA3, st. strong, f. fierce, kara palm (st.strong used for the kara), but it was wierd looking! but he gets off 5 of them into, DP short, KO finisher… hrmm I’m gonna try that when I get home!
EDIT2: WOW ^ combo is BEEFY damage! There’s gotta be some trick in it to make it do that kind of damage cause he did a KO from half bar!
Thanks in advance!
:looney:
I dunno! Watch the vid!
Yeah I think I get it now he’s using the strong to move forward enough to connect the kara-palm… damn thats gonna be tricky.
Ok dude wait
first of all that same comboi in the video is thwe one posted in the shots section for corner genei jins
is a normal genei and thats not a K.O finisher is a normal genei jin ending
when you execute a palm while imn genei jin it doesnt matter what punch you use
but when you make a kara palm ( like the ones in the video) you cannot use a strong palm since you use the strong and short button to perform the kara motion
and another thing
thats a DP + roundhouse
check the first post
^
Yea…actually you can use strong for kara palm and makes it a lot easier. Hold strong, press short, release strong for the neg edge while drumming another punch or two. BTW it’s tough to kara palm directly after f+fierce, a lot easier to stick in a st.fierce or st. forward and then do kara palms…or hop kick to ghetto palm then kara palms.
Yeah sorry I didn’t see it. I’m a Makoto player, and I just switched so this is alot of help Thanks!