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View Full Version : Launcher XXS.J. genei Jin Technique?



DigitalGypsy
08-10-2004, 01:46 PM
Alright, I still can't do this one consistently and I wanted to know what motions people were using to get this. Maybe somebody's technique will work better for me. I've gotten it to work both ways.

launcher 2369 236 + FP and
launcher 236 2369 +FP

Mainly I try to spin like mad and I get it every once in a while. Looks like I just need to work on the motion but wanted to post just in case.

DigitalGypsy
08-11-2004, 06:00 AM
In case this helps anyone I'll share what I can up with. I was able to nail this consitently now. The motion was

launcher 236 2369 + P

The problem wasn't with my motions though it was the timing of the punch. Once I double tapped it came out everytime.

Hope this helps someone out there.

-M

lord sharky
08-11-2004, 07:49 AM
i haven't tried double tapping the punch before...
hope it'll work for me too.:D

agentz
08-11-2004, 11:28 AM
That's how I do it also DG

tiger knee, qcf + strum all punches

lifetimeboy
08-31-2004, 04:49 AM
can someone please translate this for me:

launcher 2369 236 + FP and
launcher 236 2369 +FP


thx,

LTB

agentz
08-31-2004, 07:10 AM
launcher 2369 236 + FP and
launcher 236 2369 +FP


look at your number pad

2= down, 6 = towards

d, df, f
d, df, f, fu (tiger knee)

Ness da Silent
09-04-2004, 03:18 PM
Good God this isnt the guilty gear board... put that shit in circle motions not 80280r8320482

opera
09-15-2004, 12:52 PM
has anyone tried:
qcf, (neutral) s. forward xx qcf-uf + punch

i've gotten it to work this way a few times.

Jawbreaker
09-15-2004, 05:01 PM
has anyone tried:
qcf, (neutral) s. forward xx qcf-uf + punch

i've gotten it to work this way a few times.

:clap: you crazy fuck3r, this is by far the best way...it is so much easier this way, cuz its like the TIGER KNEE is the imput for the super. i have seen the light...i recomend the technique 4sho...i never knew you can stack a command, button, command+button = super

nanitaberu
09-15-2004, 06:08 PM
think ken's mp hp hadou shippu

236p236k

Jawbreaker
09-15-2004, 06:15 PM
think ken's mp hp hadou shippu

236p236k

ya, but not really cuz j00 gotta NEUTRAL teh STICK:

qcf, N, MK(close) XX tigerknee + PUNCH (drum the buttons)

lifetimeboy
09-15-2004, 06:24 PM
Yup, thats the easy way. Unless you wanna cancel really really fast.

LTB

Rico
09-15-2004, 08:35 PM
Is that how one would combo s.Fp x Abare Tosanami?

Sorry that it's for Makoto, but I just gotta know. That shit is too hard for me right now. Also too important.

Oh, while I'm here, can you guys tell me some stuff for mid screen Genei Jin? I feel like I need a corner. If I'm cornered, I activate, tick command throw, mp, fwd + hp... If I have the corner, you know the rest. In mid screen, though, I can't seem to do anything. I've read some stuff involving mp, hp, dp and stuff, but I tend to avoid dp's, esp facing certain ways. Is there any other option mid screen? Tell me no, and I'll have to learn it anyway. Thx.

strakka
09-15-2004, 09:56 PM
I'm too lazy to get my hands to return to the neutral position, so I just do the st.mk->SJCXXGeneijin. Seems easier for me. :D All a matter of preference, I guess.

Rico - You can do mp, f.fp, then fierce lunge punch to catch the character as they fly away. I dunno the timing for it though. I usually stick to the mp, fp, mp.dp thing though. It's pretty simple. Corners are your friend. As long as you're not in it.

Dunno about the Makoto thing though.

t.solo
09-15-2004, 09:57 PM
no. ^_^

well...maybee. if you hit a dp+mp and activate, you wont have to do any more dps, since i know you hate dps as you have expressed...

so a mid screen combo off that would look something like...(after activation) f+mk, f+mk, qcf+mp, d+mp, [qcf+hp, palm] repeat brackets...correct me if im wrong, but i pulled it off on the comp from about mid-screen. give it a spin and let me know how u like it... only problem wit this is how to get that dp+mp to connect =/

opera
09-15-2004, 11:30 PM
cant do that for makoto's super cuz it does a dash punch instead.

for makotos super, you just need to do it fast.

D Strange
11-01-2004, 10:36 AM
Whenever I use the launcher I don't get it off fast enough to land a hop, only a fp. Is there any trick to doing this like an imediate cancel?

strakka
11-04-2004, 09:35 PM
You're not superjump canceling it. You're doing a regular cancel.

So the motion is d,df,f,uf,d,df,f punch, as this thread's been all about.

If you superjump cancel it, it'll come out right after the st.mk. No waiting

D Strange
11-04-2004, 10:48 PM
ya, I'm super jump canceling... I can do chuns cl.rh into super. thats sj canceled. Just can't do this. I've tried both d, df, f, fu, u, d, df, f punch. And d, df, f, d, df, f, fu, u punch. Can't get it out fast enough to do a hop. Only thing I can get off it is a mp or fp. Any tips? :sad:

J Blaze
11-04-2004, 11:04 PM
Another trick is 23698741236+P. Meaning, a 360+qcf P.

D Strange
11-05-2004, 05:30 PM
still cant do it... ;_; Help meh...

Hol Horse
11-06-2004, 04:46 AM
Another trick is 23698741236+P. Meaning, a 360+qcf P.

I use that command consistently with Chun's standing close RH, but somehow I can't do it with Yun. :xeye:

opera
11-06-2004, 05:17 PM
the sj cancellable window for yuns s.mk is a lot tighter than chuns s.rh, thats why its harder.