taken from thread: Official UMK3:TE Changelog and Discussion Thread
http://testyourmight.com/threads/official-umk3-te-changelog-and-discussion-thread.45804/
The removal of GJ's will invariably make the game and it's mindgames better. I know that since you've been playing UMK3 and training with the GJ's all these years that it's difficult to understand how it will but let me explain.
The current level (the highest level) of play involves using GJ's to apply pressure that must be countered by GJ's. It becomes a volley back and forth of "GJ Pressure, Counter GJ and Start GJing, get countered with GJ's and look for a counter GJ opportunity". At the highest level, this is what UMK3 is like. It IS NOT, however, what high level MKT is like. I don't play MKT at high level, but GJ's aren't nearly as viable as they are in UMK3 due to the way the crouching attacks work and allow you to counter.
Run jabs, and even single karajabs are a risk/reward situation. They can be countered by more than just GJ's and force you to take a chance when doing them. This inherently adds mindgames to the overall strategy instead of being intently focused on 2 things: 1. Trapping your opponent with GJ's and 2. Looking for a counter GJ opportunity when trapped. With run jabs, you're forced to take a chance and you're forced to learn how to read your opponent(or get opened up and punished for a wrong read) instead of relying a safe move that can not be countered with anything other than the same move. RJ's and their risk/reward factor force you to learn how to play the person and the match up, not how to best exploit a move that dominates the game.
The best example I can give is from baseball. Imagine if every pitcher in baseball threw ONLY a fastball, and that fastball came in a 127mph. You KNOW what's coming, but good luck stopping it. Your only method of countering it is to have a pitcher who can also ONLY throw a 127mph fastball that nobody can hit.
Run Jabs are like adding the curveball, slider, changeup, knuckleball, sinker, and screwball into baseball. Each pitch does something different, and now the pitcher can choose his OPTION to throw to the batter and the batter, based on the situation, must try to guess what pitch is going to be thrown, and the mindgame ensues. Make the right read and you'll have a better chance of hitting the ball, make the wrong read and risk hitting into an inning ending double play.
RJ's inherently bring the options back to the game for every player and the removal of GJ's forces players to understand the game and it's matchups, not just one tactic and one counter.
I know that people disagree with me, and that is what it is, but if their removal reinvigorates the game and gets more people playing, then it's for the better. More UMK3 players = better than a dead game.