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shadow2bolt

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About shadow2bolt

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  • Birthday 02/17/1995

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    INTERNET-DIVIDER
  1. Are any of the ones in California BBCSII or just BBCS? Also are there any in Florida (Orlando or Miami specifically)?
  2. Unless you are training yourself for CSII, no 3C>236D shenanigans? heck even if you do it midscreen (which does work on Tager) you can add a crossup factor into it. Oh and whenever you can expect a 720/360, 6B is a risky but very rewarding tool to use as it is throw invincible instead of jumping. Also even if you do get hit in the middle of it, it is likely that they won't expect it so will mess up their combo anyway. Also there were times you could have punished him very easily especially when he whiffed the 2D at 1:35 you could have finished it quicker. Other than that, solid Jin.
  3. shadow2bolt

    [CS1] Jin Gameplay Discussion v2 (No bitching edition)

    What are some good guard breaking strings? Normally I use 6D at the most unexpected times but sometimes I like to use 236D>6D>pressure again/623B/Ice car depending on how many primers they have left.
  4. shadow2bolt

    Projectile priority?

    Jin's Ice wave (632146C) goes through anything and everything (even itself) so it has to be top along with Makoto's Big Bang Fist. I can't think of any other projectile distortions worth mentioning to be top. Lambda's Calamity Sword? That might be joint with the other 2.
  5. shadow2bolt

    [CS1] Jin Gameplay Discussion v2 (No bitching edition)

    Well most of the air combos will come off either a 5C CH>6C dash cancel>5C>j.C>etc, 5C on a crouching opponent into the same combo, 623B in the corner (if you are low on heat) or 3C>2B>5C. The 3C>2B doesn't gatling so you have to wait for the animation for 3C to finish first. Although most of the time, you'd want to be trying to go for a 3C/214C finish on combos for knockdown. Here is a good video for the most of the ones you'll need: http://www.youtube.com/watch?v=MhUjeSdDu5w Comboing online and offline is the same (assuming the connection is decent), all about muscle memory, not what is happening on the screen.
  6. shadow2bolt

    Post up your arcade stick.

    http://neoempire.com/forum/showpost.php?p=325118&postcount=2094 I innovated on that idea of a lego joystick and instead of the plexi, it is full lego casing.
  7. shadow2bolt

    [CS1] Jin Combo Thread (and a quick guide on mix-up)

    Yup, and if you aren't near the corner there is enough time for a quick dash after 623B before the 6C.
  8. shadow2bolt

    [CS1] Jin Gameplay Discussion v2 (No bitching edition)

    Cause people probably will expect the throw with that. Like I said, more options. Not really practical in every match but just another option which people don't expect (and SJC won't work if they are neutral air tech)
  9. shadow2bolt

    [CS1] Jin Gameplay Discussion v2 (No bitching edition)

    236D on the ground and you hit them while they are frozen. Doesn't have to be off 236D but so long as you hit them with a j.A when you are at the highest point of a normal jump, the tech trap (if they mash neutral) will work. I also realised that j.A isn't jump cancellable but instead, land>623D can catch a forward ukemi (but it is blockable). Hard gimmick, probably not too practical but it is just another option if you are showing off a little.
  10. shadow2bolt

    [CS1] Jin Gameplay Discussion v2 (No bitching edition)

    Dunno if this has been found or not (probably has with other chars) but I was messing around with Jin in training mode the other day and I found an interesting tech trap (which probably is useless in most situations you would pull it out). After 236D, if you follow it with a j.A and they neutral air tech, you can follow it with an air throw as soon as they start falling. Might test out to see if doing the jc after the j.A will be close enough for air throw tech trap if they tech forwards or backwards (which I doubt unless in corner). If they do keep neutral air teching and start to catch on, j.236B/D may be an option to use to counter them (since you can air dash after j.236B).
  11. shadow2bolt

    [CS2] Jin Changes in BBCS2 location test. NO WISHLISTS

    6A CH can follow into 5C. Can't remember if it was ONLY on CH though (unless this was old loketest). Also, is it only forcing into crouch position on hit and not block?
  12. shadow2bolt

    [CS1] Jin Gameplay Discussion v2 (No bitching edition)

    Also on corner crossups, some attacks have vacuum effect which pulls the opponent the opposite way to when getting attacked. Some people like to use that for when people think they can't get crossed up. I think Jin might be able to pull it off if you are able to get 5B(2hits)>IAD j.B/j.2C. If a Carl user does use that, it is likely that it will hit if you did it fairly early. If they use Nirvana, yukikaze will repeatedly hit Nirvana until Carl is hit extending the active frames. Almost certain that Carl will get hit by it (and since he has pretty low health anyway, it should take off like 1/4 without the RC which by the time you pull off the counter, it is likely to be the finishing blow). Only way for Carl to avoid it is if Nirvana has low health and the Carl Double jumps j.214C. Carl and Litchi are probably the only ones I yukikaze against if I'm not trolling.
  13. shadow2bolt

    [CS1] Jin Combo Thread (and a quick guide on mix-up)

    *Forget what I said, forgot to read ahead* EDIT: What do you guys most recommend a followup after a 632146D reversal? 6A>throw (whiff) 5C>j.2C>j.2C>214C (haven't tested but I think it works) 623A>hj j.214C Or this gimmicky one I use which is risky depending on how button mashy they are: 6C>214C (whiff) which crosses them up if they tech backwards and puts you right next to them.
  14. shadow2bolt

    [CS1] Jin Gameplay Discussion v2 (No bitching edition)

    Personally, I don't bother using it for distortions unless I know it will be the finishing blow. I would use it for tight reversals (623D), for when I can push them into the corner (#>5C>214D>66C>#) or for going for crossups and gimmicks (IAD>j.236D) but that's just my style. You can go for making those 4k combos every time by spending the heat whenever you get the chance if you want but it really comes down to what your play style is. If you go for big damage combos a lot, go use up the heat to make it hit 4k every time. If you like to go for oki options, etc, then save at least 25% for reversal opportunities. If you love doing those Yukikaze>Rapid Combos or unblockable setup, then savour it till you wanna show off. Once again, it all comes down to your playstyle.
  15. shadow2bolt

    [CS1] Simple Q & A Thread

    I can't seem to get the 6D>astral to combo. Any particular trick to this or is it just 1 or 2 small frames to execute it to connect?
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