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Apollo

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About Apollo

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  1. Apollo

    [CS1] Jin Kisaragi Video & Discussion Thread

    because 5b block is also a mind game :P its the reason you see so many top jin players end a block string in 5b 5c jumpback barrier. i guarantee if you bait inferno once the next time you land a 5b youve got a big advantage
  2. Apollo

    [CS1] Jin Kisaragi Video & Discussion Thread

    http://www.youtube.com/watch?v=PKUkmGUEIZg at 0:48 i'm not sure if it was confirmed or not but theres a legit combo after CH c dp. not that kaqn took a tonn of advantage off it but there was definitly room to improve his followup.
  3. gah...~prays for cabinet in WESTERN canada~ i mean. i could drive across the country but uhgg
  4. Apollo

    [CS1] Jin Kisaragi Video & Discussion Thread

    buuuuut. yukikaze = gangster win in that situation.
  5. Apollo

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

    oh makes sense, i didnt think it could be done too early as you should be able to chain them on every chr. also do we know all of the moves jin can fatal counter with? i wouldnt be suprised if his only big damage combo's have to start with a FC.
  6. Apollo

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

    http://www.youtube.com/watch?v=qjbSTMsUlS4 in this video at 2:41 is the 5c 6c 2d link on crouching opponents chr specific now?
  7. umm press c only once? if your coming from other fighting games sometimes its a little weird to progress through the combo before actually watching it happen, but you should never have to press a butten more than once unless you mean to. also if your using a stick check and make sure turbo is off
  8. one thing that is really hard to pick up from watching vids is to buffer your dashes. most new jins cant do the standard ground combo no matter how many times they see it mostly because they dont pick up the very fast dash off of jB jC jD. its very important to be able to cancel this dash into a 5B to continue pressure and keep forward momentum.
  9. Apollo

    [CT] Jin Kisaragi General Discussion

    best time for that combo is after a CH 623C or on a 6C on a crouching opponent. it does the exact same damage as the standard air combo, only it generally pushes them further into the corner plus your on the ground for added pressure. one thing to make sure is that the jump into jC jD is a superjump. you want to be slightly higher than them. then just air dash right before or as they hit the ground.
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