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Guide - Kung Jin Kung Jin Living Guide Thread

kevkopdx

Noob
Okay I think this has been said a few times in this thread, but ill reiterate it again. Neutral jump punches scale damage more in combos. If you're still doing njp in your combos, you're getting less damage than what you can get. Other than an air to air or to reverse a wu, I see no reason to use njp with kung jin in combos. So the combo should be 221 xx bo spin, step forward 3 bo swat, ji dive kick step forward 34 bo spin. Idk what the damage is for that off the top of my head, but it's more than 41% I believe.
i agree, i was just correcting his notation... but i will say this:
the combo you listed is 43 or 44%, but the timing is way stricter than the other guys combo-- online i would prefer to sacrifice a few percent and not risk dropping it, cuz u can do that first combo with your eyes closed
 

RM NoBrows

Supah hawt fiyah
i agree, i was just correcting his notation... but i will say this:
the combo you listed is 43 or 44%, but the timing is way stricter than the other guys combo-- online i would prefer to sacrifice a few percent and not risk dropping it, cuz u can do that first combo with your eyes closed
This wasn't calling you or any particular person out. I just keep seeing njp in these combos and don't understand why. These combos are not that hard. Yeah the timing is more difficult, but it still isn't difficult. I land these combos online consistently even though the other ones are easier.
 

FinalBoss_FGC

Day -4MONTHS Dual Jin main
@CoRzz Jin

Can you post this Dive Kick starter combo for Bojutsu in the OP?

(In Air) Dive Kick, run~3~Bo Swat, run~34~Bo Swing - 32%

The timing is really strict, I can only get it to connect about 50% of the time but I'm by no means a combo master. Also, I don't think you can start with a njp or a regular jump kick because it seems to kick in gravity a little too fast to continue anything after the Bo Swat. Might be possible with an EX-Bo Swing but I'm not sure.
I'm not posting a combo until I can successfully execute it several times. Give me a few. I'm not putting impractical combos cuz in a competitive match, you want low risk high reward
 

MadeFromMetal

Heart From Iron, Mind From Steel.
I'm not posting a combo until I can successfully execute it several times. Give me a few. I'm not putting impractical combos cuz in a competitive match, you want low risk high reward
Alright. I don't think it would be hard for many. I'm just not the best at run combos.
 

Bender

Product Manager. xBone tag: I3end3r.
Been having troubles in getting out of corners. What can I do with the Shaolin variation?
I don't play Shaolin, but he has a couple options that are pretty good for all builds. On wakeup, his MB db 4 is a quick overhead that is plus 3 on block, so if they block the overhead, you can try a string or crossover.

If you see them jump during wakeup, do his bf 3. It might miss the opponent, but you'll fly kick out to mid screen.

His neutral j1 is really good if they are at sweep distance. Can combo if it connects.

If you can get a poke off (d1 or d3) you can crossover or tech grab your opponent

His down 4 poke is a kick low and creates okay pushback

If they try to jump in from sweep distance, he has several anti air option (I like his U1).

I mostly play bojutsu - he has some nice wake up armor attacks with that stance last well.
 

FinalBoss_FGC

Day -4MONTHS Dual Jin main
Been having troubles in getting out of corners. What can I do with the Shaolin variation?
That's one of the reasons I will probably never play Shaolin seriously. Your best wake-up option is MB flying kick or up flying kick vs Bojutsu's MB Bo Swing for 37% combo. The spacing isn't good enough to counteract KJ's slow recovery frames and such. Honestly, just block and try to get a 2 string going to counter because it's the fastest on start-up. Do NOT try to nj anybody if your back is in the corner. I'm not even as good as some players and I can time a low or overhead to hit at the frame that somebody is getting up to punish them for not blocking. So yeah, you just have to be patient and if you have meter, use it if you expect them to give you pressure on your wake up
 

Bender

Product Manager. xBone tag: I3end3r.
Update on one of my previous posts: his forward 3 can break any armor wakeup if timed correctly. It is really strict for some characters (i.e.: Jax) but can be done. For other characters, it is really easy.
 

GTDoffen

Meet your fate...
I think I have found a possible new BnB for Bojutsu. Previously, I did: Standing starter xx BF4, run, 3 xx BF4, JI4 xx D4, run, 34 xx DB3 for 37% with F24 as starter. The combo works fine online if you drop the JI4, but you drop 1%. I found an even better combo, which is easier and still does the same damage.

Try this:
Standing starter xx BF4, run, 34, JI3 xx D4, run, 34 xx DB3. It is really consistent for me at least. The only situation you may find it hard is when you use a normal/string which pushes them away on hit, like 111.
 
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GTDoffen

Meet your fate...
Hey I'm new to this site and pretty new to all the MK stuff could you tell me what xx is in the combo?
It is basically when you cancel a normal attack into a special attack. So if you use Kung Jin`s 111 string (front punch x3) and you input the notations of a special attack before the 111 moves has ended, it will combo.
 

FYR Mike

Noob
For all my Ancestral peeps, I'd like to discuss the best strings for safely loading arrows on hit.

So far, I've found 3,4,3 xx load arrow and f2,4,3 xx load arrow to be pretty effective. Any others?
 

Bender

Product Manager. xBone tag: I3end3r.
For all my Ancestral peeps, I'd like to discuss the best strings for safely loading arrows on hit.

So far, I've found 3,4,3 xx load arrow and f2,4,3 xx load arrow to be pretty effective. Any others?
I'm mostly bojitsu, but his b214 is nice. Ends in a low and if that connects, your still at a positive frame advantage after loading the arrow. Same goes for his b 14 and f 24 (overhead).

I'd also try out his d4 and cancel to reload. It had pretty good pushback and you can probably get away with it .
 

TalS

Noob
That's one of the reasons I will probably never play Shaolin seriously. Your best wake-up option is MB flying kick or up flying kick vs Bojutsu's MB Bo Swing for 37% combo. The spacing isn't good enough to counteract KJ's slow recovery frames and such. Honestly, just block and try to get a 2 string going to counter because it's the fastest on start-up. Do NOT try to nj anybody if your back is in the corner. I'm not even as good as some players and I can time a low or overhead to hit at the frame that somebody is getting up to punish them for not blocking. So yeah, you just have to be patient and if you have meter, use it if you expect them to give you pressure on your wake up
TBH, I chose to play this variation at first because I had a chance to try it out during story. Now, though, I like it because as a new player it's still fairly hard for me to do complex combos, so just the fact that I can combo his jump down 3 with low chakram throw makes me like it. Not to mention that I find chakram throws better than arrows in general because they deal more damage so it's one less special I need to memorize "^^

I do get what you're saying though. I tried playing the Bojutsu variation the other day, but I couldn't land the nj2 part (in (starter)~Bo Swat, nj2, ji~divekick, b21~Bo Swing = 32-35% (33-36% with ji2) ) for the life of me so I kinda gave up on that.
Do you have any tips for me to get better with Kung Jin in general? Also, while I'm at it, what does the ji part mean?


BTW, thanks Bender for your answer as well!
 

Bender

Product Manager. xBone tag: I3end3r.
I do get what you're saying though. I tried playing the Bojutsu variation the other day, but I couldn't land the nj2 part (in (starter)~Bo Swat, nj2, ji~divekick, b21~Bo Swing = 32-35% (33-36% with ji2) ) for the life of me so I kinda gave up on that.
Do you have any tips for me to get better with Kung Jin in general? Also, while I'm at it, what does the ji part mean?

BTW, thanks Bender for your answer as well!
You don't need to land the nj2 to do most of the combo. Try doing a jump in 3 and then d4 (dive kick). The jump in kick does more damage than the neutral jump punch anyway.

JI is jump in or jump towards the opponent as opposed to NJ (neutral Jump). And you're welcome :)
 

TalS

Noob
You don't need to land the nj2 to do most of the combo. Try doing a jump in 3 and then d4 (dive kick). The jump in kick does more damage than the neutral jump punch anyway.

JI is jump in or jump towards the opponent as opposed to NJ (neutral Jump). And you're welcome :)
I tried jumping towards the opponent and doing both 3 and dive kick during the same jump but it was too much. I can't even pull off ji dive kick consistently (compared to nj dive kick). What I did notice though is that after I use Bo Swat, if I do ji divekick it starts a new combo. Does it matter if the combo breaks off? Also noticed that instead of Chakram throw I can usually use d3 and get another 2.7% damage to the dive kick combo. Not sure if it's a better tradeoff compared to better projectiles and 26% combo (that I manage to do) instead of 24% in Shaolin.

Man... These combos are hard!
 
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Name v.5.0

Iowa's Finest.
I'm mostly bojitsu, but his b214 is nice. Ends in a low and if that connects, your still at a positive frame advantage after loading the arrow. Same goes for his b 14 and f 24 (overhead).

I'd also try out his d4 and cancel to reload. It had pretty good pushback and you can probably get away with it .
If your opponent blocks B214 correctly it's a very punishable string.