Let me show you how to make one of these posts.
Kung Jin: Shaolin.
Normals
1: Standing 1. Fantastic button for reactionary point blank anti air, great frame data on block that allows for great tick throws, and huge range for an 8 frame normal. D1 is worth mentioning for it's 7 frame start up and high hitbox, and low hurtbox.
If you standing 1 misses, you can just do 1, 1, and probably not get whiff punished for it, as the second 1's hitbox is exzcellent for instantly confirmable anti airs, or quick whiff recovery... the range of 111 xx cancel is a threat too.
2: Back +1, 2 3 string. A string off of an 11 frame extremely long range, no hurtbox low, that is hitconfirmable meterlessly, trip guards, and puts Kung Jin in the range of his most optimal combo,s no matter where he is.
3: Up + 1. This massive anti air covers all the bases that standing 1 fails to. It keeps people out of the range of your standing 1 with huge vertical and horizontal reach, but lacks a hitbox at pointblank, and it's plus two on block is rarely utilized due to whiffing on crouch blockers.
4: Forward 2. Like B1, but a slower overhead. Using high charkram, confirms from the max range of Forward 2, which is huge.
5: The B2 string. The longest range whiff punisher in the game, hitconfirmable into a low or overhead at the end, with both of those options being safe on block for varying amounts of damage, depending upon the amount of meter you'd like to spend. B2, 1, 4 and B2, 1, 2+4 are both amazing, and the threat of cancelling into ex overhead flip kick or ex low chakram toss after B2 1 4 creates a 50-50 after a 50-50, all within the same string. If you don't want to spend meter, you just do do upkick int down kick for even more chip and meterbuilding.
Specials:
1: Upkick. Huge chip. Nice meterbuild. Huge combo damage. Massive damage armor move if you want it. Safe on block, unless you're against Kung Lao, reptile, or sometimes Cassie, and variably Kano. With its quick recovery, you can create confusing timing mixups by mixing in.
2: Down kick / shao lin slam, or whatever it is.
Downward damging potentially armored attack that's minus 7 on block, does hella chip, big damage. Doing this after absorbing a projectile with EX Upkick is a great idea to instantly get in on a tough zoner. You'll be minus 7, but if you have meter, you can cancel into your safe armor move to swing offense in your favor, at only a meter risk. That move is...
3: EX Flip kick. Safe, high damaging armor, highly abusable when you're negative after anything, most notably up kick and down kick, which people tend to be slow to try to punish or pressure afterwards, due to the timing mixup.
4 and 5 are both EX chakrams, for combo damage that you don't even need to hitconfirm due to their safety, and for the potnetial unbreakable damage you can create by looping the chakrams, ending with meterless arrow, then doing chip with your 7 frame starter 2, 2, 1 up kick down kick blockstring. 2 2 1 does have a gap, but if you want to chip someone out, they won't have the health to armor through, and the 1 in 221 will catch their backdash.