Trustypatches
PSN: Boweeen, Twitch: rBoweeen
Kung Jin has some of the best options against wakeups, and combined with the fact he gets oki on every knockdown in shaolin, I thought it was worth making thread about his anti wakup stuff. I have not included his jump back 1 stuff in the corner as that is very character specific with the wakeups it beats.
Firstly d3... 10 recovery meaning it can safely check any wakeup slower than that, and you will still be + on delayed wakeups. +1 on block and massively + on hit. Really simple...
11. As shown in the video, 11 is completely safe to use as a meaty in various MU's. +32 on hit, -2 on block and according to the frames in game, it is only 4 frames on whiff recovery... As shown in the video, delayed wakeups will keep you at advantage (both kinds) and so will a backdash. The use of this is different in various MU's, however I think the best use is in the tempest MU. (In the video I take a tiny step forward for the 2nd hit of 11 to hit).
221.Widely known. Weakest in Shaolin due to the gap, however this is a move that breaks any armor that is 11 frames or slower, cover the whole length of a delayed wakeup, is -2 on block and can be hit confirmed into a full combo. I got 11 frames from the fact I could only manage a trade with ex straight dash punch vs Jax, though you are welcome to correct me if this is false.
Ex chakram. I see it used a lot on its own, and although it does beat many armored options and allow a full punish, it is actually unsafe against fully delayed wakeups from further ranges (which you must do to make the armor whiff). As well as this, a bar must be used, and Shaolin's meter is very important. IMO, abusing the lack of a hurtbox with b1 xx ex chakram is a better option in many MU's, as you do not waste the bar on a delayed wakeup, and b1 on whiff is a lot safer as the opponent does not know if you will carry out the whole string. It doesn't work on all armored wakeups though, due to the ranges of them varying, however ex chakram alone is pretty universal.
Simple yet still useful, f3. Also widely known. Beats every wakeup with only 1 hit of armor. -3 on block and does 7% into HDK on hit (2% mid hits first, 5% oh after). The oh of this will often catch people blocking, as they will either try to block ex chakram, or simply not react fast enough.
J3 xx ex divekick. Breaks Lao's spin if done right, is relatively safe on block (-9 with great pushback), does 4.6% chip and j3 divekick does 28% into the same HDK. Sorry I did not get footage for this, although I have tested it on Lao and can confirm it works. If the j3 is done from deep enough, the j3 will still connect on short delayed wakeups as the move is active for a while. The ex divekick does not seem to come out on block or hit here though. If they long delay wakeup you are very slightly - but that is all. Can also use this to cross over on their wakeup.
Firstly d3... 10 recovery meaning it can safely check any wakeup slower than that, and you will still be + on delayed wakeups. +1 on block and massively + on hit. Really simple...
11. As shown in the video, 11 is completely safe to use as a meaty in various MU's. +32 on hit, -2 on block and according to the frames in game, it is only 4 frames on whiff recovery... As shown in the video, delayed wakeups will keep you at advantage (both kinds) and so will a backdash. The use of this is different in various MU's, however I think the best use is in the tempest MU. (In the video I take a tiny step forward for the 2nd hit of 11 to hit).
221.Widely known. Weakest in Shaolin due to the gap, however this is a move that breaks any armor that is 11 frames or slower, cover the whole length of a delayed wakeup, is -2 on block and can be hit confirmed into a full combo. I got 11 frames from the fact I could only manage a trade with ex straight dash punch vs Jax, though you are welcome to correct me if this is false.
Ex chakram. I see it used a lot on its own, and although it does beat many armored options and allow a full punish, it is actually unsafe against fully delayed wakeups from further ranges (which you must do to make the armor whiff). As well as this, a bar must be used, and Shaolin's meter is very important. IMO, abusing the lack of a hurtbox with b1 xx ex chakram is a better option in many MU's, as you do not waste the bar on a delayed wakeup, and b1 on whiff is a lot safer as the opponent does not know if you will carry out the whole string. It doesn't work on all armored wakeups though, due to the ranges of them varying, however ex chakram alone is pretty universal.
Simple yet still useful, f3. Also widely known. Beats every wakeup with only 1 hit of armor. -3 on block and does 7% into HDK on hit (2% mid hits first, 5% oh after). The oh of this will often catch people blocking, as they will either try to block ex chakram, or simply not react fast enough.
J3 xx ex divekick. Breaks Lao's spin if done right, is relatively safe on block (-9 with great pushback), does 4.6% chip and j3 divekick does 28% into the same HDK. Sorry I did not get footage for this, although I have tested it on Lao and can confirm it works. If the j3 is done from deep enough, the j3 will still connect on short delayed wakeups as the move is active for a while. The ex divekick does not seem to come out on block or hit here though. If they long delay wakeup you are very slightly - but that is all. Can also use this to cross over on their wakeup.
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