I'm beginning to think Shaolin Kung Jin is a bad MU for SD
Since Kung Jin can throw that low anywhere on the screen without worrying about anything hitting him
He easily out Footsies cage, hit Cage with normals outside cages D4 F3 range
Forces Cage to jump and with KJs tons of AAs, A2As and Tripgaurds outs a read for Cage to jump
On okie KJ can be in the perfect 50/50 range where Ex nutpunch can't reach at all
Many more points too I'm missing too
Oh you can Rx SK his low disk toss because he stays low
So far what I have played the shaolin mu. I played slayer for a few games at wnf so I'm mainly basing it off that and what I remember. I think that mu is 5-5 atm
If he keeps that distance for a good 50/50 you can wake up mimic kick since it has a seperate hitbox and will hit them before they touch you.
The low takes patience and a well thought out mimic kick or ex shadowkick for Johnny to knock him down and get in.
Jumping really isn't an option against jinn so I agree that if you're forced to jump you are playing jinns game.
Some strings to ex low chakrum have a gap on return so you can delay ex nutpunch to absorb the hit and continue your combo. It takes timing though.
string into Reloads are quite good since his armor doesn't get him much while you get two more shadows for the neutral.
Be wary of sky drop into d1 ex low chakrum. I've only seen slayer use it but its so good to bait counterpokes but of course there's a gap.
All in all my opinion on this mu is 5-5 at the moment. Stunt double has good counterzoning options and jinns armor options don't lead to much besides knocking down Johnny. Any further points you have? I enjoy discussing mus with you.