FinalBoss_FGC
Day -4MONTHS Dual Jin main
All taken from 3.19.2015 NetherRealm stream "Whips, Sais, and a little surprise"
Kung Jin Variations:
Variation name (brief description) [in-game visual indicators to show which variation is being used] - detailed description
Ancestral (gives more options for arrows) [Arrows in quiver are glowing white unless enhanced then it matches the color of enhancement - red for fire, purple for meter drain, and blue for stun] - Has more options with arrows by jumping up and shooting straight or at angles with long range and short range options...also has a low option when grounded. Can power up projectiles with 3 different options, the power ups last at varying times; 6 seconds for Fire arrows, 4 seconds for meter drain, and one use for stun. You can shoot the enhanced arrows as much as possible in the allotted seconds. His options include: fire arrows that do more damage, arrows that drain his opponent's meter, and arrows that leave the opponent in stun. Much like Green Arrow's arrow options with his trait but a little different.
Arrow Enhancement Animation is faster than Green Arrow's
Bojutsu (Uses mace-type weapon on bow staff) [Dragon Head end is glowing red] - Used for high damage, flashy combos. Gains special moves that are used as combo starters or can be used to continue combos by popping up. He also gains a low spinning special that you can meterburn for pop-up. Uses the dragon head end to shoot a high projectile to stuff jump ins. Has one of the longer ranges we've seen.
Shaolin (gains Chakram based normals and specials) [Chakram shows on Kung Jin's left hip in glowing blue] - Gains a disc that acts much like Kung Lao's hat but has a boomerang property when meter burned. Normal moves have less range than other variations but does much more damage. Using the Chakram as a projectile is very fast, it has a normal throw that you can control to end going up or down, and also has a low option. Chakram can also be used offensively for pressure with apparent frame advantage on block and when it's not blocked, there is enough hit stun to continue combos. Flying kick gets an upgrade that goes more up in the air at an angle than normal Flying Kick, can drop down to hit opponent from above if you miss.
Universal Specials:
Flipkick - Flips in the air and lands on opponent for hard knockdown
Divekick - MK9 Kung Lao looking divekick with more speed and uses bow staff to pop up for juggle opportunities
Throw - grabs opponent, shoots fireball at face, then swings Dragon Head end at their face to knock them back
X-Ray - looks like the beginning move is an overhead that knocks them back a few steps, the opponent slumps over, Kung Jin jumps up and hits Dragon Head end on back of head, opponent hits ground face first and pops up...on pop up, Kung Jin shoots arrows into eyes of the opponent, runs up to grab arrows before opponent lands, flips opponent over and slams on him on the ground.
Kung Jin Variations:
Variation name (brief description) [in-game visual indicators to show which variation is being used] - detailed description
Ancestral (gives more options for arrows) [Arrows in quiver are glowing white unless enhanced then it matches the color of enhancement - red for fire, purple for meter drain, and blue for stun] - Has more options with arrows by jumping up and shooting straight or at angles with long range and short range options...also has a low option when grounded. Can power up projectiles with 3 different options, the power ups last at varying times; 6 seconds for Fire arrows, 4 seconds for meter drain, and one use for stun. You can shoot the enhanced arrows as much as possible in the allotted seconds. His options include: fire arrows that do more damage, arrows that drain his opponent's meter, and arrows that leave the opponent in stun. Much like Green Arrow's arrow options with his trait but a little different.
Arrow Enhancement Animation is faster than Green Arrow's
Bojutsu (Uses mace-type weapon on bow staff) [Dragon Head end is glowing red] - Used for high damage, flashy combos. Gains special moves that are used as combo starters or can be used to continue combos by popping up. He also gains a low spinning special that you can meterburn for pop-up. Uses the dragon head end to shoot a high projectile to stuff jump ins. Has one of the longer ranges we've seen.
Shaolin (gains Chakram based normals and specials) [Chakram shows on Kung Jin's left hip in glowing blue] - Gains a disc that acts much like Kung Lao's hat but has a boomerang property when meter burned. Normal moves have less range than other variations but does much more damage. Using the Chakram as a projectile is very fast, it has a normal throw that you can control to end going up or down, and also has a low option. Chakram can also be used offensively for pressure with apparent frame advantage on block and when it's not blocked, there is enough hit stun to continue combos. Flying kick gets an upgrade that goes more up in the air at an angle than normal Flying Kick, can drop down to hit opponent from above if you miss.
Universal Specials:
Flipkick - Flips in the air and lands on opponent for hard knockdown
EX - Armor to absorb attack to make it a better wake up option, looks much like a meter burned f3 in Injustice but without pop-up
Arrow shoot - one straight normal and one anti-air that shoots at an angle. Neither do much damage but is pretty quickEX - Shoots two arrows instead of one, shoots both at same time but does hit twice
Flying Kick - Uses bow staff to launch self forward to do a Liu Kang-like dragon kick...basically Nightwing's Flying Grayson but with Dragon Kick.Divekick - MK9 Kung Lao looking divekick with more speed and uses bow staff to pop up for juggle opportunities
Throw - grabs opponent, shoots fireball at face, then swings Dragon Head end at their face to knock them back
X-Ray - looks like the beginning move is an overhead that knocks them back a few steps, the opponent slumps over, Kung Jin jumps up and hits Dragon Head end on back of head, opponent hits ground face first and pops up...on pop up, Kung Jin shoots arrows into eyes of the opponent, runs up to grab arrows before opponent lands, flips opponent over and slams on him on the ground.
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