FinalBoss_FGC
Day -4MONTHS Dual Jin main
In this thread, Kung Jin players from all over the world will collaborate to create a living guide.
Meant to be everything you need to know in one place - this guide includes bnbs, tech, match-up numbers/discussion, strats, and videos.
As the game grows and changes, as will this guide.
I will also post all of the up-to-date buffs and nerfs in the OP as they happen.
Enjoy And don't be afraid to share tech or combos! You may know the most dominant set-up for Kung Jin or maybe you just know how to deal with a certain character, you will help build our Archery!
PATCH NOTES 14.5.15
IMPORTANT - If you want me to post your combo; tag me in the post, let me know if it's variation specific or universal, and type out the commands...don't show me a video. If you want me to post your tech or strategies, tag me in the post containing video and explain what is happening. Thanks <3
CHARACTER OVERVIEW
Kung Jin is a strong footsie character with a solid 50/50 and plenty of range. His strength lies in air control with one of the best njp, a 5 frame divekick, a strong AA d2 and u1 which covers great air space to stuff opponent jump ins. Additionally, Kung Jin has great lateral space control with long reaching f2 overhead, decent reaching b1 low, a full screen flying kick that can be armored, b2 that hits from mid-screen, and a decent universal projectile with arrow and up arrow.
Kung Jin's Specials
Air Dive Kick (d4) - a divekick that ends with an overhead pop-up. -33 on block so use it sparingly. Crucial in footsies as it can be a great whiff punisher into full combo. MB it for a more staggered mid to overhead that is -9 on block...so MB it makes it much more safe but still punishable by some
Straight Arrow (df2) - a basic arrow attack. Shoots straight and has average speed. Certainly not overwhelming and the slow start up (20 frames) makes it not useful in spam zoning. MB it for two arrows, +7 block advantage, and the ability to punish some armored moves.
Up Arrow (db2) - same as straight arrow but goes up at a 45 degree angle. A useful anti-air tool that can be comboable on hit. MB shoots two arrows in the air.
Lunch Kick (bf3) - A full screen flying kick that is 9 frame start up. First motion (putting bow into ground) hits the opponent, too, so it's deceptively quick close up. MB for armor and more damage.
Cartwheel Drop (db4) - An overhead drop with slow start-up and ends with hard knockdown. Not ideal in most circumstances except maybe to mix-up the opponent on block with overhead or low (variation dependent). MB for slightly quicker start-up (23-16), more damage and to be safe on block (-5).
Kung Jin's 3 variations are all unique from each other and you'll see yourself relying heavily on what each variation can do vs Kung Jin's base moveset.
BOJUTSU
Variation uses the bow as a melee weapon and is given strong staff based launchers. This is important for combos since Kung Jin only has one decent launcher that is only good in the corner in f2d1. So Bojutsu's strength is comboing and wake-up game with MB Bo Swing setting up for mid-30s damage on wake-up which is pretty darn good.
BOJUTSU SPECIALS
Bo Flame (db1) - Shoots a high fireball out of the dragon's mouth. Decent for air control full screen, can be MB for combo in the corner. Other than that, not much use.
Bo Swat (bf4) - Knock the opponent in the air, good for meterless damage...bad for everything else.
Bo Swing (db3) - a 3 hit spinning move that knocks the opponent up...this is not comboable so meterless Bo Swing is best used for a combo ender. MB for a couple of uses; 14 frame start up for a great armored attack that results in great damage (great for wake-up) and after a start-up string for good 1 meter damage.
Low Bo Swing (bd3) - two hitting low spinning move. MB for armor and decent corner comboing opportunity
SHAOLIN
Adds a Chakram to Kung Jin's arsenal creating a unique playstyle, variation specific normals, and different projectile options. In this variation, Kung Jin is less reliant on damage and more reliant on meter reset and getting away. Nearly completely controlling the full screen with up kick and low chakram, you can make full screen zoners hate this variation.
SHAOLIN ADDED NORMALS AND STRINGS
2 - 7 frame high like the universal counterpart but results in more damage.
112 - using the high starter, it turns into a 4 hit string that ends in a low. Can be cancelable but the low is traded for the special you cancel it with.
b12 - low to mid (looks like overhead), great for 50/50
b123 - -2 on block, choose to do this if b12 is blocked
22 - utilizing the added 2 normal, this is the 2 hit starter that you're best off finishing with 1
221 - -2 on block, becomes one of the best strings in the game. A great whiff punisher and safe if you wish to use it as a start-up string. Results in great damage, too
24 - good start-up but a stupid string. Not safe, not combo-able...nothing good
SHAOLIN SPECIALS
Up Kick (db3) - Take Kung Jin's Lunch Kick, make him go up in the air...Full screen range and arc's to hit jump heavy characters. Great anti-air for all ranges. -7 on block so even if they block it as a combo ender, you're safe. MB for armor
*****Shaolin Drop (d4) - any time during up kick, you can choose to do this overhead. Great for combo enders, if you hit a player jumping in and do this you are at ridiculous frame advantage, also on block it is -7, so you are safe. Meterburn it for added damage and quicker drop
Chakram (bf1) - faster projectile than arrow with 14 frame start-up. Can be controlled mid air to go up or down. MB for boomerang to get in on hit, be safe on block, or continue combos by following up with either njp or divekick.
Low Chakram (db1) - my favorite projectile in the game. Low hitting 13 frame start up with decent speed. When in low stance throwing this, you are in a crouch state and duck high projectiles so you will win many projectile wars. MB to get in on hit, be safe on block, or continue combos.
PLAYING WITH SHAOLIN KUNG JIN BY EXiLE CORZZ
Meant to be everything you need to know in one place - this guide includes bnbs, tech, match-up numbers/discussion, strats, and videos.
As the game grows and changes, as will this guide.
I will also post all of the up-to-date buffs and nerfs in the OP as they happen.
Enjoy And don't be afraid to share tech or combos! You may know the most dominant set-up for Kung Jin or maybe you just know how to deal with a certain character, you will help build our Archery!
PATCH NOTES 14.5.15
- Kung Jin – Cartwheel Smash is now -3 on block (down from +4).
- Kung Jin (Bojutsu) – Several staff attacks were not combo damage scaling correctly.
- Kung Jin – Away+BP is now -14 on block and 4 on hit (down from -24 on block and -8 on hit)
- Kung Jin – Adjusted the hitbox on Away+BP to hit from it’s max range
- Kung Jin (Shaolin) – Low Chakram now sets hit state to ducking
- Kung Jin (Shaolin) – Removed a blocking gap from BP, BP
- Kung Jin (Shaolin) – Low Chakram will now low profile under high projectiles
IMPORTANT - If you want me to post your combo; tag me in the post, let me know if it's variation specific or universal, and type out the commands...don't show me a video. If you want me to post your tech or strategies, tag me in the post containing video and explain what is happening. Thanks <3
CHARACTER OVERVIEW
Kung Jin is a strong footsie character with a solid 50/50 and plenty of range. His strength lies in air control with one of the best njp, a 5 frame divekick, a strong AA d2 and u1 which covers great air space to stuff opponent jump ins. Additionally, Kung Jin has great lateral space control with long reaching f2 overhead, decent reaching b1 low, a full screen flying kick that can be armored, b2 that hits from mid-screen, and a decent universal projectile with arrow and up arrow.
Kung Jin's Specials
Air Dive Kick (d4) - a divekick that ends with an overhead pop-up. -33 on block so use it sparingly. Crucial in footsies as it can be a great whiff punisher into full combo. MB it for a more staggered mid to overhead that is -9 on block...so MB it makes it much more safe but still punishable by some
Straight Arrow (df2) - a basic arrow attack. Shoots straight and has average speed. Certainly not overwhelming and the slow start up (20 frames) makes it not useful in spam zoning. MB it for two arrows, +7 block advantage, and the ability to punish some armored moves.
Up Arrow (db2) - same as straight arrow but goes up at a 45 degree angle. A useful anti-air tool that can be comboable on hit. MB shoots two arrows in the air.
Lunch Kick (bf3) - A full screen flying kick that is 9 frame start up. First motion (putting bow into ground) hits the opponent, too, so it's deceptively quick close up. MB for armor and more damage.
Cartwheel Drop (db4) - An overhead drop with slow start-up and ends with hard knockdown. Not ideal in most circumstances except maybe to mix-up the opponent on block with overhead or low (variation dependent). MB for slightly quicker start-up (23-16), more damage and to be safe on block (-5).
Kung Jin's 3 variations are all unique from each other and you'll see yourself relying heavily on what each variation can do vs Kung Jin's base moveset.
BOJUTSU
Variation uses the bow as a melee weapon and is given strong staff based launchers. This is important for combos since Kung Jin only has one decent launcher that is only good in the corner in f2d1. So Bojutsu's strength is comboing and wake-up game with MB Bo Swing setting up for mid-30s damage on wake-up which is pretty darn good.
BOJUTSU SPECIALS
Bo Flame (db1) - Shoots a high fireball out of the dragon's mouth. Decent for air control full screen, can be MB for combo in the corner. Other than that, not much use.
Bo Swat (bf4) - Knock the opponent in the air, good for meterless damage...bad for everything else.
Bo Swing (db3) - a 3 hit spinning move that knocks the opponent up...this is not comboable so meterless Bo Swing is best used for a combo ender. MB for a couple of uses; 14 frame start up for a great armored attack that results in great damage (great for wake-up) and after a start-up string for good 1 meter damage.
Low Bo Swing (bd3) - two hitting low spinning move. MB for armor and decent corner comboing opportunity
Strengths
Mid-Range Space Control
Meterless Damage
Wake-Up Game
More air control with Fireball
Meter damage
Not meter dependent hardly at all
Weakness
Easily spaced out and whiff punished
If Specials are blocked correctly, expect punish.
Playstyle is copy/paste. You played one, you played them all
-My personal rating of Bojutsu Kung Jin based on a Modified version of M2Dave's Rate Your Character thread-
1. 50/50 mixups: 8/10
2. Pressure: 8/10
3. Neutral game and Footsies: 10/10
4. Defensive options: 8/10
5. Zoning: 5/10
6. Anti-Zoning: 7/10
7. Damage: 8/10
8. Meter Dependency: 9/10
9. Movement:8/10
10. Air Control: 8/10
Total: 79/100
Mid-Range Space Control
Meterless Damage
Wake-Up Game
More air control with Fireball
Meter damage
Not meter dependent hardly at all
Weakness
Easily spaced out and whiff punished
If Specials are blocked correctly, expect punish.
Playstyle is copy/paste. You played one, you played them all
-My personal rating of Bojutsu Kung Jin based on a Modified version of M2Dave's Rate Your Character thread-
1. 50/50 mixups: 8/10
2. Pressure: 8/10
3. Neutral game and Footsies: 10/10
4. Defensive options: 8/10
5. Zoning: 5/10
6. Anti-Zoning: 7/10
7. Damage: 8/10
8. Meter Dependency: 9/10
9. Movement:8/10
10. Air Control: 8/10
Total: 79/100
SHAOLIN
Adds a Chakram to Kung Jin's arsenal creating a unique playstyle, variation specific normals, and different projectile options. In this variation, Kung Jin is less reliant on damage and more reliant on meter reset and getting away. Nearly completely controlling the full screen with up kick and low chakram, you can make full screen zoners hate this variation.
SHAOLIN ADDED NORMALS AND STRINGS
2 - 7 frame high like the universal counterpart but results in more damage.
112 - using the high starter, it turns into a 4 hit string that ends in a low. Can be cancelable but the low is traded for the special you cancel it with.
b12 - low to mid (looks like overhead), great for 50/50
b123 - -2 on block, choose to do this if b12 is blocked
22 - utilizing the added 2 normal, this is the 2 hit starter that you're best off finishing with 1
221 - -2 on block, becomes one of the best strings in the game. A great whiff punisher and safe if you wish to use it as a start-up string. Results in great damage, too
24 - good start-up but a stupid string. Not safe, not combo-able...nothing good
SHAOLIN SPECIALS
Up Kick (db3) - Take Kung Jin's Lunch Kick, make him go up in the air...Full screen range and arc's to hit jump heavy characters. Great anti-air for all ranges. -7 on block so even if they block it as a combo ender, you're safe. MB for armor
*****Shaolin Drop (d4) - any time during up kick, you can choose to do this overhead. Great for combo enders, if you hit a player jumping in and do this you are at ridiculous frame advantage, also on block it is -7, so you are safe. Meterburn it for added damage and quicker drop
Chakram (bf1) - faster projectile than arrow with 14 frame start-up. Can be controlled mid air to go up or down. MB for boomerang to get in on hit, be safe on block, or continue combos by following up with either njp or divekick.
Low Chakram (db1) - my favorite projectile in the game. Low hitting 13 frame start up with decent speed. When in low stance throwing this, you are in a crouch state and duck high projectiles so you will win many projectile wars. MB to get in on hit, be safe on block, or continue combos.
Strengths
Control the full screen
Great zoning game
Great air control
Get in multiple ways
More safety on strings
Added mix-ups
Ending block strings with Up Kick makes you safe
End Up Kick with Drop makes you safe on block
Metered standing reset
Gains meter with ease
Weakness
Meter dependent if you want good damage or the reset
-My personal rating of Shaolin Kung Jin based on a Modified version of M2Dave's Rate Your Character thread-
1. 50/50 mixups: 8/10
2. Pressure: 9/10
3. Neutral game and Footsies: 10/10
4. Defensive options: 8/10
5. Zoning: 8/10
6. Anti-Zoning: 9/10
7. Damage: 8/10
8. Meter Dependency: 6/10
9. Movement: 8/10
10. Air Control: 10/10
Total: 84/100
Control the full screen
Great zoning game
Great air control
Get in multiple ways
More safety on strings
Added mix-ups
Ending block strings with Up Kick makes you safe
End Up Kick with Drop makes you safe on block
Metered standing reset
Gains meter with ease
Weakness
Meter dependent if you want good damage or the reset
-My personal rating of Shaolin Kung Jin based on a Modified version of M2Dave's Rate Your Character thread-
1. 50/50 mixups: 8/10
2. Pressure: 9/10
3. Neutral game and Footsies: 10/10
4. Defensive options: 8/10
5. Zoning: 8/10
6. Anti-Zoning: 9/10
7. Damage: 8/10
8. Meter Dependency: 6/10
9. Movement: 8/10
10. Air Control: 10/10
Total: 84/100
PLAYING WITH SHAOLIN KUNG JIN BY EXiLE CORZZ
My favorite thing about Kung Jin is he can play thefootsie game in a range many others can't but he still has fast pokes to get out of pressure.
Basically, learn the ranges of his f2, b1, and b21. If you can maintain that range, you control the match vs everyone but Takeda, Leatherface and Alien since their normals are as long if not longer.
I think Shaolin is the most complete character in the game but isn't the best at a single trait. When zoning, utilize the low chakram often. The animation for low chakram will help you low profile most projectiles, his regular chakram throw is solid too, it's a mid but a bit on the higher side so if you drop it towards the end of the path, they have to block it, no questions.
Also, his pressure game relies on his meaty 50/50 game. F2 and b1 are both great normals that keep you out of the range of some armor moves. End these combos with up kick/drop for safe chip or mid 20s damage if they don't block correctly. Also, be aware of Shaolin's metered reset. 50/50 into low chakram, ji2, 34...decent damage and sets up for another 50/50 or run in grab.
Another thing to learn is using u1 or s1 as an anti air and converting off of it. People who are jump happy get crushed by them or his njp. His ji1 also is great with deceptive range, it drops you immediately to the ground and is much faster than many air normals. His ji1 is also good for jailing as an oki. Ji1, 1 into 50/50 or grab and they are stuck guessing. Be weary to switch up ji1, 1 with ji1 into 50/50 because they can low profile s1 because it's a high. Also, 2 is a 7 frame normal with good reach so that is your go to punish and 221 string is where you get the most damage from. So if you punish with it, you'll make them pay big time.
There is a gap between 2 and 1 in 221 tho and if they know that they will blow you up.
The interesting thing about up kick is that it is a psuedo-50/50, itself. Once you have the opponent committed to blocking the drop, you can choose not to drop and if they anticipate the drop, you will be safe to d1 poke, mb flip kick or grab. I would advise to avoid doing this enough to where you are predictable because they can punish you for it. So if you do it towards the end of a match or sporadically throughout a set, you should be set.
Kung Jin's wake-up options are actually really good. His MB Flip Kick hits twice, has armor and gives a hard knockdown. This should be your go-to armor move and only use mb flying kick in situations where your opponent expects the mb flip kick and attempts to armor break. MB flip kick being slower means it is easily broken. MB Flying Kick also hits twice but the first hit is 9 frame start up, making it harder to deal with, but unlike his mb flip kick...his mb flying kick is unsafe. So either the slower armor and be safe on block or the faster armor and be punishable. In some cases, mb up kick works because you can get out of the corner. This also has armor but isn't super practical. Only use in situations where you are completely stuck in the corner.
Basically, learn the ranges of his f2, b1, and b21. If you can maintain that range, you control the match vs everyone but Takeda, Leatherface and Alien since their normals are as long if not longer.
I think Shaolin is the most complete character in the game but isn't the best at a single trait. When zoning, utilize the low chakram often. The animation for low chakram will help you low profile most projectiles, his regular chakram throw is solid too, it's a mid but a bit on the higher side so if you drop it towards the end of the path, they have to block it, no questions.
Also, his pressure game relies on his meaty 50/50 game. F2 and b1 are both great normals that keep you out of the range of some armor moves. End these combos with up kick/drop for safe chip or mid 20s damage if they don't block correctly. Also, be aware of Shaolin's metered reset. 50/50 into low chakram, ji2, 34...decent damage and sets up for another 50/50 or run in grab.
Another thing to learn is using u1 or s1 as an anti air and converting off of it. People who are jump happy get crushed by them or his njp. His ji1 also is great with deceptive range, it drops you immediately to the ground and is much faster than many air normals. His ji1 is also good for jailing as an oki. Ji1, 1 into 50/50 or grab and they are stuck guessing. Be weary to switch up ji1, 1 with ji1 into 50/50 because they can low profile s1 because it's a high. Also, 2 is a 7 frame normal with good reach so that is your go to punish and 221 string is where you get the most damage from. So if you punish with it, you'll make them pay big time.
There is a gap between 2 and 1 in 221 tho and if they know that they will blow you up.
The interesting thing about up kick is that it is a psuedo-50/50, itself. Once you have the opponent committed to blocking the drop, you can choose not to drop and if they anticipate the drop, you will be safe to d1 poke, mb flip kick or grab. I would advise to avoid doing this enough to where you are predictable because they can punish you for it. So if you do it towards the end of a match or sporadically throughout a set, you should be set.
Kung Jin's wake-up options are actually really good. His MB Flip Kick hits twice, has armor and gives a hard knockdown. This should be your go-to armor move and only use mb flying kick in situations where your opponent expects the mb flip kick and attempts to armor break. MB flip kick being slower means it is easily broken. MB Flying Kick also hits twice but the first hit is 9 frame start up, making it harder to deal with, but unlike his mb flip kick...his mb flying kick is unsafe. So either the slower armor and be safe on block or the faster armor and be punishable. In some cases, mb up kick works because you can get out of the corner. This also has armor but isn't super practical. Only use in situations where you are completely stuck in the corner.
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