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Guide - Kung Jin Kung Jin Living Guide Thread

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
  • Kung Jin – Cartwheel Smash is now -3 on block (down from +4).
  • Kung Jin (Bojutsu) – Several staff attacks were not combo damage scaling correctly.
PATCH NOTES 31.8.15
  • 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​


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

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.
 
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FinalBoss_FGC

Day -4MONTHS Dual Jin main
Combos
For Kung Jin's combos, he has a few ideal starter strings. Any of the enders shown in each Variation specific Spoiler that say "(starter)" can be combo'd from any of the below combo starters...These are not the only combo starters there are, just the most ideological:

11 - High-mid, 4% damage, 1% block damage.
Frame Data - start up: 9, block adv: -2, hit adv: 32

b214 - Mid to low, 10% damage, 2.75% block damage
Frame Data - start up: 16, block adv: -9, hit adv: 12

b14 - Low to mid, 6% damage, 1.50% block damage
Frame Data - start up: 13, block adv: -4, hit adv: 7
:: Be careful to hit the 4, b1 cancel frames are so long that they can just block ::
:: IMPORTANT - If you see the opponent block b1, finish the string with b143. B143 is -5 on block and does 2.50% chip::

f24 - Overhead to mid, 6% damage, 1.50% block damage

Frame Data - start up: 19, block adv: -8, hit adv: 13

221 - Best punishing string, 11% damage, 3% block damage
Frame Data - start up: 7, block adv: -2, hit adv: -3
::Interestingly enough, 221 starter string produces the worst meterless damage but the best meter damage::


UNIVERSAL
Coming Soon...

ANCESTRAL

Midscreen
(freeze arrow loaded) Divekick, run~343~low arrow, run~nj 1, ji1, 221~flying kick = 34% - Chris G
(freeze arrow loaded)(starter)~low arrow, forward dash, nj1, ji2, divekick, run~2,2,1~flying kick = 29-31% (30-32% with ji2) - Chris G
(freeze arrow loaded) 343~low arrow, run~nj2, ji4~divekick, 343~bo swing = 38%
X-RAY
(freeze arrow loaded)(starter)~low arrow, run, ji2, 343~xray = 52% - Chris G

Corner
MB
*freeze arrow loaded*(starter)~straight arrow, load vamp arrow, nj2, ji4~mb down arrow, ia divekick, 3,4 xx mb straight arrow = 30% (drain 1 3/4th of meter) - Chris G
*freeze arrow loaded*(starter)~straight/low arrow, load vamp arrow, nj2, air arrow, ia divekick, 34~straight arrow = 23-27% (drain 3/4 of meter) meterburn arrows for 29-32% and drain 1 3/4th meter)
*freeze arrow loaded* (starter)~straight/low arrow, load fire arrow, nj2, air arrow, ia divekick, 34~straight arrow = 31-34% meterburn arrows for 33-36%

BOJUTSU
Midscreen
(starter)~Bo Swat, njp, ji3~divekick, 34~Bo Swing = 30-33% (32-35% with ji2)
(starter)~Bo Swat, njp, rc~34, ia divekick, 3~Bo Swing = 31-35% (33-36% with ji2)
b14~Bo Swat, rc~u1, 34, ia divekick, 3~Bo Swing = 33% (35% with ji2)
MB
(starter)~MB Bo Swing, njp, rc~34, ia divekick, 34~Bo Swing = 37-40% (38-41%)
(starter)~MB Bo Swing, rc~u1, 34, ia divekick, 34~Bo Swing = 38-41% (40-42%)

Corner
(starter)~Bo Swat, njp, ji3~divekick, 4~Bo Swing = 31-34% (33-36% with ji2)
(starter)~Bo Swat, divekick, 343~bo swing = 31-34% (33-36% with ji2)
(starter)~Bo Swat, nj2, bo swat, ji4~divekick, 34~bo swing = 30-34%(32-36% with ji2)
(starter)~bo swat, 4~bo swat, nj2, ji4~divekick, 3~bo swing = 33-36% (34-37% with ji2)
MB
(starter)~mb bo swing, nj2, bo swat, nj~divekick, 4~bo swing = 35-48%(36-39% with ji2)
(starter)~mb bo swing, 4~bo swat, nj2, 34, divekick, 3~bo swing = 38-41%(39-42% with ji2)

ADDITIONAL COMBOS:
f2d1 (overhead to low)

f2d1~bo swat, ji~divekick, b21~bo swing = 26% (28% with ji2)
f2d1~bo swat, run~b21~bo swing = 24% (26% with ji2)
Armored starter:
mb bo swing, run~3~boswat, ji4~divekick, run 34~bo swing = 34%
Neutral Jump starter:
Nj2, 3~boswat, nj divekick, b21~boswing = 32%

SHAOLIN
Midscreen
MB
-standing reset-
(starter)~mb low chakram, ji2, 34

b12~mb low chakram, njp, run~34, ia divekick, 34, up kick~drop (drop whiffs but better advantage) = 31% (33% with ji2 or if drop connects, 35% if both)
f24~mb low chakram, ji2~divekick, 34~up kick~drop = 31% (33%)
221~mb low chakram, njp, run~34, ia divekick, 34, up kick~drop (drop whiffs) = 35% (37% with ji2 or if drop connects, 39% with both)

Corner
MB

-standing reset-
(starter)~mb low chakram, 34

(starter)~mb Chakram Throw, njp, 4~up arrow, 34, ia divekick, 34~up kick~drop = 35-41% (37-43 with ji2) - substitute the first 34 with 11 for easier combo but lose 2%
 
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FinalBoss_FGC

Day -4MONTHS Dual Jin main
Tech

Taking Advantage of Kung Jin's Frames (Universal)
Using 11 is something that many KJ need to use but do not.
1 is a 9 frame High with 5 active frames that combos into 11 which has 4 recovery frames, 0 block adv and 32 frame hit advantage (that's right, 32)
From this great frame advantage on block or hit, you can then decide to run cancel into grab, low or overhead. To make this even MORE interesting and difficult to deal with, f24 (overhead) on block is 0 and b14 (low) on block is -4 making it unpunishable. So if they block, don't be scared...just consider it pressing the restart button.

If you are dealing with a heavy blocking player, feel free to meterburn straight arrows close range. The start-up is 20 (not great) but on block, you're looking at 7 frame advantage and 11 on hit...plenty of time to run in and start your pressure. Another safe MB move is Cartwheel Drop meterburn leaving you at 3 block adv.

Kung Jin's 50/50 and How I Use Them (Bojutsu)
Kung Jin's 50/50 is one of the best in the game. With just enough block stun, you are left unpunishable if you end, both, b1 and f2 with 4. Now, you may ask yourself...when should you use which one? Maybe I can help clear up with what I do in these matches.

On Opponent's Wake-Up - after you score a knockdown with bo swing combo ender or, well, anything. You can run up and try to time the overhead or low...if they have no meter, they MUST tech roll immediately, lay there for a second or guess right. And if they do guess right, there is no reward because of the frames. I use this quite a bit.

B1 After Stuffing Wake-Up with F3 - F3 is one of the best armor wake-up stuffing moves in the game...0 frames on block...that's right, ZERO FRAMES. Even if they block it, they get no advantage. Once you hit this twice in a row (sometimes even once), they'll teach themselves to block high since the 2nd hit is overhead and fuzzying the mid to overhead will be seemingly 1 frame difference...which is tough to do. So if you have them blocking high, b14 into full combo. Make them believe that they have no options against you when they wake-up. Half of the battle is psychological.

F2~Low Bo Swing - If your goal is to maintain pressure on consistently knockdown the opponent, this option is great. You go from overhead to low hitting knockdown that you can use for the wake-up pressure. I often enjoy using Low Bo Swing on their wake-up and keep them out of range for some armored wake-ups and get another knockdown.

F2 after Low Bo Swing - While F2 does combo beautifully into the Low Bo Swing, if you swing the LBS to check the opponent into blocking low, they will (very often) block low for the 50/50 wake-up pressure. Once again, they feel like they can not do anything.


These are not the only times to use it, obviously you can use it after 11 but I already explained that in the prior Tech Spoiler. Enjoy your KJ! Hope I helped :)
 
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FinalBoss_FGC

Day -4MONTHS Dual Jin main
Match-Up Numbers

Shaolin
Jason -
Kung Lao -
Jax -
Sonya -
Kenshi -
Kitana -
Scorpion -
Sub Zero -
Mileena -
Takeda -
Cassie -
Jacqui -
Kung Jin -
Tanya -
Predator -
Shinnok -
Kano -
Johnny -
Erron Black -
Liu Kang -
Ermac -
Kotal -
Reptile -
Ferra/Torr -
Dvorah -
Raiden -
Quan Chi -
Goro -
Tremor -

Bojutsu
Jason -
Kung Lao -
Jax -
Sonya -
Kenshi -
Kitana -
Scorpion -
Sub Zero -
Mileena -
Takeda -
Cassie -
Jacqui -
Kung Jin -
Tanya -
Predator -
Shinnok -
Kano -
Johnny -
Erron Black -
Liu Kang -
Ermac -
Kotal -
Reptile -
Ferra/Torr -
Dvorah -
Raiden -
Quan Chi -
Goro -
Tremor -
 
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HeroesNZ

Baconlord's Billionaire Sugar Daddy
I look forward to it. After seeing his alternate & reading his bio, Kung Jin will be the second character I lab up (once I unlock his alternate costume).
 

TackyHaddock

Salty Mashers Krew
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!
Corzz - will you rep White Lotus also?
 

FinalBoss_FGC

Day -4MONTHS Dual Jin main
Updated with ESL Pro League MKX Fatal 8 matches involving Kung Jin (Forever King and Prodigal Son)
 
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