ferneo6
Rhizomes and moustaches
I have it off and it still comes out.I've stopped accidentally doing Flame Ball after turning off Negative Edge
I have it off and it still comes out.I've stopped accidentally doing Flame Ball after turning off Negative Edge
It's an okay anti air, but you have to expect the jump in. I think his U1 is better.What are you guys using his Bojutsu Flame Ball for? It seems too slow and high to be an anti-air. Currently, it only serves as a signal flare that I dropped a combo.
I think if you just instantly into 2 it hits. But you can also jump forward 2 into divekick for siMilan damage.Any tips on landing the nj2 after 1,1,1, bow swat (mid screen)? It's easy to land if I only do 1,1,bow swing. The only nj2 that is easy to land after a bow swat for me is when I press 2,2,1 first. All the other 3 hit combos before the swat seem to push my opponent out too far.
you sure you posted this right? XDI think I have found a possible new BnB for Bojutsu. Previously, I did: Standing starter xx BF4, run, 3 xx BF4, JI4 xx D4, run, 34 xx DB3 for 37% with F24 as starter. The combo works fine online if you drop the JI4, but you drop 1%. I found an even better combo, which is easier and still does the same damage.
Try this:
Standing starter xx BF4, run, 34, JI3 xx D4, run, 34 xx DB3. It is really consistent for me at least. The only situation you may find it hard is when you use a normal/string which pushes them away on hit, like 111.
(starter)~bo swat, 4~bo swat, nj2, ji4~divekick, 3~bo swing = 38-41% (39-42% with ji2)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:
111 - Mid hitting, 10% damage, 2.75% block damage.
Frame Data - start up: 8, active: 3, recover: 32, block adv: -6, hit adv: 0, cancel: 24
b214 - Mid to low, 10% damage, 2.25% block damage
Frame Data - start up: 15, active: 2, recover: 25, block adv: -8, hit adv: 12, cancel: 24
b14 - Low to mid, 6% damage, 1.50% block damage
Frame Data - start up: 12, active: 2, recover 30, block adv: -3, hit adv: 7, cancel: 20
:: Be careful to hit the 4, b1 cancel frames are so long that they can just block ::
f24 - Overhead to mid, 6% damage, 1.50% block damage
Frame Data - start up: 18, active: 2, recover: 24, block adv: 0, hit adv: 13, cancel: 27
221 - Best punishing string, 11% damage, 3% block damage
Frame Data - start up: 6, active: 4, recover: 30, block adv: -1, hit adv: -3, cancel: 25
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, nj2, ji~divekick, b21~Bo Swing = 32-35% (33-36% with ji2)
MB
(starter)~MB Bo Swing, nj2, ji~divekick, b21~Bo Swing = 37-40% (38-41%)
Corner
(starter)~Bo Swat, nj2, ji~divekick, 4~Bo Swing = 34-37% (36-38% with ji2)
(starter)~Bo Swat, nj divekick, 343~bo swing = 35-38% (37-39% with ji2)
(starter)~Bo Swat, nj2, bo swat, ji4~divekick, 4~bo swing = 35-38%(37-39% with ji2)
(starter)~bo swat, 4~bo swat, nj2, ji4~divekick, 3~bo swing = 38-41% (39-42% with ji2)
(starter)~bo swat, run~3~boswat, nj divekick, b21~boswing = 35-38% (37-40% with ji2)
MB
(starter)~mb bo swat, nj2, bo swat, nj~divekick, 4~bo swing = 38-41%(40-42% with ji2)
(starter)~mb bo swing, nj2, bo swat, nj~divekick, 4~bo swing = 39-42%(40-43% with ji2)
(starter)~mb bo swing, 4~bo swat, nj2, ji4~D4, 34~bo swing = 43-45%(43-46% with ji2)
2MB
(starter)~mb bo swing, 4~mb fire ball, ia divekick, nj2, 34~bo swing = 51% - Chris G
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)
221 (best punishing)
MB
221~mb bo swing, run~3~boswat, nj~divekick, b21~boswing = 44% (45% with ji2)
221~mb bo swing, 4~bo swat, njp, nj divekick, 4~boswing = 46% (47% with ji2)
Armored starter:
mb bo swing, run~3~boswat, ji4~divekick, b2~bo swing = 39%
Neutral Jump starter:
Nj2, 3~boswat, nj divekick, b21~boswing = 32%
SHAOLIN
Midscreen
MB
ji2, 221~mb Chakram Throw, nj1, run~ji4~divekick, run~34~up flying kick~d4 = 35% - Chris G
Corner
MB
221~mb Chakram Throw, nj2, up arrow, ia divekick, 34~up flying kick~d4 = 34%
Yeah I'm aware of the nj2 into dive kick that's not really what I was asking about. It was about the jump in. Which you did answer and helped me figure out what was wrong, thanks.
I've done this a few times and never unlocked it nor did the brutality. I've tried using 3 interactibles in the first round, ending with a throw, then using 3 in the next and ending with a throw. Didn't get it. Tried using only 3 in the 2nd round and ending with a throw, nothing. Not sure what the exact criteria is I guess.
Yeah I'm aware of the nj2 into dive kick that's not really what I was asking about. It was about the jump in. Which you did answer and helped me figure out what was wrong, thanks.
I've done this a few times and never unlocked it nor did the brutality. I've tried using 3 interactibles in the first round, ending with a throw, then using 3 in the next and ending with a throw. Didn't get it. Tried using only 3 in the 2nd round and ending with a throw, nothing. Not sure what the exact criteria is I guess.
This have to be online?I just double checked it. The criteria is literally: Any variation, must use at least 3 interactibles in a match, last hit to kill opponent must be a throw. If that's not working, you're doing something wrong
Run combos scare me. Ima try to learn this right now44% Mid Screen, one bar, super easy to pull off.
221~MB Bo Swing, b2~Bo Swat, runxx34~Bo Swing
It does 39% with no starter such as on wake up.
They just seem so tricky for online playThey scared me too. I literally spent 4 hours learning one run combo until I got the mechanic down.
It says nothing about being online. However, I did discover this while playing a human opponent online.This have to be online?
When she has meter, don't be afraid to block the last few shots...if she doesn't do it, cool. If she does, you're ready. I played a few good Jacquis and I think it's about even at this game's life. If they try to footsie you, they get fucked.is there anything bojitsu can do against full auto jacqui? lol, im at a complete loss to dealing with her spamming guns, you can duck and inch forward, but she can enhance with missiles for overhead, it seems.... bad
still getting in on her seems crazy - you cant MBbf3 through them, you cant jump over, and correct me if im wrong but there is no space to forward dash between them... I just play some scrub that literally only did those guns, it was beyond annoying hahahahWhen she has meter, don't be afraid to block the last few shots...if she doesn't do it, cool. If she does, you're ready. I played a few good Jacquis and I think it's about even at this game's life. If they try to footsie you, they get fucked.
You don't have to jump in but KJ's ji2 reach is pretty good so they can think they are at good range to shoot machine guns and you can ji2 into full combo. Her recovery for any of her shots is short so you have to be careful for sure.still getting in on her seems crazy - you cant MBbf3 through them, you cant jump over, and correct me if im wrong but there is no space to forward dash between them... I just play some scrub that literally only did those guns, it was beyond annoying hahahah
lol ya its fast recovery and though annoying i dont mind playing the patience game, i do it against spammy kitanas and deathstroke but the only option i see against her is to step forward between shots, its laborious.. i guess its off to lab or counterpicking :/You don't have to jump in but KJ's ji2 reach is pretty good so they can think they are at good range to shoot machine guns and you can ji2 into full combo. Her recovery for any of her shots is short so you have to be careful for sure.
If counterpicking will help you, then go for it but I'm telling you right now Kung Jin doesn't lose to her. lollol ya its fast recovery and though annoying i dont mind playing the patience game, i do it against spammy kitanas and deathstroke but the only option i see against her is to step forward between shots, its laborious.. i guess its off to lab or counterpicking :/
Just brainstorming here because I haven't had to deal with this yet, but can you get an arrow shot in between her bursts? Force her to block or take the hit and run in?lol ya its fast recovery and though annoying i dont mind playing the patience game, i do it against spammy kitanas and deathstroke but the only option i see against her is to step forward between shots, its laborious.. i guess its off to lab or counterpicking :/