ZeroYiggs
Noob
221~bo swat does not combo.Using his best punishing move:
221~bo swat, 4~mb fireball, ia divekick, 34~bo swing - 41%
221~mb bo swing, 4~mb fireball, ia divekick, 34~bo swing - 50% AGAIN
221~bo swat does not combo.Using his best punishing move:
221~bo swat, 4~mb fireball, ia divekick, 34~bo swing - 41%
221~mb bo swing, 4~mb fireball, ia divekick, 34~bo swing - 50% AGAIN
I thought I was crazy for having that happen to me, I was constantly trying to 221~bo swat and never have it come out221~bo swat does not combo.
Unless they take away his overhead, Bojutsu will still be the best.so theoretically if Bojutsu gets nerfed (let us imagine that its nerfed fucking hard), which of the two remaining variations will be more viable? im asking because i haven't really tried either one of them, but i heard that Ancestral is not that great. what about Shaolin?
if they don't make the string like -20, yes. but they also can add a lot of scaling to bojutsu specials, someone also suggested that bo swat is comboable only in the corner in the other thread.Unless they take away his overhead, Bojutsu will still be the best.
Nah.if they don't make the string like -20, yes. but they also can add a lot of scaling to bojutsu specials, someone also suggested that bo swat is comboable only in the corner in the other thread.
who knows, NRS is famous for their fuckery when it comes to nerfs. imagine if f2 splats without combo.
you can link divekick into 34 mb fireball, 34 bo swing = 40%Divekick and NJP:
Divekick, 11~mb fireball, 34~bo swing (can not substitute 34 for 4 ender) - 36%
NJP, 4~mb fireball, divekick, 4~bo swing - 41%
Here's stuff I did earlier though its slightly outdated (found some more optimal stuff). Combo potential is weak without stun arrow in general but a key thing to remember is to optimize your punishes. many unsafe things can be punished with rising nj2 or instant divekick which have decent combo potential without damage. Common occurrences are things like Kung Lao's spins or Scorpion teleports.Is there a list of KJ Ancestral combos without having a blue arrow loaded? I'd like to mess around with that variation since it's the only one that looks appealing but the OP is kinda lacking in the combo department without a blue arrow.
Yo, I'm going to try and be more active on this forum. Always loved archers and rolled them in MOBAs/MMOs and always mained staff characters like Kilik, Hilde, Nightwing so this character is an instant lock for me. Can I request some things be added to the OP.
A Description of starters and enders
Combos for Ancestral
Standard Universal Starters
All starters are safe if stopped after two hits (hit-confirm your combos) apart from 221 which is safe after 3 hits.
Variation Standard Universal Enders
- B213- 10% 3 hits, hit confirmable, 15 frame punish. Longer Range, but slower startup
- 221- 11% 3 hits, hit confirmable 6 frame punish. Quickest punish but short range
- 111- 10% 3hits, hit confirmable, 8 frame punish. Slightly longer reach than 34. Medium of speed and range between 2 and b2.
- B14- 6% 2 hits. hit confirmable with practice, low starter.
- F24- 6% 2 hits , hit confirmable, overhead starter
Variation Specific
- Lunge Kick - bf3 - Creates Space for zoning.
- Cartwheel Drop - db4- Hard Knockdown, no tech roll. Keeps opponent close for mixups. MB/EX provides more setup time
Bojustu
Shaolin/Ancestral
- Bo Swing - db3 - great damage. Space for Zoning if they techroll; Oki if they don't. Outclasses Lunge kick in every aspect
Shaolin
- ji1/2, 34 - After a stun arrow or MB chakram on a standing opponent, KJ in either of these variations may opt to go for this ender and leave the opponent standing but in stagger state for 21 frames providing a free mixup
Ancestral
- Up King, Shaolin Drop - db3d4. great damage. Leaves opponent close with good frame advantage for oki.
- xxLoad Arrow- gets a safe charge of whatever arrow you desire with no risk from quick advancing specials and some oki if they don't tech roll. Does similar damage to lunge kick in many midscreen situations and other more damaging enders are not available in this variation.
Universal Meterless Combos Anywhere
- Low Arrow- When fire arrows are loaded provides a slight damage increase over lunge kick as an ender.
Universal Meterless Combos Corner
- (Starter)xxLunge Kick 13-18%
- (Starter)xxCartwheel Drop 12-17%
- 343xxLunge Kick 21% - Highest meterless punish
- b212+4 - 14% - Hard Knockdown can't be techrolled
- nj2, ji Divekick, b21 Lunge Kick - 21% (This is the easy version. Harder version based which only works on nj2 on the way down is nj2, ji3xDivekick, run cancel 34 xxLunge Kick for 25%)
- Divekick, nj2, run cancel 221xx Lunge Kick - 25%
Universal 1 Meter Combos Anywhere
- F2D1xx Up Arrow, 11, 343xx Lunge Kick - 24% (Leave out 11 for easier combo and 23%)
Universal 1 Meter Combos Corner
- (Starter )xx Cartwheel Smash(MB db4) -18-23%
X-Ray Combos
- 343xxCartwheel Smash (MB db4) - 26%
- F2D1xxUp Arrow, 343xx Cartwheel Smash (MB db4) - 27%
343xxXRay - 45%
StarterxxXRay- 37-42%
Divekick, Run Cancel 343xxXray - 48%
Bojustsu Combos midscreen are fine though might be worth mentioned that ji3 instead of nj2 when you can adds 1% more and run 34 adds 1%more than b21. Haven't tried corner stuff much yet.
Ancestral Combos Midscreen Meterless
Without arrow loaded use Universal combos for damage
- StarterxxLoad Arrow - 6-11%
- 343xxLoad Arrow - 14%
- StarterxxFire Arrow 14-19%
- 343xxFire Arrow 22%
- (stun arrow loaded)StarterxxLow Arrow, dash forward nj2, ji3xxDivekick, run cancel 343xx load arrow - 27-31%
- (stun arrow loaded)StarterxxLlow Arrow, load stun arrow, ji2, 34 -17-21% - Vortex option
- (stun arrow loaded)StarterxxLow Arrow, load any arrow, j2 343xxLunge Kick - 26-30% Less time on arrow that xx load arrow ender but potentially better oki. Does 27-31%% with Fire arrow ender. Does 22-27% with Vampiric arrow ender. Vamp arrows take about 0.45 of a bar.
Ancestral Combos Corner Meterless
- (stun arrow loaded)343xxLow Arrow, dash forward twice, nj2, ji3xDivekick, run cancel 221xx Load Arrow - 33%
- (stun arrow loaded) f2d1xxStraight Arrow, dash forward twice, nj2, ji3xDivekick, run cancel 221xx Load Arrow - 21%
That's all I've got for now
- (stun arrow loaded)StarterxxLow Arrow, load vamp arrow, nj2, Up Arrow, instant Divekick, 343xxLow Arrow- 26-31%. 0.9% of a bar meter stolen (not taking into account normal meter gain from being hit)
- (stun arrow loaded)StarterxxLow Arrow, load fire arrow, nj2, Up Arrow, instant Divekick, 343xxLow Arrow- 34-38%%.
- F2D1xx Load Stun Arrow, 22xxLow Arrow, nj2, ji3xxDivekick 34xLunge Kick - 25% - Relatively tight link. Universal version probably better for only 1-2% damage drop
XRay Combos
Starterxx Low Arrow ji2, 343xxXRay -46-50%
343xxLow Arrow, Dash Forward, ji2, 343xxXRay - 53%
@CoRzz Jin
So that njp load arrow only works if you are coming down from the njp right? What if you hit a max range njp? can you still followup with this?NJ2, Load stun arrow, 34, DK, 34xxLow arrow, load stun arrow, ji2, 34
Does 30% and guarantees a 50/50 at the end.
(stun arrow loaded) StarterxxLow arrow, dash forward, nj2, load fire arrow, 34, DK, 34xxLow arrow.
This is the highest damage I have found with arrow loaded from a basic starter, does between 30-33% IIRC.
(stun arrow loaded) 343xxLow arrow, dash up, nj2, load fire arrow, 34, DK, 34xxLow arrow.
Highest meterless midscreen damage, does 37%.
You can load any arrow up after the NJ2. Meter arrows are super underrated IMO and if you can eliminate the option of armour after a combo and go for free pressure afterwards it's pretty fucking great. If you load a stun arrow mid combo and with a string you still have plenty of time to go for a mixup and the arrow will still be loaded to combo. Fire arrows are obviously just straight up damage.
Not at max range. I can't really thing of a situation where you land njp on the way down outside of a combo. There might be some specific whiff punishes like neutral jumping a sub zero slide or something. That punish is great though.So that njp load arrow only works if you are coming down from the njp right? What if you hit a max range njp? can you still followup with this?
If you hit them on the way up or at max range just do a regular bnb. I think I do 11, 34, dk, 221xxload arrow. I'm gonna look into some more conversions tonight because I think there's a lot of untapped potential in ancestral.So that njp load arrow only works if you are coming down from the njp right? What if you hit a max range njp? can you still followup with this?
I came into the Kung Jin forum to see what you lot were chatting aboutIf you hit them on the way up or at max range just do a regular bnb. I think I do 11, 34, dk, 34xxload arrow. I'm gonna look into some more conversions tonight because I think there's a lot of untapped potential in ancestral.
How does one nj2 into run 34 without the 3 doing whif or a complete missing?Some Bojustu Love. For those who don't want to do double Bo Swat midscreen this is alternate that does the same damage.
(Starter)~Bo Swat, nj2, run 34, dk, 34 Bo Swing 36-39%
Are you definitely running and not dashing?How does one nj2 into run 34 without the 3 doing whif or a complete missing?
One day I will NJP you out of EX spin and it will be glorious.I came into the Kung Jin forum to see what you lot were chatting about
...I see talk of using NJPs
...I now leave.
Here's stuff I did earlier though its slightly outdated (found some more optimal stuff). Combo potential is weak without stun arrow in general but a key thing to remember is to optimize your punishes. many unsafe things can be punished with rising nj2 or instant divekick which have decent combo potential without damage. Common occurrences are things like Kung Lao's spins or Scorpion teleports.
nj2, run 34, instant divekick, run 221~ Lunge kick
nj2, run 34, instant divekick, eun 343 Load Any Arrow
nj2, run 34, instant divekick, f3, Load Stun Arrow
instant divekick, (rising nj2), run 221~Lunge Kick
instant divekick, (rising nj2), run 343~Load Any Arrow
instant divekick, (rising nj2), run f3, Load Stun Arrow
I run and the 3,4 seems to be to close and misses.Are you definitely running and not dashing?
Here this should helpI run and the 3,4 seems to be to close and misses.
I just want to see other people play Ancestral lol.I have some questions about these, for the 221 lunge kick I can't get the lunge kick to connect, do I need to get the first 34 off while they're higher? Maybe the insant divekick isn't fast enough? Maybe the run 221 needs to be quicker or later. I can't quite pin point where I need to fix my timing to get that to connect.
Also for the 343 one the last 3 misses.
As for the f3 one are you canceling into the arrow load on the first hit of f3 or after it knocks down?
Thanks a bunch, your posts have been very helpful.
this is almost impossible to do online damnHere this should help