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Guide - Kung Jin Kung Jin Living Guide Thread

FinalBoss_FGC

Day -4MONTHS Dual Jin main
Updated OP with "Kung Jin's 50/50 and How I Use Them (Bojutsu)". May can help make your Kung Jin more unpredictable and making the best out of your positive situations.
 

nfdsallwd

Apprentice
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?
 

FinalBoss_FGC

Day -4MONTHS Dual Jin main
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?
Unless they take away his overhead, Bojutsu will still be the best.
 

nfdsallwd

Apprentice
Unless they take away his overhead, Bojutsu will still be the best.
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. :DOGE
who knows, NRS is famous for their fuckery when it comes to nerfs. imagine if f2 splats without combo.
 

FinalBoss_FGC

Day -4MONTHS Dual Jin main
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. :DOGE
who knows, NRS is famous for their fuckery when it comes to nerfs. imagine if f2 splats without combo.
Nah.
I think they understand that this game is pretty well balanced minus a few adjustments. I think KJ will still be top 5.
 

zoofs

bless
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%
you can link divekick into 34 mb fireball, 34 bo swing = 40%

isn't even much stricter either
 

EOTL

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He's top tier but I think quite a lot of characters are in the same tier. GM Sub, Summ/Sorc Quan, Spec Ops Cassie Cage, Cybernetic Kano, Outlaw Erron,etc
 

PANDEMlC

El Psy Congroo
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.
 

EOTL

...
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.
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~ Load Arrow
nj2, run 34, instant divekick, run 34~Lunge Kick
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

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.

  • 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 Standard Universal Enders

  • 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
Variation Specific

Bojustu
  • Bo Swing - db3 - great damage. Space for Zoning if they techroll; Oki if they don't. Outclasses Lunge kick in every aspect
Shaolin/Ancestral

  • 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
Shaolin
  • Up King, Shaolin Drop - db3d4. great damage. Leaves opponent close with good frame advantage for oki.
Ancestral
  • 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.
  • Low Arrow- When fire arrows are loaded provides a slight damage increase over lunge kick as an ender.
Universal Meterless Combos Anywhere
  • (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 Meterless Combos Corner
  • F2D1xx Up Arrow, 11, 343xx Lunge Kick - 24% (Leave out 11 for easier combo and 23%)
Universal 1 Meter Combos Anywhere
  • (Starter )xx Cartwheel Smash(MB db4) -18-23%
Universal 1 Meter Combos Corner
  • 343xxCartwheel Smash (MB db4) - 26%
  • F2D1xxUp Arrow, 343xx Cartwheel Smash (MB db4) - 27%
X-Ray Combos

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.
  • (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%
Ancestral Combos Corner Meterless
  • (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%
That's all I've got for now
@CoRzz Jin
 
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PND OmegaK

Drunk and Orderly
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.
 
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PANDEMlC

El Psy Congroo
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.
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?
 

EOTL

...
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?
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.
 

PND OmegaK

Drunk and Orderly
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.
 
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A F0xy Grampa

Problem X Promotions
If 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.
I came into the Kung Jin forum to see what you lot were chatting about
...I see talk of using NJPs
...I now leave.
 

EOTL

...
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%
 
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%
How does one nj2 into run 34 without the 3 doing whif or a complete missing?
 

PANDEMlC

El Psy Congroo
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 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.
 

EOTL

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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.
I just want to see other people play Ancestral lol.

221~lunge kick and 343 don't work. Sorry I said those off the top of my head based on another combo. You can use 34~lunge kick or 221~Load any Arrow instead
For f3 you load the arrow after the hard knockdown. If you do it time it right, you still have advantage