21 is a starterI was looking at the 1st post in the the thread and 221 is starter,
Good write up. I'd add a note about the mixups you can create in shaolin by not doing d4 after upkick and instead just landing on the other side of the opponent after they block the string. You can then either ex cartwheel or d1 low chakram, both have a pretty high success rateAdded a write up of Playing With Kung Jin that I shared with someone and figured I would add it to the original post. Will update with recent patch changes soon.
Yeah I'll add more to it shortlyGood write up. I'd add a note about the mixups you can create in shaolin by not doing d4 after upkick and instead just landing on the other side of the opponent after they block the string. You can then either ex cartwheel or d1 low chakram, both have a pretty high success rate
I like doing 221 up kick after landing on the other side. The only way they can stop it is low poke and it usually takes them a couple times to figure that outGood write up. I'd add a note about the mixups you can create in shaolin by not doing d4 after upkick and instead just landing on the other side of the opponent after they block the string. You can then either ex cartwheel or d1 low chakram, both have a pretty high success rate
All combos are updated kinda. Not optimal for Bojutsu tho I'm sureAre all the combos up to date in this guide? Seems like a lot has changed since I messed with Kung early on. A lot of old corner combos don't work anymore from back in the day.
What are most people using for meterless/meter damage in Bo? Especially in the corner. Lot of the corner stuff I used to do doesn't really work anymore like it used to.All combos are updated kinda. Not optimal for Bojutsu tho I'm sure
I honestly couldn't tell you.What are most people using for meterless/meter damage in Bo? Especially in the corner. Lot of the corner stuff I used to do doesn't really work anymore like it used to.
starter xx bo swat into?
starter xx ex bo swing into?
I've pretty much settled on starter swat, 4~swat, jk~dk, 34~swing for 33% on the overhead and low. Can't imagine he gets much more than that anymore.I honestly couldn't tell you.
Try starter, swat, njp, u1~swat, 34, ia divekick, b21~Bo swing? Should be low 30s if my mind treats me right
Yeah once I started playing around with it, you're prolly right. Which is good meterless anyways.I've pretty much settled on starter swat, 4~swat, jk~dk, 34~swing for 33% on the overhead and low. Can't imagine he gets much more than that anymore.
It might, but I am getting the last hit in the bo swing to drop way too much at the end already. Eh whatever it is like a percent maybe, I will deal lol.Yeah once I started playing around with it, you're prolly right. Which is good meterless anyways.
Try to starter~swat, 4~swat, njp, 34, iadk, 3~Bo swing. May give you 34 or 35
Try swat, 34, 343 into swing that use to be my main corner combo. Its been a while so idr the dmg.It might, but I am getting the last hit in the bo swing to drop way too much at the end already. Eh whatever it is like a percent maybe, I will deal lol.
Cool, I will give it a go; same damage on some of the starters, but it is actually probably better because on some other starters it squeezes out an extra percent. Thanks!Try swat, 34, 343 into swing that use to be my main corner combo. Its been a while so idr the dmg.
I have been looking at Bo Jutsu again, and the above corner combo is what I use now: swat, 34, 343 xx bo spin. Midscreen swat, rc 34 iadk rc 34xx bo spin.Cool, I will give it a go; same damage on some of the starters, but it is actually probably better because on some other starters it squeezes out an extra percent. Thanks!
Swat_EX Swing~3,4-Dive Kick~3,4/Swing is most optimal (3,4/Swing can be replaced with B3,4 for an untechable)I've pretty much settled on starter swat, 4~swat, jk~dk, 34~swing for 33% on the overhead and low. Can't imagine he gets much more than that anymore.
The frames you mentioned at the bottom are current. He was nerfed early. So the running in would work only on hit for 11, then they are jailed for his "mix up". Running is only required for the throw the other moves should reach I think."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."
Is it a bit out dated, isn't it?
F24 is -8.
11 is -2 now though.
MB Cartwheel drop is -5 now.
I assume it was a better time for Kung Jin.
Please, help me understanding it.
What do you mean 11 "run cancel into grab, low or overhead"? 11 run cancel?
Or you meant simply run after hit (+32) and take it easy on block (-2)? I don't get it.
That absolutely makes sense.The frames you mentioned at the bottom are current. He was nerfed early. So the running in would work only on hit for 11, then they are jailed for his "mix up". Running is only required for the throw the other moves should reach I think.
I am just learning combos from your video that's cool.Shaolin combos in video format, all inputs and timestamps in the desc
hit confirm, always.I want to play with Bojutsu against eg.Alien as his armor launcher is worth it.
I couldnt find out a valid gameplay for bojutsu for offense.
For defense I try to challenge the gaps, punish/whiff punish. Then oki game and possile 50/50.
Can you help a bit on the offensive side in neutral? All the strings are quite minus only MB flip kick ender is safe which is limited even if I hit confirm every move.
Or bojutsu should gamble and eat the punish that is his "pressure"?