CrazyFingers
The Power of Lame Compels You
Hey all! I haven't made a thread in awhile and I thought I'd go over some combos (considering the Kung Jin threads seem to be lacking in a dedicated combo list) Some cool tech using his buffs and my impressions on where he is right now. So firstly! Let's go over the juicy stuff, here are some combos! Some swaggier than others, all of them pretty good with lower execution than most characters. Here we go!
Midscreen Meterless
B14 xx BF4, run, 34, Instant Divekick, run, 34 xx DB3 (30%)
F24 xx BF4, run, 34, Instant Divekick, run, 34 xx DB3 (30%)
111 xx BF4, run, 34, Instant Divekick, run, 34 xx DB3 (33%)
34 xx BF4, run, 34, Instant Divekick, run, 34 xx DB3 (32%)
B214 xx BF4, run, 34, Instant Divekick, run, 34 xx DB3 (33%)
22 xx BF4, run, 34, Instant Divekick, run, 34, xx DB3 (29%)
Divekick, NJP, run, 34 xx DB3 (27%)
NJP, run, 34, Instant Divekick, run, 34 xx DB3 (32%)
Midscreen 1 Bar
+3 on Block 50/50 Combos
B14 xx EX BF4, run, 34, Instant Divekick, run, 34 xx DB3 (36%)
F24 xx EX BF4, run, 34, Instant Divekick, run, 34 xx DB3 (36%)
High Damage Combos
B14 xx EX DB3, run, 34, Instant Divekick, run, 34 xx DB3 (37%)
F24 xx EX DB3, run, 34, Instant Divekick, run, 34 xx DB3 (37%)
B214 xx EX DB3, run, 34, Instant Divekick, run, 34 xx DB3 (40%)
34 xx EX DB3, run, 34, Instant Divekick, run, 34 xx DB3 (39%)
111 xx EX DB3, run, 34, Instant Divekick, run, 34 xx DB3 (39%)
221 xx EX DB3, run, 34, Instant Divekick, run, 34 xx DB3 (40%)
Meterless Corner
B214 xx BF4, NJP, S4 xx DB1, Instant Divekick, 34 xx DB3 (35%)
B14 xx BF4, NJP, S4 xx DB1, Instant Divekick, 34 xx DB3 (32%)
F24 xx BF4, NJP, S4 xx DB1, Instant Divekick, 34 xx DB3 (32%)
111 xx BF4, NJP, S4 xx DB1, Instant Divekick, 34 xx DB3 (35%)
34 xx BF4, NJP, S4 xx DB1, Instant Divekick, 34 xx DB3 (34%)
One Bar Corner
+3 on Block 50/50 Combos
B14 xx EX BF4, NJP, S4 xx DB1, Instant Divekick, 34 xx DB3 (38%)
F24 xx EX BF4, NJP, S4 xx DB1, Instant Divekick, 34 xx DB3 (38%)
High Damage Combos
B214 xx EX DB3, NJP, S4 xx DB1, Instant Divekick, 34 xx DB3 (41%)
111 xx EX DB3, NJP, S4 xx DB1, Instant Divekick, 34 xx DB3 (41%)
221 xx EX DB3, NJP, S4 xx DB1, Instant Divekick, 34 xx DB3 (42%)
34 xx EX DB3, NJP, S4 xx DB1, Instant Divekick, 34 xx DB3 (40%)
So now that the tasty combos are done (the corner stuff is super sick imo, looks swaggy as hell) I can now go over the buffs that Kung Jin got. So, what DID he get? We will talk about the Universal changes and the Bojutsu specifics only.
DB1 Less Recover and Startup
This is one helps a strength that Bojutsu didn't really have a spotlight before this patch. This change makes Bojutsu able to control the air space between him and his opponent. You can pretty much machine gun these so you can throw one or two out at a time and make the opponent terrified of jumping. Also, EX DB1 having these frames changed lets you run behind it as the projectile approaches the opponent. This allows for some interesting setups (will go over momentarily) All in all, this give Kung Jin a strength that he really didn't have before and is welcomed.
EX BF4/ EX DB3/ EX BD3 Lose Armor
This definitely hits Bojutsu more than other characters as this was a big playing point for the variation. He was used to abuse gaps in certain matchups. He also a great counterpoke game with these. Overall, this change hurts but doesn't kill him (Trust me, the character still has strengths for sure)
BF4 Less Negative/Does Less Damage
This one hurts too. Being less negative with the pushback makes it tougher to punish which helps a little but doing 2 less damage slightly reduces his meterless damage (his meterless damage is still pretty decent but it feels less effective now, I'm not sure why this change happened, doesn't really make sense imo but it's whatever.)
EX BF4 Plus On Block
This change excites me. Yes, it's only +3 on block, but this allows the Bojutsu player to choose to spend a bar for a little more damage on his 50/50's and to not only make them safe, but plus as well. This guarantees a poke on block and S2 comes out in 4 frames after this which is pretty nice. This allows you to keep the pressure up after a blocked 50/50 which is a 100% welcomed change for the character.
Changes In Summary
In total, the changes at first seem devastating to the character. He definitely was one of the most armored launcher reliant characters in the game and so I'm sure people's initial reactions to the changes were that the character is basically dead. I can assure you that not only is he not dead, but he might be better than he was before, if not at least as good.
EX DB1 Run Ups
This is one of the changes that is super fun to me. EX DB1 is MUCH slower than normal DB1 and now recovers very quickly, allowing you to be able to travel along side the projectile and do some cheaky things with this.
THE SETUP
Basically, instead of ending meterless midscreen combos with 34 xx DB3, you are going to end them with B214 2+4. This will create a knockdown that is plus enough to guarantee an EX DB1. You will then run up to the opponent and do any of the following options
HOPE YOU ALL ENJOYED! BE SURE TO COMMENT AND LET ME KNOW WHAT YOU THINK! I don't even know who plays Bojutsu, please tag any Bojutsu players that you know so we can get this around.
Midscreen Meterless
B14 xx BF4, run, 34, Instant Divekick, run, 34 xx DB3 (30%)
F24 xx BF4, run, 34, Instant Divekick, run, 34 xx DB3 (30%)
111 xx BF4, run, 34, Instant Divekick, run, 34 xx DB3 (33%)
34 xx BF4, run, 34, Instant Divekick, run, 34 xx DB3 (32%)
B214 xx BF4, run, 34, Instant Divekick, run, 34 xx DB3 (33%)
22 xx BF4, run, 34, Instant Divekick, run, 34, xx DB3 (29%)
Divekick, NJP, run, 34 xx DB3 (27%)
NJP, run, 34, Instant Divekick, run, 34 xx DB3 (32%)
Midscreen 1 Bar
+3 on Block 50/50 Combos
B14 xx EX BF4, run, 34, Instant Divekick, run, 34 xx DB3 (36%)
F24 xx EX BF4, run, 34, Instant Divekick, run, 34 xx DB3 (36%)
High Damage Combos
B14 xx EX DB3, run, 34, Instant Divekick, run, 34 xx DB3 (37%)
F24 xx EX DB3, run, 34, Instant Divekick, run, 34 xx DB3 (37%)
B214 xx EX DB3, run, 34, Instant Divekick, run, 34 xx DB3 (40%)
34 xx EX DB3, run, 34, Instant Divekick, run, 34 xx DB3 (39%)
111 xx EX DB3, run, 34, Instant Divekick, run, 34 xx DB3 (39%)
221 xx EX DB3, run, 34, Instant Divekick, run, 34 xx DB3 (40%)
Meterless Corner
B214 xx BF4, NJP, S4 xx DB1, Instant Divekick, 34 xx DB3 (35%)
B14 xx BF4, NJP, S4 xx DB1, Instant Divekick, 34 xx DB3 (32%)
F24 xx BF4, NJP, S4 xx DB1, Instant Divekick, 34 xx DB3 (32%)
111 xx BF4, NJP, S4 xx DB1, Instant Divekick, 34 xx DB3 (35%)
34 xx BF4, NJP, S4 xx DB1, Instant Divekick, 34 xx DB3 (34%)
One Bar Corner
+3 on Block 50/50 Combos
B14 xx EX BF4, NJP, S4 xx DB1, Instant Divekick, 34 xx DB3 (38%)
F24 xx EX BF4, NJP, S4 xx DB1, Instant Divekick, 34 xx DB3 (38%)
High Damage Combos
B214 xx EX DB3, NJP, S4 xx DB1, Instant Divekick, 34 xx DB3 (41%)
111 xx EX DB3, NJP, S4 xx DB1, Instant Divekick, 34 xx DB3 (41%)
221 xx EX DB3, NJP, S4 xx DB1, Instant Divekick, 34 xx DB3 (42%)
34 xx EX DB3, NJP, S4 xx DB1, Instant Divekick, 34 xx DB3 (40%)
So now that the tasty combos are done (the corner stuff is super sick imo, looks swaggy as hell) I can now go over the buffs that Kung Jin got. So, what DID he get? We will talk about the Universal changes and the Bojutsu specifics only.
- Kung Jin - added 8 miss recovery frames to Cartwheel Smash
- Kung Jin - Towards+BP now has 24 startup frames (up from 19) and is -7 on block (down from -10)
- Kung Jin (Bojutsu) - Bo Flame & Bo Inferno now have 12 startup frames (down from 18) and have reduced recovery
- Kung Jin (Bojutsu) - Bo Strike, Bo Spin, & Low Bo Spin no longer have armor
- Kung Jin (Bojutsu) - Bo swat is now -12 on block (down from -20) and does 7 damage (down from 9)
- Kung Jin (Bojutsu) - Bo Strike is now +3 on block (up from -20)
DB1 Less Recover and Startup
This is one helps a strength that Bojutsu didn't really have a spotlight before this patch. This change makes Bojutsu able to control the air space between him and his opponent. You can pretty much machine gun these so you can throw one or two out at a time and make the opponent terrified of jumping. Also, EX DB1 having these frames changed lets you run behind it as the projectile approaches the opponent. This allows for some interesting setups (will go over momentarily) All in all, this give Kung Jin a strength that he really didn't have before and is welcomed.
EX BF4/ EX DB3/ EX BD3 Lose Armor
This definitely hits Bojutsu more than other characters as this was a big playing point for the variation. He was used to abuse gaps in certain matchups. He also a great counterpoke game with these. Overall, this change hurts but doesn't kill him (Trust me, the character still has strengths for sure)
BF4 Less Negative/Does Less Damage
This one hurts too. Being less negative with the pushback makes it tougher to punish which helps a little but doing 2 less damage slightly reduces his meterless damage (his meterless damage is still pretty decent but it feels less effective now, I'm not sure why this change happened, doesn't really make sense imo but it's whatever.)
EX BF4 Plus On Block
This change excites me. Yes, it's only +3 on block, but this allows the Bojutsu player to choose to spend a bar for a little more damage on his 50/50's and to not only make them safe, but plus as well. This guarantees a poke on block and S2 comes out in 4 frames after this which is pretty nice. This allows you to keep the pressure up after a blocked 50/50 which is a 100% welcomed change for the character.
Changes In Summary
In total, the changes at first seem devastating to the character. He definitely was one of the most armored launcher reliant characters in the game and so I'm sure people's initial reactions to the changes were that the character is basically dead. I can assure you that not only is he not dead, but he might be better than he was before, if not at least as good.
EX DB1 Run Ups
This is one of the changes that is super fun to me. EX DB1 is MUCH slower than normal DB1 and now recovers very quickly, allowing you to be able to travel along side the projectile and do some cheaky things with this.
THE SETUP
Basically, instead of ending meterless midscreen combos with 34 xx DB3, you are going to end them with B214 2+4. This will create a knockdown that is plus enough to guarantee an EX DB1. You will then run up to the opponent and do any of the following options
- Proceed to mix
- Grab
- Read a jump and full combo
HOPE YOU ALL ENJOYED! BE SURE TO COMMENT AND LET ME KNOW WHAT YOU THINK! I don't even know who plays Bojutsu, please tag any Bojutsu players that you know so we can get this around.
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