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Guide - Kung Jin Kung Jin Living Guide Thread

Asodimazze

https://twitter.com/AlfioZacco
Let's boost the damage some more

Bojutsu

Meterless midscreen

Starterxxboswat, runxx3xxboswat, nj divekick, b21xxboswing = 35-38%

Njp, 3xxboswat, nj divekick, b21xxboswing = 32%

1 Meter

Best punish: 221xxbospin, runxx3xxboswat, njdivekick, b21xxboswing 44%

Armor starter: bospin, runxx3xxboswat, uf4xxdivekick, b2xxboswing 39%

1 bar corner: 221xxbospin, 4xxboswat, njp, nj divekick, 4xxboswing 46%
 

MadeFromMetal

Heart From Iron, Mind From Steel.
Does

4xxBo Swat, njp, dive kick, b21, bo swing

do the same damage as

b213xxBo Swat, njp, dive kick, b21, bo swing? Cuz that's what I'm getting. 35%
 

Nereus

Noob

Didn't see this in the Ancestral section of the 1st page.. so i thought i'd share it

(db1 pre-loaded) > j2 > 343 > dd2 > Dash x2 > nj2 > j3 > j+d4 > run cancel 343 > bf3
 
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Based on what I've seen, for midscreen combos, after EX Bow Spin it is always more damaging to jump forward into jump kick~dive kick rather than do a njp and then a dive kick. This is the way to achieve max damage without run cancelling. Someone please correct me if I'm wrong.

For example, in this combo:
(Best punishment normal) 3,4~DB3(EX), NJP, JI, D4, B2,1~DB3 39%
Doing 3,4~DB3(EX), JI, 4~D4, B2,1~DB3 will do 40%.

This is not reflected in the OP as of yet.
 

Name v.5.0

Iowa's Finest.
Based on what I've seen, for midscreen combos, after EX Bow Spin it is always more damaging to jump forward into jump kick~dive kick rather than do a njp and then a dive kick. This is the way to achieve max damage without run cancelling. Someone please correct me if I'm wrong.

For example, in this combo:

Doing 3,4~DB3(EX), JI, 4~D4, B2,1~DB3 will do 40%.

This is not reflected in the OP as of yet.
most of those combos are now void since another guy figured out a good run cancel that does like 43%.
 

TakeAChance

TYM White Knight
We really should have three seperate combo threads. As someone who is trying to figure out the Shaolin variation, I have to sift through all of the bojitsu combos and such. Not a huge deal, but one that may warrant additional threads.

The damage scaling after NJ2 seems pretty significant.

For instance, in Shaolin I can do 221~ChaK a Rang, NJP Run Cancel 34 Dive Kick B21~flying kick for low 30's

Or, I can do 221~Chak A Rang Jump Kick~Dive Kick B21~flying kick for more damage than the more complicated one above.

(Going from memory on the notation, I will edit when I get home)
 

FinalBoss_FGC

Day -4MONTHS Dual Jin main
We really should have three seperate combo threads. As someone who is trying to figure out the Shaolin variation, I have to sift through all of the bojitsu combos and such. Not a huge deal, but one that may warrant additional threads.

The damage scaling after NJ2 seems pretty significant.

For instance, in Shaolin I can do 221~ChaK a Rang, NJP Run Cancel 34 Dive Kick B21~flying kick for low 30's

Or, I can do 221~Chak A Rang Jump Kick~Dive Kick B21~flying kick for more damage than the more complicated one above.

(Going from memory on the notation, I will edit when I get home)
Why do you have to go through Bojutsu? That's why I have Spoilers.
 

TakeAChance

TYM White Knight
Also, in Shaolin, You can use Up arrow in the corner to completely negate a NJ2.

For Instance, You can do 221~Chak A Rang F2D1~Up arrow, 34, Dive Kick ~Ender. Looks swag too.
 

FinalBoss_FGC

Day -4MONTHS Dual Jin main
Also, in Shaolin, You can use Up arrow in the corner to completely negate a NJ2.

For Instance, You can do 221~Chak A Rang F2D1~Up arrow, 34, Dive Kick ~Ender. Looks swag too.
Ya I'd do up arrow in corner after nj2. I'll try it out once I get home
 

TakeAChance

TYM White Knight
And F2D1 scaling is shit
Was the only string I found last night that would give me the pop up I needed to continue the combo and hit a dive kick. I'm not sure the damage scaling differences between the F2D1 and the NJ2.

Still labbing hard in Shaolin. It's difficult tho, because it really seems to be a less is more variation. I've spent tons of time trying to learn a complicated run cancel sequence, then found out that leaving them standing and doing a free J4 Divekick was giving me less damage scaling and more damage.
 

BDMao88

Filthy Casual
In Bojutsu is 25% his highest punish from a dive kick? I do dive kick, F24, swing. You can also swap F24 for B21 and get the same %, but you have to time it right, so it's not worth it.
 

Obamu

Noob
How to get kung jin shadow costume? also why is it very hard for Bo Swat to go out? I already pressed the Dpad and stick straight like this <------> and it still not reliable everytime? most of the time does a forward kick,

it's really annoying when practicing combos when the combo itself is already hard enough

I have this on my controller settings (don't remember the proper name) (but I know their order) (also I'm using Logitech Gamepad F310 controller)

*on button release something (edge-off something?) = OFF
*need to be/do vertical something? = OFF
*easier input something = ON

instead of giving my full time on the timing of combos, I spent like 1/2 for the feel of Bo Swat command <.<
 

GTDoffen

Meet your fate...
Divekick combo in bojutsu:
D4, run, 3 xx BF4, run, 34 xx DB3 (32% damage). You spend approximately a bar of stamina for this combo.

Edit: I wrote BF3 instead of BF4, sorry.
 
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matterovermind

mindundermatter
not sure this is the most appropriate place for this, but since I'm working within the context of Kung Jin, maybe someone can explain.

I'm working off of Chris G's combo video for the Bojitsu variation. It's a mid screen combo, here are the inputs:

2,2,1, DB+3 (ex), NJ2, UF+4, Dive Kick, Run, 3, 4, DB+3

Now, I can get this in the corner no problem, where I fail midscreen is the run component.

(1) How soon should i be inputting the Run after the dive kick? Do I need to buffer it? Any tips on qualitatively describing when I can input it would help

(2) After the run is complete (and this is a more general question), I'm assuming I don't need to cancel the run manually some how, but can go into the 3, 4, DB+3 directly (i.e, the 3, 4, DB+3 is what is cancelled into from the run).

Thanks !
 

Mind Flex

Mind Gamer. BOOSH
what does xx mean?
xx is just meant to separate one move/string from the next. Think of it as a spacebar for combos.


Also wondering about matterovermind's questions as well. Still having trouble getting down the run cancel strings.