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Guide - Kung Jin Kung Jin Living Guide Thread

Alright, combo damage adjustments. Overall damage nerf across the board, nothing major as he still has excellent tools. Just need to work slightly harder. I am OK with the changes.

Midscreen Combos Meterless:

111~bf4 RUN 3~bf4 jd4 RUN 3,4~db3 = 34%

b14~bf4 b2~bf4 jd4 RUN 3,4~db3 = 29%
b14~bf4 RUN 3~bf4 jd4 RUN 3,4~db3 = 31%

f24~bf4 b2~bf4 jd4 RUN 3,4~db3 = 29%
f24~bf4 RUN 3~bf4 jd4 RUN 3,4~db3 = 31%

Corner Combos Meterless:

111~bf4 4~bf4 ji4~d4 4~db3 = 36%
b14~bf4 4~bf4 ji4~d4 4~db3 = 33%
f24~bf4 4~bf4 ji4~d4 4~db3 = 33%

Corner Combos 1 Meter:

221~EX db3 4~bf4 ji4~d4 4~db3 = 41%
111~bf4 4~EX db1 jd4 4~db3 = 41% <--- I found it easier to input a d1 before the divekick, same damage at 41%
 

wouter

Noob
Alright, combo damage adjustments. Overall damage nerf across the board, nothing major as he still has excellent tools. Just need to work slightly harder. I am OK with the changes.

Midscreen Combos Meterless:

111~bf4 RUN 3~bf4 jd4 RUN 3,4~db3 = 34%

b14~bf4 b2~bf4 jd4 RUN 3,4~db3 = 29%
b14~bf4 RUN 3~bf4 jd4 RUN 3,4~db3 = 31%

f24~bf4 b2~bf4 jd4 RUN 3,4~db3 = 29%
f24~bf4 RUN 3~bf4 jd4 RUN 3,4~db3 = 31%

Corner Combos Meterless:

111~bf4 4~bf4 ji4~d4 4~db3 = 36%
b14~bf4 4~bf4 ji4~d4 4~db3 = 33%
f24~bf4 4~bf4 ji4~d4 4~db3 = 33%

Corner Combos 1 Meter:

221~EX db3 4~bf4 ji4~d4 4~db3 = 41%
111~bf4 4~EX db1 jd4 4~db3 = 41% <--- I found it easier to input a d1 before the divekick, same damage at 41%
I think it was necessary all though its stupid that the run 3 swat is now basically useless to optimize damage as it gives only 0 to +2% in comparison to before the patch. I liked having an edge by doing that instead of regular nj2 or ji4. Funny though that my matches seem to take longer now hahaha, matchmaking definatly got better to.
 
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Asodimazze

https://twitter.com/AlfioZacco
His overhead is no longer safe. F2 is -10, F2,4 is -8, and the finished string (F2,4,3) is -11.

Congrats Kung Jin mains, nobody can cry about your character anymore! Time to prove to people you're more than just what your character was capable of.
Is not too punishable, I tried to reversal punish it using Lao EX Spin and it can be done only at 0 distance....if Kung Jin is not glued to lao when f24 is done, he is able to block the spin.
I think that if you space the move right, it will still be safe against most of the roster.

Don't you feel that Kung Jin 11 got nerfed a bit too? It seems to have a slower recovery on block
 
These are the most damaging combos I've managed to come up with midscreen;

111~bf4 RUN 3,4 jd4 RUN 3,4~db3 = 35%

b14~bf4 RUN 3,4 jd4 RUN 3,4~db3 = 32%

f24~bf4 RUN 3,4 jd4 RUN 3,4~db3 = 32%

Removing the second bf4 adds 1-3% more damage, they do require stamina so be wary of that during gameplay. Can't think of any other way to increase meterless damage.
 

EOTL

...
These are the most damaging combos I've managed to come up with midscreen;

111~bf4 RUN 3,4 jd4 RUN 3,4~db3 = 35%

b14~bf4 RUN 3,4 jd4 RUN 3,4~db3 = 32%

f24~bf4 RUN 3,4 jd4 RUN 3,4~db3 = 32%

Removing the second bf4 adds 1-3% more damage, they do require stamina so be wary of that during gameplay. Can't think of any other way to increase meterless damage.
I'm on Xbox so can't test but adding NJ2 after Bo Swat should increase the damage
 

EOTL

...
Fair enough so KJ basically got a 4% damage nerf midscreen. I really want this patch lol.

Have people tried corner

stater~BoSwat ji4, 34, instant divekick, 4 Bo Swat. Might do more damage that only corner route now.
 
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Gizmo235

Noob
These are the most damaging combos I've managed to come up with midscreen;

111~bf4 RUN 3,4 jd4 RUN 3,4~db3 = 35%

b14~bf4 RUN 3,4 jd4 RUN 3,4~db3 = 32%

f24~bf4 RUN 3,4 jd4 RUN 3,4~db3 = 32%

Removing the second bf4 adds 1-3% more damage, they do require stamina so be wary of that during gameplay. Can't think of any other way to increase meterless damage.
After the first 3,4 instead of just jd4 you can do ji3, jd4 for a bit more damage
 
Fair enough so KJ basically got a 4% damage nerf midscreen. I really want this patch lol.

Have people tried corner

stater~BoSwat ji4, 34, instant divekick, 4 Bo Swat. Might do more damage that only corner route now.
Same damage.

After the first 3,4 instead of just jd4 you can do ji3, jd4 for a bit more damage
I'm going for practicality with my combos. Doing the ji3 after the 3,4 is stupidly difficult and not really worth it for the extra 1%. Looks cool though.
 
I don't know how Kj plays at high levels so idk if he is top 3 or nerfed to obscurity (jk, of course not)... But he is still definitely no doubt by far the easiest character for scrubs like me to get wins with. NJP allll day, ji2 allll day, and EXdb3 allll day still wins 80% of the matches I play online, maybe just gotta block a little more often now. 3% damage nerf won't matter most of the time. I think most of the online/lower-level players won't notice a change at all really.
 

666 I HazeOner

When the going gets weird, the weird turn pro.
Meterless corner:

njp-u1-db2-343-db3 (35%)
divekick-njp-u1-343-db3 (33%)
111-bf4-njp-u1-343-db3 (36%)
b14-bf4-njp-u1-343-db3 (33%)
f24-bf4-njp-u1-343-db3 (33%)
jip-4-bf4-njp-u1-db2-343-db3 (37%)

All these combo's are little easier than the bf4-4 combo's as u1 into 343 is easy to connect, the corner combo's with an extra divekick give you some more meter though. If you want some flashier combo's you can go for u1-db2-34-db3 instead of u1-343-db3 (1% less damage, but gives a little more meter)

Meter corner:
-> mostly round/match enders
f24 (b14/b21)-ex db3-u1-db2-343-db3 (one bar, 39%)
111-ex db3-u1-db2-343-db3 (one bar, 41%)
njp-u1-ex db1-343-db3 (one bar, 41%)
divekick-njp-u1-ex db1-34-db3 (one bar, 36%)
jip-4-ex db3-u1-db2-34-db3 (one bar, 42%)


f24 (b14/b21)-ex db3-u1-ex db1-343-db3 (two bars, 43%)
b213 (221)-ex db3-u1-ex db1-343-db3 (two bars, 46%)
111-ex db3-u1-ex db1-343-db3 (two bars 45%)





I like the u1 combo's more, because if you mess up you'll end with a splat - whiffing the 4 in a combo can be deadly (can't get the timing 100% down at the moment anyway).
Another thing I often use, is ending combo's with a (second) NJP or F3, it eats a little from the max damage but you'll have some time to space yourself for your next attack or bait (delayed) wake up attack.
 
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zoofs

bless
so I haven't been paying too much attention to this forum, but what are optimal bnbs for midscreen now? is it still worth it to do run 3 swat or just better off doing basic ji3 divekick stuff?
 

666 I HazeOner

When the going gets weird, the weird turn pro.
so I haven't been paying too much attention to this forum, but what are optimal bnbs for midscreen now? is it still worth it to do run 3 swat or just better off doing basic ji3 divekick stuff?
I think you get a little more damage if you do: starter-run-34-divekick-run-34-db3 instead of swat combo. Want meter-do swat (31% w b14/f24), want damage-do 34 (32% w b14/f24)...
I prefer meter build instead of the 1% - but I'll probably mix them up to keep it fresh :)
 
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Gizmo235

Noob
Same damage.



I'm going for practicality with my combos. Doing the ji3 after the 3,4 is stupidly difficult and not really worth it for the extra 1%. Looks cool though.
The ji3 isnt that hard as long as you have the 3,4 hit them at a good height (and if you dont hit them at a good height you just dont go for it)
 

666 I HazeOner

When the going gets weird, the weird turn pro.
The ji3 isnt that hard as long as you have the 3,4 hit them at a good height (and if you dont hit them at a good height you just dont go for it)
Are you on PS4 or Xbone, because you can't do the 1 frame jip/jik anymore after the recent patch. Can't connect the ji3 either, the kicking motion starts just above the opponent making it whiff.
 

666 I HazeOner

When the going gets weird, the weird turn pro.
Only tried it 10 times or so, but if it's not really consistent I won't use it. Think I'm going to keep using swat combo's for that little extra meter. If you mess up the ji3 you cannot convert and you're open for a punish - if you mess up the swat combo you'll probably have more luck because most of the time you'll get the 34 combo coming out and that one is easier to convert into a divekick, it even grants you more damage for your input error. :)
 

wouter

Noob
So something did change about the kick into divekick? I knew something was up because I can barely hit it now online :(.
 

FinalBoss_FGC

Day -4MONTHS Dual Jin main
Listen guys, Kung Jin is still top 5, you just have to think. The damage nerf isn't awful, Kung Jin is still one of the hardest characters to deal with in the corner and he carries really well. KJ players just have to force the opponent to commit to blocking and grab more. There is nothing wrong with this character but I think is bad matchups are more obvious now...not saying they are 7-3 but vs Jax is definitely 6-4
 
maybe we should start using ex arrows more? they give advantage on block and its not like kung jin is very meter dependent.
 
Played those games today when I woke up :p missed quite a few things I shouldn't miss
I need to get used to Liu's bnb strings first but that Liu player was quite solid
I feel like if a good Liu player plays keep away instead of this rushdown pressure style KJ does have a more difficult time to beat Liu
I might be wrong though

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