Popularity: Bojutsu - 21st, Ancestral - 92nd, Shaolin - 78th | MKX Tiers |
Tiers: Kung Jin Bojutsu, Kung Jin Ancestral, Kung Jin Shaolin |
Kung jin's Bojutsu variation is arguably his strongest. With low B14 and overhead F24 normals along with impressive range on B21 his footsies are very easy to begin with. His 11 has a very low recovery time and can be used to apply pressure or a great addition to mixups. His enhanced bojustu spin is his strongest combo piece but also unsafe on block. Don't forget to use his DF2 for his arrows as they can zone very well
Bojutsu is by far his greatest variation for impressive combos with only 1 enhance bar. It adds a special move where you can 3 extra hits on a person but enhanced it will knock the opponent in air for a combo extender. But for this variation footsies is necessary as if you can't create an opening for yourself you will find it hard to win. His dive kick will help alot if you need a simple air entrance. I like this character for how easy his combos are. I recommend him for anyone new coming into this game and even for people looking to go pro.
Just a quick tip for Kung Jin, nothing too special. I've found that his Dive Kick can be incredibly effective versus teleporting characters (Scorpion, Ermac, Takeda, etc.), as it can re-adjust its direction even after you've already jumped. (For example, you jump forward/right, and input Dive Kick, it's possible to go down back/left to kick a Scorpion player straight in the face.) Not to mention, it opens them up to those lovely combo opportunities. So remember, when in doubt, Dive Kick and out! (Just don't abuse it, because it's easy to punish if you see it coming.)
This goes all characters. When trying to punish attacks, if you use a normal move it will come out 1 frame later because recovery from blocking is 1 frame. So trying to punish a move that is -6 will mean you need an attack with 5 frame startup unless its a special attack. Special attacks start up normally because they are reversals.
Kun jin can be played multiple ways he has a large amount of tool at his disposal whether you want to be an agressor or a defensive zoner but it is imperative that you can switch between the two.
Jin's damage output is excellent plus he has far reaching normals that can fruther increase his combo potential.
Kung Jin's Bojutsu variation is a very strong footsie based mixup character. B14 is a low combo starter that hits from a little farther than 1/3 screen away, which is incredible range. F24 is an overhead combo starter that hits from about 1/2 screen away. Both of these strings lead into 32-34% Meterless damage. The video below is of this bnb in the corner off of Kung Jin's most damaging starter, 111.
https://m.youtube.com/watch?v=3a9OGHp...
To do the combo midscreen, take out the Njp, and use B21 instead of 4. So the midscreen combo looks like:
B14 (or F24)~ Bo Swat, Jip, Dive Kick, B12, Bo Swing.
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