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Tekken Wiki
Tekken Wiki

Electric Wind God Fist (abbreviated EWGF) called Fastest Wind God Fist (最速風神拳 Saisoku Fūjinken) in the Japanese version, is one of the signature moves of the Mishima style Fighting Karate. The EWGF has the same input as the regular Wind God Fist, but is a "just frame" version, and will be executed instead of the Wind God Fist if the player inputs the d/f input and the 2 input on the exact same frame. The difference is indicated by the character's power hit aura surrounding their body as they execute the move and on block the opponent will be pushed away, which is what gives the move its block advantage compared to the Wind God Fist. Later games also differentiated the attack via a unique kiai shouted by the character when they execute the move.

In Tekken 8, whenever any user is in Heat, the attack's just frame requirement is removed in exchange for a portion of the Heat bar. If the just frame input for EWGF is still done in Heat, that portion of the Heat bar won't be consumed. In Tekken 8's Story Mode, Angel Jin and True Devil Kazuya can perform EWGF by simply pressing 2. Electric Wind God Fist is one of the few Mishima-style moves that Jin regains during the climactic battle against Kazuya. Reina is required to use the full input sequence in order to execute the Electric Wind God Fist; it cannot be done if she uses her simplified crouch dash input (d/f+3) and will only result in a Wind God Fist (which still applies even when Reina has Heat active). Kazuya and Devil Jin's EWGFs have a unique "shadow energy" effect in addition to the usual electrical aura surrounding them, which indicates their variants are tapping into the power of the Devil Gene.

Description[]

The move was first introduced as a hidden move in Tekken 3, specific to Jin Kazama. In Tekken Tag Tournament, the move was extended to Heihachi Mishima, and by Tekken 4, all practitioners of Mishima Style Karate had access to it. It can also be used by any mimic character, so long as they are mimicking a character with access to the move in the game that they are in.

Prior to Tekken 7, the move was not listed in command lists.

Due to renouncing the Mishima Karate style, Jin Kazama lost the use of the EWGF in Tekken 4. However he has an equivalent attack in the form of the Electric Wind Hook Fist that is performed with the same inputs. He acquired it again in Tekken 8 during the climax battle with Kazuya in Story Mode where Jin briefly regains use of his prior fighting styles, combining them with his current Kyokushin Karate. In the final battle, Jin can chain EWGF with Thunder God Fist with the command input f,N,d,d/f+1+2.

Usage[]

Due to the EWGF's versatile nature and speed, it is a vital asset in every Mishima player's arsenal, especially for Kazuya. Any new player who takes up one of these characters is therefore advised to learn to perform EWGF as soon as possible, as well as how to Light Dash or the very least Wave Dash. The EWGF is the safest launcher for Mishimas and is a useful punishing tool after whiffing an attack of your opponent.

See: Crouch Dash

While the EWGF is a great offensive weapon, it should not simply be abused as the move can be ducked. However, in Tekken 7, if Kazuya utilizes his Devil Transformation (u/b+1+2), he can transform the move into a mid launcher so that it will hit crouching opponents. The tradeoff is that the EWGF will lose its block advantage property after Kazuya has transformed, only having the effect of a Wind God Fist on block (however due to the EWGF's faster recovery, it cannot be punished on block like the Wind God Fist can).

In Tekken 7, the Electric Wind God Fist is one of the story assist moves in the story mode. It is assigned to the left punch button while holding the story assist button which is L1 (PS4) or LB (X1/Windows). This notation is called SA 1. Because there is no crouch dash animation involved, this version of Electric Wind God Fist is 11 frames, and can punish anything that otherwise could be only punished with weaker moves. This makes it crucial for defeating Shin Akuma in the Special Chapter, especially on higher difficulties. Also, it is possible to replace the PEWGF input with SA 1 after landing a counter hit with Kazuya's Abolishing Fist (d/f+2).

Trivia[]

Tekken 3:

  • In Tekken 3, the EWGF has 10 frames of leniency for the forward, neutral and down portions of the Crouch Dash, however the diagonal and right punch must be inputted on the exact same frame. Compared to the regular Wind God Fist, the EWGF is safe on block and pushes the opponent back in the same manner as Force.

Tekken Tag Tournament:

  • Jin's EWGF is unchanged from the previous game, however Heihachi's variation hits mid. If the move is tag buffered, it becomes a special mid for both Jin and Heihachi but loses its push-back effect as it uses the regular Wind God Fist's tag buffer animation. EWGF cannot be performed while tagging in as the tag-in Crouch Dash requires a 1-frame minimum delay between the diagonal input and any attack button, resulting in a regular WGF being performed instead; a "successful" EWGF attempt will simply result in a basic d/f+2 uppercut.

Tekken 4:

  • In Tekken 4, the EWGF only launches on a counter-hit. Heihachi and Kazuya now have a specific grunt when they perform the EWGF. The EWGF was given its trademark electric sparks when blocked.

Tekken 7:

  • All forms of the EWGF can be used to erase Akuma's Gōhadōken. This ability to erase projectiles was introduced to it in Street Fighter X Tekken and was first seen in its first cinematic trailer.

Comparisons[]

The Electric Wind God Fist is essentially a variant of the move Wind God Fist (f,N,d,d/f,2), called Rising Uppercut in English-language versions until Tekken Tag Tournament 2, but requiring a just frame input to be executed.

  1. When performing Electric Wind God Fist, electricity surrounds the torso and attacking arm. In the case of mimics, their Ki charge takes the place of electricity (in later games, this applies to the individual Mishima as well).
  2. EWGF deals 30 damage in Tekken 3 and launches higher than the regular WGF.
  3. EWGF deals 25 damage in Tekken 5 and 26 in Tekken 6. In TTT and TTT2, EWGF deals the same damage as the regular WGF unlike the other Tekken games where EWGF deals more damage than a regular WGF.
  4. EWGF is "faster" than the basic Wind God Fist, but only due to it being a just-frame, i.e. less wind-up time (after having pressed 2, both moves are 11 frames long). It also allows you to connect more attacks after it due to it having a quicker recovery time.
  5. EWGF recovery time is faster than the regular WGF, make it very useful in combos that requires strict timing or position to be successful. Many very high damaging combos are only possible by performing EWGF. However, EWGF will have the same effect as WGF if it was a combo ender because it still starts up with the same frames.
  6. EWGF is safe on block (gives +5 frame advantage) and the opponent is pushed 2-3 times further back, compared to when blocking a regular Wind God Fist which is punishable.
  7. EWGF has a larger hitbox, making it less likely to whiff.
  8. From Tekken 4 onwards, when performing an EWGF, the character will have a different kiai compared to when performing a normal Wind God Fist, for example Kazuya will shout "Doryah!" when he performs EWGF, Heihachi until Tekken 6 had a unique grunt, mimics without voices of course remains silent either way.
  9. If the EWGF is guarded, the attacked character is covered in currents of electricity from Tekken Tag Tournament onwards.
  10. The EWGF is 14 frames, but there exists the Perfect Electric Wind God Fist which is 13 frames — known as the PEWGF. Thanks to his Mist Step, Kazuya was the only one who can perform it until Tekken 8, where Reina also gained the ability to perform the PEWGF using her Wind Step. In Patch 1.08.01, all characters with the Electric Wind God Fist can now perform a Perfect Electric Wind God Fist.
  11. Another variation of the EWGF is the Dashing Electric Wind God Fist - or the DEWGF. As the name implies, this involves the player inputting the command for the EWGF while performing a forward dash by buffering the second forward motion of the dash for the EWGF's input.

Gallery[]

Tekken 3[]

Tekken Tag Tournament[]

Tekken 4[]

Tekken 5[]

Tekken 5: Dark Resurrection[]

Tekken 6[]

Tekken Tag Tournament 2[]

Tekken 7[]

Tekken 8[]

References[]