FANDOM


Wind God Fist
HeihachiWGF3

Heihachi launching an opponent with the Wind God Fist.

KazuyaWGF

Kazuya performs the classic launcher- the Wind God Fist.

DevilJinWGF2

Devil Jin performing the Wind God Fist.

AngelWGF

Angel perform the Wind God Fist.

JinpachiWGF

Jinpachi performing the Wind God Fist from a standing position.

DevilWGF

Devil performing the Wind God Fist.

Command f,N,d,D/F+2 (Heihachi, Kazuya, & Jin /Devil Jin)
D/F+2 (Jinpachi)
Stance -
Damage 27
Hit Range h
Properties JG
Move Frames Hit Advantage
11 +39
Block Advantage CH Advantage
-10 JG

Wind God Fist (風神拳 Fūjinken), previously known as Rising Uppercut in all English-language versions before Tekken Tag Tournament 2, is a move introduced in the first Tekken game that is available to all practitioners of Mishima Style Fighting Karate.

Its input is f,N,d,D/F+2 for Heihachi, Kazuya, Jin (T3) and Devil Jin while Jinpachi's version is performed by WS+2 in Tekken 5 and d\f+2 in TTT2. During the animation, the character will perform a crouch-dash (in Kazuya's case, a light-dash can also be performed thanks to his Mist Step), and while rising from a crouching position, will launch a powerful and solid uppercut that sends the enemy flying into the air. Kazuya's version also has an optional input of f,N,D/F+2 which is one frame faster than a regular WGF.

A variant of this move exists known as an Electric Wind Godfist (abbreviated EWGF) that requires a just frame input and is safe on block, as well having lightning surrounding the practitioner.

Armor King has his own variant of the move called the Palm Upper

When to use

Due to the basic Wind God Fist's inferior properties in terms of hitbox size and recovery time when compared to the EWGF, one of the first pieces of advice a player gets when playing a character who practices Mishima Style Karate, is to learn how to perform the EWGF version regularly (i.e. get the just-frame input right)--the basic Wind God Fist is "just" the baseline.

Wind God Fist, both normal and "electric" version, is commonly used as a launcher, preferably the latter version. Generally an incoming Wind God Fist is hard to detect; however it is common for some players to unnecessarily "extend" the crouch dash. Wind God Fist sets the opponent up reasonably well for juggles, especially if starting the juggle with a punch of some description. The basic Wind God Fist is however never used (intentionally) in high-level play, but is instead substituted with the before mentioned EWGF.

Practitioners

Trivia

  • Fūjin is a kami who summons windstorms in Shintō, and is often associated with Raijin, who summons lightning. Some of Fūjin's iconography, such as his bag, is believed to have originated with Boreas, the Greek god of the north wind, conducted through Bactria, the Silk Road, and China before reaching Japan.
  • It should be noted that despite "using" the same fighting style, Jinpachi's version of the Wind God Fist has a different input than the rest of the Mishima fighters as well different properties.
  • In Tekken 4, Jin gains usage of the Thrusting Uppercut, that has similar properties of the Wind God Fist but has the Dragon Uppercut input, while the Wind Hook Fist replaces the WGF in input having the electric variant of it just like the EWGF but switching the properties similar to the Dragon Uppercut.

See Also

Community content is available under CC-BY-SA unless otherwise noted.