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Wind God Fist (風神拳 Fūjinken?), originally 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. Armor King was also capable of this attack in Tekken and Tekken 2, where it was called the Tiger Uppercut, however it was replaced by Palm Upper in Tekken Tag Tournament.

From Tekken 2 onwards, Kazuya's version also has an optional input of f, N, d/f+2 which is one frame faster than a regular WGF, with Reina also gaining access to it in Tekken 8. Also in Tekken 8, Kazuya, Devil Jin, and Reina cannot perform this attack in Heat as it is replaced with the Electric Wind God Fist, though using the normal Wind God Fist's command will consume a portion of the Heat Bar as a result.

Kazumi Mishima and Kuma II's respective variants of this attack are Wind God's Fury and Wind Bear Fist.

Description[]

Performed from a crouch dash, the move is a right-handed uppercut to the jaw that will send the victim into the air. The nature of the crouch dash gives the move some forward range, although as it is high in modern games it is duckable.

In Tekken 3, Jin's Wind God Fist hits high and can be ducked, however Kazuya's and Heihachi's versions of the move are mid in all games prior to Tekken 4. When Jin is in his Omen stance in Tekken Tag Tournament, his Wind God Fist also hits mid as the move takes Heihachi's properties. Alternatively, if the move is tag buffered, Jin's Wind God Fist will also be changed to a mid. If Jin's Wind God Fist connects on a counter hit, the opponent will be sent flying back like a Dragon Uppercut. Jin's Wind God Fist is one frame slower than Heihachi's.

Heihachi's Wind God Fist in Tekken 3 is unchanged from its Tekken 2 iteration, albeit weaker, but due to the updated game engine it can be initiated one frame earlier than the previous game, as it can now be inputted as f, N, d, d/f:2 without requiring the extra d/f frame. This "just frame" input was replaced by Heihachi's own Electric Wind God Fist in later games.

Starting with Tekken 3, a variant of this move exists known as an Electric Wind God Fist (abbreviated EWGF) that requires a just frame input and is safe on block, as well having lightning surrounding the practitioner. Unlike the regular Wind God Fist, if Jin's Electric Wind God Fist connects on a counter hit, it will still launch the opponent. Since Tekken 3, Jin's variant can be delayed Wind God Fist which deals 21 damage and doesn't launch the opponent. This delayed version is also a just frame input, but is initiated on the last frame of the crouch dash rather than the first. The delayed Wind God Fist is one frame slower than Jin's regular version, and two frames slower than Heihachi's Wind God Fist or Jin's Electric Wind God Fist. This variant was later given to Devil Jin in Tekken 5, though its damage was changed to be the same as the normal Wind God Fist since Tekken 6. In both Tekken Tag Tournament and Tekken Tag Tournament 2, the delayed variant cannot be tag buffered.

In Tekken 3, Doctor Bosconovitch has a version of this move called the Wisdom Fist. The Tekken Force soldiers in the same game can also perform a Wind God Fist. While normally unplayable by design, if they are enabled with a cheat device the Wind God Fist input is d+2 or f,d/f+2 (f,d/f initiates a Crouch Dash). This version deals 20 damage and only launches on a clean hit.

In Tekken 4, neither Kazuya's nor Heihachi's Wind God Fist will naturally launch an opponent. This change was quickly reverted in Tekken 5.

Usage[]

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.

Aside from the Electric Wind God Fist, Heihachi also had another version unique to himself in Tekken 4 exclusively known as the Lightning Wind God Fist.

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 5, 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[]

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