Fandom

Tekken Wiki

Wind God Fist

1,426pages on
this wiki
Add New Page
Talk0 Share

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.

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
- -
Block Advantage CH Advantage
- -

Wind God Fist (風神拳 Fūjinken) is a move introduced in the first Tekken game that is available to all practitioners of Mishima Style Fighting Karate and Armor King, although it was called Rising Uppercut in all English-language versions before Tekken Tag Tournament 2, and Armor King's version is called the Palm Upper. Its input is f,N,d,D/F+2 for Heihachi, Kazuya, and Jin /Devil Jin while Jinpachi's version has an input of D/F+2. 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.

A variant of this move exists known as an Electric Wind Godfist (abbreviated EWGF). Armor King's version of the move is named Tiger Uppercut.

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.
  • After Tekken 3, Jin gains usage of the Thrusting Uppercut, which is much like the Wind God Fist.

Also on Fandom

Random Wiki