Fujin

Move List


INPUT COMMANDS
Straight Punch
1
Quick Slice
Back+1
Gut Shot
Down+1
Hilt Strike
2
Bending Wind
Back+2
Close Bending Wind
Back+2,Back
Crosswind
Forward+2
Rising Storm
Down+2
Flick Kick
3
Low Drift
Forward+3
Knee Buckler
Down+3
Bo Rai Toe
4
Takedown
Back+4
Kai Kick
Forward+4
Swirl Kick
Down+4
JUMPING ATTACKS
Flying Slash
1
Wind Fist
2
Storm Boot
3or4
HOP ATTACKS
Overhead Slash
Up,1orUp,2
Overhead Slash
Up,1orUp,2
Lui He Kick
Up,3orUp,4
GETUP ATTACKS
Spinning Kusanagi
Up+2
Heavy Gust
Up+3
FLAWLESS BLOCK ATTACKS
Spinning Kusanagi
Up+2
Heavy Gust
Up+3
THROWS
Toward Throw
1+3+ForwardorForward+1+3
Back Throw
1+3or1+3
ROLL ESCAPES
Forward Getup Roll
Forward+Stance Switch
Backward Getup Roll
Back+Stance Switch
AIR ESCAPE
(Air) Breakaway
Down+Block
MOVE DATA
DAMAGE BLOCK DAMAGE F/BLOCK DAMAGE
N/A N/A N/A
MOVE TYPE VARIATION
N/A N/A
PROPERTIES
N/A N/A
DESCRIPTION
N/A
FRAME DATA
START-UP ACTIVE RECOVERY
N/A N/A N/A
CANCEL ADVANTAGE
N/A
HIT ADVANTAGE BLOCK ADVANTAGE F/BLOCK ADVANTAGE
N/A N/A N/A


Version 1.19
Last Updated: June 12, 2020

Strategy


Fujin is a mid-ranged footsie character with long-reaching normals and solid projectiles for zoning. In his Downburst variation, Fujin is able to hover in the air and break the opponent’s armor. Fujin’s Kloud Walker variation allows him run on air and gives access to additional combos. His Cyclone variation allows him to control space and keep opponents at bay with his wind.

Key Moves

1,1,Up+4 – High, -4 on block, triggers a Krushing Blow if it is a Kounter or Punish
Back+1,1,2,1,2 – Mid, hit confirmable, great range, good pushback, can be Flawless Blocked on 4th hit
Back+2,1+3/Forward+2,1+3 – Mid, great range, -7 on block, can be Flawless Blocked on 2nd hit
Forward+3,1 – Advancing low, -7 on block, triggers a Krushing Blow after missing the first hit
4,2/4,2,3 – High, combo ender, +4 on hit restand, +5 on block, can be Flawless Blocked on 3rd hit
Forward+4,3 – Mid, triggers a Krushing Blow after connecting the second hit 2 times in a row, can be Flawless Blocked on 2nd hit
BackForward1 (Krossbow Blast) – High projectile, can be directed upwards or downwards
DownBack2 (Tornado) – Mid, combo starter, can be directed forwards or backwards
DownBack4 (Wind Kicks) – Mid, combo ender, Armor Break

Strengths

  • Good zoning
  • Long-ranged normals

Weaknesses

  • Slow normals

Combo Starters

Fujin’s main combo starter is his Tornado (DownBack2) Special Move. Tornado can be used after attacks such as 1,2,Back+1,1 and 4,2. In order to combo after Tornado, it must hit the opponent at the end of its active frames. This is done by waiting a split-second before inputting Forward after DownBack2. In Fujin’s Kloud Walker variation, he is able to combo with Sky Wakka (DownUp) and Amplify it, carrying the opponent across the screen. In his Cyclone variation, Tornado is replaced with Air Slam (DownBack2) which will send the opponent upwards, allowing for a combo as they fall to the ground.

Combo Enders

Fujin’s combos are mostly ended with his 4,2 string, which will restand the opponent and leave Fujin at +4 on hit. To gain more advantage, Krossbow Blast can be used after the restand, leaving Fujin at least +8 on hit depending on the distance. In order to switch positions with the opponent, Forward+2,1+3 can be used as a combo ender. For maximum damage, Wind Kicks (DownBack4) can be used which will also carry the opponent closer to the corner. In Fujin’s Kloud Walker variation, Warped Needle (DownBack4) is best used after restanding with 4,2, which will also leave Fujin at +8 on hit.

Howling Winds

Fujin’s strongest move to use in footsies is his Howling Winds (Back+1,1,2,1,2) string. Back+1,1,2,1,2 is a 13 frame mid attack with very good range. In order to use this string, the last part must be dialed in after Back+1,1 by quickly entering in each input of 2,1,2. The 2nd and 3rd hits of this string can be hit confirmed into a combo depending on the distance they are used at. Because each hit of this string is unsafe on block, it’s a good idea to stop it at different points to keep opponents guessing on how to punish it. To make punishing more difficult, use Special Moves after the 3rd hit such as Krossbow Blast (BackForward1) and Retreating Tornado (DownBack2,Back). In Fujin’s Kloud Walker variation, Warped Needle (DownBack4) can be used after Back+1,1,2,1,2 which can be hard to punish when done at maximum range, and even more if it’s Amplified. Fujin can make this string completely safe in his Cyclone variation by using Wind Push (BackForward1) and Amplifying it. Be careful when finishing the Back+1,1,2,1,2 string because the final hit can be Flawless Blocked.

Gusting Cyclone

Gusting Cyclone (1,1,Up+4) is a high attack that is mainly used up-close. 1,1,Up+4 is a very safe string to use as it leaves Fujin at -4 and has decent pushback on block. It will also trigger a Krushing Blow if it hits as a Kounter or Punish. This is best used to punish unsafe moves on block for high damage.

Aerokinesis (1,2,4,3,4) is another great string to use at close range. In order to use this string, the last part must be dialed in after 1,2 by quickly entering in each input of 4,3,4. Unlike 1,1,Up+4, this string is -5 on block and has no pushback. However, it gives higher reward on hit because the first two hits can combo into Tornado.

Whirlwind & Tailwind

Fujin’s Whirlwind (Back+2,1+3) and Tailwind (Back+2,1+3) strings allow Fujin to attack somewhat safely from a distance. Once used, a wind attack will appear almost instantly in front of Fujin, pulling the opponent in. In Fujin’s Cyclone variation, both Back+2,1+3 and Forward+2,1+3 can be Amplified on hit. When Amplified, they will trigger a Krushing Blow if they hit as a Kounter against a backdash, and will cause damage over time. This can be extremely useful against characters with strong backdashes and for stopping them from retreating. Be careful when using these attacks up-close because they can be Flawless Blocked and punished. For safety, use Fujin’s Wind Push (BackForward1) after Back+2 and Amplify it.

Low Drift

Low Drift (Forward+3) is an advancing low attack. Forward+3 is a great way to stop the opponent’s movements due to its long reach. This is a unique attack in which any follow-up that’s done afterwards can be delayed. This makes it possible to hit confirm Forward+3 into a Special Move such as Tornado even though it is a single-hitting attack. If blocked, Forward+3,1 can be used, leaving Fujin safe at -7. Note that if delayed, there will be a gap in Forward+3,1 making it punishable. To counter opponents attempting to interrupt the gap, do not delay the follow-up.

Using Forward+3 will also lower Fujin’s hurtbox, allowing him to avoid certain attacks. The most common attacks this works against are high projectiles. If the opponent uses a high projectile that has slow start-up, Forward+3 can be done on reaction, going underneath it and punishing the opponent. Forward+3 can low profile certain Getup Attacks as well, allowing Fujin to attack safely on knockdown. This can usually be done after knocking the opponent down with a throw or Fujin’s Wind Kicks in the corner.

Blown Away

Fujin’s Blown Away (4,2,3) string is a high attack that is useful for pressuring opponents up-close. This string leaves Fujin at +5 on block. Due to the amount of pushback on 4,2,3, many attacks will not reach Fujin after it is blocked. This allows Fujin to frametrap into Back+1,1. Be careful when using this string as the final hit can be Flawless Blocked.

Krushing Zephyr

Krushing Zephyr (Forward+4,3) is a slow mid attack. The 2nd hit of this string is an overhead which will trigger a Krushing Blow after hitting 2 times in a row. This string should only be used on occasion to catch opponents off guard because the 2nd hit can be Flawless Blocked and punished.

Restand

Fujin has the ability to restand opponents at the end of his combos using his 4,2 string. This leaves leaves Fujin at +4 on hit. To gain more advantage, use Krossbow Blast (BackForward1), which will leave Fujin at least +8 on hit depending on the distance. In Fujin’s Kloud Walker, Warped Needle (DownBack4) can be used for more damage. After restanding, Fujin can then follow up with forward dash into Back+1,1 or Back+2, both of which which cannot be escaped.

Divine Wind

In Fujin’s Downburst variation, he is able to temporarily hover in the air using Divine Wind (DownUp). While hovering, Fujin will be able to use aerial attacks such as (Air) Tornado (DownBack2). This allows Fujin to combo off of attacks that he normally cannot combo from. Fujin will also be able to safely hit confirm attacks such as Back+1,1 with Divine Wind. This is done by using Divine Wind followed by (Air) Tornado, then delaying Forward so that it connects at the end of its active frames. This will cause Fujin to be completely safe depending on when it is blocked. It should be noted that there is a gap in which the opponent can interrupt Fujin out of Divine Wind, however the opponent must attack as soon as Fujin starts to hover. If the opponent is late to attack, they will be hit by the (Air) Tornado.

Warped Needle

In Fujin’s Kloud Walker variation, he gains Warped Needle (DownBack4). While mainly used as a combo ender, Warped Needle can be done after blockstrings as well. This allows Fujin to make strings such as Back+1,1,2,1,2 safe on block when done at maximum range. Warped Needle is -16 on block, but becomes -1 on block when Amplified. It will also create a large amount of pushback, putting Fujin back into Back+1,1 range. This however can be punished if the opponent Flawless Blocks. To prevent from being punished, do not Amplify the Warped Needle. In doing so, the opponent will be forced to choose between punishing Warped Needle or Flawless Blocking its Amplified version.

Sky Wakka

Fujin’s mobility is greatly increased in his Kloud Walker variation using his Sky Wakka (DownUp) move. Sky Wakka allows Fujin to run on air. When Amplified, Fujin will be surrounded with a Tornado and will carry the opponent across the screen. Amplified Sky Wakka hits up to 3 times and is great for carrying the opponent to the corner. Once Sky Wakka is used, it can be followed up with several different attacks.

Sky Wakka Cancel – DownDown

Allows Fujin to cancel out of Sky Wakka and fall to the ground at the cost of 1 bar of Defensive Meter.

Flying Sword – 1

Fujin does a horizontal attack in the air. This is mainly done to hit airborne opponents while Fujin uses Sky Wakka.

Dive Kick – 3

Fujin attacks his opponent from above. Dive Kick can be used to stop opponents from trying to punish Fujin while using Sky Wakka. If blocked, Fujin will be unsafe at -23 so it should not be used often. When Amplified, Dive Kick triggers a Krushing Blow after wind walking for 2 steps. This makes Fujin’s Sky Wakka very threatening because the opponent must always respect the Dive Kick out of fear of being hit by its Krushing Blow.

Zoning

Krossbow Blast (BackForward1) is a high projectile attack that is used for zoning. It can be directed upwards or downwards at the cost of 1 bar of Offensive Meter. Unlike most projectiles, Krossbow Blast will bounce across the screen if it is directed. This will cover a large portion of the screen and make it difficult for opponents to avoid Fujin’s projectiles.

Fujin is given an even stronger zoning tool in his Cyclone variation. Wind Push (BackForward1) is a mid attack that can be directed close, mid or far. Wind Push is a great keepaway move as it will push the opponent back on hit and on block. When Amplified, it will knock the opponent down and send them fullscreen on hit. Amplified Wind Push also becomes safe at -5 as opposed to -15 on block, and creates a substantial amount of pushback. This is especially useful when done after attacks such as Back+1,1,2,1,2,Forward+2 and Back+2, making them safe. Additionally, Amplified Wind Push will trigger a Krushing Blow after connecting each distance of Wind Push sequentially.

Air Slam

In Fujin’s Cyclone variation, he gains Air Slam (DownBack2). Air Slam is an unblockable attack that knocks opponents out of the air and can be directed close, mid, far or very far. When Amplified, Air Slam will launch the opponent directly upwards off the screen, which can be followed up for a combo as they fall to the ground. Air Slam allows Fujin to the control the air and makes it extremely dangerous for the opponent to jump due to the possibility of being launched for a combo. By using Air Slam, opponents will be forced to approach Fujin from the ground.

Combos


Cyclone

Fujin - Cyclone - Beginner Combos

Fujin – Cyclone – Beginner Combos


Fujin - Cyclone - Beginner Combos
Fujin - Cyclone - Advanced Combos

Fujin – Cyclone – Advanced Combos


Fujin - Cyclone - Advanced Combos

Downburst

Fujin - Downburst - Beginner Combos

Fujin – Downburst – Beginner Combos


Fujin - Downburst - Beginner Combos
Fujin - Downburst - Advanced Combos

Fujin – Downburst – Advanced Combos


Fujin - Downburst - Advanced Combos

Kloud Walker

Fujin - Kloud Walker - Beginner Combos

Fujin – Kloud Walker – Beginner Combos


Fujin - Kloud Walker - Beginner Combos
Fujin - Kloud Walker - Advanced Combos

Fujin – Kloud Walker – Advanced Combos


Fujin - Kloud Walker - Advanced Combos

Guides


General

How to Fight Fujin

★ How to Fight Fujin


Gaps & Punishes Fujin has numerous gaps that can be exploited and punished via Flawless Block. This is Fujin’s main attack, which consists of 4 hits. There is a large enough gap before the final hit to Flawless Block. Since the 3rd hit pushes Fujin back, you must quickly dash forward after blocking the 3rd hit before Flawless Blocking. If successful, Fujin will be at -35 and can be punished by any advancing attack. It’s also possible ...
Utilizing Low Drift

Utilizing Low Drift


Fujin’s Low Drift () is an advancing low attack that allows him to slide across the screen. This will lower Fujin’s hurtbox, allowing him to avoid certain enemy attacks. The most notable attacks this can be used against are high projectiles. If a high projectile has slow start-up, can be done on reaction and will punish the opponent. Against projectiles with high recovery, can be used instead for a Krushing Blow. This is done ...

Cyclone

Downburst

Kloud Walker