Arqwart
D'Vorah for KP2 copium
Lowkey surprised this hasn't been made yet. Anyhow, this thread is for discussing our long-awaited God of Wind, Fujin! Only having shown up in MK4 and Armageddon, Fujin has huge potential for bringing his style and skill set into the modern NRS MK era.
Our boy's lookin snazzy with his long and braided hair, Kung Lao-level over the top moves, and badass sword + wind play. He's also sporting his MK4 crossbow at his hip, but no videos or screenshots have shown any usage of it thus far.
EDIT: After the 5/20/20 Kombat Kast, we now have Fujin's base specials and tournament variations. Please see below.
Base Specials:
Our boy's lookin snazzy with his long and braided hair, Kung Lao-level over the top moves, and badass sword + wind play. He's also sporting his MK4 crossbow at his hip, but no videos or screenshots have shown any usage of it thus far.
EDIT: After the 5/20/20 Kombat Kast, we now have Fujin's base specials and tournament variations. Please see below.
Base Specials:
- Krossbow Shot: straight projectile.
- Amplification: can shoot a second straight projectile or make the one projectile floor/ceiling bounce like MK4
- Can choose to begin the bouncing amp'd projectile upwards or downwards
- Amplification: can shoot a second straight projectile or make the one projectile floor/ceiling bounce like MK4
- Flying Kicks: obligatory combo-ending pure damage special.
- This is Fujin's armor breaker
- Amplification: adds additional hits and damage
- Tornado Spin: ceiling-reaching knock-up.
- No amplification option in Fujin's base kit
- Cannot combo after if used on a grounded opponent outside the corner (at least from what was shown)
- Can be input with a forward or backward to make Fujin move slightly forward / backward during the tornado
- Amplified Tornado Spin: adds amplification option to Tornado Spin.
- Amplified spins also have the forward/backward movement option
- Amplified spins do another knock-up, allowing for combo follow-ups
- May be amplified twice and both amplifications can do different movement directions
- Hovering Short Hop: a special version of the short hop that floats.
- Fujin still has access to the regular short hop. This move is its own separate special via a down-up input
- Lasts indefinitely until Fujin attacks or cancels it (nothing mentioned on if cancel requires meter)
- Appears to go much higher than regular short hops. Maybe goes over D1s?
- Krushing Blow: attack punishes / kounters a low attack. Deals 140 damage and launches for combo
- Aerial Tornado / Flying Kicks: allows the use of Tornado Spin and Flying Kicks while in the air.
- Sword Spin: multi-hitting attack that is completely safe on amp. A potent-looking stagger tool.
- Replaces Flying Kicks
- Amplification: does a follow-up strike that knocks down on hit or knocks VERY far away on block
- Air Walk: movement-based stance with multiple options during.
- Option 1: Dive Kick
- Amplification: adds old MK4 flying knees which makes the dive kick safe on block or additional damage on hit
- Goes the same direction the dive kick did. Does not auto-correct direction towards opponent
- Krushing Blow: unknown requirement but was shown in the Kast. Deals bonus damage
- Amplification: adds old MK4 flying knees which makes the dive kick safe on block or additional damage on hit
- Option 2: Sword Stab
- Air-to-air attack option
- Auto-corrects direction towards the opponent
- Meterless option to cancel the air walk
- Option 3: Cancel
- Uses 1 defensive bar to immediately drop Fujin to the ground
- Option 4: Air Parry (see below)
- Option 1: Dive Kick
- Air Parry: it's a parry... in the AIR!
- Option 1: air-to-air parry that parries the opponent's aerial attack
- Option 2: air-to-ground parry that parries the opponent's grounded anti-air attack
- Amplified F2/B2: adds amplification options to Fujin's F2/B2 spacing normals for extra damage.
- Amplification: stabs the opponent during the tornado suck-in portion of F2/B2
- Krushing Blow: attack punishes / kounters a backdash. Deals additional damage
- Wind Shove: multi-range, very fast shove attack.
- Replaces Krossbow Shot
- Close, Medium, and Far variants
- Very notable speed and push back on hit
- Amplification: adds a second shove for additional damage. Second shove does no chip on block, but does massive push back
- Krushing Blow: attack hits after having used the other two distance Wind Shoves immediately before. Deals additional damage
- Wind Lift: anti-air-only attack that allows for combos on amplification.
- Only hits aerial opponents
- Designed to catch opponents attempting to jump over the Wind Shove
- Amplification: launches the opponent off screen in a combo state
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