Been screwing around in the lab trying to figure out spacing / staggering for V3. Most all of the below content is universal as I talk more on his normals than anything else. Looking it all over, this dude is a stagger king with how far his normals reach and how many stagger options he has. The only real issue is that most of them start off Highs.
4 has a deceptively long range. 42 is -6, but has a good enough amount of pushback that you won't be eating fast highs in response. While you can duck or backdash after 42, it's a bit of a read and matchup dependent as to whether you'll get caught.
2 has just about the same range as 4 at 11f, is -5 with a notable amount of pushback on block, and leads to 23 which is a -11 low that also has good range and pushback on block. 23(12) is death on block and a tedious dial-a-combo, but you can special cancel after 231. 42 is just overall better for staggering imo, though 23 having a low is nice sometimes.
F2 is the lower range, safe option between F2/B2. The 1+3 after it also involves Fujin taking a step forward so it's easier to hit confirm into damage (especially for V3 with its amplification). F2 is not special cancelable, however.
B2 has longer range that F2, but is -21 and can only combo into its 1+3 at close range. It has the lovely advantage of being special cancelable, however, which leads to weird scenarios.
D3, while a slow 10f, is his longest range poke and is +13. 4 is 10f and has basically the exact same range. D4, while not as far reaching, is 9f and +18. I advise against D4, however, due to it being -8 on block. D3 should be doing the trick 99% of the time despite being 1f slower.
B1 is a 13f mid with damn good range, most of which doesn't have a hitbox because YAY weapon priority. The ENTIRE string is death on block at basically any range, however, so either use this sparingly or be prepared to special cancel to keep the opponent from responding.
12 and 11 are the typical High-Mid basic starters, both of which are -4. Both 11 and 12 have the perfect amount of pushback on block to backdash after or to follow up with 2/4/B1/D3.
12(434), despite looking like it has a gap, doesn't actually have one. It's only -5 and all the kicks are mids so this is its own built-in stagger option.
F4 is a 16f mid which is FAR from ideal; but it's -3, goes into a -7 OH, and has fantastic range. Mix this in when you're at optimal distances, but avoid using it super close cause you WILL be mashed out of its 16f.
Short Hop 1/2 is -17, but uses Fujin's sword so its range perfectly complements your other stagger options. If the opponent is blocking low or ducking a lot, give them a good old skull bashing.
Fujin's dashes are both top tier, honestly rivaling Cetrion in my opinion. Backdashes are your best friend in this stagger game because all the above barely-negative block staggers become potential death traps if you mix in backdashes after them. In addition, the great range on his normals become that much better with microdashes into them.
Wind Push amplified is always -3 and puts the opponent about round 1 starting distance away on block strings. Unamplified Wind Push is -15 and barely pushes the opponent a character distance away. Avoid doing this.
When staggering 42 / 423, you are +5 after 423. In they don't flawless block the 3, this leaves you at the perfect distance for F2. F2 1+3 is always -7 as is F2. If you want to make it as safe as possible, do a micro backdash immediately after the blocked 423 before doing F2. This way you can safely hit confirm into the 1+3. The backdash will leave you a character distance away after the F2, thus allowing you to not automatically lose your turn at -7 if they blocked.
Side note: Wind Push amplified doesn't copy the same Wind Push distance as the first one so make sure you keep that in mind.