RollTide8569
Apprentice
Fujin
Ranked 6th out of the 15 playable MK4 acade characters, Fujin can really be a nightmare if played well. One big mistake you could make is play him like an ermac clone. Nothing more far than the reality. Sure he has Wind Lift and Slam (tlknt slam) but thats all. He is better suited to Kung Lao strat type thx to his Dive Kick. His combos are damaging but are not always at his disposal. He is somewhat slow compared to other characters and that hurts him due to the pace of the game. Both of his throws are good and damaging. The Lk one is very usefull and it glitch the camera too! This character was also famious because he was the first one who got 100% combo using maxdamage On. It not effects on his overal game in MK4 but it is in MKGold where one Lift would take all your energy.
His normals are the standard set, good and pointy Lk and his Hk have the same high as Jarek and Sonya but isnt as good aa, it also helps him to set up his inf. His sweep is a bit harder to punish when blocked but his startup is longer and you will feel that in his overall movements. Weak RH and Fast Crouch LK. Dont use crouch HK with him.
Wind Lift and Slam is at first glance a weak move. It has a limited range and sometimes it doesnt work too close nor too far. it has a VERy slow start up and recovery time. It has a hit limit of 2 and the most important diferences between it and Ermac Tlknt Slam are that #1 Wind Lift count as a hit and the Slam is a different hit so it is a 2 hit move and #2 the Slam needs a button combination to be done in order for it to work, so actually you are hitting two special moves. His best use is in combos and mostly in aa combos. When punishing blocked specials like Quan Chi Tele Stomp or Scorp Tlport try to use best JHPHK whiff Dive Kick then Wind Lift than aaHp, JHK Lift because the Hp activates damage protection but still you can get 40% combos off of an aaHp. Dont use it outside of combos unless you block a close throwed wpn or rock (wich doesnt happens too much). You can manage 2 lift in a same combo by omitting the slam but the combo will be far more less damaging unless you got a won in your hand. What you can do with his Lift is to catch jumpers from full screen distance (or outside sweep range) and get a free maxdamage combo + sometimes extra free hits after the Maximum Damage message. Its sure also to get it after Jump HK or pushback punches in corner.
Dive Kick is a very useful move and probably his best. You can use fake fake dive kicks into throws, crossup setups, transportation, zoning, etc... Try to use it as low as possible. It looks slow but still is a surpresive move. Sometimes when you jump back, the foe will try to chase you and you can surprise him with it. It has a hit limit of 4 but no time limit and can be used one after another in the corner for massive damage. Whiff it between Juggles to extend them more or just to take your foe to the corner. If blocked it goes into punishment mode. Also at mid screen can Juggle 2 consecutive Dive Kicks then Lift and so on. You can get div kick after Jump HP weapon attack which can cause good damage and whiff it after Jump HP HK or Jump HK juggle, its pointless to try it in some scenarios because the game randomly decides on which side the opponent will fall.
Whirlwind Spin is a good but if blocked it will leave you wide open (stunned) for a combo. Its excellent as an aa move ant dan set up traps. Can be used as Sindel fly cancel from far just to fake maneuvers for example rush in blocked HpLk > Whhiffed Whirlwind Spin go rush again or crossup dive kick etc. if you got a wpn in hand, it can set up 70% combos! But this is very hard to come by and do consistently. Its also very good setup against crossover jumps.
Knee Rush is a slow move with slow start up when used off a combo and huge recovery if it miss and if blocked it goes into air punishement mode. It has no hit limit nor time limit. The good thing of this move is that it does LOTS of amage if its included on a ground chain or a Juggle.
Fujin wpn is unique. It can shot in 3 different ways. The low and high shots will bounce on the screen and if you are far away it can become a pain n the ass to get in close unless you are Rayden or Scorp. The regular shot has a HUGE recovery. Thankfully ALL shots do little damage. The high and low can be combine into various Juggles but just for fancy stuff. the jumping Hp has a very weird property that it has a HUGE reach. With one word its very good for zonning. Think of it like Stryker's Grenades from UMK3 but not like Reptile's forceballs lol.
Fujin has 2 infinites. Both of them are using grounded SUJK. The first one is like Kai's and Sonya's infinites - HP, HP, SUJK, Repeat. Fujin's SUJK is a little slower than the rests so watch out when delaying it because it can cause to miss the inf. His second inf is like Jarek's and Sonya's - SUJK, HK, Repeat. As already said his SUJK is a little more slower and because of that reason the second infinite is easier with Fujin. Spam both when you learn how to do them in various juggles and Fujin can become unstopable.
Turning Maximum Damage off will take you in a big trouble if your opponent is a good Fujin player. 2 Infinites, Lift/Slam, Whirlwind Spin, Knee... all devastating moves and arsenal. He will turn into Kitana from MK2 if you turn off Maximum Damage.
Basic Juggles:
Ranked 6th out of the 15 playable MK4 acade characters, Fujin can really be a nightmare if played well. One big mistake you could make is play him like an ermac clone. Nothing more far than the reality. Sure he has Wind Lift and Slam (tlknt slam) but thats all. He is better suited to Kung Lao strat type thx to his Dive Kick. His combos are damaging but are not always at his disposal. He is somewhat slow compared to other characters and that hurts him due to the pace of the game. Both of his throws are good and damaging. The Lk one is very usefull and it glitch the camera too! This character was also famious because he was the first one who got 100% combo using maxdamage On. It not effects on his overal game in MK4 but it is in MKGold where one Lift would take all your energy.
His normals are the standard set, good and pointy Lk and his Hk have the same high as Jarek and Sonya but isnt as good aa, it also helps him to set up his inf. His sweep is a bit harder to punish when blocked but his startup is longer and you will feel that in his overall movements. Weak RH and Fast Crouch LK. Dont use crouch HK with him.
Wind Lift and Slam is at first glance a weak move. It has a limited range and sometimes it doesnt work too close nor too far. it has a VERy slow start up and recovery time. It has a hit limit of 2 and the most important diferences between it and Ermac Tlknt Slam are that #1 Wind Lift count as a hit and the Slam is a different hit so it is a 2 hit move and #2 the Slam needs a button combination to be done in order for it to work, so actually you are hitting two special moves. His best use is in combos and mostly in aa combos. When punishing blocked specials like Quan Chi Tele Stomp or Scorp Tlport try to use best JHPHK whiff Dive Kick then Wind Lift than aaHp, JHK Lift because the Hp activates damage protection but still you can get 40% combos off of an aaHp. Dont use it outside of combos unless you block a close throwed wpn or rock (wich doesnt happens too much). You can manage 2 lift in a same combo by omitting the slam but the combo will be far more less damaging unless you got a won in your hand. What you can do with his Lift is to catch jumpers from full screen distance (or outside sweep range) and get a free maxdamage combo + sometimes extra free hits after the Maximum Damage message. Its sure also to get it after Jump HK or pushback punches in corner.
Dive Kick is a very useful move and probably his best. You can use fake fake dive kicks into throws, crossup setups, transportation, zoning, etc... Try to use it as low as possible. It looks slow but still is a surpresive move. Sometimes when you jump back, the foe will try to chase you and you can surprise him with it. It has a hit limit of 4 but no time limit and can be used one after another in the corner for massive damage. Whiff it between Juggles to extend them more or just to take your foe to the corner. If blocked it goes into punishment mode. Also at mid screen can Juggle 2 consecutive Dive Kicks then Lift and so on. You can get div kick after Jump HP weapon attack which can cause good damage and whiff it after Jump HP HK or Jump HK juggle, its pointless to try it in some scenarios because the game randomly decides on which side the opponent will fall.
Whirlwind Spin is a good but if blocked it will leave you wide open (stunned) for a combo. Its excellent as an aa move ant dan set up traps. Can be used as Sindel fly cancel from far just to fake maneuvers for example rush in blocked HpLk > Whhiffed Whirlwind Spin go rush again or crossup dive kick etc. if you got a wpn in hand, it can set up 70% combos! But this is very hard to come by and do consistently. Its also very good setup against crossover jumps.
Knee Rush is a slow move with slow start up when used off a combo and huge recovery if it miss and if blocked it goes into air punishement mode. It has no hit limit nor time limit. The good thing of this move is that it does LOTS of amage if its included on a ground chain or a Juggle.
Fujin wpn is unique. It can shot in 3 different ways. The low and high shots will bounce on the screen and if you are far away it can become a pain n the ass to get in close unless you are Rayden or Scorp. The regular shot has a HUGE recovery. Thankfully ALL shots do little damage. The high and low can be combine into various Juggles but just for fancy stuff. the jumping Hp has a very weird property that it has a HUGE reach. With one word its very good for zonning. Think of it like Stryker's Grenades from UMK3 but not like Reptile's forceballs lol.
Fujin has 2 infinites. Both of them are using grounded SUJK. The first one is like Kai's and Sonya's infinites - HP, HP, SUJK, Repeat. Fujin's SUJK is a little slower than the rests so watch out when delaying it because it can cause to miss the inf. His second inf is like Jarek's and Sonya's - SUJK, HK, Repeat. As already said his SUJK is a little more slower and because of that reason the second infinite is easier with Fujin. Spam both when you learn how to do them in various juggles and Fujin can become unstopable.
Turning Maximum Damage off will take you in a big trouble if your opponent is a good Fujin player. 2 Infinites, Lift/Slam, Whirlwind Spin, Knee... all devastating moves and arsenal. He will turn into Kitana from MK2 if you turn off Maximum Damage.
Basic Juggles:
- HP, HP, HK, HK, Knee Rush (5 Hits, 32%)
- HP, HP, HK, D+HP, aaHPx2, Knee Rush (7 Hits, 31%)
- HK, HK, Lift, Slam, aaHP, Jump HP HK (7 Hits, 39%)
- Jump HP HK, Lift, Slam, Jump HP HK (6 Hits, 52%)
- HP, HP, HK, HK, SUJK, HK, Knee Rush (7 Hits, 46%) Video!
- HP, HP, SUJK, HP, HP, HK, D+HP, aaHPx2, Knee Rush (8 Hits, 42%)
- HK, HK, Lift, Slam, aaHK, Knee Rush (6 Hits, 42%) (near corner aaSUJK, HK, Knee - 50%)
- (With Weapon) Lift, Jump HP, Lift, Slam, HK/aaSUJK, Knee Rush (6 Hits, 50%/58%)
- aaHP, Jump HK/HK, Lift, Slam, aaHK, Knee Rush (6 Hits, 35%/37%)
- aaSUJK, Weapon Draw (Usualy 3 Shots will Hit) (4 Hits, 28%)
- aaSUJK, aaHK, Lift, Slam, Jump HP HK (6 Hits, 44%) Video! *Instead Jump HP HK you can mix with various stuff like Weapon Throw, aaSUJK, Weapon Draw, aaSUJk aaHK and so on...
- aaHK, Lift, Slam, aaHK, aaLP, Knee Lift (6 Hits, 48%)