Electric Wind Godfist | |||
Command | f,N,d~d/f:2 f~N~d~d/f:2 (TTT only) f,N,d/f:2 (alternative for Kazuya) | ||
Stance | |||
Damage | 30 (T3) 25 (TTT onwards) | ||
Hit Range | h | ||
Properties | JG (T3) CF JGc GB (T4) JG GB (TTT, T5, T5:DR) | ||
Move Frames | Hit Advantage | ||
11 | KD | ||
Block Advantage | CH Advantage | ||
+4 (TTT) +2 (T4) +5 (T5) & (T6) |
KD |
Electric Wind Godfist (abbreviated to EWGF) is the un-official name given to a move not specified within in-game command lists. In Japan, it is referred to simply as "the faster Wind Godfist". The move was first introduced in Tekken 3 and Jin Kazama was the only one able to perform it. Since Tekken 4, the move was available to all practitioners of Mishima Style Karate, as well as Mokujin/Tetsujin/Unknown/Combot when imitating any of them.
Compared to Rising UppercutEdit
EWGF is essentially based on the move Rising Uppercut (f,N,d,d/f+2), also called Wind Godfisting (fuujinken) in the Japanese version, which is included in in-game command lists, but the difference lies in EWGF's need for just-frame inputting. Listed below are some notable differences in properties of the two moves:
- When performing Electric Wind Godfisting, electricity surrounds the torso and attacking arm. In the case of mimics, their Ki charge takes the place of electricity (in later games, this applied to the individual Mishimas as well).
- EWGF does more damage than Rising Uppercut.
- EWGF is "faster" than Rising Uppercut due to it being a just-frame, i.e. less wind-up time (after having pressed 2, both moves are 11 frames long).
- EWGF is safe on block (gives frame advantage) and the opponent is pushed 2-3 times further back, compared to when blocking a regular Rising Uppercut (see video).
- EWGF has a larger hitbox, making it less likely to whiff.
- When performing an EWGF, the character shouts something different compared to when performing a Rising Uppercut. Mimics without voices of course remains silent either way.
- If EWGF is guarded the attacked character is covered in currents of electricity (does not apply to all games).
When to use itEdit
Due to EWGF's arguably overpoweredness, it is a staple in every player who plays a character that can perform it. Any new player who takes up one of these characters are therefor advised to learn to perform EWGF as soon as possible, as well as how to Lightdash or the very least Wavedash.
While a great offensive weapon, it should not simply be spammed, as that would lead to predictability. A little mix-up is therefore advised, such as a sudden low sweep or a mid-hitting punch or kick, to prevent the opponent from evading every high attack and blocking every low one simply by crouching. Other than this, the EWGF is arguably the best launcher in Tekken.