M2Dave
Zoning Master
I see lots of questions and confusion about Fujin's frame data so I did some research and decided to create this thread without the drama and insults.
Beginning with the jab, 1 starts up in 7 frames. 1,1,u+4 is -4 on block and has the "Rain super kick" krushing blow, but you cannot combo. The krushing blow activates whether the first or second jab connects as a counter hit or punish. 1,2,4,3,4 is the other safe jab string. The second hit of 1,2 starts up one frame faster than the second hit of 1,1 (i.e., 10 vs. 11 frames) so 1,2 may be slightly better than 1,1 as an auto-shimmy tool. Neither 1,2,u+4 nor 1,2,4,3,4 have flawless blockable gaps on any hits.
f+3 is the long range slide that low profiles high projectiles. The slide can even low profile V2 Robocop's low auto and certain mid attacks. f+3 is not safe on block, but f+3,1 is at -7 on block. If f+3 whiffs and the second hit connects, Fujin earns a krushing blow. However, if f+3 gets flawless blocked, the second hit is disabled and Fujin is at -16 on block, but there is no flawless blockable gap between the hits.
Fujin's throws offer limited okizeme, but he has access to a krushing blow on both throws, which is consistent with other characters of similar designs.
I assume the vast majority of the controversy stems from the b+1,1,2,1,2 string. b+1 is -16 on block. b+1,1 is -14 on block, and b+1,1,2,1,2 is -17 on block with a flawless blockable gap on the last hit. This frame data can vary by a couple of frames depending on the distance between Fujin and the opponent. b+1 has a disjointed hitbox like Noob's and Spawn's b+1. Noob's b+1,1+3 is -17 on block with push back and Spawn's b+1,2 is -12 on block without push back so Fujin's b+1,1 is consistently unsafe too. However, the initial hit is arguably too unsafe at -16 on block.
In V2, needle can play a guessing game to make b+1,1 safe. Needle is always -16 on block. EX needle is only -1 on block, but there is a flawless blockable gap. You can also cancel into sky walker and drop down using one bar of defensive meter, but this option can also be punished. In V3, EX wind push makes all strings completely safe on block, but the variation has a very low damage output from what I have observed.
The safety of mid strings obviously matters a lot in this game, but I should note that Cetrion, who is one of the best characters in the game, has an unsafe f+2,3, but Dragon rotates between stopping the string or finishing the string or canceling into the wall. If you watch Hayatei, who is currently the best Fujin player, he follows the same concept with needle, EX needle, and sky walker, even occasionally including the dive kick from sky walker.
I am no Fujin player so please add and/or correct anything in this post. I encourage everyone to watch Hayatei's Twitch. He has been streaming every night since Aftermath's release.
Beginning with the jab, 1 starts up in 7 frames. 1,1,u+4 is -4 on block and has the "Rain super kick" krushing blow, but you cannot combo. The krushing blow activates whether the first or second jab connects as a counter hit or punish. 1,2,4,3,4 is the other safe jab string. The second hit of 1,2 starts up one frame faster than the second hit of 1,1 (i.e., 10 vs. 11 frames) so 1,2 may be slightly better than 1,1 as an auto-shimmy tool. Neither 1,2,u+4 nor 1,2,4,3,4 have flawless blockable gaps on any hits.
f+3 is the long range slide that low profiles high projectiles. The slide can even low profile V2 Robocop's low auto and certain mid attacks. f+3 is not safe on block, but f+3,1 is at -7 on block. If f+3 whiffs and the second hit connects, Fujin earns a krushing blow. However, if f+3 gets flawless blocked, the second hit is disabled and Fujin is at -16 on block, but there is no flawless blockable gap between the hits.
Fujin's throws offer limited okizeme, but he has access to a krushing blow on both throws, which is consistent with other characters of similar designs.
I assume the vast majority of the controversy stems from the b+1,1,2,1,2 string. b+1 is -16 on block. b+1,1 is -14 on block, and b+1,1,2,1,2 is -17 on block with a flawless blockable gap on the last hit. This frame data can vary by a couple of frames depending on the distance between Fujin and the opponent. b+1 has a disjointed hitbox like Noob's and Spawn's b+1. Noob's b+1,1+3 is -17 on block with push back and Spawn's b+1,2 is -12 on block without push back so Fujin's b+1,1 is consistently unsafe too. However, the initial hit is arguably too unsafe at -16 on block.
In V2, needle can play a guessing game to make b+1,1 safe. Needle is always -16 on block. EX needle is only -1 on block, but there is a flawless blockable gap. You can also cancel into sky walker and drop down using one bar of defensive meter, but this option can also be punished. In V3, EX wind push makes all strings completely safe on block, but the variation has a very low damage output from what I have observed.
The safety of mid strings obviously matters a lot in this game, but I should note that Cetrion, who is one of the best characters in the game, has an unsafe f+2,3, but Dragon rotates between stopping the string or finishing the string or canceling into the wall. If you watch Hayatei, who is currently the best Fujin player, he follows the same concept with needle, EX needle, and sky walker, even occasionally including the dive kick from sky walker.
I am no Fujin player so please add and/or correct anything in this post. I encourage everyone to watch Hayatei's Twitch. He has been streaming every night since Aftermath's release.