Published on February 10, 2023
Updated on June 4, 2023

Fujin Moves & Combos (Mortal Kombat 11)

Moves List

About Fujin

Franchise
Mortal Kombatâ„¢
gender
Male

About MK11

Release Date
Apr 23, 2019
Developer
NetherRealm Studios
Publisher
Warner Bros Games
Country of Origin
United States
Franchise
Mortal Kombatâ„¢

More Fujin Moves

Mortal Kombat® Armageddon™
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Mortal Kombatâ„¢ 11
135 Moves

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Moves

Basic Attacks

Straight Punch

Quick Slice

Gut Shot

-Cannot be canceled into special moves if Flawless Blocked.
-Flawless Block Modified

Hilt Strike

Bending Wind

-Projectile
-Ranged - Directable

Close Bending Wind

-Projectile
-Ranged - Directable

Crosswind

Rising Storm

-KRUSHING BLOW:Triggers if this ATTACK KOUNTERS or PUNISHES a HIGH ATTACK.
-Krushing Blow

Flick Kick

Low Drift

Knee Buckler

-Cannot be canceled into special moves if Flawless Blocked.
-Flawless Block Modified

Bo Rai Toe

Takedown

Kai Kick

Swirl Kick

-Cannot be canceled into special moves if Flawless Blocked.
-Flawless Block Modified

Jumping Attacks

Flying Slash
Wind Fist
Storm Boot

Hop Attacks

Overhead Slash
Overhead Slash (Equipped Ability Move)
-KRUSHING BLOW:Triggers after hovering for a short time.
-Krushing Blow
Lui He Kick

Getup Attacks

Spinning Kusanagi
-Can only be performed after being KNOCKED DOWN.
-Costs 1 bar of Defensive Gauge and Offensive Gauge.
Heavy Gust
-Can only be performed after being KNOCKED DOWN.
-Costs 1 bar of Defensive Gauge and Offensive Gauge.
-Invulnerable

Flawless Block Attacks

Spinning Kusanagi
-Can only be performed after connecting a FLAWLESS BLOCK.
-Costs 1 bar of Defensive Gauge and Offensive Gauge.
Heavy Gust
-Can only be performed after connecting a FLAWLESS BLOCK.
-Costs 1 bar of Defensive Gauge and Offensive Gauge.
-Invulnerable

Throws

Toward Throw
-KRUSHING BLOW:Triggers if opponent failed THROW ESCAPE during the previous THROW.
-Krushing Blow
Back Throw
-KRUSHING BLOW:Triggers if opponent failed THROW ESCAPE during the previous THROW.
-Krushing Blow

Roll Escapes

Forward Getup Roll
-Uses 1 bar of Defensive Gauge to perform Forward Getup Roll.
-Invulnerable
Backward Getup Roll
-Uses 1 bar of Defensive Gauge to perform Backward Getup Roll.
-Invulnerable

Air Escapes

(Air) Breakaway
-Uses 2 bars of Defensive Gauge to perform (Air) Breakaway.
-Armor

Kombo Attacks

Kool Breeze

Gusting Cyclone

-KRUSHING BLOW:Triggers if this KOMBO ATTACK is a KOUNTER or PUNISH.
-Krushing Blow

Funnel Cloud

Aerokinesis

Fatal Edge

Howling Winds

Heavenly Hilt

Tornado Twist

Calm Before The Storm

Whirlwind

Whirlwind - Amplify (Equipped Ability Move)

-KRUSHING BLOW:Triggers if KOMBO KOUNTERS a backdash.
-Krushing Blow

Tailwind

Tailwind - Amplify (Equipped Ability Move)

-KRUSHING BLOW:Triggers if KOMBO KOUNTERS a backdash.
-Krushing Blow

Whisked Away

-KRUSHING BLOW:Triggers after missing the first hit of the KOMBO.
-Krushing Blow

Typhoon Release

Blown Away

-Projectile

Krushing Zephyr

-KRUSHING BLOW:Triggers after connecting the second hit of the KOMBO 2 times in a row.
-Krushing Blow

Special Moves

Krossbow Blast

-Projectile

Krossbow Blast - Amplify

-Projectile

Krossbow Blast - Amplify Up Krossbow Blast

-Projectile

Krossbow Blast - Amplify Down Krossbow Blast

-Projectile

Up Krossbow Blast

-Costs 1 bar of Offensive Gauge.
-Projectile

Up Krossbow Blast - Amplify

-Projectile

Up Krossbow Blast - Amplify Up Krossbow Blast

-Projectile

Up Krossbow Blast - Amplify Down Krossbow Blast

-Projectile

Down Krossbow Blast

-Costs 1 bar of Offensive Gauge.
-Projectile

Down Krossbow Blast - Amplify

-Projectile

Down Krossbow Blast - Amplify Up Krossbow Blast

-Projectile

Down Krossbow Blast - Amplify Down Krossbow Blast

-Projectile

Tornado

Retreating Tornado

Advancing Tornado

Wind Kicks

-Armor Break

Wind Kicks - Amplify

Wind Push

Wind Push - Amplify

-KRUSHING BLOW:Triggers after connecting each distance of Wind Push sequentially.
-Krushing Blow

Close Wind Push

Close Wind Push - Amplify

-KRUSHING BLOW:Triggers after connecting each distance of Wind Push sequentially.
-Krushing Blow

Far Wind Push

Far Wind Push - Amplify

-KRUSHING BLOW:Triggers after connecting each distance of Wind Push sequentially.
-Krushing Blow

Tornado - Amplify

Retreating Tornado - Amplify

Advancing Tornado - Amplify

(Air) Tornado

(Air) Tornado - Amplify

(Air) Retreating Tornado

(Air) Retreating Tornado - Amplify

(Air) Advancing Tornado

(Air) Advancing Tornado - Amplify

Air Slam

Air Slam - Amplify

Close Air Slam

Close Air Slam - Amplify

Far Air Slam

Far Air Slam - Amplify

Very Far Air Slam

Very Far Air Slam - Amplify

Pressure Bomb

-Ranged - Directable

Pressure Bomb - Amplify

Pressure Bomb - Far Amplify

-Hold Forward Arrow

Close Pressure Bomb

-Ranged - Directable

Close Pressure Bomb - Amplify

Jet Stream

Turbulence

-Ranged - Directable

Turbulence - Amplify

-Ranged - Tracking

Close Turbulence

-Ranged - Directable

Far Turbulence

-Ranged - Directable

(Air) Wind Kicks

-Armor Break

(Air) Wind Kicks - Amplify

Warped Needle

Warped Needle - Amplify

(Air) Wind Barrier

-Parry

(Air) Wind Barrier - Flying Sword

(Air) Wind Barrier - Flying Sword Amplify

(Air) Wind Barrier - Dive Kick

(Air) Wind Barrier - Dive Kick Amplify

-KRUSHING BLOW:Triggers after parrying 2 attacks in a row.
-Krushing Blow

Divine Wind

Divine Wind - Overhead Slash

-KRUSHING BLOW:Triggers after hovering for a short time.
-Krushing Blow

Divine Wind - Lui He Kick

Divine Wind - Cancel Divine Wind

-Cancel

Sky Wakka

Sky Wakka - Sky Wakka Cancel Cancel

-Costs 1 bar of Defensive Gauge.
-Cancel

Sky Wakka - Amplify

Sky Wakka - Cancel Amplified Sky Wakka

-Costs 1 bar of Defensive Gauge.
-Cancel

Sky Wakka - Flying Sword

Sky Wakka - Flying Sword Amplify

Sky Wakka - Dive Kick

Sky Wakka - Dive Kick Amplify

-KRUSHING BLOW:Triggers after wind walking for 2 steps.
-Krushing Blow

Sky Wakka - (Air) Wind Barrier

-Parry

Sky Wakka - Flying Sword

Sky Wakka - Amplify

Sky Wakka - Dive Kick

Sky Wakka - Amplify

-KRUSHING BLOW:Triggers after parrying 2 attacks in a row.
-Krushing Blow

Fatal Blows

WINDS OF CHANGE
-Armor
-Armor Break

Finishers

Fatalities

Wind Blade (Far)
Wind Blade (Far) - Easy Fatality
-Must Have Easy Fatality Tokens To Perform Easy Fatality
Twisted Twister (Close)
Twisted Twister (Close) - Easy Fatality
-Must Have Easy Fatality Tokens To Perform Easy Fatality
Stage Fatality (Close)
Stage Fatality (Close) - Easy Stage Fatality
-Must Have Easy Fatality Tokens To Perform Easy Stage Fatality

Friendships

Let's Go Fly A Kite (Mid)
KOMPETITIVE REQUIREMENTS:
-No Blocking during the final round of a Kompetitive Match.
-Friendships can be performed anytime outside of Kompetitive Matches.
Let's Go Fly A Kite (Mid) - Easy Friendship
-Must Have Easy Fatality Tokens To Perform Easy Friendship

Brutalities

The Klassic
-DO NOT Block An Attack During The Final Round
-Must Hold Triangle
-Final Hit Must Come From An Uppercut
Heavy Winds
-Press Square and Triangle Rapidly During Hit
-Final Hit Must Come From Back Throw
Gone With The Wynd
-Must Hold Up Arrow During Hit
-Final Hit Must Come From Toward Throw
Move List Layout
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Details
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