The Heihachi Mishima Thread

any punish combos after chrome dome? or is it just rising, st.hp, dragon upper?

Now I don’t have the frame-data, but it doesn’t look like Gramps has any true blockstrings. You have LP,LP, but I’m pretty sure that leaves you at frame disadvantage. :\

false. st.lp is +2 on block, cr.lp +4, cr.mp +3, cr.lk +1, lighting crush +3, eisho mon + 2, jichinsai +1.

Yeah you’ll see a lot of them for a few weeks because LUYG showed how good they work together. I think it’ll change very soon, as I feel I need a faster character to back up heihachi. I think he does well against all characters except the grapplers. His block strings are good on everyone except them because they can SPD and you can do nothing to get out of their Oki without possibly guessing wrong and and losing half your lifebar.

I really wish his counter worked on air attacks… :frowning:

I dunno how well grapplers can grab limbs when it’s a 5 frame start up or more, but Heihachi can poke at them pretty well and create frame traps. Every time I play against a gief he gets counter hit by my f.lp all day. it’s kind of funny. You just need to watch out for EX spd. you can also start doing more neutral jumps.

This is great, going to hit the gym with it; thanks bro. I basically want a small guide in my proverbial pocket that has 2-3 wake up strings, some block strings/pokes, and a good tag in punish. Then I just have to work on my second character hehe. Also loving the attention this board is receiving, a lot more active than some other characters. Heihachi’s unite!

Thanks, :slight_smile:

I’ll do the same here as I did back in 2008 with Ken forums. I’ll continue to innovate and help. Talk strats, techniques, match-ups and tactics. But if the forum gets spammed every damn week with people constantly complaining about the same things… I’m out!
Don’t worry about what you can’t do… worry about what you CAN DO!

But yeah. That 50/50 high/low wake-up play is DISGUSTING!
If they block the high-attack. You are +1 frame advantage.
If they block the low-attack (C.mk xxDP+lp). You are -3 frame advantage (and pushed back). You are unpunishable from uppercuts from either Ryu/Ken (3frame start-up). You can back-dash or jump out of Gief SPD. (Probably best to Jump-back and immediately HK)

However, keep in mind, this isn’t SF. There are HEAPS of options the opponent has on wake-up to avoid or counter this.

Other block-strings.
C.lp, C.lp, C.lp, B+lk.

C.mk xxHCB+mp is a good ‘general’ string ender.

Frame trap strings.
Anything that includes c.mp really.

C.mp, C.mp, C.mk xxHCB+mp (works well for frame-traps)
If you can hit-confirm a C.mp… then cancel the C.mk into DP+pp and continue the juggle combo.
C.mp, C.mp (hit-confirm counter), C.mk xxDP+pp > S.hp xxDP+mp > S.hp xxDP+hk, p

Or you could try C.mp, C.mp, B+lk.
Although… I don’t see a point to this. If you didn’t frame trap from the C.mp… I don’t see why you’d get a B+lk to connect.

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When it comes to combat mind games… you need to condition the opponent.
If you want to hit them with Frame-Traps… then you must set a precedent to make them press buttons. EG… tech throwing. If you attempt to tick throw the opponent. He will be more inclined to press buttons during your attack.

If you want to hit the opponent with high-low attacks. Then you need to condition them to simply block.
To get an opponent to just block… you need to throw out frame traps. You see where this is going?

Then you are able to get in and do things like… C.lp, B+lp.
You might argue… I’ll just do [f+lp, p] all the time for high/low mix-ups. It’ll work against noobs. But it won’t work against experienced opponents. The idea is to have a shitload of tools in your shed that you have access to at any moment. So you can use the right one for the job.
Not just have 1 saw and try to use it for every-job.

[f+lp, lp/mp/hp] is not the swiss army knife. It’s damn well close to one. But it isn’t. Uppercut beats it… and so does EX moves-Grapplers are scary.
But if you mix up with many other strings. Your opponent will have a hard time recognizing it when you do bring it out. And that matters.

Has anyone else seen Hei’s super just stop right in front of an opponent as if hitting an invisible wall? This generally happens when I punish raw tags from half a screen away. I’m guessing I’m just doing it too early? Is there some sort of invincibility tag-ins have?

Guns1inger, who do you main now? As a fellow sf4 ken player, I’ve been having a bit of an identity crisis. I’m still running Ken but I feel like other characters can do what he does better.

I said true blockstring. That means an unmashable string of normals. If cr.LP starts up in 4 frames, that means the only true blockstring using normals is cr.LP > cr.LP with 1 frame precision.

Been playing Rolento/Heihachi since i got the game yesterday, and i’ve been having trouble actually making useful tag combos with this team. I’ve been learning some pretty good heihachi combos, but i have trouble incorporating rolento except for the low forward, rekka rekka rekka slide stuff. Is there just no real synergy between these characters or is there something that im missing?

Essentially it feels like im playing sf4 swapping between 2 characters, maybe im just not used to how the tag/launch system works yet, or im doing something wrong.

hey guys im having trouble anti airing when an opponent does a cross up from close range. For example when I block a string and they go right over me for a cross up, all I can do is block, bmp doesn’t work…any good options for anti-airing? Maybe a air to air?

Patriot Circles tag cancel into cl.HP xx HP.Rising Uppercut > cl.HP xx HK.Dragon Uppercut for damage. It’s not the highest when compared to other character combos, but it’s something. cl.HP xx HP.Rising Uppercut > cl.HP xx HK.Dragon Uppercut tag cancels into whatever Rolento has for a followup.

Rolento is low-damage in exchange for strong pokes, pressure and mixups. It’s just what you’re going to have to tale advantage of. Rolento’s PPP > PP (EX Roll) Tag-Cancels for free Heihachi mixups on block, so there’s that.

Ken fails in SFxT.
His normals are ASS. I’m using Ryu on point. Fantastic normals. And he can cancel sweep into FB… as well as dash-cancel his FB. Great vortex and solid combos. Nothing major damage… but he makes up in his great footsies and UPPERCUT!!!

Ken can poke. That’s all he can do. There are no kara throws anymore. His normals are shit. You have to hope the opponent majorly stuffs up and punish with big tatsu combo. Those Ken guys can work out technology for him. 'Cos he doesn’t look good enough right now to warrant my attention.

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Rolento is a good point-man for Heihachi (Although I haven’t used him.). He’s quick and is all about getting that poke hit-confirm.
Even if you can’t get Heihachi to switch in and do major damage… that isn’t too much a problem. When Heihachi comes in… he’ll have advantage on opponents wake-up. THAT MY FRIENDS… is where the damage comes from. Oki games!

You DON’T EVER AA with a grounded normal against an opponent who has jumped at close range. None will hit… and you will be highly punished.

  1. Block
  2. Air-Air
  3. Dash-under (I haven’t tried this. Unsure of effectiveness.)

You only AA when the opponent jumps from further away. But in time… no one will be stupid enough to do that against Heihachi.

Yeah I’d like to know more on this too. I was messing around with his QCF EX P (wall bounce) into Super, but couldn’t connect as I was hitting an invisible barrier.

Another question I had was which moves are best for using EX version for extra dmg? A few people said how Hei is good with meter but I haven’t seen much usage listed. Or is it more for his super?

out of an entire 38 character roster i can’t seem to find another character to pair with heihachi. :sweat:
at first i thought a fast character like rolento or raven, but i never felt committed to them. then i thought bison and guile since they were my mains in ssf4. now i’m just thinking of marduk, king, juri, jin, law, yoshi, sagat, asuka, and lili. what teams have you guys made? who do you think works with him, and who do you think drags hei?

Dunno if this is common knowledge or not but you can bounce projectiles back at people using qcf+p a la roses counter. Now ive only tried this with Ravens so far, going to test the rest now. You can also at somewhat of a quarter of a screens distance jump straight over projectiles using his qcb+k which is a nice mixup from just doing rising uppercut all the time.

Oh just tested on hadoukens and it works! Like I said sorry if this is already known about I haven’t really read the whole thread.

Edit: also confirmed to work on low tiger shots but not juris low fireball.

hey guys completly new to the game and have decided to use heihachi as one of my characters wot are some good bnbs i should be learning with him feel abit lost at the minute?

Rufus is great. Big damage in the corner, and Galactic Tornado tag cancels into a free Heihachi mixup and pressure (High/Low/Crossup/Throw).

I totally stole JWong’s Rufus combo from the IPL tournament for some really easy corner tag cancels with Heihachi.

Starting from Rufus, close to the corner:

Anything/Hitconfirms xx HP.Galactic Tornado > f.LK, s.HK > f.HP xx HK.Messiah Kick, LK TC cl.HP xx HP.Rising Dragon > cl.HP xx HK.Dragon Uppercut TC f.HP > f.HP >f.HP xx HK.Messiah Kick TC cl.HP xx HP.Rising Dragon > cl.HP xx HK.Dragon Uppercut

Finish off with a well-deserved taunting.It’s frighteningly easy, and scales VERY well with meter use, despite damage scaling in this game (Caps at about 600 damage, stop after the second tag cancel for responsible meter use, continue on if Rufus is at low health). If you only have one bar, you can get a lot of extra damage in the corner. Mid-screen, you can TC HP.Galactic Tornado into cl.HP xx HP.Rising Dragon > cl.HP xx HK.Dragon Uppercut. They mesh quite well overall, and are really only hindered by having to deal with their own bad matchups (Heihachi feels like his own worst enemy sometimes with his garbage walk speed and so-so normals when trying to play footsies, I need to work in more specials…)

As for the characters you listed, I highly recommend giving Law a good try. He looks solid, and with how his ground combos and juggles work, it should be no problem to wring the TC and juggle system for all it’s worth.