IMO. Heihachi is a good 2nd Character. Well… more like he ‘currently’ sux on point. He’s just way too slow.
Rufus, Law and Rolento are looking pretty good
BTW guys.
DID YOU KNOW CHROME DOME HAS ARMOR!
There was a tournament down here and us Heihachi guys were talking. One guy uses Chrome Dome as AA and also as a general defensive move.
He came 2nd in the tournament (Jin/Heihachi). His execution is really good (It has to be to use Jin effectively).
Was funny… and enlightening… to see such creative use of Chrome Dome
Spamming Chrome Dome in Endless lobbies with people who have no idea.
IT’S HILARIOUS!
A few times Ken did his Kick-Ultra. You can Chrome Dome through it
It also “crushes” on counter-hit. So you can follow up with combo if you get counter hit
It’s vulnerable to low-attacks, I think. So it’s a decent surprise AA (you lose the life from the attack though). And also to just bully through opponent attacks.
It’s worth a look.
Charge-up Counter hit with HCB+p > dash cancel.
-2 on block. But a ‘crush’ if you successfully go through opponents attack.
B+mp is only good at a certain distance and it has a pretty slow start-up. And no invincibility.
It is only good at a specific distance. Heihachi gets jumped on all the time because of this. There’s a few characters with good Air-to-ground attacks that only AA’s with invincibility or armor can counter.
Chrome Dome isn’t much better. But it is a good emergency AA if they jump on you by surprise and you don’t have time to B+mp.
All in all, though. Both AA options are pretty bad in ‘general’.
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Been experimenting with Chrome Dome in block-strings. It’s kind of like using Heihachi’s HCB+k counter move. Except a bit ‘safer’.
Chrome Dome isn’t a win move. Just another tool in the shed for specific use.
I’ve been getting A LOT of mileage out of the 50/50 wake-up though. C.mk xxDP+lp… OR B+lp, S.mp xxDP+lp…
Devastating damage from a guess.
Just be careful of anyone with reversal switch cancels. eg. uppercut cancel.
so guys an awesome option select on their wake up is forward lp. this is when you’re pretty sure they’re not going to reversal, and you can either apply pressure where they are, or if they happen to roll, it’ll input as an overhead. so he’ll turn around and karate chop them right out of their roll. gets them pretty often.
Gem talk: This is more general than Hei specific, hopefully that’s OK. What are people’s early indications on gems? I’ve switched them a dozen times but am still very undecided. This is purely theorycraft, but the more I think about Fortitude, the better I think they might be. Here is some theorycraft, please pull me up if I am missing something:
Assume your opponent has a power gem and you have a fortitude, one activating on blocking, one activating on being blocked. Both gems activate. Now your opponent has 20 seconds with +10%, while you have +100 defense/health. If he landed 500 normal damage on you during this time, he would have had 50 bonus from his gem. I’m not sure how the damage block interacts with his +10%, but assuming it doesn’t lessen his bonus damage, he only did 450 to you. So your gem has effectively ‘beaten out’ his gem effects by 50 damage. He would have to deal 1000 damage to you just to get the 100 bonus that you are blocking. Seems unlikely.
Over the course of the match, to get 300 damage blocked on each character just seems huge. Even if your opponent had +30% damage activated and hit you with 500 regular damage, he’d be doing 650 (150 bonus), down to 350 (assuming your gems were also active). Your gems just beat his by 150! Obviously not all gems activate at the same time, but you see what I’m saying.
Is it fair to say fortitude gems indirectly help you build meter? Your character can stay out there for longer, and the longer you’re not dead, the more meter you can build (does that make any sense?).
Also you can have some very easy to activate fortitude gems; block 5 times, be blocked 4 times, and your choice of 3 SMs/hit by 2 SM/hit by 4 normals. So until I’m convinced otherwise I’m going to stack fortitude on Hei & Sagat. The only counter argument I can think of is that health cannot alone win games, only damage can. At some point you have to deal X damage to your opponent to win. At this point, I’m hoping my bigger health allows me more chances to do just that.
Do you think this combo whore could compliment Ryu well? Or maybe Vega? I currently play Vega/Bison/Ryu/Little bit of Guile. Can’t seem to construct a team that I really like. So I’ve just been running Ryu/Bison and doing good so far.
I just picked up Heihachi yesterday and was getting whopped online because I still needed to make a transition from my former team(Sagat/Akuma). I was humbled by Tofu Demon yesterday as well(lol). But I finally feel that I grasped Heihachi after grinding all night.
It’s all about the safe high/low pressure and getting them to open up. I am working on his footsie’s because I have never played a character without a projectile.
Currently running the Sagat/Heihachi team and I think they have good chemistry
creepy…i was wondering that all day today. either him or law.
there’s this hit stun trap you can do with hwoarang where when the opponent is blocking you end your combo with h.hh and cross cancel and you can start a heihachi block string keeping the pressure up. and if they’re not expecting it, since hhs final hit comes from above you can use hei’s fw.mp for a high and low mix up.
So far I am running a Guile / Heihachi team and it’s turning out pretty good so far. I start off with Guile and turtle up a bit to build meter and look for a Cross Rush opportunity to get the tag in with Heihachi.One thing that is great about Heihachi is that if you start your combo into tag at half screen, Heihachi will push you into the corner naturally with his juggle combo of stand fierce into medium or jab WGF, then low forward into another medium or jab WGF. If the opponent doesnt tech roll out of the corner = free damage.
Corner them and harass with back+jab / towards+ strong, usually the opponent tends to block low ( since most SF players are not accustomed to the Tekken style of high / low ), so keep smacking them with back+jab, you could get about 2 or 3 of these ( the pushback on hit or block is not bad )., if you get the overhead, link into low jab then go do either towards+jab,strong into fierce 2in1 jab WGF etc or towards+jab,jab 2in1 into WGF.
Once you get them conditioned to blocking high, start using the towards+jab,fierce string, it comes out so damn fast, basically free mixup damage. I also start fishing for counter hits after a low jab, if i think they’re gonna attack, i do towards+strong, get the counter hit, link jab into the combo i mentioned above
Heihachi builds pretty good meter when he is on the offense, whether blocked attacks or an actual combo ( he can build half a meter with those above setup combos alone ).
His alpha counter is pretty damn good, as it shoots his opponent to the other side of the screen, which guarantees you a free non punish tag in with your partner.
His AA is kinda booty but i try doing back strong early 2in1 into jab WGF, also jump back roundhouse or forward isnt bad either.
i changed my anti-air to f+lp from b+mp and am liking it more. it’s faster, stays out longer, and you can combo afterwards easier, probably cause it’s quicker. the combo i use after a f+lp is cr. mp/mk (depending on range), mp dp, st. hp, k dp (299 damage, 311 if the f+lp was a CH). the only time you can’t combo is near max distance and usually you can sweep.
I came up with a set up for covering multiple wake up options after DP+K > P. When you land, wait a few frames then dash forward once and press cr. jab. If your opponent decides to quick rise, the jab will be meaty. If they stay on the ground and you think they’re going to roll, hold up back. You can hit them with a j. RH or empty jump into a low/grab/B+LP. The j. RH hits really deep so it may be a safe jump set up, but I haven’t tested it.
Either way, this gives us a safe way to keep the pressure on and limit our opponents’ options.
Thanks for sharing all the tech here guys. Really appreciate it.
I’m liking Heihachi in this game, I think he works great on point with Lilli as a second because I feel like he doesn’t really need to spend bar to inflict some nice damage. I really like how you can just pester people who block low all the time and when they catch on you can just mix it up by using f + mp. Although he lacks a bit in the footsie department, it’s really apparent that f + mp just may be on of the greatest pokes in the game. It has great range, safe on block (as far as I can tell) and hits low, which is particularly nice because unless your opponent knows the matchup, no one really blocks low during footsies.
Got a few questions nonetheless:
What’s the use of his qcb+k, I havent really found a solid use for it other than some situational combo possibilities.
Can the qcb + p be used as a solid blockstring and is it safe on block?
How does his Chrome Dome exactly work? Does it really absorb one hit and thus gives you super armor or do you take damage? I’ve been testing as a way to quickly anti-air against dive kick characters such as Rufus. Although it’s pretty good, do you guys think it’s a viable way to stop pressure or should I be looking into another, more solid AA?