The Heihachi Mishima Thread

+2 on block. +7 on hit.

But it’s limited as a poke. As you are left too far away on connection. Heihachi is extremely difficult to use as a point character due to his lack of speed; mediocre AA; and lack of footsies.

Anyone using Heihachi on point in a tourny has to be godlike

I don’t think he’s a terrible point character, but it also depends on who your opponent uses on point. I use him as a secondary because Sagat builds meter like a king(pun intended) and Heihachi with meter is pretty scary considering he can use his super to whiff punish anything full screen, go through fireballs or catch tagged opponents. I think he’s a decent footsie character, he’s got options to get in and pretty good safe pressure.

My only real knock on Heihachi is that I do not like his air to air normals.

After connecting a long reaching Fwd :mp: you can connect with standing :lk: if you’re too far for cr.:lp:

That’s beautiful.

I forgot all about S.lk.
A good far-reaching normal. 6 start-up.

And you can easily link F + lp and go into the MP or the LP or even the HP after the F + MP. If the F + MP hits, you get a guaranteed 400 damage by just comboing into your BNB of choice. And you’ve got ample of time to hitconfirm it.

I don’t know if he’s viable as a point character but I really plan on making him work as one because I like Lilli as a second character and I really like their synergy. Lilli makes up for Heihachi’s lack of speed. Overall I think it comes down to patience really. In order to make him work on point you just have to be really looking for ways to get in but once you’re in and mix them up a few times they’re dead and if they’re not, well, then I’ve got 3 bars stacked for Lilli to just rape them with her awesome mixup-blockstrings.

Unfortunately I’m away from my Xbox until the day after tomorrow. Can someone help me out on testing the exact properties on his Chrome Dome as AA and his F + LP as AA?

Some anti-roll oki things.

Off any combo that ends up being mp dp, you can whiff the follow up (i.e, s.hp xx mp dp, s.hp xx mp dp, then “drop” the combo). Pause for a second (s.lp could be used to time it, but it’s pretty easy visually), then immediately jump back hk. This will hit them at the end of their roll and ends up being an easy combo.

Likewise, you can do this off a s.hp xx mp dp, s.hp xx mp dp, s.hp xx mp dp. Same timing, just jump back hk. In this case, you’ll actually hit behind them while facing the opposite way (tricky as fuck crossup).

f+lp puts them in a juggle state whether or not it’s a CH if your opponents in the air. one of the reasons why i use over b+mp is cause it’s easier to combo afterwards. b+mp also puts them in juggle state, but it’s harder for me to link. maybe cause overall b+mp takes longer. All you have to watch for is very long distances.

Currently running Hworang/heihachi. No real reason or synergy, just feel like I should learn a few tekken characters. They seem to work well enough, though I keep getting blown up by mardOOk because I can’t zone him too effectively.

Quick question about what everyone’s using meter for with Hei? At the moment I’m only really using it to tag a super onto the end of combos/for switch cancelling out of hworang’s hunting hawk to embiggen my combos. I guess another use is to use ex rising uppercut if you’re doing something like an overhead linked into mp, since I think sometimes the lp rising uppercut will whiff but ex always hits.

Better uses of meter seem to be: tagging in off of DP+K,P, EX Hell breath wall bounce, or having super stocked.

in general heihachi with meter is way better than without. Ex dp combos are really useful when you can’t get close enough for a f+lp.lp. Super is really useful… If you have a good point character he can do decent damage off a tag then go ahead and put heihachi second. if he has two stock its pretty scary.

On point its alot of walking back and forth, anti-airing and looking for a poke to jump. Also charging up for CHs so rajin stance becomes more dangerous.

You’re supposed to cancel b.MP

Yeah Back+:mp: is special cancelable and if you miss and they block your dragon upper, you’re still safe since it’s -3.

Does anyone know what the startup frames are for heavens wrath? And when it becomes active. Or is it instant? I’ve been using it effectively against kazuya’s wave dash uppercut on my wake up and it seems to counter beautifully and with enough time to raw tag if done immediately after.

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1 frame start-up for Heaven’s Wrath. Counter’s all ground attacks.

Heihachi gets raped on wake-up by Rufus. He can’t do anything against Dive-kick pressure. He’s too slow. And he hasn’t got a good reversal to get dive-kicks off him. He just has to sit there and eat it.

With how strong Rufus is, I might be dropping Heihachi. Atleast for that match-up.

Heaven’s wrath is useless against dive-kicks. And so is all his other specials. I need uppercuts!

Frame data seems to indicate that it’s instant startup, active from first frame.

Versus rufus I have had limited success with using chrome dome to stop dive kicks. Other than that my best thing to do is tag out to someone with an uppercut.

I really begin to doubt my character choices right now actually. I feel Heihachi is solid and Lilli aswell. But I like Hei so much that I actually want to put him as a second because I really can’t make him work on point. Looking for suggestions for a good solid point character in order to put Hei second and actually spend some bar with him to do crazy damage!

Chrome-Dome is a good solution for the 1st Dive-Kick… if you can react fast enough. But what happens after you block the 1st Dive-Kick? Then what are your options? 50/50 Chrome-Dome/Heaven’s Wrath?
But it isn’t that simple. 'Cos Rufus will frequently Dive-Kick from the front… but end up behind you. He’s so quick. So the above options are good… if you get a read. But I wish Heihachi had a UNIVERSAL ANSWER (aka uppercut).

"…tag out to someone with an uppercut"
Unfortunately it isn’t that simple, is it?

  1. Rufus is on you… there is no opportunity to tag out.
  2. If you can roll away for that split second to switch… your incoming character needs to have enough life to handle the punish. Which usually isn’t the case. As 50% dmg combos are common. Especially with Rufus.

But let’s say the incoming character gets in and gets punished. Rufus is all over him. So he can uppercut cancel his way out… and switch Hei back in. Oh wait… catch 22!

Match-up vs Rufus 3-7, I say.

Alpha counter???

How is Hei’s cr.mp against Rufus’ dive kick? Won’t be able to test it for awhile, but that used to be the answer for many characters in SF4. On wake up you just have to block, it’s not that difficult if you’ve been playing against good Rufus players in SF.

My main is Sagat so I can still run the Hei vs Rufus.

I can’t seem to figure out what chrome dome’s primary purpose is in this game. I know it can he held for a ground bounce combo but is it worth it to find a way to combo into it?

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Dude I used to main claw back in SF4. I’m more than used to the rufus fight being an utter nightmare and divekick pressure ruining my day. I might spend some time in the lab tonight to see what, if anything, works. Ex uppercut has upper body invulnerability, so that could be an option. Else I’m thinking something like cr.lp or mp, similar to how ryu’s cr.mp OS worked in sf4.

Else just never run him on point, so he should only ever come in when rufus is being comboed or is on his fat ass, and then you can make his wakeup a misery, especially if he has no ex to messiah. Hworang certainly seems to deal ok with rufus, which is useful.