ok qcb+k is good for avoiding low projectiles and using ex at the end of a combo from mid screen will push them into the corner and you can combo lp, b+mp xx mp dp
qcb+lp or mp can be used in a block string against players who like to reversal, ive seen it used several times in a block string and doing hcf+k afterwards to catch whatever reversal the opponent throws out and if its a mid or high attack gives you setup for another bnb combo
If you have played against good Rufus players. Then you should know that you can’t press buttons. A good Rufus player times his Dive-Kicks so you can’t just jab him out. And if you do try to jab… you get counter hit.
“You just have to block”.
Blocking is a great idea… if it led somewhere.
You just end up in the same situation of trying to work out if you need to block high; low; or crossed through. Eventually he gets you.
I’ve blocked plenty. But it’s a massive barrage… eventually he’ll get a hit-confirm in (and he’s building meter).
Heihachi doesn’t have a “I COULD POSSIBLY DO THIS, so get the fuck off me, move”
Shoto’s have it, "I could just uppercut anytime now!"
Rufus needs 1 bar and he has jesus kick. He gets his head kicked-in without meter (on wake-up).
I haven’t found Hei’s uppercuts at all useful against dive kicks. Sometimes they just go under and pass-through. Sometimes I simply get hit out of them from the Dive-Kicks. They ain’t reliable.
I use Rufus on the side. I bully the shit out of Heihachi players. Doesn’t matter what character I use, really. When I get in a close range with Hei… I bully him. He’s so slow and has no answer to cross-ups. As long as I throw in the occasional throw or neutral jump. He isn’t much of a threat on the defense.
The only two things I haven’t tried are Chrome Dome and Alpha Counter. Chrome Dome doesn’t ‘seem’ to be useful in a Rufus situation. But Alpha Counter should be fine.
Block 1 hit and Alpha Counter. Get them off you to reset the play. Or give you enough time to switch.
Does anyone have any other ideas besides Alpha-Counter? 1 bar to get Rufus off you sounds cheap to me.
There is the raw launcher. But… you might as well go for Heaven’s Wrath, right?
I’ve had a mess about in the lab, and the button i had most success with was standing mp, when he’s divekicking in from just outside heihachi’s sweep range. The seemed to be relatively consistent, and the mp in cancelable, though i couldn’t really get much to follow on. Once rufus gets in then at the moment I’m kinda clueless, which is no different than it ever was. The worst thing about it is heihachi’s lack of fast pokes or long reaching moves which could be used as a pre-emptive anti air, so keeping him out is difficult.
Risk reward seems largely in rufus favour, since what’s a few crappy normals versus landing a divekick into a combo/
I remember in sf4 cody had the same issues with Rufus and top cody’s would abuse s.lp to get away from dive kick pressure. Would that work with hei having a 4 frame startup lp?
I tested every normal for heihachi against an upclose rufus divekick and the only things that were able to stuff it were Back+:mp: and Close Standing :hk:. Sometimes it trades, but back+:mp: was the best option to dealing with it.
Edit: forgot to mention, Jab and Strong sometimes work, but not recommended. Standing :mk: was able to stop Rufus when he does a cross-up dive kick so the hitbox on that kick is pretty good.
Another Edit: Did a test with Chrome Dome. Seems like if the divekick crosses up then Hei will absorb the hit but will miss the attack. The armor appears to come from his upper torso so divekicks coming in top of Hei will get stuffed, but if the divekick drops low and hits his foot then he’s gonna get hit out of CD.
Interesting, I kept getting b.mp stuffed, maybe due to the middling startup time I guess. How low was your rufus dummy doing the divekicks? Jab seemed to sometimes work sometimes not, but the effectiveness of each move seemed really range and height dependent. Found the same thing with rufus sometimes crossing through hei’s head when using chrome dome too.
This might be just garbage shenanigans, but thought I’d share:
Not sure about the uses for it yet, but after a back throw, if you immediately do a dp+hp, it brings you right in front of your opponent. It looks like your recovery is going to allow you to get reversal dp’d, but I tested it in training mode against reversal dp’s from Ryu, and never got hit, so it leaves you at neutral frames at least (Ryu’s LP DP is still 3 frames in this game, right?).
I don’t know, probably just garbage, but i know against someone mashing jab/short on wakeup, you can do the above setup and still have time for heihachi’s counter, and you could probably start charging chrome dome as well. Either way, it gets you right back into your opponent’s face (though out of throw range) and could possibly bait a reversal.
I’ll try to test something more about it later, or maybe record a video.
I’ve started doing back + mp -> ex demons breath -> dragons uppercut. Not a bad chunk of dmg and gives the option of a switch cancel during dragons uppercut or you can just a land a super instead of doing the dragons uppercut. I didn’t practice it enough to see if you can do his trial 17 when you land a counter hit with back + mp, landing the back+lk never happened for me. Anyone have any other variations?
Good stuff, likewise off forward throw I have been whiffing qcb xxlk and it seems to put Heihachi at max range near meaty sweep. Need testing but possibly after that setup if they roll he could be in a perfect position for a high/low/throw mixup. Need to lab it against reversals.
Also interesting is how damn good his Super is. I used it last night as nearly a full screen AA against people jumping back. Downside of the Super is that you have to wait to use it against fireballs because inv will run out and you will eat the plasma if you fire it off on reaction. Other downside to the super is that it puts you at full screen again.
That sounds like a vicious team. I am running Heihachi on point and King as anchor; Heihachi has a bit of trouble getting started but has great meterless damage and King is a meter hog. I will probably bring Dudley into the fold when he gets let out of his digital cage.
Doesn’t seem like a very good use of meter.
Why not just cancel B+mp into uppercut. You can continue to juggle for the same damage… or more. And it doesn’t cost meter.
Right?
I’ve got all meter-gems for Akuma. And all damage gems for Heihachi.
So the strat is to have akuma zone them out and build meter. If I ever get a combo going and feel a need to call in Heihachi to finish the job… I know he’ll be coming in with damage boost and a full bar.
Been doing very well with this.
Major problem I have with Heihachi is trying to safe tag Akuma in. Any ideas?
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Since you are running the same team. Let me point out a really neat set-up. Akuma’s 3-hit DP+hp is really good. Especially for switch.
If you are planning on uppercut tag. I’d suggest waiting for ‘JUST-BEFORE’ the 2nd hit before hitting the switch. This should give Heihachi enough time to get in and do B+lp for the overhead.
It should be timed to hit just as they come out of block stun or a few frames later to allow for a counter-hit.
If you switch on the 1st hit of Akuma’s DP - The opponent will auto-block the overhead. If you switch too late… you are vulnerable to an attack. It’s not a very difficult thing to do, really.
Edit: Of course, if you do end up hitting the DP… there is plenty of time for Hei to walk forward and continue the juggle for big damage. It’s win-win!
I always use Akuma’s dp+mp if I’m doing his typical bread and butter combo. It actually does more damage than dp+hp (when used in akuma’s bnb) and gives you more time for Heihachi to walk forward and do a st. HP to continue his juggle series.
Akuma/heihachi seems quite intriguing actually, i havn’t even thought of them together. Been using rolento/heihachi, the problem for me is that while rolento is really good at getting the match started, i feels like im crippled if i tag him in later in a match, his damage output is below average and only really feels relevant in the early game(except for super). Might just have to try out that team until sakura gets released.
I have been messing around with Heihachi and thought I’d share a bunch of info. I don’t know how much of this is known/not known/whatever, but here goes:
[LIST]
[]He will “ignore” one hit while charging his headbutt (f+lp+mp)
[]His headbutt does NOT require full charge to bounce people. The full charge time is just there to get people to mess up and try to hit you.
[]His twin fists work as follows vs projectiles: lp & mp reflect, hp absorbs
[]His dp.k > p ignores the rules for hit limits on juggles. What I mean is that when you only have one more hit remaining on your juggle, if you use it for his dragon uppercut, you can always do the follow-up punch. Any other of his moves that hit multiple times will whiff the extra hits.
[]His EX-twin fists are a really poor choice vs opponent in the corner. You need to be away from the edge or your opponent will land faster than you can recover and juggle.
[]His electric palms (hcb+p) cause crumple on counterhit
[]His EX flying kick (qcb+k) can be cross-tagged for 1 meter and leaves opponents in a juggleable state for your 2nd character to punish. However, it only does 100 damage total as a trade-off. His HK kick does far more damage and should be used anytime you just want to lay down hurt in the air
[]His flying kicks are immune to ‘energy’ projectiles (aka throwing knives will still hit him)
[*]His lp twin fists are great for tag cancelling, but only in the corner (meaning YOU need to be in the corner). If you are mid-screen or facing the corner, your teammate will have to run too far to make it worthwhile. However, if you are with your back to the corner (such as if you do a cross-up jumping HK > fp > qcf+lp > tag), your teammate can connect with a heavy attack and do a good combo
[/LIST]
I hope someone finds this info useful.