The Heihachi Mishima Thread

from far away. but a start-up of 6f is a little slow for close up

No. Well… not that we know of. He can’t wave dash… so it should be a no

Don’t know if anyoen knows this. But, s.lk has to be blocked low. Which is pretty cheap. And it also combos into hcb+lp, which is relatively safe on block (-2 or something)

You guys know jump strong crosses up?

Yeah, and it’s the most disgustingly ridiculous crossups I’ve ever seen. There’s no way to block it on reaction based on the jump arc like others. It matters only on the timing of the button press. It’s a 50/50 in the most literal sense of the term. Absolutely disgusting. That said, I love it.

Yeah, his Jump Strong is legit

So basically if jumping from outer range use HK and when crossing up is a possibility (closer range), j.MP over j.MK?

Yeah. I use HK for crossing up but I’m horrible so MK is probably better. I just think HK is a little bit more ambigious. But yeah, j.MP is beyond stupid. My mouth was agape when I went into training mode and dinked around with it.

Not sure if you guys watched the Cross Counter invitational; there is a Heihachi player (Vicious?) who does some nice things. Here is the vid.

At 39:34, he starts doing ->LP, HP (low hit is not blocked) then following up with c.LP, ->LP, MP (bounce) into other damage.

Is this a combo or just good mix up pressure? Anyways nice stuff.

f+lp>mp definitely combos after c.lp. As a hit confirm from c.lp’s I have been mostly doing f+lp>lp instead of the f+lp>mp bounce to ensure the full combo afterward. I believe it sacrifices a little damage but builds great meter.

Unrelated but an interesting thing I found during session this weekend:
B+lk seems to be a pretty tricky situational AA. Heihachi’s hitbox moves way back during startup and can cause the jump attacks to whiff. Can combo after on hit.

Concidering to switch out rolento for another point character, who do you guys think will work the best? ryu? akuma? or someone completely different.

Not a combo. You cannot combo after being hit by the F+lp, hp. It will only give you a +1 hit advantage. Rolento was not blocking afterwards and got hit by the jab.

That being said… you CAN combo after a F+mp. As you have +7 on hit (+2 block).
If you are far from the opponent after connecting with the F+mp. S.lk reaches far (6f start-up).

S.lk also HITS-LOW. Which is pretty shifty.

You can’t really go wrong with either. Just depends on your play-style and which options you favor from the characters.
Ryu is an all-rounder. He’s… simply good.
Rolento is agile and tricky. He can get that hit-confirm and build that meter so you can bring in Hei for the damage.
Akuma: A more agile and risky version of Ryu. You an keep away and zone out the opponent and wait for the opponent to screw up. And then beat down on him with set-ups. Call in Hei to finish. Akuma does have a really useful get off me 3-hit uppercut.

All 3 are good. You can’t be told which to favor. You have to use them yourself and see which suits your playstyle.

==============

VERY situation. I don’t really understand why anyone would jump from so far-away. But it’s an option none the less. The more we know… the better!

Has anyone found a reason to end Heihachi’s DU, s.hp xx DU combo with sweep? Just curious if there are any setups that are working out for anyone yet.

Yo, this is my TEAMMMMMM! Haha. The funnest thing to do with these fellas is to catch someone with a :hk: Hunting Hawk, tag in Heihachi on the first hit of the three, and EX charge into his super. One meter for tag-in, one meter for super? Yes, thank you, haha. Doing this at the end of a Hwoarang combo gives some fat damage too. If you ask me, they work extremely well together.

Thx for this info really useful stuff.

I’m running these guys too. I’m having some issues against the big lads like hugo/marduk, and lame keepaway can give them the shits, but they’re a ton of fun up close. I just wish heihachi wasn’t quite so free to crossups.

Hey guys, anyone have a list of damage/properties that Heihachi has on his counterhit? Like after charging Raijin Stance till lightning, dash cancel, which are the best follow up moves?

I haven’t found a use for it. As the opponent can roll away anyway.
I’d rather take the damage with rising uppercut and give them less time to think. If they quick get-up… you can do a 50/50 high-low. If they roll… same situation you are kind of at if you went for the sweep.

It’s too early to conclude. But I’m leaning towards not caring about hard-knock downs. They would be awesome if you couldn’t roll out of

Yeah, that is what I am leaning towards too.

Side note, j.hk is the dirtiest shit ever; I love it. Meaty crossup j.hk is active until Heihachi hits the ground almost.

Yeah!
Some peeps above really like J.mp. But I’m still using J.hk.
If you do it really late… you can do so much hit-stun off it that you can combo straight into B+lp. Which is soooo dirty if they block the jump-in.
Most people block High and then Low. This forces them to block High twice.
And then begins the mind fuck… 'cos next time you could go High and then Low.

Been running Heihachi on point and Hugo on anchor. If you have at least two meter with these two the combos are sick. Either on point leads to a bnb then tag cancel to bnb.
500-700 damage without gems. I’m going to try to post a combo video on these two they are just so much fun.