The Heihachi Mishima Thread

Anyone having success using the headbutt? Going to try it out tomorrow.

I’ve been successfully getting his low ender string off 4 times in a row by using a light cr lp after it hits. They constantly block high out of fear of the overhead. Is the lp into another string inescapable if the low ender string(fwd lp -> hp) hits? If not it seems pretty hard to get out of.

On hit it looks like it is +1, so an ok frametrap for if they hit buttons, which they were doing for you ha ha. They could block the c.lp or backdash/reversal.

Gunslinger that deep j.hk to high/low/throw mixup is so rotten good. Tomorrow night I am going to do some testing to try and get a good setup for the j.hk and a good setup for a meaty hammer fist (that just doesn’t sound right…)

Yeah, it preys on people’s habits of blocking low.
I try to do it off a really ambiguous cross-up on wake-up. Not even I know if I’ll hit the front or back.
I’m either going to get a F+lp or a B+lp after I land… I’m happy with either one.

After hitting the opponent with dragon rising and the follow-up 2nd hit. You land right in front of the opponent. If they quick get up… you should be able to get a meaty
B+lp into them. Or atleast a frame-trap.

Watch out for uppercuts. I back-dash and dodge if I think they may uppercut. If they don’t… I can F+mp back in.
If it’s Kazuya or Rolento, I’ll neutral jump. 'cos their reversal is punishable that way.

good way to end combos is after the s.hp xx wgf s.hp xx wgf, instead of thunder god fist ender, use s.mk xx lp wgf and you get a nasty cross up situation.

So I have had this happen several times. Heihachi’s j.hk hits in front and he lands behind. I have only seen it happen on j.hk hitting, so unsure if it can happen on block; I doubt it; that would be pretty OP.

That’s not just a Hei thing. It happens with other characters as well.

It would be beneficial, however, if we knew the exact conditions/technique to make this happen at will

Just as an FYI, if you see a geif special charging do NOT try to reaction punish with super, since his stupid armour will absorb the hit and you’ll basically have spent 2 bars simply to eat a command grab. Which, obviously, may not be entirely optimal strategy.

I can’t seem to get through fireballs with my Super, particularly online… frustrating >.<

Yeah, the super has 14 frames of Inv, which will run out and you will eat the fireball unless you either delay and risk not catching them in recovery or hold spacing where you can get through the fireball. So far I use it only for a full screen raw tag punish; game ending combo ender or occasional buffered poke.

While the game is still so young I think it might be helpful just to post anything that has potential or seems odd; just to help figure stuff out. Sure it isn’t optimal but whatever. In that spirit, from last nights session:

-For me best AA seems to be just blocking ha ha. I will use b.mp xx whatever if I get a clean read, but simply blocking gets people right into the range you want them so you can blow up frametraps with counter and find your openings to start pressure. I used Alpha counter as AA a couple times just out of curiousity, felt like it was a big waste of meter.

-Jump in OS Hell Axel will correct and do Rising Upper if they roll. I didn’t have anyone block the Rising Upper but it is completely unsafe if they just block on the roll. I reversed the OS and doing Rising Upper OS will correct to Hell Axel had it drop a couple times), which is also unsafe it seems. More testing needed, but roll will setup a punish for using an OS against backdash.

-Counter is the greatest thing ever. Bye Bye frametraps. But have to be really on point with throw teching though.

edit: Also remember using Heihachi’s Super as AA a couple times against jump back and it worked ok.

Grandpa can sure put his head to good use. Headbutt stops a lot of pressure at times and really makes people not want to throw out to many moves, couple that with Heihachi’s counter and you should have a frightened opponent. Making jumping and runaway predictable and common. Which I think Hei can deal with using reflect jump roundhouse and uppercut. Very solid character.

so… how do i use chrome dome exactly

It has armor against ‘high’ attacks.

Either as an Anti-Air or against grounded opponents doing high attacks. You will still take the damage from the attack… but you turn the tide. From being on the defense… to offense. It’s a risky move.
But it has the advantage of catching the opponent off-guard.

You could use it against Marduk’s spinning back-fist.
Or Hugo’s Lariat. But Hugo can dash-cancel the Lariat… so you need to be careful.

hmm well his rising uppercut also beats high attacks. both of the invincibilities start at frame 1. on block chrome dome is -2 and rising uppercut (all versions) are -3. hmm

what should i do vs lows. i know universal launcher, but what else?

Not really much you can do against lows.

You can B+lp or B+lk if you are at the right distance.
Or Heaven’s Wrath.

Hi guys, I’m making a Heihachi guide and practical combo video, similar to the one’s I made for Rolento and Marduk already. Check out scarsofzsasz YouTube Channel if you want to see the format. I’m in the process of reviewing and testing my info before making the vid and figured I would see if you guys have other info to contribute as I’m sure you have tech I’m not aware of. So I figured I’ll post below what I have so far and if you have anything to add or comment on then you can let me know and I’ll add it to this post as we go along and fill it out.
Vitality = 1,000 Charge = HCB +P (Raijin Stance) Any special uses like canceling certain strings for safety, etc.???
Notable Footsies = LP (+6/+2, 4f start, spec xx, good range for LP)
c.LP (+8/+4, 4f start, spec xx, useful in bnbs)
c.MK (+2/-2, good range, 6f start, spec xx)
c.HK (UTKD/-6, 7f start, good range and speed for sweep)
c.MP (good meaty, +7/+3, 6f start, spec xx)
Anti Air = c.HP (far), back+MP (close/mid)
Air 2 Air = j.HP, j.MK, j. HK
Jump Ins = j.MP (ambig x-up), j. MK (x-up), j.HK (x-up, good hitbox, lots of active frames)
Command Normals =
back+MP = Tatarigoroshi, xx into rising uppercut if used as AA, -2f block, spec xx
fwd+LK = Lightning Crush, moves fwd, +7/+3, easy link, decent for pressure and moving in
fwd+LPMP = Chrome Dome, 1 hit armor on head, chargeable for groundbounce, +2/-2
back+LP=Hammer Punch, Overhead, +6/-1, crumples on CH, spec xx, crushes high attacks
fwd+MP = Eisho Mon, far low, +7/+2, moves a little fwd,
back+LK=Jichinsai, groundbounce/+1, spec xx, avoids mids
Tekken Strings =
FlashPunchCombo = LP>LP>MP. 1st =+6/+2, 2nd=-1/-3, 3rd=UTKD/-17. I’ve found no realistic uses for this over Left Right Combo as its more unsafe and less range???
LeftRightCombo = LP>backMP>MP. 1st=+6/+2, 2nd=+1/-2, 3rd=+12/-5. Knocks opponent back far, can combo w/c.HK. 2nd hit can be spec xx, or just stop if you don’t see the HC and you’ll be -2. This string is useful sometimes in footsies and for safe pressure.
DoublePalmStrike = fwdLP>LP, 0/-3, spec xx,
Muso Tettsui=fwdLP>MP, overhead, groundbounce/-4f.
Muso Kageki=fwdLP>HP, low, +1/-1

Specials =
DP + P = Rising Uppercut. Damage is 60/60/60/100. Frames are -3/-3/-3/-4. Upper body projectile immune, crushes mid attacks. LP is 16 f start, EX is 14 f start. Strength used determines dist traveled, HP goes around 1/2 screen.
DP + K>P = Dragon Uppercut. 80/80/80/120 the follow up P gives 60 damage. -23/-23/-23/-23. Upper body projectile immune. EX is upper body invincible. Great for ending a combo into a switch cancel.
QCF+P=Demon Breath. 80/100/120/120. On hit = +13/KD/float/WB. On block = -2/-3/-5/-21. LP version good for safe pressure. LP, MP and EX reflect projectiles, HP absorbs them.
HCB+P=Raijin Stance. 70/70/70/170. On hit =+1/0/-2/KD. On block = -2/-3/-5/-21. EX has full invincibility f1-12. Strength used determines distance.
HCF+K=Heaven’s Wrath. Counter move. Counters on 1st frame. Counters grounded attacks including OH and lows but will not counter any kind of jumping attack. Doesn’t work on supers, cross super, projectiles. Countering a low pushes opponent full screen away. Countering an OH or mid gives a groundbounce. Can use sparingly to stop opponent’s CH setups.
QCB+K=Hell Axle. Similar to Dan Knees. Airborne attack. Has proj immunity frames. 80/100/120/100. KD on hit (UTDK???). On block = -16/-12/-18/-10. Overall useless as other specials are better for combos and Rising Upper also avoids proj while being safer on block. Strength determines distance. HK hits twice.
Super = Raijin’s Wrath = HCB + PPP. One of the better supers in the game. Travels very far very fast. Useful as a far punish. Full Body invul f1-14. Has 14f start. 300 damage. -33f on block but hard to punish as he ends up usually far from opponent. Other Uses???
Cross Art = 100 damage if point character. 8f start. -40f on block. Invul f1-9. Other Uses???
Overview = Lots of tools with his useful specials and command normals. Decent mixups with his back+LP, fwd+MP, and fwd+LP>MP. Great defense with his AAs, counter move and projectile reflect moves. Good midrange pokes with c.MK, c.MP, c.HP, HP, fwd+LK, Raijin, LP Demon Breath and his upper body invul Rising Uppercut. Somewhat poor mobility. Not too difficult of a character to use. Combos are medium difficulty. Can fit in either slot on a team very well. Very slow walkspeed, mediocre dash speed/distance. Doesn’t need to use meter to be effective. Has great combos on switch in and switch out. Any other notes???
Gems = I prefer power gems since he doesnt really need meter to be effective and he builds decent meter. Or vitality gems if I’m playing a TimeOut type of playstyle. Speed gems are also helpful as he has one of the slowest walk speeds in the game. Good activation requirements for him are ones based on landing a number of normals and a number of specials as he lands a good mix of both in his bnbs with his Muso Tettsui into Dragon and Rising uppercut juggles.
Any notes or tips on anything listed are appreciated.

Combo List
(still work in progress, will list as I get them. Looking for optimal no meter damage on each, starting with the move I list, any contribution appreciated, please list damage.)

BnB:
—c.LP, …
—back+LK, …
—fwd+LK, …
—fwd+LP>MP, …
Punish combo:
—j.HK, HP, xx MP RU, HP, xx MP RU, HP, xx MK DU>P 432
Crossup combo:
—j.MK, …
Overhead combos:
—fwd+LP>MP,…
—back+LP, …
Low Combos:
—c.LK, c.MP, …
—fwd+MP, …
Anti-Air Combo:
—back+MP, …
A2A CH Combo:
—j.??, …
Counter Combo:
—HCF+K (gb), …
1 Bar Punish Combo:
—j.HK, HP, xx EX DB, back+LK, MP RU, HP, xx MP DU>P 452
Super Combo Punish:
—j.HK, fwd+LP>MP, HP, xxMP RU, HP, xx SUPER 492
3 Bar Punish:
—j.HK, HP, xx EX DB, back+LK, HP, xx SUPER 561
CrossArt Combo:

Best chain to cross rush:
—LP/c.LP>MP>HK>launcher (tends to cover the most distance and chain all reliably)
Best combo after cross rush:

Best combo into a switch out:
—anything ending in Dragon Uppercut
Best combo off a switch in:

Punish combos never start with a jumping anything, because you are punishing something that is unsafe. Maybe if they threw a poorly thought out fireball or something? But usually a puunish is max damage for punishing a particular move. If you can land the jump in awesome, but most of the time you will be grounded with them at something ranging from -5 to -30 or more and punish starts grounded.

Also, if you land a j.hk you shouldn’t do f.lp>mp, it scales damage too much and it takes away one repetition from hp xx RU series. Just go straight into s.hp xx etc, unless too far away.

Generally you won’t be landing j.hk all over the place, so it could be more useful to list other combo starters that are more likely, b.lp, Counter, b.lk bounce, AtoA j.mk CH. Or something that comes from a safe hit confirm, like f.lp>lp (confirm to) xx hp.RU, hp xx mp.RU, hp xx mp.RU, hp xx DU+p

-Raijin stance is a safe safe string ender. LP is -2 but doesn’t travel far. EX isn’t a hard knockdown

-Chrome Dome only 1 hit

On most games a punish combo doesn’t usually start with a jumping attack but on this game it does much more often because whiffed moves on this game take forever to recover, more so than any other 2D game I remember playing. Also I’d say I get at least one jump in punish combo per match either due to whiffed move, or the opponent backing up and raw tagging out. Either way on those combos if you didnt have time to do the j.HK you just start with the next move.

Also all of those things you listed (b.lp, counter, b.lk, a2a,etc) are all there I’m just asking for advice on the combos.

Thanks for the info on raijin and chrome dome

Worth noting that the back+lp overhead attack crushes high attacks.