The Heihachi Mishima Thread

Just some update in my Heihachi progress.

He can combo off Sagat’s over head when tag canceled with st.lk, likely can combo off other characters overheads as well

Empty jump into st.lk really catches people not blocking low from solid distance as well.

When an opponent rolls back and I anticipate it, I notice j.mp is the best option because I don’t even know sometimes where it is going to land lol.

When I think Heihachi has a bad match up(shoto’s) I’ll end combo’s in st.hp, lp+lp+mp or rajin for the distance and just do a raw tag(coming off switch cancel).

I run two attack gems, and one speed. When Sagat hits a launcher Hei comes in with attack and speed activated, the second attack is activated when the enemy blocks 4 attacks, this way all my mix ups and pressure are aided by Hei’s speed gem and if the opponent blocks right they activate my second attack gem making blocking even more important.

f.lp > hp CAN be reversal out of, tested with ryu’s Shoryuken

Hei sweep is excellent for catching back dash ON REACTION, also has very deceptive range and speed.

He has a tough time against the shoto’s due to their zoning, reversals and lack of keep out tools, but the match up is not impossible (IMO). It all comes down to baited SRK’s on your pressure, that will lead to St.Hp combos, build crazy meter and do crazy damage.

how’s demon breath against aggressive projectile strategy?
LP only have a 2 frame reflect window while MP 4 but slower startup

Hei’s most reliable AA is jump back MK. If people like to neutral jump on you all day because they think that you’re going to do counter, use chrome dome and then followup into any combo.

I posted this in the glitch thread a little while ago, but it’s probably useful here.

So you can switch cancel basically any move, right? Well, if someone is attacking heihachi, and they throw out a tag-cancelled move which you catch with heaven’s wrath, then their partner will somehow get caught in the tag as they run off. Like so:

[media=youtube]HTOqgKZCI1Q[/media]

So, I haven’t tested this (I guess it would work though), but if someone chucks out say a tag-cancelled wakeup dp, when you’re pressuring, and you catch it with counter, then you can immediately start a combo on the partner, basically meaning that tag cancelled wakup dp’s are totally unsafe vs heaven’s wrath. It’s probably just a little quirk and not really something you can apply, but it’s nice to know right? Getting your opponent to spend a bar so you can combo their teammate can’t be all that bad.

That’s hilarious. I’ll make sure to bait this from any shotos in my next few matches.

Is Chrome Dome confirmed to move your hitbox back during the animation? I was toying with baiting an srk from ryu on wakeup by doing it just inside sweep range so his dp would whiff but I couldn’t tell if my eyes were just playing tricks on me.

Yeah, it’s true. You’ll start comboing the second character immediately, and the weirdest thing is the animation doesn’t zoom. It’s good to use against character’s with reversals that have big hit boxes, like Guile’s Flash Kick, just in case you can’t get out of the range of it in time to bait it. I’ve jumped back before and still got hit at the tip, but with Ryu or something, it’s probably better to just bait the DP out and kill that character.

Guess it depends. Ken’s fierce dp is totally safe on block if tag cancelled, I think. And counter is nice as it also blows up crouch tech.

But if they haven’t meter to tag cancel then baiting dp is loads better, since you can get a bigger punish. heaven’s wrath is just such an ace tool to have on their wakeup it’s unreal.

My Beginner’s Guide to Heihachi is done. Useful if you need a quick intro to the character but is by no means meant to be the be all end all advice to Heihachi. Have some frame info in there as well as move property notes and useful match combos:
[media=youtube]OUtMtBklCsI[/media]

Should probably take this to the match-up thread. This thread is already bloated enough.
There’s more room there for in-depth tactics

What’s Heihachi’s safest low string into a combo? Obviously overheads are the most brutal thing when up close, outside of the extremely slow f+MP. Right now I mainly save my meter for guess cr.MK xx EX DP if they’re blocking high so often, as I’ve gone matches where the opponent has blocked high out of fear for the overheads 5 times straight and I’m just getting pot shots with f+LP (blocked), HP. I want to expand on my low game. st.LK xx LP QCF into st.LK xx whatever?

Ok, I came to this sub-forum just to see if there was any images of Heihachi’s hitboxes. There’s been many times when my normals have randomly whiffed against heihachi during that overhead. Where is this guy’s hurtbox, lol.

He’s kinda invulnerable to high normals during his overhead. So you can’t abuse s.lp against him. Cos the overhead goes through it

Also throws and most (all?) standing specials. I’ve occasionally used pre-emptive j.HP (on a guess jump, whiffed), land, b+LP to catch a throw or anything. It actually works really well so far … at least against SF players.

…It’s invincible to everything, including Super arts and Cross Art.

Hammer punch is a insane move.

Damn I did great with my Guile/Heihachi team tonight. They make a great team, Hei is a fantastic anchor. And his AA’s are godlike. I fucking love the way he plays in this game. I feel like I can take the match at my own pace, which is the type of playstyle I always do best in.

And all the tips and discussion in this thread is great, really helped me get started with him. I’ll inform you guys if I find anything, but right now I’m just running off this thread and my own experience.

Any tips on landing b+MP xx MP RU? Very weird to go from a straight back canceled into DP motion. The worst part is I’m landing b+MP A LOT right now, which is a terrible waste.

I mess this up a bunch too, would love to see notation for someone who has it down 100%. I get it most consistently when I do 4,6,3,2,3 (feels like reverse f.lk kara kara); but it is pretty easy to get qcf+p accidentally. In game I will do qcb+k for guaranteed damage but that is wasting damage. I also would like to play around with Raijin off of b+mp too, It may, and this is a big big may, be a CH crumple setup for getting meterless damage. Most likely way better to just get damage where you can, but could be an interesting avenue of messing around.

What are his flying kicks good for?

Let me see if I understand Heihachi’s footsies a little:

f+MP for getting in on an opening and whiff punishing (not on reaction, though).
b+LK for stuffing moves that would stuff f+MP
cr.MK xx EX RU to buffer poke or just guess your way in
f+LP, MP from mid-range to blast your way in on a croucher not hitting buttons, or one who’s expecting f+MP.
cr.HK for general footsies since it’s ranged well.
Wait for AA into b+MP xx MP RU > st.HP xx HK DU + P

Is that basically the jist of what he does vs. non-zoners? Anything I’m missing or off-base on here? Those are the tools I’ve been using, and generally I haven’t felt at a loss for tools except for derpy shit like mid-screen overheads and moves that don’t have traditional, universal counters with normals.