Would you say he has any other meaningful normals? I’d say the hardest part about footsies with Heihachi, for me, is that putting Heihachi in that mid-range sweet spot for f+MP or b+LK or jumping or whatever, also puts his opponent in a sweet spot for jumping all over Heihachi for near free, past the b+MP line. Particularly annoying when fighting someone like Ken where I can’t seem to jb.HP or anything to stop his helicopter of retarded.
I’ve been running Sagat/Heihachi, with Sagat on point and Heihachi on anchor. I’m still wondering if I should switch them around, but so far I’ve had moderate success with both of them. The only time I get blown up is when my opponent starts jumping over me with ambiguous crossups and Sagat’s giant hitboxes and lack of crouching anti-air specials making him an easy target. Should I switch them up?
I am odd but I tend to buffer manual launch into c.mk, pretty respectable meterless damage opportunity that can be brought back to Hei for 1 bar tag cancel. I will post up some comparison numbers later if I remember…
Yeah, c.mk xx manual launch into simple Julia juggle does 388 meterless, while the heihachi special (deep c.mk xx lp.ru, s.hp xx mp.ru, s.hp xx du+k) does 352
meterless but leaves a bit less grey life.
Robot, I also love Raijin stance in footsies, lp is -2, mp is -3 on block: crumples on counter hit, both move him forward and are active for a long time, recovery is a bit of a liability though.
s.LK, s.MP, s.MK, s.HK, cr.MP, cr.MK, cr.HP, cr.Hk (all good normals in the right situation).
ALL unique normals are good. I personally use f+lk a lot. Especially after a jab or few. It gets me back in and leaves me at an advantage.
All those negatives you pointed out for Sagat… are three times as bad on Hei.
You can go through projectiles with hell axel. it is crazy unsafe on block though. I liked using it as an os against backdash until everyone remembered they could roll away and inputs got reversed lol.
So is his f.lp>lp string a true block string? My recorded Ryu’s DP’s aren’t busting through it, but it’s kind of hard to tell. If it is a block string, it seems like a better hit confirm than lp>b.mp.
It represents Hei as a whole really. He has great moves… just in special niche cases. His Dan kicks are great in a very, very specific case. Anti-Fireball. Specifically Akuma Air-Fireball.
It’s a block string. But it’s -3 on block. So you need to cancel out of the last hit into Demon Breath
I don’t know if it’s new or not but the target combo lp->mp->b.mk make crouchers restand, it’s not too bad for a quick punish if you switch cancel on the mk since you can combo with the second character with juggle counter at 0 and not too much scaling. The hit stun let you have enough time for some hk or hp depending spacing and on your second character. (I use Xiaoyu as well and she can cr.hp but not st.hp after the switch cancel)
Edit: Seems character specific, didn’t tried on everyone but it works generally on big characters and Claw (horizontal hitbox?). You can replace b.mk for b.mp for everyone but it leave you less time after the switch unless in corner.
Also what moves can cleanly stuff Claw Flying barcelona before it hits you ?
I can chrome dome through it if 1-hit then cr.mkxbnbofyourchoice or hk (depend on spacing if too far for cr.mk) because it let you recover faster than him but it’s not very pratical if he crosses you up multiple time it can mess up the command and a b.lp is inputed. (And the chunk of “recoverable health” lost is quite big making it a bit risky)
Hei’s at his best when he can make the opponent afraid to press buttons. Once your opponent is forced into passivity (I know, I know… easier said than done - I’m looking at you, Rufus), you can work Hei’s mixup game, which is formidable. Even his safe strings lead to potential mixups…
Early on in a match, I’ll use F+lp > lp > lp DB (leaves you +2) and see what the opponent does. Often times the opponent blocks standing, fearing the f+lp, mp string, leaving an opening for a st. lk into boost, EX RU, whatever you like. Occasionally this approach could get you counterhit in theory, since st. lk has a 6 frame startup, leaving a tight window for your opponent’s 3-4 frame jabs, but I’ve still had a lot of success against a variety of players. YMMV
If over the course of the match you notice your opponent is itchy to mash jabs the second you lose frame advantage,
F+lp > lp > lp RU looks like you’ve botched your blockstring and looks unsafe to boot. Since lp RU is only -2 on block (mp RU is -3), following up immediately with a counter can get some good results. Record it in training mode and put yourself in the position of someone trying to block your pressure. It’s really, REALLY tempting to try to turn the tables on Hei when he’s up in your face.
And of course, once the opponent starts thinking, “Can I punish this or not?” you’ve won. That split second of hesitation gets you your b+lp / f+lp / jab pressure into f+lk / tick throw game going.
Thanks for all the info you guys share, and I hope this can be as helpful to you guys as your posts have been for me.
XBL - QuantumGrav1ty
Hei/King
Floating aimlessly up and down the C+ bracket
A few well timed b.lp’s crushing anything the other guy throws at you and comboing after normally does the job for me when it comes to making people not want to press buttons!
I tend to use lp.hcb (Raijin) as an f.lp, lp ender while testing an opponents behaviour. Although I like your use of the st.lk after ending with lp.db to catch them blocking high, totally stealing that!
Not necessarily, there’s quite a gap in between f+lp and f+mp. F+lp is considered a lot safer. Even if you follow it up with lp demon breath.
You push them away with it and you’re given gram advantage. Giving you the opportunity to try to reversal button happy opponents. Don’t over do it though. They might catch on
I like Raijin as well (counterhit crumples ftw), but I find I get a lot more reaction from anxious players after the RU - could be that the animation just looks unsafe, Hei reaching for the sky with his ribs deliciously exposed, or it could be that I’m not afraid to use MP Raijin during footsies, tipping opponents off that it’s a pretty safe maneuver. Either way, it’s good to give your opponents a different look (like Guns1linger alluded to earlier) mixing up your blockstrings (like using f+lk in strings the same way Ryu would use his dash cancel - it’s technically punishable, but the surprise factor keeps you safe)
Question: is Heihachi at all viable against Raven/Guile? I don’t see how, personally. Heihachi walks slow as molasses, the stages are huge, they’ll have meter for whatever escape option once you get to them, and Heihachi’s only real anti-fireball tool, his Super, isn’t something you can use on reaction to punish Shuriken/Sonic Boom. Heihachi just can’t catch them, man. What am I missing? How does he get in on zoners, outside of hitting MP+MK and letting his partner get in? Heihachi can’t even change his jump arc, a key element for rushdown characters without easy ways through fireballs.
Yo ALL Hei’s qcb.k Hunting hawks are fireball invulnerable. So if someone throws one out while you’re stood kind of inside mid-screen but outside poke range you could try that.
I can’t remember off the top of my head if EX Raijin goes fullscreen or if it goes fast rnough from full screen to punihs a fireball, but it will definitely punish fireballs from like half screen and beyond iirc.
Also if you have the time, lp and mp dragons breath reflect booms, Raven’s shuriken will stiull hit you though.
I think both Hei’s dragon upper and rising upper go under fireballs during his dash.
That said, most of that stuff will only help you against people who suck at zoning. For competent zoners Hei will struggle. If Hei had a good way in against fireballs he would be top tier to the max because his close range game is ridiculous. Personally if I have the life lead I just vert jump hardcore fireball throwers. If you are down on life, you’re just going to have to advance carefully until you get them stuck in the corner and can get into range for your hunting hawk if they get silly and keep throwing fireballs, or get into range for f.mp and go fishing for a hit.