The Heihachi Mishima Thread

There’s no need to RUSH down with Hei.
Slow and steady. Chip damage or 1, 2 hits means nothing in this game. Just block and walk.
Also… 90% of Hei’s move-list deals with Projectiles (EX RU is pretty nice).
If you are full screen… return back a projectile (Demon Breath) and use it as a shield for yourself.

You shouldn’t really be taking much damage when approaching Guile. Block and walk/dash. Get him towards the corner and under-pressure.
Once Hei gets in on Guile… it’s pretty much over.

Raven has a better time dealing with Hei. But Raven’s AA options are one of the worst in the game… so atleast you can jump all over him.

The only characters that really give me trouble right now are Rufus and Hugo.

Dunno if this has been mentioned anywhere but I found out you can combo after EX Hell Axle if you are in the corner or carry yourself into the corner with the move.

I was able to hit lp, hp, Super and lp, hp, EX Dragon Upper after the EX Hell Axle.

You have to do the lp, hp quite late, and it seemed more like I had to delay the input on hp so it was a link, not a chain. I could be wrong but thats how it felt. If I hit hp immediatly after the lp, then the hp would whiff.

Couldn’t get it to work with any other versions of Hell Axle.

It’s not super useful I guess, but doing it raw into the super was like 405 damage and doing it raw and ending with EX Dragon Upper was about 300 damage. So worth remembering if you get in that situation and your opponent is down to 25-30% life and you find yourself in that situation with the meter to spare.

Does Heihachi have any anti cross up move like gouken’s cl.hk?

Check-Out the 1st post in here:

Under Chrome-Dome

Hey guys, maybe a noob Hei question, but how to punish a low-blocked HP DU from Ryu? It pushes you back a little and I can’t get the HP to come out as cl.HP. Which move can I then chain into RU, cl.HP xx HP RU, cl.HP xx HP DU?

Not a Hei expert but cl.HP xx (HP RU), cl.HP xx HP DU i think its suppose to be MP RU in the brackets and not HP RU.

You can punish it with f+MP into optimally st.MP xx MP RU etc, or st.MP xx LP Demon’s Breath into st.LK into ABC combo etc.

Er… I’m a bit confused?
You should be able to punish ALL blocked uppercuts with a cl.HP into BnB.
Harder versions of uppercuts will push you back a little further away. But this has a positive correlation to their air-time. The further they push you… the more air-time and recovery they have. So you should be able to walk a few steps forward or dash (if needed) to get into cl.HP range.

But in regards to situations where you find yourself outside of cl.HP range.
s.LK xxRU+LP
f+MP, s.LK xxHP xxLauncher/RU+PP
f+MP, s.LK xxRU+LP
cr.MK xxHP xxLauncher/RU+PP
cr.MK xxLauncher
s.HK xxLauncher

So what do you guys think are Hei’s best ways to tag out/best moves to tag cancel out of? I usually either try to connect with f+MP then link s.lk and go into boost combo or use EX Raijin Stance, but that’s two bars. Anything obvious I’m missing that’s more reliable?

Hey guys, as you know already im “Dat Gem Guy” so I wanted to shard two Gem Sets i’ve been messing around with.

On Point Gem Set:
Immense Power lv.1 Connect with 3 special moves
Immense Power lv.2 Connect with 4 special moves
Divine Speed lv.2 Connect with 4 special moves
Total Boost: 30% in Power, 15% in Speed.
Notes: Heihachi benefits from speed gems because of his sluggish movements, it’s very noticeable and can make him feel like a completely different character. The Power Boost is noticeable as well. My day 1 Bnb doing 332 does 432 with the boost so it’s apparent. please note the Divine speed lv.2 must be purchased in the Tekken exclusive Gem pack # 3

Reserve Gem Set:
Immense Power lv.1 Partner Connects with a Launcher
Immense Power lv.1 Connect with 3 special moves
Immense Power lv.2 Preform a Super Art
Total Boost: Between 20-40% Power Boost.
Notes: This Gem Loadout is for maxing out Heihachi’s damage upon a Boost Combo. This set gives him two solid options, a meterless boost option(20% boost) or by cashing in 2 stock for a Super Art(30% boost). It’s really easy for Heihachi to land 3 specials in one boost combo so activating the first 2 Gems is very simple.
This Gem Set can be done without any purchase of DLC gems.

I hope you guys dig these boost gem loadouts.

Why not just auto-block?

There’s a 2 slot and 3 slot auto-block that should pretty much trump all gems. Or Ultimate Defense.

GG Pay to Win Capcom

Trying to advoid auto gem tech. Plus the 3 slot auto gem is just derp. Boost gem feed back would be nice though so anything reguarding boost gems is fine

Cr.mk, Dragon Upper, tag out on second hit.

Ok…I didn’t really see it when people were posting combos so…here is some boost combo set ups.

-:f: :lp: - :lp: > :qcf: :lp: :hp: > Launcher ~
J. :mk: / :hk: ~ Cr. :mp: > :qcf: :lp: ~ :hp: > Launcher ~
Cl. :hp: > :qcf: :lp: ~ :hp: > Launcher ~

I don’t know what are his max damage bnb’s post launcher but i still use day 1 stuff like Launcher ~ :f: :lp: - :mp: B! Cl. :hp: > :dp: :k: - :p:

Ridiculously ambiguous jump-in after a standard blockstring:
f.lp > lp > lp. db, j mp. or mk.

If the rising palm string is done up close, the db pushes you back to a range that makes your jump in completely impossible to read; whether it crosses up or not is solely dependent on when you choose to hit your attack. You’ll find this also helps to set up the low-hitting st. lk after the db ender.

After a blocked f.lp > lp, lp. Raijin, I like to go for lk into whatever as it hits low and you can often catch people who just start holding standing block because they fear an overhead if they continue to crouch block after the Raijin.

Will definitely give that jump in after a blocked lp. db a try though, sounds really interesting. Presumably you cant do it against anyone with a SRK-esque move though?

Out of curiosity, why end in lp. raijin instead of lp. demon breath? I use a similar setup off of db - wondering if there’s a reason to switch. You can also continue with f. lk to reset your frame advantage once people are committed to blocking passively.

Because of the long blockstun + ambiguous spacing of the jump-ins, in my experience, people have trouble anti-airing. Take it to training room and see what you can learn.

I might throw up a few match videos for analysis here, since I’ve run into a streak of bad form since hitting B+. Another pair of eyes (or several) should help me figure out where I’m pressing too hard.

I like use lp Raijin when I want to fish for lk if my opponent blocks the f.lp > lp.

The lp Raijin has minimal pushback and leaves me in range for lk (unless you hit the f.lp > lp at like maximum range I think). The reason why I like it is because most people are constantly looking out for Hei’s counter or an overhead when he is in their face that they will often continue to hold block for a short while after your ender to the f.lp > lp combo has been blocked to avoid those situations. However the pushback on lp. Raijin is just enough to take Hei out of throw range, so you dont have to worry about if they are thinking about teching. Their mind is normally focussed on avoiding getting frame trapped with Hei’s counter or eating a hammer punch if they throw out something stupid.

Standing lk hits low so it takes full advantage of that small hesitation when your opponent is holding block waiting to see what you do. They expect an overhead or the counter, the safest way for them to mitigate that is just to block, they eat a standing low they probably never even realised Heihachi had.

If you do this and land it the first time you get into a blocked f.lp > lp situation you can scare the hell out of them. The next time it happens they are stuck back in the same 50/50 guessing game they thought they could avoid by successfully blocking f.lp > lp.

I get all of that, but isn’t lp. raijin -2 on block, where lp demon breath is +2? Doesn’t lp. raijin -> s.lk get you counterhit?

It can get you counterhit if try it and the opponent is wailing on jabs or mashing out a shoryu or something quick. That’s why it relies on that little bit of hesitation where your opponent waits to see what follows the Raijin because Heihachi has options to catch people out if they make the wrong move.

Example - Hei’s counter is active on the first frame iirc. That means that if you block the Raijin and attempt a punish with any grounded strike 3 frames or slower (3 frames obviously being the fastest startup for any striking move outside of supers) you will be caught if Hei follows up Raijin immediatly with the counter.

Following up a blocked lp. Raijin with lk is a considered gamble. Demon Breath gives you frame advantage true, but it also has a lot of pushback, in some circumstances if you were at the limit of Demon Breaths range you are pushed back out of range of a follow up lk. I am relying on my opponent knowing that in theory their safest option is to block high as it will negate the worst of Heihachis follow-up options - frame traps they incorrectly believe Heihachi has, his counter (if they don’t have something like a jab shoryu that is OTG by it’s active frames), hammer punch, or an overhead attempt (which they are hoping you try because they can then punish the shit out of you as they will block it). The safest way for them to ride out the guessing game if they dont have jab shoryu options is to block, backdash or jump away.

If they block they aren’t going to block low becuase they fear an overhead. If they do block low then your lk is blocked. I dont have the frame data in front of me but I think it’s safe on block. If they block high they eat lk and anything you want to do from there.

If they jump away or backdash then your lk whiffs (I think), but they wont be able to punish it either.