I’m so glad they left his frame advantages alone for the most part. Lets have a look at all the listed changes, shall we?
MK – Startup 6F->5F - First hit causes knockdown on midair hit - Hurtbox on parts of leg and head are invincible against air attacks - Damage 30+30(60)->50+20(70)
Air crush on MK is a decent change, although I don’t feel like it was really needed since b.MP is such a good AA. This should removing trading with certain air attacks from the equation though, which is great. For max damage with 1 bar, though, looks like I will probably be using CD, c.MK xx HK Hell axle. Otherwise, mk xx lp/mp rising upper should be a little easier execution-wise than b.mp xx rising upper. I’m curious if the hitbox on mk will provide a suitable AA vs deep jump ins.
Close HK – Can be canceled - Damage 90->80
With cl.HP staying at 90 damage, it looks to be the superior choice most of the time. This will give us a bit more flexibility if we end up using boost chains for some reason, though, because cl.HK seems to come out a lot. I’d like to point out that Hei’s safe s.lk > s.mk boost chain remained unchanged.
cr. MP – 7F added to boost combos (-5F on hit/-9F on block)
This should never come up.
Jichinsai – Damage 50->90
A damage buff to an already great move? Sure, why not?
Chrome Dome(LV.1) – Damage 50->80
Chrome Dome(LV.1) – Damage 50->130 - Move attack property changed from high to mid
Chrome Dome(LV.3) – Damage 50->180 - Move attack property changed from high to unblockable - Will whiff on midair opponents
Seems to be implying that lvl 2 is a mid. If level 1 is uncharged and level 2 is with any bit of charge, that means Hei now has a 13f (1f of charging) overhead that causes slip on crouching CH. Will EX CADC into Chrome Dome from f.lp>lp be a new way to use meter? The unblockable seems like it will be extremely hard to use, because against an opponent who knows how it works, you will have to hit them in their pre-jump frames to avoid whiffing painfully and eating a jump in combo. Pretty tight timing if you have to charge for 70f.
L. Demon Breath – Removed 3F of block stun(-3F on block)
There’s something weird here. Either they removed 3f of blockstun, which would put it at -1 on block, or they removed 5f of blockstun, which would put it at -3 on block. Either way, it looks like one of my favorite frame traps, s.lk xx lp RU after a blocked lp Demon’s Breath, will be gone. I feel like this change drastically reduces how much use Demon’s breath is going to see. We already only have use for the lp version and the EX version.
M. Demon Breath – Removed 11F of block stun(0 on block)
Another set of contradictory changes. If mp DB is actually 0 on block, it will be a viable way to end block strings without losing too much pressure.
H. Demon Breath – First part of move advances forward - Reduced frames of first hit by 10(-10F on block) - Reduced push back on block for first hit - Midair combo counter usage of 2nd hit changed to 1
We will have to wait and see exactly what they mean by “first part of move advances forwards.” Will this be something like the ex version of Raijin Stance? Looks like it still doesn’t get 2 hits on block, which is too bad. Since it’s 120 damage, though, perhaps it might finally find some use in corner combos?
EX Dragon Uppercut – Removed forward movement - Completely invincible from startup to finish
So Heihachi now has a true dp if he wants to spend some meter. One thing I notice here is that they didn’t reduce the blockstun by 10f like they did with most other dps in the game. Reasonably safe tag on block, I wonder?
EX Raijin Stance – Damage 50+50(100)->130+80(210) - Removed 8F(-12F on block) - Reduced push back on block
A damage increase on this is good for those situations where you use it to tag out and end up hitting with it. Removed 8f seems to mean removed 8f from the recovery animation. Again, possible use in corner combos? With cl.HK being cancellable, we can now chain into this on block for a safe tag if we have meter to burn and we really need to get Hei out.
Neck Breaker – Damage 120->130
Broken Toy – Damage 120->130
With throws being 5f, we will likely be seeing more of these, so a damage buff is good.
In general, it looks like gameplay with Hei will remain largely the same, but us Heihachi players will likely have to remove f.LP>LP as a pressure tool completely, which may make convincing people to stop pushing buttons so you can f.LK or b.LP a little more difficult. ****