does sakura/hei work for that?
Im not at home to check but do the cr.lk,cr.lp, st.hk combo do more than cr.lk xx demon breath combos?
So Cr.lk xx demon breath, b+mp xx mp upper, st.hp xx mp upper st.hp xx finisher?
What’s the best follow up after a forward mp? If I don’t have meter, I usually do forward lp into mp and continue the combo from there. If I have 1 bar to cancel, I usually do mp into dragon upper and tag cancel to my partner to keep the damage scaling as low as possible.
I always do f+mp, cr.lp, f+lp,lp… blah, but now its probably better to do f+mp, cr.lp, st.hk xx blah.
also cr.lk xx demon breath is still a more damaging low confirm, but just by a little.
The only issue is that LP demon breath isn’t safe anymore.
It is safe-ish, its only -3 which I have to say isn’t really that bad, only thing that can grab you is spd super?? andlike ken super? maybe a few other things…
I don’t know offhand if Sak/Hei can get him a lvl 2 chrome dome. Most likely situation, I would expect, is if you tag off her dp in the corner.
s.lk is basically always a better option than cr.lk if you are planning to cancel into a special. Cr.lk has a short range, more push back, and is vulnerable to being raw launched. Both moves start up in 6f.
The optimal follow is going to vary quite a bit with range. Point blank, cl. hk xx dp or cl.hk xx lp demon’s breath are the most damaging options, but at longer ranges, s.lk xx lp dp is the only thing that allows a combo (barring a boost chain, which just isn’t a good idea with Hei for a variety of reasons).
Have you tested that it’s actually -3? Punishing with 3f reversals and whatnot? Even -1 is unsafe vs geif’s super. As a side not, you can visually confirm a successful hit or not, and cancel into mp demon’s breath on block, which is neutral.
I haven’t actually tested it… It seems better than -3 but thats what the patch notes say.
Also does st.lk hit low? I didn’t know that, if it does I will start using it more often. I just didn’t realize it hit low…
Also st.hk xx demon breath is so sick… St.hk keeps you much closer than st.hp so as I noted in the discussion thread you can do
st.hk xx demon breath, b+mp xx mp dp, st.hp xx mp dp, st.hp xx kick dp or whatever your finisher of choice is, also st.hk xx demon breath is a dope tag cancel.
Just wondering what his main ways of approach are? How to deal pressure and etc. Or any source I could go to just learn basic Heihachi gameplay?
Also, out of all his unique attacks and chains, which ones are useful, and which ones are throw aways? If any?
Let me know, thanks!
After a knockdown, what are the best moves to whiff, either to build meter or bait a reversal? Knockdowns might include say cr.HK, a mid-screen throw, or ending a DU+HK,P.
I’m looking for some basic setups/safe jumps/whiffs that are good here, particularly to bait out Dragon Punches. Can anyone enlighten us?
In general, Heihachi doesn’t have a lot of time for whiffing normals on his knockdown if you want to set up your oki mixups. I did come across a couple of safe jump setups the other day.
The first, and probably most useful, comes after a dragon upper + followup, which is the standard ender for Heihachi BnBs when you want to keep him in. This safejump threatens the quickrise with a crossup (or empty jump s.lk), and if they don’t quickrise, you get a 4f safejump on the regular stand.
After dragon upper + p, jump forwards HK (threaten the quickrise), and hold up upon confirming that they didn’t quickrise. A late j.hk will be a 4f safejump (aim for about knee height), and it’s simply to OS qcb+hk to catch backdashes with hell axle.
Hei can also do a 4f safejump after a sweep using j.hp or j.hk, but it’s a little more difficult to get the timing consistent.
**After a sweep, take a tiny step forwards and forwards jump. A late j.hk or j.hp will be a 4f safejump. **
Hope this helps!
Not bad i will try it, i used to do after dragon upper + followup , a slightly delayed hcb lp (hit meaty on quickrise-> can be comboed to cr.mk->whatever or f.lp->chain).
If no quickrise you can do a b.lk to catch backdash which you can adjust to f.lk on roll to still be on positive on block.
Hey guys what’s Hei’s antiair? And how do I combo past cl.hk range. Do I just cross rush?
Also who’s a good person to watch. I don’t do much with Hei other than mixups and confirming.
From what i know its his st.mk REALLY good antiair. He have ways to combo for mid range, u can combo from f.mp, st.lk and b.lp. Dunno about who to watch i learned everything on my own, dont do f.lp-mp much at all bec its punishable, i use f.mp and b.lp alot also f.lp up close off and on.
Gotta bring the hei forums back to life. Hei can catch neutral jumps with ex rising upper or ex raijin from farther away. If the opponent is in the corner and you land ex raijin early enough so the 2nd hit is meaty, you can get a big combo that does over 400.
Thanks to fullmetalross for finding the ex raijin stuff out.
Hello! New to heihachi, the most I know is to land a st.HP xx m. Rising Upper repeat then end with st. HP xx Dragon Upper. My other combo to end with cr. MK xx M Hell Axle for variety. From st. HK xx lp Demon Breath, cr. MK xx MK/HK Hell Axle depending on how many hits. What should I know? I’m planning on incorporating Raijin stance after the st. HP in order to keep my opponent close after the combo.
Learn to link after b.lp, preferably with st.mk xx lp ru to squeeze as much damage as possible. St.mk won’t connect at far range b.lp. At that range use st.lk.
Also learn to link after f.mp. A lot of things can be comboed after it up close so feel free to experiment. At max range sweep or st. Lk are the only 2 normals that can link from f.mp.
Don’t rely on hei’s f.lp high low mixup string. It’s good once in a while but players that know the hei match up will punish you for it.
You shouldn’t really end your combos with raijin. End combos with dragon upper. You’ll still stay close to your opponent and it does more damage. Dragon upper even setups up a safe jump if your opponent quick rises. An instant jump forward hk after landing the dragon upper for the quick rises. If your opponent doesn’t quick rise then immediately do a neutral jump with a really late hk to safe jump the non quick rise.
https://www.youtube.com/watch?v=vwZYgDhgksE
https://www.youtube.com/watch?v=HxFVUghxkLk
https://www.youtube.com/watch?v=unwZyffQdVg
Random Stuff for Hei
Ex Raijin anti-air is pretty useless but it can work…
The rest is stuff you should use, anti-air combo works of st.mk as well.
Anti air stuff with st.mk
http://youtu.be/Gb_JqLQrmEQ
http://youtu.be/sTrUX8H119I
http://youtu.be/AL_5mvEcxuA