Don’t apologise to games radar
Heihachi looks VERY VERY VERY scary. I can’t wait until Tuesday. I don’t think it will take long for me to learn this guy. Now to find a second character… Hmm, should I stay with Balrog, or go with Sagat or Ogre?
I’ve only played the game for a little bit, but here’s a meter less combo I got with 'ol Mishima that can be done anywhere on screen.
f. lp-mp, s.hp xx mp dp, s.hp xx qcb+mk. Does about 318 damage. You can substitute c. mk for the second hp for an easier cancel, but slightly less damage. This also can be started with f. lk
I also think his best AA option will be b. mp as opposed to c.hp, his medium and roundhouse cross-ups are fantastic and c. lp links from overhead/ low command normal to ex dp is very, very sensual.
quick question on his basic combo… i think im not understanding something in the videos i’ve watched.
Lets say overhead into low jab or whatever really… f.jab-strong, bound, b+jab XX dp(with any punch), b+jab xx dp(with any kick and extension)- is this accurate?
Your welcome
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^thanks man. still same question as above… (sort of), are you cancelling a b+jab into the uppercuts or is that something else?
It’s s.HP xx SRK most of the time, sometimes I also use b+MP xx LP SRK as a filler mid-combo.
So is Heihachi going to be high tier? He seems really solid from the streaming events I’ve been watching.
It’s not even Day 1 yet… No one’s talking about tier lists.
Well I’ve been using him extremely effective online sometimes blowing up both characters w/o even tagging him out. Honestly he’s extremely slow, however has good links. You’re block strings should be cr.MP-cr.MP-cr.MK-HCB+HP. You’re safe and you rush towards them. Other than that his overhead will get played out soon so make sure you mix it up with F-MP as well for the low hit.
plink the st.fierce into MP DP. The timing is strict on the MP version but it works on everyone. If you can’t plink just do cr.MP into the MP DP. Those are pretty much all of the possible combos you can do with him. I excluded his tatsu because it whiffs on crouching enemies. I also excluded a few other combos you can do that cost 2 meters or more. You should never waste more than a meter in a combo unless you’re going to kill them or it’s worth it. His super is awful as well because it puts them full screen from you. Use it to maximize damage or kill time on the clock. When you find a combo you like, end it with a sweep for the untechable knockdown.
I’ll be maining this guy. This may sound weird to say but he reminds me a bit of Q from 3S, but obviously better in many ways. Just the way his mobility is and how you have to rely on your normals to get around. His speed makes him an easy target (like Q’s speed and size did) but he hits hard; he’s like using a Sherman tank. Heihachi’s going to take patience to play, but he will be a rewarding character.
Hey guys, I too am enrolling at the Mishima institute of technology. I’m loving his strings so far, trips a lot of people up, I’m just having difficulty finding someone that really meshes with his playstyle for a partner. I’m juggling between Ken and Sagat (for the sole purpose of keeping Rufus out.) Who are you guys using as secondaries?
I think having a character on point that can build meter for him is optimal, since Hei can do so much damage with meter. I’m using Rolento on point with extra meter build gems, and it’s working fine, other than the fact that I can’t find a good Rolento combo off Hei’s switch cancel from his Dragon Upper.
On the “Level up Your Game” Hei tutorial, they used him with King and got some really impressive results. IE: 50% damage combos. Thing is, King isn’t the best “battery” character.
Anyways, its early yet and this is all just my opinion and personal preference. Try stuff out!
Here’s what I got thus far:
c.lk xx qcf+lp xx c.hk. Easy knockdown from a low starter, leads to cross-up madness.
b.lp/f.mp, c.lp xx qcf+pp xx c.mk xx DP K/Cross Attack/Super/Tag out after DP K. Simple combo off of overhead or low command normal.
My BnB thus far has been s.lp, f.mp, s.hp xx mp dp, s.hp xx mk dragon uppercut.
My partner is Rolento and I have him second so I can do damage with Hei and run run run with Rolento. Heihachi is very fun to play so far!
Cannot WAIT to See how Heihachi plays in SFxT when I get the game tomorrow, I loved messing around with him in the Tekken games since 2. A friend of mine keeps telling me how amazing he is in this game, he said you can make him look like his Tekken 2 version, his Broken Toy grab is in, how he has nice mix-ups, and he even says that Heihachi has a special move that beats Super Arts! I’ll be honest, I’m getting giddy.
I’m still trying to get that partner down. I guess its gonna be Ken for me until somebody blows my mind with another character. I hate to stick with my mediocre SFIV ken but I can do easy meterless combos which means more meter for heihachi corner rape. Plus the basic 1-meter ken combo (crossup mk or hp, cr.lp cr.lp st.lp cr.mk xx ex tatsu leads to a good heihachi tag for a rising upper combo.
Also, is demon breath that good? I barely use it to be honest. I might use the ex version in a combo for ground bounce to get a couple more hits in but thats it. Most of my damage comes from them mixups into rising uppers as I’m sure yours are.
So far I feel that I’ve got his basics down, but I still need more polishing. I need to develop the maximum punishes for blocked cross-rush, what to do (if anything) when far cr. mk connects, and learn what normals cancel (AND connect) to his uppercut. BTW even tho it’s not the greatest AA, I’m loving back mp and love canceling it into uppercut even more. Oh, another thing, I need to learn which strength uppercut to use in each situation.
Heihachi’s got some pretty interesting things going on with his Eisho Mon ( :f::mp:). You can link off of it at the right range–which seems to be fairly close (or :d::lp: range), though the timing seems kinda tight. Here’s what I’ve found that seems to work:
:f::mp:, :d::lp: xx :qcb::hk: (this can be EX’ed for mo’ damage)
:f::mp:, :d::lp: xx :hcb::3p: (links right into Super)
:f::mp:, :f::lp: > :f::mp:, :hp: xx :dp::mp: xx :dp::mk:>:p: (the timing for the Muso Tettsui is TIGHT)
His overhead links to–and, again, is tight–his crouching short ( :d::lk:) and then into a full combo. Such as:
:lp:, :d::lk: xx :dp::lp:, :hp: xx :dp::mk: > :p: (you can tweak this as you see fit)
Also, his crouching :mk: at the right range can confirm straight into either his Dragon Upper ( :dp::k:) or his Hell Axle ( :qcb::k:). Just a note, I s’pose.
It’s in the post above, but if far :d::mk: connects it links into any strength of his Dragon Upper ( :dp::k: ) or his Hell Axle ( :qcb::k: ) also in any strength. The latter I like to EX and then call in my partner when in the corner usually, since it sends them flying to far for a decent follow-up.