sorry I meant f+lk. I clearly have ken on the brain
f+LK is mad advantageous on block (+3ish), I recommend working it in where you can when you need sweet, sweet frame traps.
I like the sound of f.LK > cr.LP > Damaging Hitconfirms. You’re kept at a frame advantage on block, even after cr.LP, which leaves you plenty of room for mixups provided they aren’t mashing something invulnerable.
are there any juggle combos after B+MP used as an anti air?
Yes, there are.
I was hoping to have more time to work them all out for my guide. But here is what I have up to now.
[298dmg] [0 bar] B+mp xxDP+lp > s.hp xxDP+mp > s.hp
[348dmg] [1 bar] B+mp xxDP+lp > s.hp xxDP+mp > s.hp xxDP+pp
wow nice!!! I’ll test these when I get home tonight. thank you!!
hehachi is crazy dont know when to block high or low with this guy
Would the second combo work with DP+kk, p for more damage?
My fav combo so far is:
:f:+:lk:, :d:.:lp:, :f::lp::lp:, :d::df::f: :lp:, :f::lp:>:lp::dp:, s:hp:::dp::k::k:>:p:
Here’s one I found Fwd :lk:, st. :lp: or :lk:, Light Dragon Breath(Fireball motion), :lk::mk::hk:, EX Dragon Breath, DP :mp:, fwd :lp:, :mp:, DP any kick then punch.
[S]You get about ten more damage if, instead of the EX Demon Breath, you do EX DP+P, s.HP, DP+MP, s.HP, DP+MK, P.[/S]
And you get even more than that if you ignore the chain entirely and go straight into the god fist loop after the jab.
Damage scaling in this game is disappointing.[S][/S]
Heihachi is sooooooo much fun to use XD He matches up with Poison very well.
what about f+MP instead? i’m still waiting for the game… :\
I’m lovin’ how Heihachi and Hugo play, but sadly, they WILL get nerfed…I just know it. Anyone feel the same right now about Heihachi?
Ugh, is it too early to discuss how we’re dealing with rufus? Sometimes you can get a back+mp into dp followup, but most of the time I’m not trying to rush him down. I actually swapped out my ken for Akuma just because Rolento/Rufus teams arean’t allowing me to escape or build meter, at least with him I can get out and tag.
Unfortunately not. At this current time, I have been unable to connect DP+kk for that particular combo.
It would seem that DP+p has a juggle ability of 5. DP+pp has a juggle ability of 6.
and dp+kk is about 4.
But because this game is so spacing reliant… don’t quote me.
But as an AA. Those have been, so far, the most damage dealing ones (whilst also keeping Heihachi on point).
[298dmg] [0 bar] B+mp xxDP+lp > s.hp xxDP+mp > s.hp
For this string. You really should cancel the ‘last’ s.hp into Tatsu+lk. It won’t connect… but it will build meter and put you right infront of the opponent on wake-up. [S]I’m not sure who is at advantage on wake-up though (if they quick-get up). I’ll try to remember to test it out later.[/S] Edit: It’s unpunishable - I’m pretty sure you land and recover before they can quick-get up. So I’m going to go out and say you have slight advantage. So it looks. But definitely safe.
Of course. If you don’t cancel the last s.hp into anything. You are still in a good position for Oki. You could f+mp on their wake-up for instance.
Would Hehachi be better in first or second? I’m using Lili with him.
Heihachi needs that meter to really shine. If you stack Lili with meter building gems and get her to land a combo or two Heihachi will be ready to go with those ex moves and an easily confirmable super when you tag him in.
(Then again I’ve used him on point like 80% of the time because I’m still learning how to deal with a lot of the cast in a new game with my main.)
Too early to tell right now. The problem is… he’s good at both (which isn’t really a problem).
As a point man… he has the tools to handle any situation. However, I do find him ‘slow’. Which is -1 to the score of a point man.
As a partner… he can switch in and do massive damage. Which is +2 to the score of a 2nd man.
Switch-in combo
[284dmg][0 bar] C.mp xxDP+mp > S.hp xxDP+hk, p (easy difficulty)
To compare, Hugo can get 240dmg with S.lk, S.lk xxDP+mk (easy difficulty) (0 bar)
Although, I don’t know what Hugo’s full switch-in combo options are. But it looks damaging enough.
I ‘believe’ Lili is a fast character. So dodge around with her on point… get the hit-confirm and call in Heihachi for damage. After he is in… he should be able to take advantage of the knock-down and oki set-ups. Hopefully have some meter to play with too.
With 2 bars. He can punish all raw tag-in.
With 1 bar… he can hit-confirm an easy link-combo into big damage.
[394dmg] [1 bar]C.mp, C.mp, C.mk xx DP+pp > S.hp xxDP+mp > S.hp xxDP+hk, p
He doesn’t need meter. But he’s very effective with it, also.
He’s just really versatile, albeit slow.
I need help in testing something out. I’m having trouble testing out the set-up in training mode.
Anti-Air (needs to be aerial opponent).
[298dmg] [0 meter] B+mp xxDP+lp > s.hp xxDP+mp > s.hp xxTATSU+lk
Tatsu whiffs, positioning, Heihachi ‘close’ to opponent. A cr.lp/mp will interrupt any jump attempts (4 frames to jump?). Leading me to believe Heihachi is +frame advantage. (Need assistance to test).
Is anybody able to see if the opponent can get out a 3 frame normal faster than Heihachi’s cr.lp/mp?
Opponent needs to quick-get-up.
Because this can be a very effective pressure set-up off an anti-air.
Edit: I’ve got a copy of Frame-Data. Heihachi’s fastest starting attack is 4 frames (lp). His c.mp and c.mk are 6 frame start-up.
There’s a lot of hit/block stun on moves in this game (than compared to sf)
+1 or +2ish on block, maybe +3?
You can combo into s.MP/cr.MP on hit pretty easily.
Different characters should have different wakeup speeds and number of prejump frames if it’s anything like SFIV.
Most characters have a 4 frame pre-jump. Prob different for grapplers.
Heihachi’s B+mp AA is SHIT!!!
Too many jump-in’s beat it or avoid it.
b+mp comes out too slow.