The Heihachi Mishima Thread

It’s good for Neutral jumps only. You’ll be hard pressed to counter any real jump-ins with it.

Maybe use st.mk for anti air? It doesn’t combo but the angle looks better. Christ this guy needs something for divekicks.

The problem is the SNAIL SLOW start-up on his normals.

Edit: Dramatic. But Heihachi gets blown up by cross-ups and by a lot of Jump-ins. Rolento jumps in and swings a big baton infront of him to protect him. Rufus just gets in and rapes you.

I’ve been doing well with Heihachi as a 2nd. I just can’t have him on point… he’s too slow.

Few people mentioned b+MP earlier as an anti-air; now it seems its out of favour already. In training mode against a jumping in dummy, I found d+HP to be more reliable than b+MP. Particularly good when the jump in isn’t that deep. Anyone agree?

I tried these combos last night in training mode. The DP+lp seems to wiff a lot and it is hard to do in real matches. I did have luck with B+MP xxDP+MP, but it was not consistent.

I concur, the move is ass slow!!! can you connect anything after d+hp used as an anti air?

YEP! Changing my guide.
I was doing B+mp against a neutral jumping dummy. You need DP+lp for that.
Anyone forward jump-ins from afar WILL MOSTLY require DP+mp.

I’ve had some decent success with this AA. It’s good against neutral jumps and a worth while gamble against far jumps.
Just DON’T EVER USE IT if the opponent is jumping on your head or cross-up. You’ll get raped.

I’ve been doing really well using Heihachi as 2nd.

He’s a powerhouse of a character. I don’t like him on point as he is slow… and I don’t want to show the opponent my strings early in a round. I want him to be called in to deal switch-in damage. And then mix-up the opponent on wake-up. They guess wrong and they are dead! And they don’t know how they got hit. Basically… when I call him in… I want to the round to be over very quickly afterwards.

Switch-in combo of
B+mp xxDP+mp > S.hp xxDP+hk, p
Is really good damage. And leaves you close to your opponent for Oki.

Oh, And make sure,

If you hit-confirm jabs…
Link C.mk xxDP+pp > S.hp xxDP+mp > S.hp xxDP+kk, p
One meter, but really good damage off a hit confirm, when you’ve pushed yourself too far away.
Or to punish opponents who are just standing up all the time trying to block a high.

For punish (blocked opponent uppercut).
S.hp xxDP+mp > S.hp xxDP+mp > S.hp xxDP+kk, p
Real easy BnB and tons of damage for a non-meter combo.
Call-in switch partner for 1 meter if he can add something to the combo, or, if you just want to get heihachi out.

nice!!!

are you finding any good frame traps after blocked f+lk?

It really depends on who you’re fighting against, I’m cautious against people with meter but I’m mixing it up between f+lk into 1 or 2 cr.lp, repeat, if you get a hit off the 2nd f+lk, hit confirm it into an ex dp and do the followup combo. If you’ve got them blocking low after a few cr.lp feel free to mix up your f+lp mp string for the overhead and if you hit go for the followup.

On another note I’m really getting sick of ranked for random play, its not helping me learn the game and its frustrating. Is anyone here playing on XBL and wants to do some 1 on 1?

Now, here’s what I wanna know: do you guys think “official” teams are good enough? Like, I’m trying to use Heihachi and Kuma, but beyond their obvious weaknesses (slow speed, no fireballs, etc.) I haven’t been able to get long and damaging combos with them. As much as say Kazuya+anyone can.

After hitting a cr.lp, isn’t it better to follow up with the fwd lp mp target combo into whatever? It’s meterless and can easily be followed up into.Same goes for cr.mp.

wait, you can connect fwd+lp right after a cr.lp?

Loving Hei right now! love his AAs like c.mp and s.mk. Wish i could run him point! Who do you guys think goes well with him, with a wife and kids i don’t have much time to go in the lab!

Heihachi + King = OP

Word?! Do tell!

Nothing too fancy, he has some nice tag cancel combos but King has that with everyone. I think King is a bit weak on his own, really slow, i’m biased cause I absolutely hate slow walk speed characters, having 2 of them on one team sounds dreadful but here you go

[media=youtube]sMAgQdyv1fY[/media]

19:35~ shows the combo tag cancel potential

yes, thats the point of the char

If you have hit confirmed off one c.lp.
You should immediately do c.mk xxDP+lp.

It will allow you more juggles and damage.

But it will only work from 1 c.lp. If you get two… You will be too far away to connect the DP.
F+lp, mp works for solid damage. But it will always be less than the potential

One single c.lp is very hard to hit confirm off of, especially since most of his moves you will be hit confirming c.lp’s off of are b+lp and f+mp.