The Heihachi Mishima Thread

It’s difficult to hit confirm off one c.lp on, say, opponents wake up.
But f+mp and b+lp should be fine.

You should be able to see if those will hit. And then get hit confirm another c.lp. and then finish with c.mk xxDP+lp.
DP+lp is -3 on block. A lot of characters in this game do not have a very good punish option. Heihachi, for instance, 4f. Start up is his fastest normal.

Playing against other heihachi’s… if I see a f+lp… I immediately Uppercut. For the ones who try to spam that shit all day.

so finally got the game and played a bit with the Mishimas to start. I wonder if it’s worth to finish with a super for Hei. His ex dp gets you so close in his juggles that you can loop a normal into wgf again and carry into a corner really well. Opinions on that matter?

I tried some speed gems so far but… it does not seem to make much difference for him XD

**Anti-Air **
B+mp isn’t horrible. It just shouldn’t be the GO-TO AA. It is a great AA at a specific range against specific characters. If you use it carelessly… you will hurt badly. If you use it CORRECTLY … then you will put a lot of hurt on the opponent.

Here is a string from my play-book.
I’m currently using it on the opponent’s wake-up. It starts with an Overhead (B+lp).

[351dmg] [0 meter] B+lp, S.mp xxDP+lp, C.mk xxDP+mp, S.hp xxDP+hk, p

That being said. I’m also mixing this up with simply doing C.mk xxDP+lp on the opponents wake-up. (Disgusting block low or high on wake-up… and if you guess incorrectly… say good bye to your hp)
It’s a DISGUSTING mix-up. Pretty ‘safe’ on block. (DP is -3 on block and you are pushed back far from opponent).

** I feel bad for posting up such disgusting plays. But we gotta do what we gotta do. Every character has some disgusting stuff. Played a really good Rufus/Hugo and Rolento/Heihachi team in a big-meet up tonight. Talk about disgusting!!! This game is one big guessing game.

how do you deal with people who like to roll forward during wakeup?

i never tested any of this so i dunno but can you throw someone when they roll? perhaps jump back to punish??

trial mode level 18 so annoying. clp slp clk sometimes connects or it doesn’t. I hate links I can do it some times but this is the only trial I haven’t finished for heihachi. any tips?

u cant punish roll, u have to predict then mixup

i keep hearing constant debates about whether or not Heihachi is good or bad. a lot of people say he’s really good and a lot say he’s bad. dunno what to think anymore

Not for lights… just have to practice… I know its not what you’re looking for but just accept that the game is new and hit them gym, mayne. That’s what everyone else is doing…

lol. The game just came out so its too soon to really say.

Heihachi is great in this game. IMO he is great, but it will take some time to get him there. Here’s why I think that:

My thoughts on Heihachi

Spoiler

-at least 4 seperate high low mixups when close. mix in Throwing, and counters and he’s a beast on wakeup.
-4 RELIABLE anti airs. j.Hk is totally ridiculous and ambiguous as hell. I’m still working on setups espeially for meaty jumpins. I found a couple of really good ones, but i’m still testing. One big roadblock is that i don’t know the wakeup times for the characters…
-High damage combos that don’t require a lot of hits. This is important depending on who your partner is, but it seriously reduces scaling.
-GREAT team synergy. Ending combos with DP HK Floats the opponent, so that almost all characters can do whatever they want. They aren’t limited to certain moves and can maximize their damage output on crosses (For instance, i team with King, and Knees + throw after comboing with Heihachi cost them about 1/2 their life for 1 bar). Also, s.HP makes for easy high damage crosses from partners into Heihachi since scaling is so low.
-Full screen Ultra. After landing one of those big combos, i usually just stand there and charge/dash and wait for the tag in. Free Ultra from anywhere.
-GREAT up close… c.LP=400 damage at any point. s.MK is quick and 2 hits.
-GREAT anti air with back-MP, and Chrome Dome. IMO, Chrome dome is a better AA than Back-MP, but to each his own. Chrome dome does more damage and you get the same combos and the Coutner hit if they swing.
-Look at his hair? Come on now, you know that’s OP.

IMO his only disadvantage is his walkspeed, but I play Makoto in SFIV so its all good for me lol.

EDIT - oh and uh, f.LP is OP. Block string >Counter is OP. I’m sorry guys but Chrome dome is OP against Jump ins lol.

I’m having some issues with the f.LP > MP > FP xx MP DP > FP xx LK DP bnb combo. I seem to miss the last FP xx LK DP, it seems it depends on the timing of when you do the first FP xx MP DP, am i correct, or am i just to slow?

400 damage off a clp? how the hell do you even do that

chrome dome as aa? lol i never thought if that, to be fair though i barely use chrome dome. it has high priority?

His head has armor on it. The armor will just absorb a normal jump in

I now use c.MK xx SRK+K-P in the end, way more reliable than the HP xx SRK+K-P and damage difference is negilgible due to damage scaling.

Here’s a combo for Hachi. Full meter required. It’s a swag combo so you probably shouldn’t expect to get it online because 1 frame of lag ruins it.

j.HK, forward + l.p, l.p xx Demon Breath, walk, forward + l.p, l.p xx Demon Breath, walk, l.k, h.p xx EX rising upper, forward + l.p, m.p, c.mp, s.mp, s.hp xx Raijin’s Wrath

Ran into a few good Heihachi/King teams today. Definitely practicing with him this weekend. And noob tips?

Everyone’s going all out on max hit/dmg/swag/punish combos atm, but can anyone list some good block strings? Particularly that can be used as part of a mixup menu. I need some ‘bnb block strings/pokes’ to keep the pressure on.

Just put yourself at a frame advantage and then press buttons. F+LK and B+LK both give a lot of frame advantage on block, so you can press cr. MP afterwards to crush their attempt to counter attack. CH cr. MP xx MP-DP is a combo, so you can easily convert this into big damage if it hits.