Heat

From Wavu Wiki, the 🌊 wavy Tekken wiki

Heat is a resource granted to all characters at the start of each round which can be spent by the usage of Heat-related mechanics. During Heat:

  • All attacks deal chip damage on block.
  • Gain recoverable health back faster
  • While getting hit when in airborne state, such as after getting launched, all attacks will only inflict recoverable health.
  • While getting hit during standing or crouching state 30% of the attack's damage will be converted to recoverable health.
  • Certain characters may gain new moves.
  • Some moves gain extra properties, either strengthening it at the cost of consuming some of the Heat gauge or having a unique property that replenishes the Heat gauge when performed.
  • The Heat gauge steadily depletes until it is entirely consumed, rendering it unavailable for the rest of the round.

Mechanically speaking, there are two ways to activate Heat (Heat Burst and Heat Engagers) and two ways to deplete it (Heat Smash and Heat Dash).

Activating Heat

Heat Burst

Done by inputting 2+3 or the Heat macro button without having previously activated Heat in the round. Every character's Heat Burst shares the same frame data and powercrush properties but the specific tracking and range details differ between characters:

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Heat Burst
R1

2+3

m
[12;12]
+1
+2c
i16
pc7~16
t92 r30
Heat Burst
  • Cancel to r45 with b,b on frame 42
  • 2 chip damage on block
  • 12 chip damage on hit
  • Only deals recoverable damage
  • Cannot cause a K.O.

Heat Bursts consume a small amount of Heat on activation, giving you less of the bar to work with than a Heat Engager, they also do not grant back recoverable health on hit. A Heat Burst's damage cannot cause a KO.

Season 2 introduced the ability to activate Heat Bursts from stances with some exceptions, most notably from Back turned.

Heat Engager

Done by landing specific attacks that are unique to each character without having previously activated Heat in the round. A Heat Engager can be anything from a poke string to a powercrush to a throw to a parry, and a character's designated Engagers can help define their playstyle.

In season 1, Heat Engagers are always +17 on hit and put opponents into a forced guard state. In season 2, heat engagers are now +9 on hit. Heat engager attacks can wallsplat and balcony break if the move has such properties.

Upon landing a Heat Engager, the character gains back a minimum of 30hp of their recoverable health in addition to the hp the character recovers from landing the move on hit.

Season 2 added the option for the attacker to enter crouch during the Heat Engager animation.

Using Heat

Heat Smash

Done with the same input as Heat Burst. A Heat Smash is a powerful attack that consumes your remaining Heat gauge. They universally deal high damage and activate stage gimmicks, they uniquely instantly activate undamaged Hard Walls and Hard Floors. Different speeds, recovery and hit levels provide them with varied utility.

Most Heat Smashes in the game hit mid. These are usually plus on block and have varying startup speeds and tracking while low Heat smashes are all unsafe and punishable. Though most characters only have a single Heat Smash, characters with stances sometimes have a unique extra one performed from said stance.

Heat Smashes scale down in damage quite heavily if used during a combo and thus not recommended to use in combos over Heat Dash.

Similar to Heat Bursts, Season 2 introduced the ability to activate them from stances with some exceptions, most notably from Back turned.

Heat Dash

When a Heat Engager is used while already in Heat and forward is held as the move connects with the opponent, your remaining Heat gauge is consumed and a Heat Dash is performed. This has ample utility in both pressure and combos, as it forces plus frames on block and unique combo extensions on hit. It also recovers 6 pts of the player's recoverable life on hit, and 3 pts on block.

Throws that are Heat Engagers cannot be used to Heat Dash. The frame data of each Heat Dash varies on hit, but on block they are universally +5g.

Heat Moves and properties

Once heat is activated characters gain access to new moves or enchanced versions of regular moves usually offerring more damage and safety or even frame advantage on block. When utilizing Heat-exclusive options, the Heat gauge will be consumed by different amounts depending on the move.

Aside from new or enhanced moves some unique heat-consuming effects include:

  • Sped-up full hold charge moves (eg.:Kuma)
  • Autoparry properties during stances (eg.:Reina)
  • Just frame input move properties without the strict timing requirement (eg.:Lee)
  • Additional stance transition option (eg.:Azucena)
  • Access to moves requiring an install at the cost of the heat gauge instead (eg.:Claudio)

Frame Data

Credit to @Foxhoundfl for compiling the following information:

Character Startup Frames Hit Level Tip Range Damage Frames on Block Stance Transition Forced Stance Properties
Jack i10 H,M,M 2.6 52 -9
Balcony Break
Zafina i12 H, SM 2.4 51 +3
Balcony Break
Jun i13 M 3.2 50 -6
Balcony Break
Kuma i13 M,M 3.1 51 ±0
Balcony Break
Law i14 Mid 2.7 50 +11 DSS Forced
Balcony Break
Azucena i15 M,H,M 2.6 53 +6 LIB Forced
Balcony Break
Dragunov i15 M,M,M 2.7 50 +6
Balcony Break
Jin i15 M,H,M 3.1 57 +3 FC Choice
Jin 2+3,4 i15 M,H,M 3.1 48 +9
Balcony Break
Leroy i15 M 2.8 50 +6 HRM Forced
Balcony Break
Panda i15 M,M 2.5 50 +9 ROL +8, HBS +13g Choice
Floor Break
Xiaoyu i15 M 2.6 50 +5 BT +9 Choice
Balcony Break
Xiaoyu (BT) i15 M 2.1 51 +3 HYP +19g Choice Leaves Opponent Standing
Bryan i16 All Mid 2.1 55 +15g
Floor Break
Asuka i16 All Mid 2.9 50 +10g
Floor Break
Steve i16 All Mid 2.7 45 +8 LNH Forced
Floor Break
Leo i16 M,M,H 2.6 50 +8 CD +16g Choice
Balcony Break
Lili (BT) i16 L,M,M,M 2.4 39 -8 BT Forced
Nina i16 M,H,H,H,H,M 3 52 +5 FC +7 Choice
Floor Break
Shaheen i20 L,M,M 3.0 40 -14
Balcony Break
Steve i16 All Mid 2.5 45 -9 LNH Choice
Floor Break
Hwoarang i17 M,M,H 2.6 51 +11g RFS Forced
Balcony Break
King i17 M,M 3.3 60 +12g JGR Forced
Floor Break
Lars i18 M,M 3.1 55 +8 DEN +10 Choice
Floor Break
Kazuya i18 L,M,M,M 2.5 43 -14
Floor Break
Claudio i18 L,M 2 40 -14
Balcony Break
Paul i18 L,M,M 1.0 40 -12
Balcony Break
Raven i18 All Mid 3.1 55 +14g SZN Forced
Balcony Break
Yoshi i18 M,M,M,M 2.8 51 +4 DGF +10g Choice
Balcony Break
Devil Jin i18-28f M,H 4.5 52 +2 CRO +11g Choice
Balcony Break
Alisa i20 All Mid 3.4 50 +8 BOT +10g Choice
Balcony Break
Feng i20 All Mid 3.4 48 +7 STC +12g Choice
Balcony Break
Lee i20 L,M 2.5 37 -14
Balcony Break
Victor i20 L,M 2.3 39 -14
Balcony Break
Reina i21 M,M 3.5 50 +8 WRA Forced
Balcony Break
Lidia i18 M,M,M,H 2.6 55 +10g HAE Choice
Balcony Break
Lili i16 H,H,M,M 3.1 55 +7 DEW +14g Choice
Balcony Break
Eddy i18 M,M,M 3.0 55 +6 RLX Forced
Balcony Break
Heihachi i15 M,M 2.4 50 +6 Rai +10g Choice
Floor Break
Balcony Break
Clive i18 All mid 2.7 55 +8
Balcony Break
Clive (PHX) i15 All mid 2.8 40 +8
Balcony Break