Heihachi punishers

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This page is for Tekken 8. For Tekken 7, see Heihachi punishers (Tekken 7).

Punishers for tricky moves
Various Slide ws4
Alisa
  • b+4,4
  • b+4,4,3+4~1
f,F+2T! on follow-up
  • b+3+4
  • b+3+4,3+4
df+1:2*T! on follow-up
EWGF
b+3 f,F+1+2
uf+2,1
Bryan df+2,3 df+1:2*
Claudio f+2,2 f,F+1+2
f,F+2
Jack-8 d+1+2 qcf+2
f,F+1+2
King db+4 cc d+3
cc OTGF
f,F+2 uf+2,1
Law df+3 df+1:2*
Paul d+4,2:1+2 qcf+2
f,F+1+2
qcf+2 qcf+2
f,F+1+2
Victor f,F+2 df+3,1+2,qcf+1
EWGF
Xiaoyu BT.f+3+4,3+4 b+1,4
AOP.3+4 ws4
Zafina
  • ws2
  • ws2,D
df+1,2Option select


Standing
Enemy Move Damage Frames
-101,1,227 (57)+19a (+9)
1,2,225+4
-112,223+3c
-121+225 (WAR 48/75)+24a (+14)
f+1+215 (41/WAR 60)+14c
-13f,n,df#2[1]23 (85)+39a (+29)
df+2,WAR.128 (92)+66a (+50)
df+1:2*[2]33+19a (+14)
df+4,233 (83)+9a (+0)
df+1,230+3
df+2,128+12a (+5)
-14f,n,d,df#2[3]23 (85)+39a (+29)
b+3,339+3a
b+3,3,H.264+0a (-17)
b+1,436+7a
qcf+230 (54)+18a (+8)
-15df+3,1+2,144+20a (+15)
Crouching
-11ws4,429+0c
-13ws117 (47)+35d (+27)
-15FC.df+217 (79)+37a (+27)
-18ws3,1+230 (80)+13a (+4)
Back-turned opponent
Grounded opponent
-19f,F+222+37a (+27)

Related moves

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Demon God Fist
69

f,F+2

M
22
-16
i19~21
t54 r33
Tornado
Tsunami Kick
79

ws4,4

m,​m
13,​16
-15
+0c
,i15
t64 r37
Spike
  • Combo from 1st hit with 9?F delay
  • Enter FUJ -9 +6c r31 with D
Quick Iron Fist
76

ws1

m
17
-14
i13~14
t43 r29
Balcony Break
Ascension Upper
80

FC.df+2

m
17
-14
i15
t52 r37
Tornado
Holy Demon Cross
78

ws3,1+2

m,​m
10,​20
-9
+13a (+4)
,i22
t72 r32
Balcony Break
  • Combo from 1st hit
Flash Punch Combo
23

1,​1,2

h,​h,​m
5,​6,​16
-17
,i18
t75 r37
Balcony Break
  • Combo from 1st hit with 12f delay
  • Clean wall splat when near the wall
  • Applies additional combo scaling on wall splat
Back Fist Combo
25

1,​2,2

h,​h,​h
5,​8,​12
-12
+4
,i17
t50 r33
  • Combo from 1st hit
  • Enter FUJ -9 +4 r30 with D on frame 22
Dogenkotsu
31

2,2

h,​m
10,​13
-8
+3c
,i22
t66 r33
Spike
  • Combo from 1st hit with 2f delay
Demon Breath
35

1+2

m
25
-10
i12
t44 r32
Balcony Break
Chrome Dome
40

f+1+2

h
15
-14
i12
t45 r33
Spike
Head
[[#Heihachi-f,n,d,df${justFrame}2]]
Electric Wind God Fist
87

f,n,d,df#2

h
23
+5
i11~12
t36 r24
  • Chip damage on block
  • Can be performed without the d input: f,n,df#2
Sometimes written
  • EWGF
  • Electric
Ultimate Muso Renken
114

df+2,WAR.1

m,​m
8,​20
-17
,i20~21
t72 r37
Tornado
  • Combo from 1st hit
  • Chip Damage on block
Sometimes written WAR.df+2,1
Zenith Muso Tekken
45

df+1:2*

m,​m
10,​23
-9
+19a (+14)
,i28~29
r36
Tornado
Reversal Break
  • Combo from 1st hit
  • 9 chip damage on block
  • 10 chip damage on block in heat
  • 11 chip damage on block with perfect frame input
  • 12 chip damage on block with perfect frame input in heat
  • Restores 3 additional recoverable health on hit or block
  • Restores 9 additional recoverable health on hit or block with perfect frame input
  • 23 damage upon releasing input within the 5f window (frames 18–22)
  • 28 damage on a perfect input release exactly on frame 17 (gold spark)
Rapid Crush Combo
48

df+4,2

m,​m
10,​23
-12
+9a (+0)
+55a
,i20
t70 r35
Balcony Break
  • Combo from 1st hit with 9f delay
Muso Tekken
43

df+1,2

m,​m
10,​20
-13
+3
,i21
t72 r36
  • Combo from 1st hit
Reverse Muso Renken
46

df+2,1

m,​m
8,​20
-17
+12a (+5)
,i20~21
t72 r38
  • Combo from 1st hit
[[#Heihachi-f,n,d,df${justFrame}2]]
Electric Wind God Fist
87

f,n,d,df#2

h
23
+5
i11~12
t36 r24
  • Chip damage on block
  • Can be performed without the d input: f,n,df#2
Sometimes written
  • EWGF
  • Electric
Hooking Crescent Kick
61

b+3,3

h,​M
14,​25
-12c
,i22~26
t59 r33
Spike
  • Combo from 1st hit with 4f delay
Hooking Battering Ram

b+3,​3,H.2

h,​M,​SM
14,​25,​25
+0
+0a (-17)
,i30
Tornado
Reversal Break
  • Combo from 1st hit
  • Jails from 2nd hit
  • 10 Chip damage on block
  • Consumes 240F? of remaining heat tiem
Oni Yarai
56

b+1,4

m,​m
12,​24
-13
+7a
i22~23
,js24~
t80 r40
Tornado
Knee
  • Combo from 1st hit with 12f delay
  • Move can be delayed 10f
Iron Hand
72

qcf+2

m
30
-17
+18a (+8)
i14~15
t51 r36
Heat Engager
Heat Dash +5, +43d (+35)
Balcony Break
  • Gain 1 Ultimate Count on Heat activation
  • Can be buffered
Sometimes written d,df,f+2
Gokotai Rampage
47

df+3,​1+2,1

m,​h,​m,​m,​m
10,​3,​3,​3,​25
-15
+20a (+15)
,i22~23
t106 r34
  • Balcony break on airborne hit
  • Jail from 1st attack
  • Powered up input df+3,1+2,qcf+1 (5 additional damage)
    • Last button should be input as late as possible?


  1. Triple just frame. Very hard to do from a block stun.
  2. Harder than df+4,2, but gives better frame advantage and heals recoverable health.
  3. Doesn't require f,n,df#2, but still very hard. Becomes easier with bigger frame advantage.
Whiff punishers
Move Speed Range Damage Risk Hitbox
1,1i102.211-5High
f,n,d,df#2i14~152.423+5High
df+1i13~142.410-5Mid
qcf+2i14~15330-17Mid
f+2i15~162.713-9High
d+1i162.712-9Mid
f,F+1+2i13 (~i16)[2]3.2 ~ 4.4[1]22-8Mid
f+3i18~20[3]2.7 ~ 2.810-5Mid
ws3,1+2i18~192.830-9Mid
uf+2i192.816-9Mid
f,F+2i19~21 (~i22)[2]3 ~ 4.2[1]22-16Mid
  1. 1.0 1.1 Depending on how long you hold the second F in f,F
  2. 2.0 2.1 How long you hold the second F in f,F adds up to the startup frames
  3. Hits on different active frames depending on distance