Heihachi strategy

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

General Strategies

Key moves

Function
Core
Secondary
Extra
Move Poke Counter Mixup Keepout Approach Oki
f,n,d,df#2
f,n,d,df4
b+4
f+4
f,F+3
f,F+2
db+2
1,1,2
1,b+2
b+2
f,F+1+2
f+3
b+1+2
Tracks left
  • f+3
  • df+3
  • db+3
  • f,n,d,df+1
Tracks both
  • ws1
  • RAI.1
  • d+4
  • f,n,d,DF+4
Tracks right
  • f+2
  • uf+2
  • b+4
  • FUJ.2

Homing Moves

Name
Alt
Num

Input

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

b+3

h
14
-9
+2
i14~15
t42 r27
Homing
Wind Slicer
  • ub+4
  • u+4
68

uf+4

m
17
-9
i24~26
  • js9~29
  • fs31~32
t48 r22
Homing
Balcony Break
Tengu's Wings
106

FUJ.1+2

m
25
-13
+6a (-3)
i18~19
pc7~17
t57 r38
Homing
Balcony Break
  • -7 on block after absorbing an attack
  • Chip damage on block after absorbing an attack
Fire Starter
FUJ.2+4

FUJ.1+3

t
15
+7
i18
t46 r28
Homing
  • Unbreakable
Thunder Cutter
96

RAI.2

h
25
+10
+51a
i17~18
t52 r34
Strong Aerial Tailspin
Homing
Guard Break
  • Chip damage on block

Pseudo-homing Moves

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Quick Iron Fist
76

ws1

m
17
-14
i13~14
t43 r29
Balcony Break
RAI.4

f,n,d,DF+4

L
15
-23
+8c
i16~17
t49 r32

Tracking Moves

Against SSR

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Lightning Crush
38

f+3

m
10
26
13
-5
+9
i18~20
t48 r28
Knee
  • Enter FUJ -2 +12 r25 with D
  • Pseudo-homing to SSR/SWR

df+3

m
10
-6
+5
i15~16
t40 r24
Knee
Sacred Tree Fell
55

db+3

L
10
-13
-2
i16
t48 r32

Against SSL

Name
Alt
Num

Input

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

f+2

h
13
-9
+2
i15~16
t43 r27
Indra's Kick
62

b+4

m
23
-8
+30a (+4)
+53a
i18~19
t65 r46
Balcony Break
  • 6 chip damage on block
  • Has good left sidestep tracking
  • Recovers 11F faster on hit or block (t54 r35)
Kidney Crush Combo
u+2,1
66

uf+2,1

m,​m
16,​20
-11
+21a (+11)
,i27~28
t80 r33
Heat Engager
Heat Dash +5, +36a (+26)
Balcony Break
  • Chip damage on block
  • Combo from 1st hit with 10f delay
  • Gain 1 Ultimate Count on Heat activation

Okizeme game

f,F+2 (Demon Uppercut)
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

Heihachi's main Oki tool, a flip-over damaging ground-hitting mid. However do not abuse it, because on block this move is terrible, use only when you are sure you are going to hit them grounded.

d+3
Jichinsai

d+3

M
25
-7
+3a
i22~23
t59 r36
Spike
  • Chip damage on block

This is your safe, damage optimal, ground hitting mid, however by doing this move you essentially give up a lot of Oki pressure that f,F+2 would give afterwards.

Rending Battering Ram
RAI.3,2

d+3,H.2

M,​SM
25,​25
+0
-10a (-20)
,i30
t105 r50
Tornado
Reversal Break
  • Combo from 1st hit
  • 12 Chip damage on block
  • Consumes 300f of remaining Heat time
Sometimes written H.d+3,2

On heat, however, it's the most damaging it could be, and gives a good window to try and pressure your opponent.

db+3
Sacred Tree Fell
55

db+3

L
10
-13
-2
i16
t48 r32

Not an super impressing Oki tool, its damage is less than ideal, however it turns your opponent around on the ground, which then opens them up to pressure afterwards, especially good at the wall.

Wall Game

f+4 (Right Splits Kick)
Right Splits Kick
39

f+4

m
20
+4
+7c
+26d
i19~20
t47 r27
Spike
  • Enter FUJ r27 with D
  • +15c against a crouching opponent

WIP Writing something here.

df+4,2

df+4

m
10
-6
+5
i13~14
t38 r24
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

Hit-confimable mid mid string, at the wall, this move is really good especially with Heihachi's wall combo damage.
Hit confirm it, it is -12 on block, which means you lose wall position on block.
The first move alone is quite bad on block, however you can sidestep and back dash a bunch to make your opponent whiff. You can also do ub+2 on a read, to catch a punch and get an Wall Splat anyway.
Sometimes, you can also delay the second hit, because it's a CH launcher.

Using Heat

H.b+3,3,2 (Wall Combo Battering Ram)
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
  • 11 Chip damage on block
  • Consumes 300f of remaining heat tiem

WIP Writing something here.

Heat Smash Foward
Eight Thunder Kami Slayer

H.2+3,F

m
50
+10
-2d
i15
r36
Heat Smash
Reversal Break
Balcony Break
  • 15 chip damage on block
  • Transition to attack throw on hit
  • Transition to RAI on block only
  • Cancel RAI transition with B, +6 on block instead

WIP Writing something here.

Neutral

Close range

EWGF
Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
[[#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

Classic electric, i13 at a minimum but generally assume it might be 'i14~18'-ish.
Your 'do everything' button, amazing for pressure and for setting up traps, however do not get predictable with it.

f+4 (Right Splits Kick)
Right Splits Kick
39

f+4

m
20
+4
+7c
+26d
i19~20
t47 r27
Spike
  • Enter FUJ r27 with D
  • +15c against a crouching opponent

WIP Writing something here.

df+1

df+1

m
10
-5
+7
i13~14
t36 r22
Muso Palm Strike
42

df+1,1

m,​h
10,​8
-2
+4
,i15
t50 r21
  • Combo from 1st hit
Muso Tekken
43

df+1,2

m,​m
10,​20
-13
+3
,i21
t72 r36
  • Combo from 1st hit
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)

A great mid poke, Heihachi's df+1 is a mid check.
df+1 alone is not impressive, but the follow-up is what make this move great.
df+1,1 is essentially homing, it tracks opponents trying to move around, and at only -2 on block, however, it's a high.
df+1,2 and df+1,2* are different beasts, you use them when you want to pressure, rarely you will just do df+1,2.
Holding the move gives you a mid that pushes your opponent back while getting grey health back, but holding the move can open you up to retaliation. The full charged version is +1 on block though.

Mid range

b+4
Indra's Kick
62

b+4

m
23
-8
+30a (+4)
+53a
i18~19
t65 r46
Balcony Break
  • 6 chip damage on block
  • Has good left sidestep tracking
  • Recovers 11F faster on hit or block (t54 r35)

This is the "I read you were gonna do a slow button", AWESOME reward on Counter hit for absurd damage, and it knocksdowns on normal hit.
Tracks to Heihachi's bad side, however DO NOT WHIFF THIS MOVE, this move is design to be TERRIBLE on whiff.

f+3
Lightning Crush
38

f+3

m
10
26
13
-5
+9
i18~20
t48 r28
Knee
  • Enter FUJ -2 +12 r25 with D
  • Pseudo-homing to SSR/SWR

Psuedo-homing approaching tool, on hit it guaranteed FUJ.1,1 (Heat Engager) and FUJ.1,2 (Knockdown).
On block, it's better if you don't really go into stance, however, if you do, try to cancel it with FUJ.df~b.
If you want to be cheeky, do FUJ.2, it will evade jabs and some other highs.

f,F+1+2 (Raoh Thrust)
Raoh Thrust
71

f,F+1+2

m
22
9
8
-8
+22a (+12)
i13
t47 r34
Heat Engager
Heat Dash +5, +43d (+35)
Balcony Break
  • 4 chip damage on block
  • Gain 1 Ultimate Count on Heat activation

Heihachi's "Demon Paw", what would be an average move becomes an above average because it's a fast heat engager knockdown. Especially good for punishing moves that recover fast.
However, while it is an advancing mid, it does not go too far, do not use this like you would Demon Paw.

Long range

Wavedash
Wind God Step

f,n,d,df

r3?
  • Cannot be buffered
  • Stance moves can be buffered out of heat dash
  • Cancel to SS with u
  • Cancel to block with b
Sometimes written CD

WIP Writing something here.

f,f,F+1+2 (Running Chrome Dome)
Roaring Stonehead
75

f,f,F+1+2

h
20
+3
+6d
i15
js3~23
t62 r46
Spike
  • Transition to r32 +6 +9d RAI with F
  • 4 Chip damage on block
Sometimes written wr1+2

WIP Writing something here.

Using Heat

uf+4,1 (Jumping Battering Ram)
Soaring Anvil Smasher

uf+4,H.1

m,​M
17,​20
-3
+5a
,i25~30
t97 r40
Balcony Break
  • Chip damage on block
  • Consumes 300F of remaining Heat time
  • Combo from 1st hit
  • Jail from 1st block
Sometimes written H.uf+4,1

WIP Writing something here.

Defensive Moves

Parry/Sabaki

b+1+2 (Heaven's Wrath)
Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Heaven's Merciless Wrath
63

b+1+2

m
20
-11
+23a (+13)
i42
ps5~25
t75 r33
Heat Engager
Heat Dash +5, +43d (+35)
Balcony Break
  • Gain 1 Ultimate Count on Heat activation
  • Parries all mid or high punches or kicks
  • Attack is guaranteed after a successful parry

This is Heihachi general sabaki, it catches any strikes that are parryable and heat engages. The attack is guaranteed if it catches a opponent's move.
The move itself is pretty slow, and while you might think that it's just -11, know that you cannot break throws during the parry window. If you Heat Dash with it only gives a one hit guaranteed follow-up (OTGF for example).

ub+2
Skull Rupture
64

ub+2

h
25
-6
+14c
i18~19
ps5~12
t52 r33
Balcony Break
  • Parries mid or high punches
  • Forces backroll on normal hit
  • 28dmg, +22a (+12) on successful parry
Balcony Break

This is Heihachi's Punch Sabaki, catches any parriable Mid or High punches.
This move is especially good if your opponent's back is to the wall, with a good read you can get a damaging wall combo out of it.

Charging Hand (Fujin Parry)

Charging Hard

H.d+1+2,P

t
35
i11
ps19~40
  • Parries high or mid punches or kicks
  • Regain health on a successful parry
  • Consumes 240F? of remaining heat time
  • Throws received are unbreakable
Sometimes written
  • FUJ.P
  • H.FUJ.P

On heat, Heihachi's Fujin (Wind God Kamae) becomes a parry stance, which you can you to create a lot of traps if you hold the stance and therefore making some moves pseudo-safe, such as 3,2~D, f+2,2~D or ws4,4~D.

Power Crush

uf+1
Demon's Wings
  • ub+1
  • u+1
65

uf+1

m
25
-13
+14a (+5)
i24~25
pc7~23
t60 r35
Balcony Break
  • -8 on block after absorbing an attack
  • Chip damage on block after absorbing an attack

WIP Writing something here.

db+1+2 (Power Crush Battering Ram)
Thunderous Battering Ram

H.db+1+2

SM
25
+0
+0a (-17)
i30
pc7~29
t80 r50
Tornado
Reversal Break
Balcony Break
  • 11 chip damage on block
  • 12 chip damage on block after absorbing an attack in power crush state
  • Consumes 300F of remaining Heat time

WIP Writing something here.

Evasive Moves

FUJ.2 (Hidden Electric)
Hidden Wind God Fist
103

FUJ.2

m
20
-10
+75a (+59)
i15~16
cs6~14
t48 r32
Tornado
  • Chip damage on block

WIP Writing something here.

OTGF (f,n,df#1)
[[#Heihachi-f,n,df${justFrame}1]]
Omen Thunder God Fist

f,n,df#1

M
38
-11
+25a (+15)
i19~21
  • js19~40
  • fs41~43
t57 r36
  • 11 chip damage on block
Sometimes written
  • OTGF
  • Electric Thunder God Fist
  • ETGF

WIP Writing something here.