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| {{Neutral}} | | {{Navbox Heihachi}} |
| == Key Tools ==
| | {{Navbox strategy}} |
| | {{See other}} |
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| This section will list Heihachi's key moves and ways to apply them. Keep in mind, a move being listed under a particular section does not limit its use to only that purpose!
| | == Key moves == |
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| === Pokes ===
| | {{KeyMoves| |
| ; (1) (1,1) and (1,b+2)
| | {{KeyMove|1|poke=core}} |
| : i10 high. A single jab leaves you +1 on block, and the follow-up -1. (1,1) can be easily hit-confirmed into the Mishima Flash Punch combo (1,1,2). Heihachi's Flash Punch is notable as it is the only one that grants a full wall-splat, making it a fearsome option at the wall. (1,b+2) is a mid follow-up that can be used to deter opponents from acting immediately after blocking 1.
| | }} |
| ; (d/f+1)
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| : i13 mid, -1 on block. Has a high follow-up (d/f+1,1) that's -1 on block that can be used to catch sidesteps, and a damaging knockdown mid (d/f+1,2) that can be delayed.
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| ; (b+2)
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| : i22 mid, -2 on block. Heihachi's wall bounce option that's surprisingly not bad on block. The starting animation is nearly identical to his power low (d/b+2), making these moves tricky to defend against when both are used in tandem.
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| ; (f+3)
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| : i18 mid, -3 on block. Moves a decent amount forwards, knocks down on hit, and launches on counter-hit. Due to this move being a knee, generic parries will not work.
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| === Keepout ===
| | ; 1 |
| ; (f,n,d,d/f+2)
| | : Jab is good okay. |
| : i14 (at the fastest) high that's +5 on block. Electric Wind God Fist, the crux of the Mishima kit. Keep in mind that the regular Wind God Fist (f,n,d,D/F+2) is -10 on block and is worse than EWGF on whiff, so it's worth practicing the just-frame input.
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| ; (d/f+2)
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| : i15, mid, -7 on block. Looks like typical d/f+2, but only launches on counter-hit.
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| ; (d/f+4) | |
| : i12 mid, -6 on block. Heihachi's quickest mid option that's useful for closing out rounds.
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| ;(d/f+1+2)
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| : i24 mid, -14 on block. Heihachi's powercrush that has armor from frames 8~23. On hit, it knocks down and gives you enough time to wavedash in for a (ff+2). Quite risky, so it's best used when you're confident the opponent will attack.
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| ; (b+4)
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| : i18 mid, -9 on block. Heihachi's homing option that knocks down on hit and tailspins on counterhit.
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| ; (db+4) or (d+4)
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| : i12 low, -13 on block. All of the makings of a generic (d+4), high crushes, quick, and relatively low risk. Heihachi needs to use this because not only is it a good interrupter, but it's also one of his only lows that isn't launch punishable. | |
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| === Approach === | | {{BlueOrange |
| | | |left={{Dotlist| |
| === Mixup ===
| | }} |
| | |orange={{Dotlist| |
| | * d+4 |
| | }} |
| | |right={{Dotlist| |
| | }} |
| | }} |