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{{Heihachi}}
{{Navbox Heihachi}}
 
{{See other}}
{{Infobox fighter
{{Infobox fighter
|name=Heihachi
|name=Heihachi
|heat={{Plainlist|
* Gain one Ultimate Count per heat activation
* Enter WAR ''(Warrior Instinct)'' after gaining three
* Auto-parry mids and highs from FUJ stance
* New move: b,b,n,3+4
* New move: db+1+2
* New move: uf+4,1
* New move: d+3,2}}
|heatSmash=Mid, {{MoveGet|Heihachi-H.2+3|startup}}, {{MoveGet|Heihachi-H.2+3|block}}
|heatEngagers={{Dotlist|
* b+1+2
* uf+2,1
* f,F+1+2
* qcf+2
* FUJ.1,1}}
|stances={{Plainlist|
|stances={{Plainlist|
* CD f,n,d,df
* CD ''(Wind God Step)'' – f,n,d,df
* Raijin f+3+4 ''(parries punches)''}}
* RAI ''(Raijin)'' – f+3+4
|splat=i13 – df+1,2
* FUJ ''(Fujin)'' – d+1+2
* WAR ''(Warrior Instinct)'' – 1+4}}
<!--Fastest-->
|launch={{Plainlist|
|launch={{Plainlist|
* i11(~14) f,n,d,df#2
* i12 &ndash; f+1+2 ''(grants followup launch in heat or warrior instinct)''
* i18 – ws3,1+2 ''(crouching)''}}
* i13 &ndash; f,n,df#2 ''(hard)''
* i13 &ndash; df+2,1 ''(warrior instinct)''
* i13 &ndash; f,F+1+2 ''(heat dash)''
* i15 &ndash; FC.df+2 ''(crouching)''
}}
|chLaunch={{Plainlist|
|chLaunch={{Plainlist|
* i10 – 1,b+2,R.1+2 ''(rage)''
* i15 &ndash; 4 ''(high)''
* i15 – df+2 ''(standing)''
* i18 &ndash; b+4 ''(mid)''
* i18 – ws2 ''(evasive)''}}
}}
|midCheck={{Plainlist|
|splat={{Plainlist|
* df+4 ''(i12)''
* i10 &ndash; 1,1,2 ''(standing)''
* df+1 ''(standing)''
* i13 &ndash; ws1 ''(crounching)''
* ws4 ''(crouching)''}}
}}
|powerLow=FC.df+4
<!--Archetypal Moves-->
|orbital=uf+3,4
|parry=H.FUJ.P
|missingGenerics={{Dotlist|
|sabaki={{Dotlist|
* uf,n,4}}
* b+1+2
|remappedGenerics={{Plainlist|
* ub+2
* d+1 → db+1}}
}}
|lore=[[fandom:Heihachi Mishima|Heihachi Mishima]]
|midCheck=df+1
|hopkick=
|slashKick=f,f,F+3
<!--Generic Moves-->
|missingGenerics=
|remappedGenerics=db+1
<!--External Links-->
|lore=[[fandom:Heihachi_Mishima|Heihachi Mishima]]
|twitter=T8_Heihachi
|discord=[https://discord.com/invite/j3WKYVj WE'REHACHI BACKSHIMA]
}}
}}
{{Archetype|Heihachi}}


'''Heihachi''' is the [[Mishima]] by far has the strongest high and mid [[poke]]s, which come with the tradeoff of an underwhelming set of lows. With great frames but not much to do with them, he's often attacking a lot more than his opponent.
Heihachi is a rushdown [[Mishima]]-style character who excels at pressuring opponents and wearing down their defense with some of the strongest mid attacks in the game. His combo damage is extremely high, he has tremendous chip damage potential in [[Heat]], and his new stance options grant amazing [[mixup]] opportunities. The classic Mishima staple moves such as [[Electric Wind God Fist]] and Flash Punch Combo (1,1,2) are as strong as ever, and his new i18 Indra's Kick (b+4) is a devastating long-range safe-on-block [[counter hit]] launcher. These tools grant him an extremely potent defensive capability that synergizes perfectly with his aggressive gameplan.  


He's a monster with an extensive suite of noob killer moves which have to be answered by [[fuzzy guard]]s or [[reacting]], and his f,F+2 is notoriously difficult to [[punish]] due to its pushback. Also known to be the bully among the Mishimas with his movesets, famously utilized by his F+4 that locks down opponents.
Upon entering Heat three different times over the course of a match, Heihachi is able to activate a powered up state known as Warrior Instinct for the remainder of the round. Upon activation (1+4), he receives several major buffs to his kit. He gains Ultimate Muso Renken (df+2,1) as an i13 launcher, his [[hellsweep]] can lead into follow up attacks even when blocked, and Left Splits Kick (f,F+3) becomes +1 on block. Several other moves such as Flash Punch Combo, Demon Breath (1+2), and Demon God Fist (f,F+2) are granted enhanced damage and wall splatting properties. After the round ends, Heihachi is no longer able to access Warrior Instinct for the rest of the match.
 
Heihachi's strengths come at the cost of having lackluster lows and a demanding execution barrier. He can struggle against patient opponents, and is forced to use his unrewarding and launch punishable lows in order to open them up. Many of his pokes are [[linear]], and his Mishima tools are weak to SSL as expected. The King of Iron Fist necessitates strong fundamentals and a good sense of timing in order to be played optimally.


{{BlueRed
{{BlueRed
|blue=
|blue=
* Insane [[neutral]] with both an electric and tonnes of strong mids
* Classic Mishima toolkit, such as wavedash, EWGF, hellsweep, Left/Right Splits Kick, and his iconic Flash Punch Combo as a i10 hit-confirmable wallsplat.
* Absurd jab range combined with a W! 1,1,2 flash punch
* Explosive damage potential with great wall carry to boot
* Extremely high damage with his RD!, great comeback potential
* Powerful stance mixups, is not forced to use stance pressure in neutral to create opportunities
* Very strong standing punishment (i10 W!)
* Warrior's Instinct turns him into a boss character
* Strongest tracking of all the Mishimas
* f+1+2 becomes a devastating i12 launch punish during Heat (with a frame perfect f,F+1+2 Heat Dash) or while Warrior Instinct is active
* Rarely gives up a large [[frame advantage]]
* Heaven's Merciless Wrath (b+1+2) Heat Engager parry has lots of utility, works against most mid/high kicks and punches, active from frames 5~25
** Mids are often only -2 on block
* He has cool hair
* Arguably the best df+1 in the game
|red=
|red=
* Execution barriers to many key techniques (EWGF, CC EWGF, and OTGF)
* Generic pokes are worse than other Mishimas, with linearity and bad frame data being the main culprits
* Lacks a reliable, safe low poke, which he has to take very high risks to open opponents up
* Most lows are launch punishable, with below average damage or frame advantage on hit
* Lacks an easy i15 hopkick/launcher
* Moves that enter stance (f+3, f+4, 1,b+2) have high coverage option selects when blocked, with downjab/generic d+4 beating almost all options
* Relies entirely on Heat to access Warrior Instinct, making Heat usage more predictable
* Requires good execution to get the most out of punish opportunities
* He's really old
}}
}}


{{KeyTechs|
{{KeyTechs|
{{KeyTech|[[Wave dash]]
|importance=4|dexterity=4|rhythm=2|value=5}}
{{KeyTech|-15 [[EWGF]] block punish
|importance=5|dexterity=4|rhythm=4|value=5}}
{{KeyTech|[[EWGF]] in neutral
{{KeyTech|[[EWGF]] in neutral
|importance=5|dexterity=3|rhythm=0|value=5}}
|importance=5|dexterity=3|rhythm=1|value=5}}
{{KeyTech|[[Wave dash]]
{{KeyTech|[[Crouch cancel]] [[EWGF]]
|importance=4|dexterity=4|rhythm=2}}
|importance=2|dexterity=4|rhythm=4|value=4}}
{{KeyTech|f+2,3 f,F+2
{{KeyTech|DF+1,2 gold spark
|importance=3|dexterity=5|rhythm=5|value=5}}
|importance=3|dexterity=5|rhythm=4|value=4}}
{{KeyTech|cc EWGF block punish
{{KeyTech|B+2 gold spark
|importance=3|dexterity=3|rhythm=4|value=4}}
|importance=2|dexterity=3|rhythm=3|value=2}}
{{KeyTech|ws1 OTGF (f,n,df:1)
|importance=2|dexterity=3|rhythm=3|value=3}}
{{KeyTech|EWGF block punish -15
|importance=2|dexterity=5|rhythm=4|value=5}}
}}
}}


== External links ==
* [https://www.youtube.com/watch?v=OdLc_4JFGno HEIHACHI MISHIMA Combo Guide | TEKKEN 8] by RyzingSol
* [https://www.youtube.com/watch?v=JsFFeI7A0Us Tekken 8 - Heihachi Mishima FULL Move List] by LegacyOfKaiser
* [https://www.youtube.com/watch?v=Lmi5NFpuLks Heihachi Mishima Character Guide, part 1 - Moves and Playstyle by mastermind6000] by mastermind6000
{{Navbox fighters}}
{{Navbox fighters}}
__NOTOC__

Latest revision as of 20:30, 25 October 2024

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

Heihachi
Heat
  • Gain one Ultimate Count per heat activation
  • Enter WAR (Warrior Instinct) after gaining three
  • Auto-parry mids and highs from FUJ stance
  • New move: b,b,n,3+4
  • New move: db+1+2
  • New move: uf+4,1
  • New move: d+3,2
Heat Smash Mid, i15, +10
Heat Engagers
  • b+1+2
  • uf+2,1
  • f,F+1+2
  • qcf+2
  • FUJ.1,1
Stances
  • CD (Wind God Step) – f,n,d,df
  • RAI (Raijin) – f+3+4
  • FUJ (Fujin) – d+1+2
  • WAR (Warrior Instinct) – 1+4
Fastest
Launch
  • i12 – f+1+2 (grants followup launch in heat or warrior instinct)
  • i13 – f,n,df#2 (hard)
  • i13 – df+2,1 (warrior instinct)
  • i13 – f,F+1+2 (heat dash)
  • i15 – FC.df+2 (crouching)
CH launch
  • i15 – 4 (high)
  • i18 – b+4 (mid)
Wall splat
  • i10 – 1,1,2 (standing)
  • i13 – ws1 (crounching)
Archetypal moves
Parry H.FUJ.P
Sabaki
  • b+1+2
  • ub+2
Mid check df+1
Slash kick f,f,F+3
Generic moves
Remapped db+1
Missing
External links
Lore Heihachi Mishima
Twitter #T8_Heihachi
Discord WE'REHACHI BACKSHIMA

Heihachi is a rushdown Mishima-style character who excels at pressuring opponents and wearing down their defense with some of the strongest mid attacks in the game. His combo damage is extremely high, he has tremendous chip damage potential in Heat, and his new stance options grant amazing mixup opportunities. The classic Mishima staple moves such as Electric Wind God Fist and Flash Punch Combo (1,1,2) are as strong as ever, and his new i18 Indra's Kick (b+4) is a devastating long-range safe-on-block counter hit launcher. These tools grant him an extremely potent defensive capability that synergizes perfectly with his aggressive gameplan.

Upon entering Heat three different times over the course of a match, Heihachi is able to activate a powered up state known as Warrior Instinct for the remainder of the round. Upon activation (1+4), he receives several major buffs to his kit. He gains Ultimate Muso Renken (df+2,1) as an i13 launcher, his hellsweep can lead into follow up attacks even when blocked, and Left Splits Kick (f,F+3) becomes +1 on block. Several other moves such as Flash Punch Combo, Demon Breath (1+2), and Demon God Fist (f,F+2) are granted enhanced damage and wall splatting properties. After the round ends, Heihachi is no longer able to access Warrior Instinct for the rest of the match.

Heihachi's strengths come at the cost of having lackluster lows and a demanding execution barrier. He can struggle against patient opponents, and is forced to use his unrewarding and launch punishable lows in order to open them up. Many of his pokes are linear, and his Mishima tools are weak to SSL as expected. The King of Iron Fist necessitates strong fundamentals and a good sense of timing in order to be played optimally.

Strengths
  • Classic Mishima toolkit, such as wavedash, EWGF, hellsweep, Left/Right Splits Kick, and his iconic Flash Punch Combo as a i10 hit-confirmable wallsplat.
  • Explosive damage potential with great wall carry to boot
  • Powerful stance mixups, is not forced to use stance pressure in neutral to create opportunities
  • Warrior's Instinct turns him into a boss character
  • f+1+2 becomes a devastating i12 launch punish during Heat (with a frame perfect f,F+1+2 Heat Dash) or while Warrior Instinct is active
  • Heaven's Merciless Wrath (b+1+2) Heat Engager parry has lots of utility, works against most mid/high kicks and punches, active from frames 5~25
  • He has cool hair
Weaknesses
  • Generic pokes are worse than other Mishimas, with linearity and bad frame data being the main culprits
  • Most lows are launch punishable, with below average damage or frame advantage on hit
  • Moves that enter stance (f+3, f+4, 1,b+2) have high coverage option selects when blocked, with downjab/generic d+4 beating almost all options
  • Relies entirely on Heat to access Warrior Instinct, making Heat usage more predictable
  • Requires good execution to get the most out of punish opportunities
  • He's really old
importance
★★★★☆
value
★★★★★
dexterity
★★★★☆
rhythm
★★☆☆☆
-15 EWGF block punish
importance
★★★★★
value
★★★★★
dexterity
★★★★☆
rhythm
★★★★☆
EWGF in neutral
importance
★★★★★
value
★★★★★
dexterity
★★★☆☆
rhythm
★☆☆☆☆
importance
★★☆☆☆
value
★★★★☆
dexterity
★★★★☆
rhythm
★★★★☆
DF+1,2 gold spark
importance
★★★☆☆
value
★★★★☆
dexterity
★★★★★
rhythm
★★★★☆
B+2 gold spark
importance
★★☆☆☆
value
★★☆☆☆
dexterity
★★★☆☆
rhythm
★★★☆☆

External links