Heihachi punishers: Difference between revisions

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{{Heihachi}}
{{Navbox Heihachi}}
 
{{Infobox tricky moves}}
{{Navbox punishers}}
{{Navbox punishers}}
{{See other}}


{| class="punishers"
{{Infobox tricky moves T8
| colspan="4"  class="table-cat" | Standing
|slide=
|-
|xiaoyu-a=
! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]]
|xiaoyu-b=
|-
|asuka-a=
| -10 || 1,2<ref name="1,2 mix"/> || 15 || +7
|bryan-a=
|-
|king-a=
| -10 || 1,1,2<ref name="flash punch combo"/> || 25 || KND
|jun-a=
|-
|kuma-a=
| -12 || f+1+2 || 16(30<ref name="otgf extension"/>) || KND
|paul-a=
|-
|paul-b=
| -12 || 1+2 || 27 || KND
|claudio-a=
|-
|alisa-a=
| -13 || d/f+1,2<ref name="d/f+1 drop/> || 34 || KND
|alisa-b=
|-
|jack-8-a=
| -14 || b+3,3|| 39 || KND<ref name="FDFT oki"/>
|zafina-a=
|-
|victor-a=
| -14 || f,n,d,d/f#2 || 23(?) || Launch
|law-a=
|-
}}
| -15 || b,f+2,3<ref name="distance punish"/> || 32 || KND
|-
| -15 || f+2,3<ref name="distance punish"/> || 33(50) || KND
|-
| colspan="4" class="table-cat" | Crouching
|-
| -10 || FC1 || 10 || +6
|-
| -11 || ws4<ref name="hurricane kicks" /> || 13 || +8
|-
| -13 || ws1 || 17(41) || KND
|-
| -14 || ccf,n,d,d/f#2 || 23(?) || LAUNCH
|-
| -18 || ws3,1+2 || 30(?) || LAUNCH
|-
| colspan="4" class="table-cat" | Back-turned opponent
|-
| -10 || 1,2,4 || 36 || +17
|-
| colspan="4" class="table-cat" | Grounded opponent
|-
| -16 || d+3 || 9 || -3a (-11)
|}
 
{| class="punishers" style="clear: both"
| colspan="6" class="table-cat" | Whiff punishers
|-
! Move !! Speed !! [[Movelist#Range|Range]] !! Damage !! Risk !! Hitbox
|-
 
| 1,2<ref name="1,2 mix">
Using 1,2 gives you the opportunity to extend with 2, 2~1+2, or 4
</ref>
 
| 1,1,2<ref name="flash punch combo">
Knocks opponent down. Usable as neutral reset, keepaway, okizeme, or to create opportunity for mixup variety
</ref>
 
| 1,1,2<ref name="d/f+1 drop">
Can skip the 2 extension to be +9 in a good range for Heihachi
</ref>
 
| b+3,3 oki <ref name="FDFT oki">
Gives excellent FDFT okizeme
</ref>
 
| ws4,4<ref name="otgf extension">
Follow with iWS1 for 30 damage or OTGF for 46 & okizeme
</ref>
 
| f+2,3 / b,f+2,3 punish <ref name="distance punish">
Used to punish where b+3,3 cannot reach
</ref>


| ws4,4<ref name="hurricane kicks">
{{PunisherTable|character=Heihachi
Follow with another 4 to trade plus frames for damage
|standing={{o
</ref>
    |{{o| moveId = Heihachi-1,1,2 | enemy = -10 | wall = 57 }}
|-
    |{{o| moveId = Heihachi-1,2,2 | enemy = -10 }}
|}
    |{{o| moveId = Heihachi-2,2 | enemy = -11 }}
    |{{o| moveId = Heihachi-1+2 | enemy = -12 | wall = 68 }}
    |{{o| moveId = Heihachi-f+1+2 | enemy = -12 }}
    |{{o| moveId = Heihachi-f,n,d,df#2 | move = f,n,df#2 | enemy = -13 | staple = 85
        | moveNote = <ref>Triple just frame. Very hard to do from a block stun.</ref> }}
    |{{o| moveId = Heihachi-df+2,WAR.1 | enemy = -13 | staple = 48 }}
    |{{o| moveId = Heihachi-df+1:2* | enemy = -13
        | moveNote = <ref>Harder than df+4,2, but gives better frame advantage and heals recoverable health.</ref> }}
    |{{o| moveId = Heihachi-df+4,2 | enemy = -13 }}
    |{{o| moveId = Heihachi-df+1,2 | enemy = -13 }}
    |{{o| moveId = Heihachi-df+2,1 | enemy = -13 }}
    |{{o| moveId = Heihachi-f,n,d,df#2 | enemy = -14 | staple = 85
        | moveNote = <ref>Doesn't require f,n,df#2, but still very hard. Becomes easier with bigger frame advantage.</ref> }}
    |{{o| moveId = Heihachi-b+3,3 | enemy = -14 }}
    |{{o| moveId = Heihachi-b+1,4 | enemy = -14 }}
    |{{o| moveId = Heihachi-qcf+2 | enemy = -14 }}
    |{{o| moveId = Heihachi-df+3,1+2,1 | enemy = -15 }}
}}
|crouching={{o
    |{{o| moveId = Heihachi-ws4,4 | enemy = -11 }}
    |{{o| moveId = Heihachi-ws1 | enemy = -13 }}
    |{{o| moveId = Heihachi-FC.df+2 | enemy = -15 | staple = 79 }}
    |{{o| moveId = Heihachi-ws3,1+2 | enemy = -18 }}
}}
|backTurnedOpponent={{o
}}
|groundedOpponent={{o
    |{{o| moveId = Heihachi-f,F+2 | enemy = -19 }}
}}
}}


<references/>
{{WhiffPunisherTable
    |{{o| moveId =  Heihachi-1,1,2 | range = }}
    |{{o| moveId =  Heihachi-f,n,d,df#2 | range = 2.4}}
    |{{o| moveId =  Heihachi-qcf+2 | range = }}
    |{{o| moveId =  Heihachi-f,F+2 | range = }}
}}

Latest revision as of 19:00, 23 October 2024

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

Punishers for tricky moves
Various Slide
Alisa
  • b+4,4
  • b+4,4,3+4~1
  • b+3+4
  • b+3+4,3+4
b+3
Bryan df+2,3
Claudio f+2,2
Jack-8 d+1+2
King db+4
f,F+2
Law df+3
Paul d+4,2:1+2
qcf+2
Victor f,F+2
Xiaoyu BT.f+3+4,3+4
AOP.3+4
Zafina
  • ws2
  • ws2,D
Standing
Enemy Move Damage Frames
-101,1,227 (57)+19a (+9)
1,2,225+4
-112,223+3c
-121+225 (68)+24a (+14)
f+1+215+14c
-13f,n,df#2[1]23 (85)+39a (+29)
df+2,WAR.128 (48)+66a (+50)
df+1:2*[2]33+19a (+14)
df+4,233+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+1,436+7a
qcf+230+18a (+8)
-15df+3,1+2,144+20a (+15)
Crouching
-11ws4,429+0c
-13ws117+35d (+27)
-15FC.df+217 (79)+37a (+27)
-18ws3,1+230+13a (+4)
Back-turned opponent
Grounded opponent
-19f,F+222+37a (+27)
Whiff punishers
Move Speed Range Damage Risk Hitbox
1,1,2i1027-17High
f,n,d,df#2i11~122.423+5High
qcf+2i14~1530-17Mid
f,F+2i19~2122-16Mid
  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.