Heihachi strategy: Difference between revisions

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{{Neutral}}
{{Navbox Heihachi}}
== Key Tools ==
{{Navbox strategy}}
{{See other}}


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 ==


=== 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. This is also a true combo on CH for around 28 damage.
}}
; (d/f+1)
: 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.
; (b+2)
: 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.
; (f+3)
: 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 against it.


=== 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 has worse recovery than EWGF on whiff, so it's worth practicing the just-frame input.
; (d/f+2)
: i15, mid, -7 on block. Looks like typical d/f+2, but only launches on counter-hit.
; (d/f+4)
: i12 mid, -6 on block. Heihachi's quickest mid option that's useful for closing out rounds.
;(d/f+1+2)
: 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 (f,f+2). Quite risky, so it's best used when you're confident the opponent will attack.
; (b+4)
: i18 mid, -9 on block. Heihachi's homing option that knocks down on hit and tailspins on counterhit.
; (db+4) or (d+4)
: 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.


=== Approach ===
{{BlueOrange
 
|left={{Dotlist|
=== Mixup ===
}}
|orange={{Dotlist|
* d+4
}}
|right={{Dotlist|
}}
}}

Latest revision as of 22:34, 21 September 2024

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

Key moves

Function
Core
Secondary
Extra
Move Poke Counter Mixup Keepout Approach Oki
1
1
Jab is good okay.
Tracks left


Tracks both
  • d+4
Tracks right