(Created page with "{{Neutral}} == Key Tools == === Pokes === ; (1) (1,1) and (1,b+2) : i10 high. A single jab leaves you +1 on block, and the follow-up -1. 1,1 can be easily hit-confirmed into...") Â |
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=== Pokes === | === Pokes === | ||
; (1) (1,1) and (1,b+2) | ; (1) (1,1) and (1,b+2) | ||
: 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. | : 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) | ; (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. | : 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. |
Revision as of 05:55, 22 January 2021
Neutral is when both players can act freely. It makes up most of the game, so learning how to play it is critical. There's no point mastering all the combos and setups if you can't use them in an actual game.
This page contains a brief overview of this character's key neutral tools followed by advice for putting them together.
Key Tools
Pokes
- (1) (1,1) and (1,b+2)
- 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)
- 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.
- (d/f+4)
- i12 mid, -6 on block. Heihachi's quickest mid option that's useful for closing out rounds.
- (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.