|
|
Line 1: |
Line 1: |
| {{Heihachi}}
| |
|
| |
|
| == Key moves ==
| |
|
| |
| {{KeyMoves|
| |
| {{KeyMove|1|poke=core}}
| |
| }}
| |
|
| |
| ; 1
| |
| : Jab is good okay.
| |
|
| |
| {{BlueOrange
| |
| |left={{Dotlist|
| |
| }}
| |
| |orange={{Dotlist|
| |
| * d+4
| |
| }}
| |
| |right={{Dotlist|
| |
| }}
| |
| }}
| |
|
| |
| === 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. 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 ===
| |
| ; (f,n,d,d/f+2)
| |
| : 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 ===
| |
| ;(u/f+3,4)
| |
| ;(f,f+2)
| |
| ;(f,f+3)
| |
| ;(f,f,f+3)
| |
| ;(f,n,d,d/f+3) or (f,n,d,D/F+3)
| |
|
| |
| === Mixup ===
| |
| ;(f+4)
| |
| ;(d/b+2)
| |
| ;(FC d/f+4)
| |
| ;(f,n,d,d/f+4) series
| |