Heihachi (Tekken 7): Difference between revisions

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{{Archetype|Heihachi}}
{{Archetype|Heihachi}}
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'''Heihachi''' is the [[Mishima]] with by far the strongest mids and [[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 the [[Mishima]] with by far the strongest mids and [[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.

Latest revision as of 14:00, 1 October 2024

Heihachi
Stances
  • CD (Crouch Dash) – f,n,d,df
  • RAI (Raijin) – f+3+4 (parries punches)
Fastest launch
  • i11(~14) – f,n,d,df#2
  • i18 – ws3,1+2 (crouching)
Fastest CH launch
  • i10 – 1,b+2,R.1+2 (rage)
  • i15 – df+2 (standing)
  • i18 – ws2 (evasive)
Fastest wall splat
  • i10 – 1,1,2 (standing)
  • i13 – ws1 (crouching)
Archetypal moves
Mid check
  • df+4 (i12)
  • df+1 (standing)
  • ws4 (crouching)
Orbital uf+3,4
Power low FC.df+4
Slash kick f,f,F+3
Generic moves
Remapped
  • d+1 → db+1
Missing
  • uf,n,4
External links
Lore Heihachi Mishima

PokeMixupKeepoutWhiff punishOkizemePressureDefenseTricky

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

Heihachi is the Mishima with by far the strongest mids and pokes, 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.

He has an extensive suite of noob killer moves which have to be answered by fuzzy guards or reacting, and his f,F+2 is notoriously difficult to punish due to its pushback. On top of all this, his f+4 is the best bully move in the game, demanding patient defense to escape the pressure.

Strengths
  • Insane neutral with both an electric and tonnes of strong mids
  • Absurd jab range with strong string extensions
  • Scary comeback potential with his rage drive
  • Lots of powerful, evasive moves
  • Rarely gives up a large frame advantage
    • Mids are often only -2 on block
  • Arguably the best df+1 in the game
Weaknesses
  • No easy i15 launcher for punishment
  • Majority of the lows are very unsafe
  • Execution barriers to many key techniques
  • Needs to push opponents to the wall to get strong mixups
EWGF in neutral
importance
★★★★★
value
★★★★★
dexterity
★★★☆☆
rhythm
☆☆☆☆☆
importance
★★★★☆
value
☆☆☆☆☆
dexterity
★★★★☆
rhythm
★★☆☆☆
f+2,3 f,F+2
importance
★★★☆☆
value
★★★★☆
dexterity
★★★★☆
rhythm
★★★★☆
cc EWGF block punish
importance
★★★☆☆
value
★★★★☆
dexterity
★★★☆☆
rhythm
★★★★☆
ws1 f,n,df#1
importance
★★☆☆☆
value
★★★☆☆
dexterity
★★★☆☆
rhythm
★★★☆☆
EWGF block punish -15
importance
★★☆☆☆
value
★★★★★
dexterity
★★★★★
rhythm
★★★★☆
Standing punishment
-10
28
-11
28
-12
43
39
-13
43
39
-14
75
39
-15
75
50
-18
75
-22
87
75
0
5
10
15
20
25
30
35
40
45
50
55
60
65
70
75
80
85
90
Crouching punishment
-10
5
-11
29
-12
29
-13
45
41
-14
45
41
-15
45
41
-16
75
41
-18
75
68
-24
87
68
0
5
10
15
20
25
30
35
40
45
50
55
60
65
70
75
80
85
90
Median
Short range
Hard
Wall
Meter/Rage