GiantDojoALPHAv0.01
Heihachi

Heihachi

Heihachi - mishima/pressure. Tools include i12 launcher, CH-launch low.

mishimapressure
16 / 16 combos

Combos

Starter

Most Important

  • EWGF (fthennthendthendf+2)EWGFf+3df+1f+3~D FUJ.2f,n,d,df+4,3
  • wall carry routeEWGFf+3~D (df) 4,4,1f+3~D FUJ.2 T!f,n,d,df+4,3
  • fthenf+3(dash) EWGFf+3df+1f+3~D FUJ.2f,n,d,df+4,3
  • LOW PARRYb+2 (perfect)f,n,d,df+4,4,11,b+2,4

More Combos

  • 4 (hold)b+2 (perfect)f,n,d,df+4,4,11,b+2,4
  • Warrior df+2then1b:2 (perfect)f,n,d,df+4,4,11,b+2,2OTGF
  • RAI 2(dash) EWGFf+3df+1f+3~D FUJ.2f,n,d,df+4,3
  • (fthennthendthendf+4)then4thennthen4f+3df+1f+3~D FUJ.2f,n,d,df+4,3
  • CH fthennthendthendf+4f,n,d,df+4,n,4f+3df+1f+3~D FUJ.2f,n,d,df+4,3

Wall Combos

  • df+3,1+2,1
  • b+3,21+2

Wall Carry

  • b:2 (perfect) for short distance, b+1,4 and f,n,d,df+4,3 for long

With Tornado

  • b+1,4 T!df+3,1+2,1
  • f,f+2 T!b+3,21+2

Heat Burst Ender

  • after T!, b:2 (perfect)(dash)Heat Burstender

Wall / Floor Break

  • end with qcf+2 to break walls and d+3 to break floor

Key Moves

  • 1Fast attack to start offense and check situations. Both 1,1 and 1,b+2 are great extensions for poking.
  • df+1Mid attack to check situations. df+1,1 can be used to check sidestepping opponents while df+1:2 can be charged and is useful for pressure.
  • f+4Useful button to pressure opponents at the wall. It allows you some follow-ups on counterhit and when it hits crouching opponents. You can shift to FUJ stance by pressing down.
  • b+4Your main tool to fish for counterhits. Careful not to whiff.
  • fthenf+2A risky launcher that is useful to hit grounded opponents.
  • f+3~DLong range mid that can shift to FUJ stance. It doesn't give you advantage on block, so it's a good idea to cancel the stance by pressing DF~B if you don't wanna gamble with a stance option.
  • db+2 ― db+3Low options to chip at the opponent's health.
  • fthennthendthendf+4Heihachi's hellsweep has many different follow-ups The single hit is a good button to pressure opponents and leads to a combo on counterhit.
  • EWGFA high launching attack with many applications in the neutral It's important for punishment, but can be used for approach and as a keepout button. Don't neglect it.

Heat Engagers

  • dthendfthenfthen2Useful for block and whiff punishment. Can also be used in combos.
  • fthenf+1+2Safe mid attack for approach, also useful as a punish in specific cases.
  • uf+2then1Good whiff punisher, especially when Heat is active.
  • b+1+2Has sabaki properties, great defensive tool.
  • FUJthen1then1Heat Engager from stance. Mostly useful as a guaranteed follow-up after f+3~D on hit.

Command Grabs

  • uf+1+21+2 escape
  • RAIthen1+3 (or 2+4)unescapable
  • FUJthen1+3 (or 2+4)unescapable

Block Punishers

StartupStandingCrouching
101then1then2 1then2then2~D (mixups)FC d+1
112then2WSthen4then4~D
12f+1+2 1+2 (mid)
13df+4then2 df+1:2 (perfect) Warrior df+2then1WSthen1
14b+3then3 dthendfthenfthen2 (range)
15EWGF df+3then1+2thendthendfthenfthen1 Heat SmashFC df+2

Suggested Whiff Punishers

  • 1then1then2
  • dthendfthenfthen2 (heat)
  • EWGF

Defensive Options

  • uf+1Power crush
  • heat on db+1+2Power crush
  • ub+2Has punch parry properties
  • b+1+2Mid and High attack reversal
  • FOLLOW-UPS
  • f+3~DFUJ.1,1
  • f+1+2 CH ws+2df+4,2 (wallsplat) ― b+1,4 Warrior df+2,1
  • WSthen1 b+2 (hold) CH (d+1)then2 CH sidestep 2
  • qcf+2
  • OTGF
  • b+2~F (hold) fthenfthenf+1+2~F CH (d+1)then2 CH sidestep 2RAI.1
  • uf+4 fthennthendthenDF+3 FC df+4 (clean) CH (b+1)then4 CH ub+1+2 or ub+1+2 (hold)
  • f,f+2 ― OTGF
  • RAI 2 (guard break)1,1,2 (wallsplat) ― 1,2,2~D
  • heat on dthendfthenfthen2~F heat on b+1+2~Fqcf+2 ― OTGF
  • heat on FUJ.1then1~Fd+4 ― OTGF
  • Warrior 1+2f,f+2
  • CH f+4f,f+2 ― (dash) OTGF heat on d+3,2
  • CH f+4~DFUJ.4 ― (df) crouch dash 1
  • f+4 ― f+4~D (on crouching opp)df+4,2 (wallsplat) ― df+3,1+2,1 FUJ 2

Matchup Punishment

  • SlideWSthen4 float
  • Asuka's b+3dthendfthenfthen2 ― fthenf+1+2
  • Kazuya db+1,2dthendfthenfthen2 ― fthenf+1+2
  • Ling RDS f+3+4,3+4df+3then1+2thendthendfthenfthen1
  • Ling's AOP 3+4WSthen4 float
  • Ling's ub+3f+3thenD
  • evade Leo's b+1,4ssl before 2nd hit
  • Paul's Deathfistdthendfthenfthen2 ― fthenf+1+2
  • Demoman (3rd hit)dthendfthenfthen2
  • Alisa's b+3+4,(3+4)df+1:2
  • Alisa's b+4,4fthenf+2
  • Eddy's f,f+4b+1then4
  • Claudio's f+2,2fthenf+1+2 (long dash)
  • Kuma's f,f+2dthendfthenfthen2 ― fthenf+1+2
  • Heihachi's f,f+2dthendfthenfthen2
  • Jack's d+1+2fthenf+1+2
  • Jack's df+1,2,1,2dthendfthenfthen2
  • King's JGS 4fthenf+2