Street Fighter X Tekken/Heihachi: Difference between revisions

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{{SFxTCharacterHeader|Heihachi|heihachi|
{{SFxTCharacterHeader|Heihachi|heihachi|
TBW
Head of the Mishima Zaibatsu or former head. Heihachi Mishima is the father of Kazuya and Grandfather of Jin and possibly Lars. He is an insanely powerful man whose harsh raising of Kazuya would change the latter into the anti-hero/antagonist he is today. He created the King of The Iron Fist tournament to seek out powerful challengers and is accompanied by his bear Kuma.
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TBW}}
Heihachi plays like Makoto with enhanced strengths and weakenesses. Slow walkspeed but fast forward dash, although not a Makoto level forward dash. He lacks a command grab but has plentiful normals and strings to confuse the opponent and counter them. He also has a counter move. His j.HK is regarded as one of if not the best jump in move in the move. It crosses up and can be very ambiguous. A variety of high and low normals combined with his special normals create a very deadly offensive game in the close range. However, he struggles to close gaps between him and the opponent and can be lamed out. He has multiple moves that avoid projectiles but do not travel far. He is better as an anchor and must remain close to the opponent to be effective. His damage is outstanding however with multiple hard hitting normals that lead to high damage bread and butter combos.}}





Revision as of 10:55, 9 April 2014

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Heihachi

Sfxt heihachi face.jpg

Ideal Team Position: Head of the Mishima Zaibatsu or former head. Heihachi Mishima is the father of Kazuya and Grandfather of Jin and possibly Lars. He is an insanely powerful man whose harsh raising of Kazuya would change the latter into the anti-hero/antagonist he is today. He created the King of The Iron Fist tournament to seek out powerful challengers and is accompanied by his bear Kuma.


Heihachi plays like Makoto with enhanced strengths and weakenesses. Slow walkspeed but fast forward dash, although not a Makoto level forward dash. He lacks a command grab but has plentiful normals and strings to confuse the opponent and counter them. He also has a counter move. His j.HK is regarded as one of if not the best jump in move in the move. It crosses up and can be very ambiguous. A variety of high and low normals combined with his special normals create a very deadly offensive game in the close range. However, he struggles to close gaps between him and the opponent and can be lamed out. He has multiple moves that avoid projectiles but do not travel far. He is better as an anchor and must remain close to the opponent to be effective. His damage is outstanding however with multiple hard hitting normals that lead to high damage bread and butter combos.

Strengths Weaknesses

{{{5}}}

{{{6}}}


Moves

Normal Attacks

Name
Command
Notes
Standing Light Punch
lp
speccancel
Standing Medium Punch
mp
speccancel
Standing Hard Punch
hp
Standing Light Kick
lk
low
Standing Medium Kick
mk
speccancel on 1st hit only
Standing Hard Kick
hk
Close Hard Punch
(near opponent) hp
speccancel
Close Hard Kick
(near opponent) hk
high
Crouching Light Punch
d + lp
speccancel
Crouching Medium Punch
d + mp
speccancel
Crouching Hard Punch
d + hp
Crouching Light Kick
d + lk
low
speccancel
Crouching Medium Kick
d + mk
low
speccancel
Crouching Hard Kick
d + hk
low
hardknockdown
Jump Light Punch
ub / u / uf + lp
high
Jump Medium Punch
ub / u / uf + mp
high
crossup
Jump Hard Punch
ub / u / uf + hp
high
Jump Light Kick
ub / u / uf + lk
high
Jump Medium Kick
ub / u / uf + mk
high
crossup
Jump Hard Kick
ub / u / uf + hk
high
crossup

Unique Attacks

Name
Command
Notes
Flash Punch Combo
lp --- lp --- mp
knockdown vs airborne on 2nd hit
hardknockdown on 3rd hit
Left Right Combo
lp --- b + mp
speccancel on 2nd hit
knockdown vs airborne on 2nd hit
Demon Slayer
lp --- b + mp --- mp
knockdown vs airborne on
2nd and 3rd hit
Demon Kicker
lp --- b + mp --- mk
knockdown vs airborne on
2nd and 3rd hit
Tatarigoroshi
b + mp
speccancel
knockdown vs airborne
Lightning Crush
f + lp
knockdown vs airborne
Chrome Dome
f + lp + mp
knockdown vs airborne
stagger on counterhit
Hammer Punch
b + lp
high
knockdown vs airborne
stagger on counterhit
Eisho Mon
f + mp
low
Jichinsai
b + lk
groundbounce
Double Palm Strike
f + lp --- lp
speccancel
knockdown vs airborne
Muso Tettsui
f + lp --- mp
high on 2nd hit
groundbounce on 2nd hit
knockdown vs airborne on 1st hit
Muso Kageki
f + lp --- hp
low on 2nd hit
knockdown vs airborne on 1st hit

Throws

Name
Command
Notes
Neck Breaker
f or n + lp + lk
throw
Broken Toy
b + lp + lk
throw

Special Moves

Name
Command
Notes
Rising Uppercut
dp + p
ex
knockdown
Dragon Uppercut
dp + k
ex
knockdown
   Dragon Uppercut Followup
Dragon Uppercut --- p
(on hit or block)
Heaven's Wrath
hcf + k
ex
counter standing and low attacks
Hell Axle
qcb + k
ex
knockdown
Demon Breath
qcf + p
ex
knockdown vs airborne
wallbounce on ex
Raijin Stance
hcb + p
ex chrg
knockdown vs airborne
knockdown on ex

Super Combo

Name
Command
Notes
Raijin's Wrath
hcb + 3p


Move Analysis

Normal Moves

N/A


Unique Attacks

N/A


Normal Throws

N/A


Special Moves

N/A


Super Combos

N/A


The Basics

N/A


Advanced Strategy

N/A


Combos

Bread and Butters

  • N/A

Hit Confirm Combos

  • N/A

Advanced Combos

  • N/A

Combos Into Supers

  • N/A