Mike spragg (talk | contribs) |
Rafeed Kahn (talk | contribs) No edit summary |
||
Line 2: | Line 2: | ||
{{SFxTCharacterHeader|Heihachi|heihachi| | {{SFxTCharacterHeader|Heihachi|heihachi| | ||
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.}} | |||
Revision as of 10:55, 9 April 2014


Heihachi
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
speccancel
speccancel
hardknockdown
crossup
crossup
crossup
Unique Attacks
hardknockdown on 3rd hit
knockdown vs airborne on 2nd hit
2nd and 3rd hit
2nd and 3rd hit
knockdown vs airborne
stagger on counterhit
knockdown vs airborne
stagger on counterhit
knockdown vs airborne
groundbounce on 2nd hit
knockdown vs airborne on 1st hit
knockdown vs airborne on 1st hit
Throws
Special Moves
knockdown
knockdown
(on hit or block)
counter standing and low attacks
knockdown
knockdown vs airborne
wallbounce on ex
knockdown vs airborne
knockdown on ex
Super Combo
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