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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. | 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.}} | 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.}} | ||
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{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Standing Light Punch | lp | speccancel }} | {{SFxTMoveListRow | Standing Light Punch | {{lp}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Standing Medium Punch | mp | speccancel }} | {{SFxTMoveListRow | Standing Medium Punch | {{mp}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Standing Hard Punch | hp | }} | {{SFxTMoveListRow | Standing Hard Punch | {{hp}} | }} | ||
{{SFxTMoveListRow | Standing Light Kick | lk | low }} | {{SFxTMoveListRow | Standing Light Kick | {{lk}} | {{low}} }} | ||
{{SFxTMoveListRow | Standing Medium Kick | mk | speccancel on 1st hit only }} | {{SFxTMoveListRow | Standing Medium Kick | {{mk}} | {{speccancel}} on 1st hit only }} | ||
{{SFxTMoveListRow | Standing Hard Kick | hk | }} | {{SFxTMoveListRow | Standing Hard Kick | {{hk}} | }} | ||
{{SFxTMoveListRow | Close Hard Punch | (near opponent) hp | speccancel }} | {{SFxTMoveListRow | Close Hard Punch | (near opponent) {{hp}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Close Hard Kick | (near opponent) hk | high }} | {{SFxTMoveListRow | Close Hard Kick | (near opponent) {{hk}} | {{high}} }} | ||
{{SFxTMoveListRow | Crouching Light Punch | d + lp | speccancel }} | {{SFxTMoveListRow | Crouching Light Punch | {{d}} + {{lp}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Crouching Medium Punch | d + mp | speccancel }} | {{SFxTMoveListRow | Crouching Medium Punch | {{d}} + {{mp}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Crouching Hard Punch | d + hp | }} | {{SFxTMoveListRow | Crouching Hard Punch | {{d}} + {{hp}} | }} | ||
{{SFxTMoveListRow | Crouching Light Kick | d + lk | low <br> speccancel }} | {{SFxTMoveListRow | Crouching Light Kick | {{d}} + {{lk}} | {{low}} <br> {{speccancel}} }} | ||
{{SFxTMoveListRow | Crouching Medium Kick | d + mk | low <br> speccancel }} | {{SFxTMoveListRow | Crouching Medium Kick | {{d}} + {{mk}} | {{low}} <br> {{speccancel}} }} | ||
{{SFxTMoveListRow | Crouching Hard Kick | d + hk | low <br> hardknockdown }} | {{SFxTMoveListRow | Crouching Hard Kick | {{d}} + {{hk}} | {{low}} <br> {{hardknockdown}} }} | ||
{{SFxTMoveListRow | Jump Light Punch | ub / u / uf + lp | high }} | {{SFxTMoveListRow | Jump Light Punch | {{ub}} / {{u}} / {{uf}} + {{lp}} | {{high}} }} | ||
{{SFxTMoveListRow | Jump Medium Punch | ub / u / uf + mp | high <br> crossup }} | {{SFxTMoveListRow | Jump Medium Punch | {{ub}} / {{u}} / {{uf}} + {{mp}} | {{high}} <br> crossup }} | ||
{{SFxTMoveListRow | Jump Hard Punch | ub / u / uf + hp | high }} | {{SFxTMoveListRow | Jump Hard Punch | {{ub}} / {{u}} / {{uf}} + {{hp}} | {{high}} }} | ||
{{SFxTMoveListRow | Jump Light Kick | ub / u / uf + lk | high }} | {{SFxTMoveListRow | Jump Light Kick | {{ub}} / {{u}} / {{uf}} + {{lk}} | {{high}} }} | ||
{{SFxTMoveListRow | Jump Medium Kick | ub / u / uf + mk | high <br> crossup }} | {{SFxTMoveListRow | Jump Medium Kick | {{ub}} / {{u}} / {{uf}} + {{mk}} | {{high}} <br> crossup }} | ||
{{SFxTMoveListRow | Jump Hard Kick | ub / u / uf + hk | high <br> crossup }} | {{SFxTMoveListRow | Jump Hard Kick | {{ub}} / {{u}} / {{uf}} + {{hk}} | {{high}} <br> crossup }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Flash Punch Combo | lp --- lp --- mp | knockdown vs airborne on 2nd hit <br> hardknockdown on 3rd hit }} | {{SFxTMoveListRow | Flash Punch Combo | {{lp}} {{---}} {{lp}} {{---}} {{mp}} | {{knockdown}} vs airborne on 2nd hit <br> {{hardknockdown}} on 3rd hit }} | ||
{{SFxTMoveListRow | Left Right Combo | lp --- b + mp | speccancel on 2nd hit <br> knockdown vs airborne on 2nd hit }} | {{SFxTMoveListRow | Left Right Combo | {{lp}} {{---}} {{b}} + {{mp}} | {{speccancel}} on 2nd hit <br> {{knockdown}} vs airborne on 2nd hit }} | ||
{{SFxTMoveListRow | Demon Slayer | lp --- b + mp --- mp | knockdown vs airborne on <br> 2nd and 3rd hit }} | {{SFxTMoveListRow | Demon Slayer | {{lp}} {{---}} {{b}} + {{mp}} {{---}} {{mp}} | {{knockdown}} vs airborne on <br> 2nd and 3rd hit }} | ||
{{SFxTMoveListRow | Demon Kicker | lp --- b + mp --- mk | knockdown vs airborne on <br> 2nd and 3rd hit }} | {{SFxTMoveListRow | Demon Kicker | {{lp}} {{---}} {{b}} + {{mp}} {{---}} {{mk}} | {{knockdown}} vs airborne on <br> 2nd and 3rd hit }} | ||
{{SFxTMoveListRow | Tatarigoroshi | b + mp | speccancel <br> knockdown vs airborne }} | {{SFxTMoveListRow | Tatarigoroshi | {{b}} + {{mp}} | {{speccancel}} <br> {{knockdown}} vs airborne }} | ||
{{SFxTMoveListRow | Lightning Crush | f + lp | knockdown vs airborne }} | {{SFxTMoveListRow | Lightning Crush | {{f}} + {{lp}} | {{knockdown}} vs airborne }} | ||
{{SFxTMoveListRow | Chrome Dome | f + lp + mp | knockdown vs airborne <br> stagger on counterhit }} | {{SFxTMoveListRow | Chrome Dome | {{f}} + {{lp}} + {{mp}} | {{knockdown}} vs airborne <br> {{stagger}} on {{counterhit}} }} | ||
{{SFxTMoveListRow | Hammer Punch | b + lp | high <br> knockdown vs airborne <br> stagger on counterhit }} | {{SFxTMoveListRow | Hammer Punch | {{b}} + {{lp}} | {{high}} <br> {{knockdown}} vs airborne <br> {{stagger}} on {{counterhit}} }} | ||
{{SFxTMoveListRow | Eisho Mon | f + mp | low }} | {{SFxTMoveListRow | Eisho Mon | {{f}} + {{mp}} | {{low}} }} | ||
{{SFxTMoveListRow | Jichinsai | b + lk | groundbounce }} | {{SFxTMoveListRow | Jichinsai | {{b}} + {{lk}} | {{groundbounce}} }} | ||
{{SFxTMoveListRow | Double Palm Strike | f + lp --- lp | speccancel <br> knockdown vs airborne }} | {{SFxTMoveListRow | Double Palm Strike | {{f}} + {{lp}} {{---}} {{lp}} | {{speccancel}} <br> {{knockdown}} vs airborne }} | ||
{{SFxTMoveListRow | Muso Tettsui | f + lp --- mp | high on 2nd hit <br> groundbounce on 2nd hit <br> knockdown vs airborne on 1st hit }} | {{SFxTMoveListRow | Muso Tettsui | {{f}} + {{lp}} {{---}} {{mp}} | {{high}} on 2nd hit <br> {{groundbounce}} on 2nd hit <br> {{knockdown}} vs airborne on 1st hit }} | ||
{{SFxTMoveListRow | Muso Kageki | f + lp --- hp | low on 2nd hit <br> knockdown vs airborne on 1st hit }} | {{SFxTMoveListRow | Muso Kageki | {{f}} + {{lp}} {{---}} {{hp}} | {{low}} on 2nd hit <br> {{knockdown}} vs airborne on 1st hit }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Neck Breaker | f or n + lp + lk | throw }} | {{SFxTMoveListRow | Neck Breaker | {{f}} or {{n}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{SFxTMoveListRow | Broken Toy | b + lp + lk | throw }} | {{SFxTMoveListRow | Broken Toy | {{b}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Rising Uppercut | dp + p | ex <br> knockdown }} | {{SFxTMoveListRow | Rising Uppercut | {{dp}} + {{p}} | {{ex}} <br> {{knockdown}} }} | ||
{{SFxTMoveListRow | Dragon Uppercut | dp + k | ex <br> knockdown }} | {{SFxTMoveListRow | Dragon Uppercut | {{dp}} + {{k}} | {{ex}} <br> {{knockdown}} }} | ||
{{SFxTMoveListRow | Dragon Uppercut Followup | Dragon Uppercut --- p <br> (on hit or block) | }} | {{SFxTMoveListRow | Dragon Uppercut Followup | Dragon Uppercut {{---}} {{p}} <br> (on hit or block) | }} | ||
{{SFxTMoveListRow | Heaven's Wrath | hcf + k | ex <br> counter standing and low attacks}} | {{SFxTMoveListRow | Heaven's Wrath | {{hcf}} + {{k}} | {{ex}} <br> {{counter}} standing and low attacks}} | ||
{{SFxTMoveListRow | Hell Axle | qcb + k | ex <br> knockdown }} | {{SFxTMoveListRow | Hell Axle | {{qcb}} + {{k}} | {{ex}} <br> {{knockdown}} }} | ||
{{SFxTMoveListRow | Demon Breath | qcf + p | ex <br> knockdown vs airborne <br> wallbounce on ex }} | {{SFxTMoveListRow | Demon Breath | {{qcf}} + {{p}} | {{ex}} <br> {{knockdown}} vs airborne <br> {{wallbounce}} on {{ex}} }} | ||
{{SFxTMoveListRow | Raijin Stance | hcb + p | ex chrg <br> knockdown vs airborne <br> knockdown on ex }} | {{SFxTMoveListRow | Raijin Stance | {{hcb}} + {{p}} | {{ex}} {{chrg}} <br> {{knockdown}} vs airborne <br> {{knockdown}} on {{ex}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
==== Super Combo ==== | ==== Super Combo ==== | ||
{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Raijin's Wrath | hcb + 3p | }} | {{SFxTMoveListRow | Raijin's Wrath | {{hcb}} + {{3p}} | }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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* N/A | * N/A | ||
[[Category: Street Fighter X Tekken]] | [[Category:Street Fighter X Tekken]] |
Revision as of 02:03, 9 December 2020


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 them. He also has a
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
and
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
damage bread and butter combos.
Strengths | Weaknesses |
---|---|
{{{5}}} |
{{{6}}} |
Moves
Normal Attacks












































crossup















crossup





crossup
Unique Attacks




















2nd and 3rd hit







2nd and 3rd hit












































Throws









Special Moves










(on hit or block)





















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