Street Fighter X Tekken/Heihachi: Difference between revisions

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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.
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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 | &nbsp;&nbsp;&nbsp;Dragon Uppercut Followup | Dragon Uppercut --- p <br> (on hit or block) | }}
{{SFxTMoveListRow | &nbsp;&nbsp;&nbsp;Dragon Uppercut Followup | Dragon Uppercut {{---}} {{p}} <br> (on hit or block) | }}
{{SFxTMoveListRow | Heaven's Wrath | hcf + k | ex <br> counter standing and&nbsp;low attacks}}
{{SFxTMoveListRow | Heaven's Wrath | {{hcf}} + {{k}} | {{ex}} <br> {{counter}} standing and&nbsp;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

Street Fighter X TekkenSFxTLogo.png
Street Fighter X Tekken#CharactersStreet Fighter X Tekken/Character HealthStreet Fighter X Tekken/Basic ElementsStreet Fighter X Tekken/MovementStreet Fighter X Tekken/Solo OffenseStreet Fighter X Tekken/Capcom Juggle SystemSFxTHeaderButtons.png

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.png them. He also has a Counter.png 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.png and Low.png 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.png damage bread and butter combos.

Strengths Weaknesses

{{{5}}}

{{{6}}}


Moves

Normal Attacks

Name
Command
Notes
Standing Light Punch
Lp.png
Speccancel.png
Standing Medium Punch
Mp.png
Speccancel.png
Standing Hard Punch
Hp.png
Standing Light Kick
Lk.png
Low.png
Standing Medium Kick
Mk.png
Speccancel.png on 1st hit only
Standing Hard Kick
Hk.png
Close Hard Punch
(near opponent) Hp.png
Speccancel.png
Close Hard Kick
(near opponent) Hk.png
High.png
Crouching Light Punch
D.png + Lp.png
Speccancel.png
Crouching Medium Punch
D.png + Mp.png
Speccancel.png
Crouching Hard Punch
D.png + Hp.png
Crouching Light Kick
D.png + Lk.png
Low.png
Speccancel.png
Crouching Medium Kick
D.png + Mk.png
Low.png
Speccancel.png
Crouching Hard Kick
D.png + Hk.png
Low.png
Hardknockdown.png
Jump Light Punch
Ub.png / U.png / Uf.png + Lp.png
High.png
Jump Medium Punch
Ub.png / U.png / Uf.png + Mp.png
High.png
crossup
Jump Hard Punch
Ub.png / U.png / Uf.png + Hp.png
High.png
Jump Light Kick
Ub.png / U.png / Uf.png + Lk.png
High.png
Jump Medium Kick
Ub.png / U.png / Uf.png + Mk.png
High.png
crossup
Jump Hard Kick
Ub.png / U.png / Uf.png + Hk.png
High.png
crossup

Unique Attacks

Name
Command
Notes
Flash Punch Combo
Lp.png ---.png Lp.png ---.png Mp.png
Knockdown.png vs airborne on 2nd hit
Hardknockdown.png on 3rd hit
Left Right Combo
Lp.png ---.png B.png + Mp.png
Speccancel.png on 2nd hit
Knockdown.png vs airborne on 2nd hit
Demon Slayer
Lp.png ---.png B.png + Mp.png ---.png Mp.png
Knockdown.png vs airborne on
2nd and 3rd hit
Demon Kicker
Lp.png ---.png B.png + Mp.png ---.png Mk.png
Knockdown.png vs airborne on
2nd and 3rd hit
Tatarigoroshi
B.png + Mp.png
Speccancel.png
Knockdown.png vs airborne
Lightning Crush
F.png + Lp.png
Knockdown.png vs airborne
Chrome Dome
F.png + Lp.png + Mp.png
Knockdown.png vs airborne
Stagger.png on Counterhit.png
Hammer Punch
B.png + Lp.png
High.png
Knockdown.png vs airborne
Stagger.png on Counterhit.png
Eisho Mon
F.png + Mp.png
Low.png
Jichinsai
B.png + Lk.png
Groundbounce.png
Double Palm Strike
F.png + Lp.png ---.png Lp.png
Speccancel.png
Knockdown.png vs airborne
Muso Tettsui
F.png + Lp.png ---.png Mp.png
High.png on 2nd hit
Groundbounce.png on 2nd hit
Knockdown.png vs airborne on 1st hit
Muso Kageki
F.png + Lp.png ---.png Hp.png
Low.png on 2nd hit
Knockdown.png vs airborne on 1st hit

Throws

Name
Command
Notes
Neck Breaker
F.png or N.png + Lp.png + Lk.png
Throw.png
Broken Toy
B.png + Lp.png + Lk.png
Throw.png

Special Moves

Name
Command
Notes
Rising Uppercut
Dp.png + P.png
Ex.png
Knockdown.png
Dragon Uppercut
Dp.png + K.png
Ex.png
Knockdown.png
   Dragon Uppercut Followup
Dragon Uppercut ---.png P.png
(on hit or block)
Heaven's Wrath
Hcf.png + K.png
Ex.png
Counter.png standing and low attacks
Hell Axle
Qcb.png + K.png
Ex.png
Knockdown.png
Demon Breath
Qcf.png + P.png
Ex.png
Knockdown.png vs airborne
Wallbounce.png on Ex.png
Raijin Stance
Hcb.png + P.png
Ex.png Chrg.png
Knockdown.png vs airborne
Knockdown.png on Ex.png

Super Combo

Name
Command
Notes
Raijin's Wrath
Hcb.png + 3p.png


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