Street Fighter X Tekken/Heihachi: Difference between revisions

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{{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.
Anchor
|
|
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.}}
The original King of Iron Fists has everything he needs to decimate almost anyone put in front of
him...at least on paper. He has comboable overheads that can blow through high attacks, a
comboable command low that can used to hit opponents meaty on wakeup, a quick standing low that can be comboed into a full combo, a plethora of conventional and unconventional anti-
airs, strong air normals, and several excellent reversals including his EX Rising Uppercut (AKA
Wind Godfist), EX Dragon Uppercut, and even his Raijin Stance parries. So...what has taken
him so long to be looked at as a competitive threat? The answer lies in his mobility. Like most
other mixup-based characters, his mobility is quite poor with one of the worst walkspeeds in the
entire game. Not only does he have trouble against zoners, but his own set of neutral buttons
make it difficult for him to fire back at opponents who have superior normals to space him out. If
Heihachi wants to get in, he often has to commit to his offense in ways that can make him
vulnerable to a good read, and if Heihachi can’t get in the opponent’s face, he has great
difficulty being effective. But if he can get in, namely if he is partnered with a point character
adept as tagging in their partner and moving into position, Heihachi is more than capable of
getting a win for his team as he proved at EVO 2017 with Bison as his ally.
|
+Excellent high-low game thanks to an overhead that is safe on block and crushes highs, and
two standing lows that deal further safe pressure with one them capable of hitting an opponent
meaty on wakeup.
 
+multiple reliable anti-air and air-to-air options, all of which can lead to combos
 
+Several safe block-strings to confirm continued pressure or combos
 
+Strong tag synergy with many characters
 
+His best reversal, EX Dragon Uppercut, is only -4 on landing if you executed the second hit on
block, and leads to a full combo if tag cancelled upon hit.
 
+Rising Uppercut is invincible against all but low attacks on startup
 
+Successful parries can lead to either a tag cancel or a free tag-in
 
|
-Abysmal walkspeed
 
-Vulnerable to whiffs as many of his moves, while safe on block, have long recovery


-Almost all of his normals are stubby and not ideal for footsies, necessitating very close combat to be effective
-Cannot clear large gaps of distance effectively without meter, and all EX advancing moves have long recovery
}}


== Moves ==
== Moves ==
Line 108: Line 147:
== Combos ==
== Combos ==
=== Bread and Butters ===
=== Bread and Butters ===
* N/A
* cl.HK xx qcf+LP, b+MP xx dp+MP, cl.HP xx dp+MP, cl.HP xx dp+K>P (382)
(0bar, easy)
 
* cl.HK xx qcf+LP, b+MP xx qcf+HP, cr.MP, cl.HK xx dp+K>P(426)
(0bar, corner, easy)
 


=== Hit Confirm Combos ===
=== Hit Confirm Combos ===
* N/A
 
* f+LP>LP xx dp+HP, cl.HP xx dp+MP, cl.HP xx dp+K>P (342)
(0bar, easy)
 
* cr.MP, cl.HK xx dp+MP, cl.HP xx dp+MP, cl.HP xx dp+K>P (382)
(0bar, medium)
 
* cr.MP, cl.HK xx qcf+HP, st.MP, cl.HK xx dp+K>P (390)
(0bar, corner, medium)
 
* f+LK, cl.HK xx dp+MP, cl.HP xx dp+MP, cl.HP xx dp+K>P (372)
(0bar, medium)
 
 
=== Post-launch Combos ===
 
* cl.HP xx dp+MP, cl.HP xx dp+K>P
(0bar, easy)
 


=== Advanced Combos ===
=== Advanced Combos ===
* N/A


* b+LP, st.LK xx qcf+LP, b+MP xx dp+MP, cl.HP xx dp+MP, cl.HP xx dp+K>P (367)
(0bar, overhead, medium)
* f+MP, st.LK xx qcf+LP, b+MP xx dp+MP, cl.HP xx dp+MP, cl.HP xx dp+K>P (357)
(0bar, easy)
=== Combos Into Supers ===
=== Combos Into Supers ===
* N/A
* N/A

Revision as of 17:43, 26 September 2023

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: Anchor


The original King of Iron Fists has everything he needs to decimate almost anyone put in front of him...at least on paper. He has comboable overheads that can blow through high attacks, a comboable command low that can used to hit opponents meaty on wakeup, a quick standing low that can be comboed into a full combo, a plethora of conventional and unconventional anti- airs, strong air normals, and several excellent reversals including his EX Rising Uppercut (AKA Wind Godfist), EX Dragon Uppercut, and even his Raijin Stance parries. So...what has taken him so long to be looked at as a competitive threat? The answer lies in his mobility. Like most other mixup-based characters, his mobility is quite poor with one of the worst walkspeeds in the entire game. Not only does he have trouble against zoners, but his own set of neutral buttons make it difficult for him to fire back at opponents who have superior normals to space him out. If Heihachi wants to get in, he often has to commit to his offense in ways that can make him vulnerable to a good read, and if Heihachi can’t get in the opponent’s face, he has great difficulty being effective. But if he can get in, namely if he is partnered with a point character adept as tagging in their partner and moving into position, Heihachi is more than capable of getting a win for his team as he proved at EVO 2017 with Bison as his ally.


Strengths Weaknesses

+Excellent high-low game thanks to an overhead that is safe on block and crushes highs, and two standing lows that deal further safe pressure with one them capable of hitting an opponent meaty on wakeup.

+multiple reliable anti-air and air-to-air options, all of which can lead to combos

+Several safe block-strings to confirm continued pressure or combos

+Strong tag synergy with many characters

+His best reversal, EX Dragon Uppercut, is only -4 on landing if you executed the second hit on block, and leads to a full combo if tag cancelled upon hit.

+Rising Uppercut is invincible against all but low attacks on startup

+Successful parries can lead to either a tag cancel or a free tag-in

-Abysmal walkspeed

-Vulnerable to whiffs as many of his moves, while safe on block, have long recovery

-Almost all of his normals are stubby and not ideal for footsies, necessitating very close combat to be effective

-Cannot clear large gaps of distance effectively without meter, and all EX advancing moves have long recovery

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

  • cl.HK xx qcf+LP, b+MP xx dp+MP, cl.HP xx dp+MP, cl.HP xx dp+K>P (382)

(0bar, easy)

  • cl.HK xx qcf+LP, b+MP xx qcf+HP, cr.MP, cl.HK xx dp+K>P(426)

(0bar, corner, easy)


Hit Confirm Combos

  • f+LP>LP xx dp+HP, cl.HP xx dp+MP, cl.HP xx dp+K>P (342)

(0bar, easy)

  • cr.MP, cl.HK xx dp+MP, cl.HP xx dp+MP, cl.HP xx dp+K>P (382)

(0bar, medium)

  • cr.MP, cl.HK xx qcf+HP, st.MP, cl.HK xx dp+K>P (390)

(0bar, corner, medium)

  • f+LK, cl.HK xx dp+MP, cl.HP xx dp+MP, cl.HP xx dp+K>P (372)

(0bar, medium)


Post-launch Combos

  • cl.HP xx dp+MP, cl.HP xx dp+K>P

(0bar, easy)


Advanced Combos

  • b+LP, st.LK xx qcf+LP, b+MP xx dp+MP, cl.HP xx dp+MP, cl.HP xx dp+K>P (367)

(0bar, overhead, medium)

  • f+MP, st.LK xx qcf+LP, b+MP xx dp+MP, cl.HP xx dp+MP, cl.HP xx dp+K>P (357)

(0bar, easy)


Combos Into Supers

  • N/A

Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Street Fighter Characters
Abel
Akuma
Balrog
Blanka
Cammy
Chun Li
Cody
Dhalsim
Dudley
Elena
Guile
Guy
Hugo
Ibuki
Juri
Ken
M Bison
Poison
Rolento
Rufus
Ryu
Sagat
Sakura
Vega
Zangief
Tekken Characters
Alisa
Asuka
Bob
Bryan
Christie
Heihachi
Hwoarang
Jack X
Jin
Julia
Kazuya
King
Kuma
Lars
Law
Lei
Lili
Marduk
Nina
Ogre
Paul
Raven
Steve
Xiaoyu
Yoshimitsu
Guest Characters
Cole
Kuro
Mega Man
Pac Man
Toro