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{{SFxTCharacterHeader|Heihachi|heihachi| | {{SFxTCharacterHeader|Heihachi|heihachi| | ||
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. | |||
| | |||
+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 === | ||
* | * 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 === | ||
* | |||
* 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 === | ||
* 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


Heihachi
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












































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
- 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