

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


Frame Data (Updated for v2013)
Move | Command | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | JP | JC | JS | "Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
" | |||||||||||||
Far\Close LP | H | 30 | 4 | 4 | 7 | +6 | +2 | SM,EX,SA,CA | 1 | 1 | 1 | - | |
Far\Close MP | H | 60 | 5 | 5 | 13 | +3 | -1 | SM,EX,SA,CA | 2 | 1 | 1 | - | |
Far HP | H | 90 | 10 | 4 | 22 | -1 | -6 | - | 3 | 1 | 1 | - | |
Far\Close LK | L | 30 | 6 | 3 | 14 | 0 | -4 | SM,EX,SA,CA | 1 | 1 | 1 | - | |
Far\Close MK | H | 50,20 | 5 | 2,2 | 15 | +4 | 0 | SM,EX,SA,CA | 2,2 | 1,1 | 1 | 1st hit Knockdown vs airborne, Attacking leg crushes airborne attacks frames 1-8 | |
Far HK | H | 90 | 13 | 3 | 16 | +6 | +1 | - | 3 | 1 | 1 | - | |
Close HP | H | 90 | 12 | 6 | 25 | -6 | -11 | SM,EX,SA,CA | 3 | 1 | 1 | - | |
Close HK | H | 80 | 7 | 3 | 22 | 0 | -5 | SM,EX,SA,CA | 3 | 1 | 1 | - | |
Crouch LP | H | 30 | 4 | 3 | 6 | +8 | +4 | SM,EX,SA,CA | 1 | 1 | 1 | - | |
Crouch MP | H | 60 | 6 | 4 | 10 | +7 | +3 | SM,EX,SA,CA | 2 | 1 | 1 | - | |
Crouch HP | H | 90 | 8 | 6 | 26 | -6 | -12 | - | 3 | 1 | 1 | Forces standing | |
Crouch LK | L | 30 | 6 | 2 | 10 | +5 | +1 | SM,EX,SA,CA | 1 | 1 | 1 | - | |
Crouch MK | L | 60 | 6 | 4 | 15 | +2 | -2 | SM,EX,SA,CA | 2 | 1 | 1 | - | |
Crouch HK | L | 90 | 7 | 2 | 24 | hard knockdown | -6 | - | 3 | 1 | - | - | |
Jump LP | M | 40 | 6 | 6 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | - | |
Jump MP | M | 70 | 6 | 5 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | - | |
Jump HP | M | 100 | 10 | 6 | until ground+4 | +20 | +8 | - | 3 | 1 | 1 | - | |
Jump LK | M | 40 | 6 | 4 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | - | |
Jump MK | M | 70 | 7 | 6 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | - | |
Jump HK | M | 100 | 9 | 8 | until ground+4 | +20 | +8 | - | 3 | 1 | 1 | - | |
Launcher **LC | HP+HK | H | 100 | 13 | 2 | 54 | switch | -34 | - | 3 | - | - | "Crushes crouching attacks frames 1-14, Launches opponent while switching characters |
" | |||||||||||||
Cross Cancel | f+HP+HK (while blocking) | H | 100 | 12 | 3 | 27 | hard knockdown | -8 | - | - | - | - | Invulnerability frames 1-14, Resembles LP Demon Breath |
Neck Breaker | LP+LK | throw | 130 | 5 | 2 | 20 | hard knockdown | - | - | - | - | - | - |
Broken Toy | b+LP+LK | throw | 130 | 5 | 2 | 20 | hard knockdown | - | - | - | - | - | - |
Tatarigoroshi | b+MP | H | 70 | 8 | 4 | 22 | +1 | -2 | SM,EX,SA,CA | 2 | 1 | 0 | Knockdown on airborne opponent |
Lightning Crush | f+LK | H | 50 | 14 | 3 | 16 | +7 | +3 | - | 1 | 1 | 0 | Knockdown on airborne opponent, Forces standing |
Chrome Dome lvl 1 | f+LP+MP (hold to charge) | H | 80 | 12 | 2 | 18 | +2 | -2 | - | 1 | 1 | 0 | Head has 1 point of armor during frames 1-11, Stagger (+21) on counter hit, Knockdown on airborne opponent |
Chrome Dome lvl 2 | f+LP+MP (hold to charge) | M | 130 | 32 | 2 | 35 | ground bounce | -9 | - | 2 | 1 | 0 | Head has 1 point of armor during frames 1-31 |
Chrome Dome lvl 3 | f+LP+MP (hold to charge) | unblockable | 180 | 72 | 2 | 25 | ground bounce | - | - | 3 | 1 | 0 | Head has 1 point of armor during frames 1-71, Whiffs vs airborne |
Hammer Punch | b+LP | M | 70 | 18 | 3 | 16 | +6 | -1 | - | 1 | 1 | 0 | Crushes standing attacks frames 1-17, Stagger (+22) on counter hit, Knockdown on airborne opponent |
Eisho Mon | f+MP | L | 60 | 15 | 6 | 16 | +7 | +2 | - | 2 | 1 | 0 | - |
Jichinsai | b+LK | H | 90 | 23 | 5 | 24 | ground bounce | +1 | - | 1 | 1 | 0 | - |
- | LP > LP | H | 30 | 7 | 3 | 13 | -1 | -3 | - | 1 | 1 | 0 | - |
Flash Punch Combo | LP > LP > MP | M | 100 | 9 | 3 | 27 | hard knockdown | -17 | - | 2 | 1 | 0 | - |
Left Right Combo | LP > b+MP | H | 50 | 8 | 4 | 16 | +1 | -2 | SM,EX,SA,CA | 2 | 1 | 0 | - |
Demon Slayer | LP > b+MP > MP | H | 60 | 8 | 4 | 19 | +12 | -5 | - | 2 | 1 | 0 | - |
Demon Kicker | LP > b+MP > MK | H | 90 | 9 | 4 | 19 | +12 | -5 | - | 2 | 1 | 0 | - |
- | f+LP | H | 50 | 6 | 5 | 22 | -1 | -4 | - | 1 | 1 | 0 | - |
Double Palm Strike | f+LP > LP | H | 50 | 8 | 3 | 23 | 0 | -3 | SM,EX,SA,CA | 1 | 1 | 0 | - |
Muso Tettsui | f+LP > MP | M | 50 | 15 | 3 | 19 | ground bounce | -4 | - | 2 | 1 | 0 | - |
Muso Kageki | f+LP > HP | L | 60 | 13 | 6 | 19 | +1 | -1 | - | 3 | 1 | 0 | - |
Rising Uppercut LP | f,d,df+LP | H | 60 | 16 | 2 | 23 | float | -3 | - | 3 | 1 | 0 | Upper body projectile invulnerability frames 1-15, Crushes standing attacks frames 1-8 |
Rising Uppercut MP | f,d,df+MP | H | 60 | 22 | 2 | 23 | float | -3 | - | 3 | 1 | 0 | "Upper body projectile invulnerability frames 1-21, Crushes standing attacks frames 1-14 |
" | |||||||||||||
Rising Uppercut HP | f,d,df+HP | H | 60 | 25 | 2 | 23 | float | -3 | - | 3 | 1 | 0 | Upper body projectile invulnerability frames 1-24, Crushes standing attacks frames 1-17 |
Rising Uppercut EX | f,d,df+PP | H | 100 | 14 | 2 | 24 | float | -4 | - | 3 | 1 | 0 | Upper body invulnerability frames 1-13, Crushes standing attacks frames 1-7 |
Dragon Uppercut **LC | f,d,df+K | H | 80 | 19 | 11 | 34 | knockdown | -23 | - | 3 | 1 | 0 | Upper body projectile invulnerability frames 1-14 |
Dragon Uppercut EX **LC | f,d,df+KK | H | 120 | 5 | 11 | 34 | knockdown | -23 | - | 3 | 1 | 0 | Invulnerability frames 1-15 |
Dragon Uppercut Follow-Up | P during Dragon Uppercut | H | 60 | 5 | 3 | until ground+4 | knockdown | - | - | 4 | 5 | 0 | - |
Heaven's Wrath LK | hcf+LK | counter | 130 | 1 | 40 | 21 | hard knockdown | - | - | - | - | - | Lower body counters low strikes, Vulnerable to airborne attacks |
Heaven's Wrath MK | hcf+MK | counter | 50 | 1 | 44 | 21 | ground bounce | - | - | - | - | 2 | Upper body counters high and overhead strikes, Vulnerable to airborne attacks |
Heaven's Wrath HK | hcf+HK | counter | 50/130 | 7 | 44 | 21 | ground bounce/hard knockdown | - | - | - | - | 2 | Upper body counters high and overhead strikes, lower body counters low strikes, Vulnerable to airborne attacks |
Heaven's Wrath EX | hcf+KK | counter | 100 | 1 | 50 | 21 | ground bounce/hard knockdown | - | - | - | - | 2 | Upper body counters high and overhead strikes, lower body counters low strikes, Vulnerable to airborne attacks, Throw invulnerability frames 1-50 |
Hell Axle LK | qcb+LK | H | 80 | 12 | 9 | 29 | knockdown | -16 | - | 3 | 3 | 0 | Projectile invulnerability frames 4-21, Airborne frames 4-29 |
Hell Axle MK | qcb+MK | H | 100 | 12 | 10 | 24 | knockdown | -12 | - | 3 | 3 | 0 | Projectile invulnerability frames 4-22, Airborne frames 4-29 |
Hell Axle HK | qcb+HK | H | 80,40 | 14 | 6(12)6 | 34 | knockdown | -18 | - | 3,4 | 3,4 | 0 | Projectile invulnerability frames 6-38, Airborne frames 6-38 |
Hell Axle EX | qcb+KK | H | 50x2 | 13 | 6(12)6 | 26 | knockdown | -10 | - | 3,4 | 0,1 | 0 | Projectile invulnerability frames 5-37, Airborne frames 5-37 |
Demon Breath LP | qcf+LP | H | 80 | 10 | 3 | 17 | +13 | -3 | - | 3 | 3 | 0 | Reflects projectiles frames 10-12 |
Demon Breath MP | qcf+MP | H | 100 | 16 | 3 | 30 | knockdown | 0 | - | 3 | 3 | 0 | Reflects projectiles frames 16-18 |
Demon Breath HP | qcf+HP | H | 60x2 | 14 | 3 | 39 | float | -10 | - | 3,3 | 3,1 | 0 | Absorbs 1 projectile hit frames 14-16 |
Demon Breath EX | qcf+PP | H | 120 | 16 | 3 | 29 | wall bounce | -9 | - | 3 | 3 | 0 | Reflects projectiles frames 16-18 |
Raijin Stance LP | hcb+LP | H | 70 | 13 | 13 | 27 | +1 | -2 | - | 3 | 1 | 0 | Chargeable: 51F for EX Version and 100F for Super Art |
Raijin Stance MP | hcb+MP | H | 70 | 15 | 13 | 28 | 0 | -3 | - | 3 | 1 | 0 | Chargeable: 51F for EX Version and 100F for Super Art |
Raijin Stance HP | hcb+HP | H | 70 | 18 | 13 | 30 | -2 | -5 | - | 3 | 1 | 0 | Chargeable: 51F for EX Version and 100F for Super Art |
Raijin Stance EX | hcb+PP | H | 130,80 | 12 | 13(12)13 | 52 | knockdown | -12 | - | 3,3 | 1,1 | 0 | Chargeable: 51F for Super Art, Invulnerability frames 1-11 |
Raijin's Wrath | hcb+PPP | H | 300 | 15 | 7 | 52 | hard knockdown | -33 | - | 6 | 1 | - | 62 frames cinematic freeze before attack begins, Invulnerability frames 1-14 |
Cross Art **LC | qcf+MP+MK | H | 150+ | 9 | 2 | 60 | switch | -40 | - | 3 | - | - | 63 frames cinematic freeze before attack begins, Invulnerability frames 1-9 |
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