**************************************************************** HEIHACHI GUIDE **************************************************************** This is a super quick guide for Heihachi. Since none were made for Heihachi on T5, I decided to make one. However I am not as skilled as many others are in T5 so this FAQ will probably be unhelpful to you. This FAQ is assuming that you understand the basic conventions and stuff (read catlord's move list FAQ or look up Tekkenzaibatsu for more details). Now, moving on. TABLE OF CONTENTS ----------------- -Move List -Juggles -Walls -Okizeme -General -The end... **************************************************************** MOVE LIST This is not an entire movelist. In two sections, I'll cover staple moves and secondary moves. Staple moves are the ones you'll use most often and secondary moves are limited to occasional or specific situational uses, be it random or unintentionally. Throws are classified as secondary, but they can be thrown out once in a while. STAPLE MOVES 1,1,2 - 10 frame punisher. Natural combo of three punches; the first two are jabs while the last punch knocks them back. Alone, the first jab is a great pressuring tool as 1 on block gives +1 which makes another 1 -> jab option uninterruptible except by 8-frame jabs. Now if you do 1 as f+1, it gives you +3 on block; that's great to attempt some basic throw or mid mixups. Although the first two hits are high and the last are mid, never do the 2 without at least one of the jabs connecting because it's unsafe on block. 1,1,2 is also great for pushing opponents into walls. In 5.1 or DR, use this instead of 2,2~1 as your 10-frame punisher. 2,2~1 - A right into Demon Breath combo, also a 10 frame punisher. The Demon Breath knocks down on hit, and gives a free f,f+2 for massive damage. If they tech, you delay the f,f+2 by dashing in (f,f), wait till they tech, and then hit 2 and watch them go up :) You can use this over 1,1,2 for a 10 frame punisher but be aware that 2,2~1 isn't abusable in Tekken DR. d/f+1 - Small mid uppercut. Executes in 13 frames but gives +9 on hit which makes it a perfect tool for setups. On block, it's only -1 which makes it perfectly safe, though you'll lose a bit of advantage. Beware of the short range, though. You get the below followups after d/f+1, all which naturally combo: 1 - A thrust to the face, delayable unlike 2 which gives it some chance of interrupting an immediate counter attack. However this hits high, and as such can be ducked. It also gives less advantage than d/f+1 and can open Hei to mixups on block, so it's better to stop just at d/f+1. However in juggles, d/f+1,1 is great for wall pushing. 2 - f,f+2-like uppercut. In contrast to the 1 followup, this hits mid, but it's mega unsafe on block. So if you ever plan on doing this, make sure it HITS. Otherwise, you'll get juggle punished if it whiffs or is blocked. If this hits, you get a juggle. Since d/f+1 is 13 frames alone, this is an excellent punisher on block when you can't get EWGF. EWGF - You've seen this already. If you didn't, simply put, Electric Wind God Fist gives you a safer, more powerful WGF. It comes out fast, does 25 dmg instead of 23, launches to a decent height, and gives you +5 on block. The push back on block doesn't leave any actual mixups on block, but it's good for wall pressuring. All of your whiffs and block punishers at should come from this, unless you want the more reliable d/f+1,2 on block or need a long range punisher like qcf+2 (assuming you didn't master the dash EWGF) for whiffs. If you screw up and do WGF, then expect some nasty mixups on block. EWGF hits high, so it's better to leave it as a punisher unless you can anticipate high hits and have a well-placed EWGF from right under their chin. Hellsweeps - Alright, they're unsafe, they are best used in juggles and no where else, on block you'll suffer massive punishment, etc. That doesn't make the Hellsweeps any less useful. Sure, you'll get juggled into a wall for more than half of your health bar on block, but occasional HS uses are great since not many will probably expect the HS (with its punishable-ness on block). On hit, you got a choice between the rising 4,4 kicks and TGF for a mid mixup, or another HS which will trip and give free juggles. The rising 4 is your safest followup (don't do the second 4 if the first rising 4 is blocked) but if you're willing to take the risks, by all means go for the second HS or TGF (but do know that the TGF is not UBER punishable on block). A CH with HS is very unlikely to happen, but in the event that happens you get free juggles. Of course, HS has always been used for one purpose; juggles. With walls, HS to the TGF (1 followup) should be your most common juggle ender as it sends the opponent far while still dealing decent damage. d+1 - Tile Splitter, Hei's main midranged poke, also a decent mid on its own. It comes out fast and does decent damage for a poke. On CH, the 2 Death Palm is guaranteed and will do nice damage. Think of it as a magic 4, only less damaging but safer on block and more fast. It's not the godly juggle ender as it was from T4, but it still knocks down during juggles for some good oki (do another d+1 if they try to move). Contrary to its appearance, d+1 won't hit grounded opponents, though. d+4 - Not an official move, but a basic one. A simple kick to the shins. Despite the pathetic damage, reach and generalness, this is a safe low and should be used often, especially given its speed and safety (Hei won't stagger on block). You can end some matches unexpectedly with this move. You can also use it to snuff out slower attacks. Note that this becomes a stomp when the opponent is on the ground which works for a cheap damage oki if the opponent does nothing on the ground, but can also be used to finish off wall combos. 1+2 - Short range double handed thrust. This comes out fast at 12 frames, and usually takes priority over most of your opponent's moves, so it works like a counter move for Heihachi. A regular hit knocks your opponent down, and a CH has the same knock back as 2,2~1. However, read the beginning of the description: SHORT RANGE. Never do this without getting at least being at jab distance from your opponent, or you'll pay. SECONDARY (semi-useful) MOVES 4 - Roundhouse, Hei's "magic" 4. At first glance this is slow and duckable, but that's not the main use for 4. The real use is interrupting your opponent from a distance, and Hei's 4 does that well. On normal hit you get 30 damage and knock back, which is not so bad, but on CH you get a crumple stun and free HS juggles. Remember, you're not trying to punish an opponent with 4, you're trying to hit them when they start up one of their attacks so that the 4 "magically" CHs them for a damaging juggle. QCF+2 - Death Palm. Executes in the same frames as d/f+1, and in general a good punisher and power hit. Though punishable on block it compensates by pushing your opponent back, so only a few select characters can punish qcf+2. You shouldn't abuse the DP in the same manner as Paul's though, because DP is easily steppable and it doesn't have the damage potential of Paul's. The range is better than EWGF's so if you can't punish a whiff with EWGF (or learn the DEWGF), qcf+2 will do. In juggles, qcf+2 pushes the opponent away a considerable distance for walls, although HSx2,1 is recommended for more overall damage. f,f+2 - A dashing uppercut, identical to the second hit of d/f+1,2. This move is both slow and somewhat punishable on block, yet extremely rewarding. A hit gives you high damage EWGF juggles. It occasionally tracks, so it's not totally linear like EWGF is (but then again, a tracking EWGF sounds a bit too powerful) although this is kind of random. Can high crush, but only later in the animation when Heihachi's fist is close to the ground so it's not reliable. b+2 - A spinning punch to the stomach. A slow mid, but safe on block and does okay damage on hit. Plus on CH, it stuns for HS juggles. It also tracks steppers decently, and high crushes. FC d/f+4 - A large sweep borrowed from Hei's SC2 moveset. This is a high damage low that gives (hard) HS juggles on hit, and serves as Hei's punisher for ducking highs (if they're slow highs, though). Too bad he still doesn't have a good WS punisher, though. u/f+4 - Spinning jump kick, mid, knock back on hit and low crush. Stylish and powerful too. This is generally used to punish wakeup kicks but you can also crush other lows. At least it recovers better than u/f+3,4 or 4~3. THROWS Throwing is more like a secondary moveset. I generally don't throw except once in a while, if my opponent is not expecting it. Throw range can be enhanced by pressing f before the throw command, but it'll take longer to execute. 1+3 - You can look cool with this throw, but that's about it. Not much advantage after. Its main strength is that it's a 1 break and that's rarely expected because 1 breaks sound easy to do. 2+4 - The other standard throw, switches sides. Excellent oki advantage. Put them back onto the ground with d+1 if they move or d+4 if they lay still. Make sure you don't use this throw with an opponent near a wall, though. Being put right next to the wall is bad enough. f,f+1+2 - Headbutt that knocks down. Hei's only command throw until T5, requires a 1+2 break. Will probably be expected since it requires a dash command and Hei doesn't have terribly useful dash moves. It's techable unlike Hei's standard throws, but if you get a ground hit then the damage will be slightly better than the standard throws. qcf+1 - My favorite throw, Heihachi grabs the opponent by the neck and tosses them away like a rag doll. New command throw for Hei, but it can be breaked with 1. Still, this does better damage than your other throws, and throwing them into a wall for free wall combos is just sweet. In terms of oki advantage, this one is horrible as it puts your opponent at a distance. Use 2+4 for better oki setups. *************************************************************** JUGGLES This is simply a staple juggle/combo list for all the starters. If you want more options, either look up the list on tekkenzaibatsu.com or the combo FAQ on gamefaqs. WGF_EWGF_CH d/f+2_f,f+2 (these all have EWGF juggles possible) -EWGF, dash 1, dash 1, HSx2,1 (for walls) -EWGF, dash 1, dash, f+1,b+2,1 (dash 1, dash is optional) -EWGF, d/f+1,1, b,f+2,2 (good oki) -EWGF, d/f+1,1, qcf+2 (for walls) -d/f+2, f+1,b+2,1 (easy and good damage) -1, HSx2,1, d/b+3 (easy) *You can replace EWGF with d/f+2 for reliability, or you don't have your EWGF timing down. *If any of the d/f+1,1s or jabs causes a wall splat, finish with f+4, d+4. If HSx2,1 wall splats, finish with d/f+1+2 if you're far away or f+4, d+4 if you're close. *If the b+2 of the f+1,b+2,1 string wall splats, finish with 4 instead of 1 for more damage. Also, vs big characters f+1,b+2,4 is a better juggle ender for easy damage than f+1,b+2,1. d/f+1,2 (since you can't get EWGF juggles this has its own section) -1, f+1,b+2,1 (easy) -d/f+1,1, b,f+2,2 (oki) -1, HSx2,1, d/b+3 (walls) CH HS (HS = hellsweeps) -HSx2,n+4, qcf+2 (walls) -HSx2,1 (walls) -EWGF, d+1 (oki) f,f+3 -HSx2,1, d/b+3 CH 4_CH WS+2_CH b+2 -HSx3,1, f+1,b+2 (most damage) -HSx3,1, d/b+3 (easier) As for other combos (i.e. knock downs such as 2,2~1 or miscellaneous starters like 1+2 on normal hit), follow up with ground or mid hits (ex: f+1+2, follow with qcf+2). **************************************************************** WALLS First, the wall combos I use. -f+4, d+4 (most reliable finisher after most juggles into wall or any wallsplats, for that matter) -b,f+2,2, d+4 (similar damage to f+4, d+4) -EWGF, 1,2, d+1 (will slam them down onto the ground for oki, high wallsplats only, otherwise EWGF, d+1 on mid/low splats) -u/f+3,4_d/f+1+2 (from a distance) You either want 1) the most damage, 2) oki for even more damage and possible KO, or 3) a quick powerful finisher if you're at a distance. f+4, d+4 is generally Hei's most reliable wall combo for damage (around 40+ points, slap that onto a EWGF juggle and you have over 100 dmg easy) and it leaves your opponent on the ground for standard oki so it's awesome. Plus it works on all splats (add a f+1 when the opponent is on a high wallsplat before doing f+4, d+4 for more damage). In juggles, dash 1xN or d/f+1,1x2 options are recommended for pushing your opponent into a wall. If you want the most damage, HSx2,1 finishers will fling the opponent away - usually for a mid wallsplat, making f+4, d+4 possible or otherwise u/f+3,4 or d/f+1+2 if you're far away. You can also use qcf+2 enders for better wall pushing distance. On the ground, pressure your opponent with EWGF, 2,2~1 and f+1,1,2. EWGF pushes your opponent back on block with +5, excellent to wall pressure. 2,2~1 is totally safe on block and if it hits, it won't splat your opponent but it'll knock them far away that they'll usually end up near the wall, so you can use f,f+2. f+1 for +3 on block, finish the whole thing if the first 1 hits. 1,1,2 won't knock your opponent far away compared to some other knock back moves of Hei, but the +3 on block with f+1 can be used for some wall mixups. On side wallsplats (if that ever happens), a simple jab or EWGF will juggle the opponent so you can finish off using an ordinary EWGF juggle. If you get another wallsplat, finish with f+4, d+4. On power wallsplats (smashing them into the wall, and they slowly fall down in the form of a crumple stun), sidestep and do a quick jab or EWGF to juggle for more damage. Normal moves good for wall pushing: -2,2~1 (you get a f,f+2_dash, qcf+2 wall mixup if they tech) -qcf+2 (use it as a punisher) -d+1,2 (CH hunting) These are not the only moves for wall pushing, but you'll probably connect these a lot more than other knock back moves. Possible ones include u/f+4 and d/f+1+2 (during oki for back rolls). From a distance, knocking your opponent into a wall will cause them to fall down instantly. A dash in followed by a quick iWS+4 (buffer it from a crouch dash, or f,N,d,d/f+4) will pick them back up into the wall, assuming they haven't touched the ground quick enough to tech. Now you can go for wall oki or do the full Tsunami kicks for some extra damage; I generally choose the former option. You can also demon hop (f,N,d,d/f,U/F) to jump over your opponent and do BT mixups. On big characters though, I try HS oki. Sometimes, they'll get picked up and juggled right back into the wall, but other times it will count as a ground hit (especially if you're not fast enough). Finish a juggled HS into the wall with the 1 TGF followup or go for the full HS if they try to move. **************************************************************** OKIZEME BASIC OKI: u/f+4 - For wakeup kicks, especially near a wall if your opponent can't roll out of d+1. Don't use this anywhere else in the stage (whether infinite or in the space) because it'll knock your opponent away. Throws - If they stand. 2+4 will reset their oki position. d+1 - If they move at all. Generally works well after most slam downs in juggles (i.e. d+1) d+4 - If they're lying on the ground. Easy and will keep them grounded. d/f+1+2 - For back rolls only. Tech catch, not a ground hit. Can be useful for wall pushing for more damage. f,f+2 - Again, for back rolls. Not much advantage to using this over d/f+1+2, unless you don't want your opponent far away. OKI FROM JUGGLES: Slam down juggle finishers include d+1, f+4, f,f+3, b,f+2,2, b+3,3. You can do d+1 if the opponent moves. This puts them right back into the ground. Now if they try to move again, d+1 them down (though each time, d+1 will slightly push the opponent back so you can't do this infinitely). If they stay down, d+4. Wall combos that end with slam downs and don't include a d+4 finisher (i.e. b,f+2,2) also allow d+1. HS also works well after slamdowns such as b,f+2,2 and is sometimes guaranteed for extra damage. You can go for an easy d+3 for reliability. Back roll attempts can be stopped with d/f+1+2 or f,f+2. There's not much you can do about side rolls though; use d+1. No one ever rolls forward, though. OTHER OKI FROM KNOCK DOWNS: 1+2 - Normal hit you can do pretty much anything, although you can get free stuff they generally don't do much damage. On counter hit, go for f,f+2. f+3 - Same as 1+2 on counter hit. f+1+2 - Although qcf+2 is guaranteed, it's harder to do. You can't get f,f+2 here, pity >_> f+1+2 into b+1 is good as it leaves them right next to you while still doing reasonable damage. 1,2,2~1+2_f+2~1+2 - Same as 1+2 on counter hit. CH f+4 - Flattens your opponent right next to your feet, almost anything is possible. 2+4 - Obvious. **************************************************************** GENERAL LOW PARRY Heihachi gets a free d/f+1,2 after parrying a low/special mid punch or kick. Low Parry attempts are best for wakeup kicks (if your opponent uses them), low hits in tenstrings, or d+1/whatever move that puts the opponent in crouching position to set up their WS/FC games (i.e. Bryan). CROUCH DASH Attacks from Crouch Dash for Heihachi. f,N,d,d/f+2 - WGF. Weaker than EWGF, doing 2 less points of dmg, not as fast and is less safe on block. Can still do EWGF juggles though. f,N,d~D/F+2 - EWGF. Self explanatory. f,N,d,D/F+4 - HS or Hellsweeps. You can get up to three HS followed by rising Tsunami Kicks (n+4,4) or TGF (1). Beware that HS is super unsafe on block. f,N,d,d/f+3 - Jumping spin kick. Knocks the opponent back, and low crushes. No tracking however. f,N,d,D/F+3 - Jumping sweep kick. Knocks down on hit, not that great of a low. f,N,d,d/f+1 - TGF (Thunder God Fist). Shoooooooooryuken! Good damage, but no tracking. It's only punishable when Hei lands, NOT when he's in the air so that's a plus. Delaying the TGF (i.e. f,N,d,d/f, pause, 1) will cause Hei to duck even lower before doing the uppercut. f,N,d/f+1 - OTGF (Omen Thunder God Fist). Flashy blue sparks, more damage and guard stun, an improvement over the normal TGF. But not a consistent or reliable move. Other things you can do with the CD: f,N,d,d/f,U/F - Demon hop. Exclusive to Heihachi. f,N,d,d/f+4,4 - Executes Tsunami Kicks from a crouch dash. f,N,d,d/f~b+2 - Executes Dark Thrust from a crouch dash cancelled into an instant rise. f,N,d,d/f,f+2_f+3_f+1+2 - Executes a dash move from a Crouch Dash (i.e. f,N,d,d/f,f+2 = f,f+2) f,N,d,d/f,f,N,d,d/f...etc. - Wave dash. f,f,N,d,d/f - Crouch dash preceded by a dash to give more distance to your CD moves (useful for EWGF) Some basic CD mixups: f,N,d,d/f+1_HS - Only if your opponent is new to Tekken. f,N,d,d/f+4,4_f,N,d,D+4 - Mixup between Tsunami kicks and a generic low kick. Not a very damaging mixup but the low kick has a better chance of slipping in. You might even be able to interrupt your opponent's attack. Note that CDs and WDs can be stopped cold with d+1s so don't try CD mixups too often. MIXUPS/PRESSURE f+1: This gives +3 on block, +9 on hit. A lot of your staple moves are uninterruptible on hit. On block, another 1 beats out anything they do (finish with 1,1,2 if it CHs) or a 2. Mix up with 1+2 if they duck (it will also interrupt if they attack back except by 8-frame jabs) and a throw if they stand. d/f+1 and d+1 are also uninterruptible (except by 8-10 frame jabs) but will lose advantage if blocked. f,f+3: +3 on block also. Same options as f+1, but it has a bit of lag afterwards, so go for an immediate f+1 to continue pressure or 2 as both are uninterruptible in this situation. f+4: +5 on block. Anything below WGF speed is uninterruptible. You run into the possibility of being interrupted by 8-frame jabs if you use EWGF, though. 1,2: +0 on block. You and your opponent are both neutral in this situation. However, that doesn't mean you're completely demolished by the likes of Steve. d+4 to crush their jabs helps. You can throw another 1 to clash with 10-frame jabbers, but not the same for 8 and 9 frame jabbers. PUNISHING General punishing goes as follows: -10~-12 punishers: 2,2~1 or 1,1,2. -13 punishers: qcf+2 or d/f+1,2. -14 punishers: EWGF. -15 punishers: Anything from -10~-14. Whiff punishers: EWGF (after stepping, or the opponent hits air) Duck punishers: CC (crouch cancel) into d/f+1,2 or WS+4,4 Far range punishers: qcf+2 or f,f+2 (depending on recovery) Crouch Dash punishers: EWGF or TGF near a wall (after ducking a move with a crouch dash) **************************************************************** THE END... More things to come as I think of it. Suggestions and improvements can be mailed to [email protected] Thank you for reading this FAQ. Yes, it probably sucks on a whole. At least I think so. Meh...