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Heihachi FAQ

by TwistedRyu

**************************************************************** 
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...