The King of Iron Fist - Heihachi Guide (Redux)

The King of Iron Fist - Heihachi Guide (Redux)

Postby FatMus2 » Sun Sep 16, 2012 11:20 am

I wasn't too happy with the way my previous guide turned out (I didn't even finish it :? ). Now that I know far more about the game and the character I'm just going to rewrite a guide rather than update the original one. Hopefully this guide will be more brief and have better information.

Heihachi Mishima - The King of Iron Fist
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Contents
- Overview
- Normal and Unique Attacks
- Special Moves
- Super Art and Cross Art
- Frame Data
- Combos
- Strategy
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Re: The King of Iron Fist - Heihachi Guide (Redux)

Postby FatMus2 » Sun Sep 16, 2012 11:21 am

Overview
Heihachi is a very versatile character. He has a tool for almost every situation. He excels at attacking, and can constantly pressurising an opponent offensively, as well as having tools to help him deal with opponents' offenses. He may have a slow walkspeed but that's pretty much his only downside and he actually has more than one way of getting around the screen besides walking so it doesn't affect him too much. He has perfect synergy with everyone in the cast as he is able to easily continue juggles from tag ins and allow juggles to be easily continued when he tags out at the end of combos. He's far more efficient as an anchor on the team, however his lack of meter usage makes him fairly useful on point. A bit of a put off is that he really only has the one combo with slight variations which makes him a bit boring at times. Essentially he has no flair in his playstyle. Heihachi is more of a solid well-rounded fighter meant for winning, not to look good while doing it.

Health: 1000 (average)
+ High damage output for a non grappler/non "Big Guy" character.
+ Has tools for almost any situation.
+ Great juggle and combo potential.
+ Has insane pressuring ability.
+ Also has great defensive capabilities too.
+ Not too many bad matchups.
+ Full screen super.

- Slow walkspeed, and rubbish backdash.
- Due to the nature of Heihachi's pressuring ability and almost disrespectful playstyle it can lead to players getting careless and predictable. Predictable Heihachis can be easily beaten, especially by an opponent who knows the matchup.
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Re: The King of Iron Fist - Heihachi Guide (Redux)

Postby FatMus2 » Sun Sep 16, 2012 11:21 am

Normals
Standing Normals
- :punch-light: - Average speed. Safe on block. Good for offensive pressure. It's also great for linking into other attacks
- :punch-medium: - Just slightly slower than jab, has a decent range. More useful as a poke. It's safe on block but not enough to allow you to continue offense. Best to use from it's maximum range as a poke. It's also cancellable so it's decent as a hit confirm.
- :punch-hard: (Far) - A slow move, but it moves Heihachi forward. It's unsafe on block but at the maximum range you could get away with it depending on the speed of your opponent. It's not cancellable either so this is a normal you'd want to use very little.
- :punch-hard: (Close) - An extremely slow and unsafe move that should only be used in combos (which is in fact this move's main use) or at the least cancelled into a safe special move on block.
- :kick-light: - This move is quite slow for a light attack, however it hits low making it very good for catching out standing opponents. It's a little unsafe on block and can be punished by characters with fast normals, especially when done from close range. Again this is a move best done from it's maximum range. On hit it can be chained into a Boost Combo or you can cancel into one of Heihachi's special moves.
- :kick-medium: - Average startup speed, this move hits twice, first at the knee then at the foot when the leg is fully extended (hence at maximum ranges this move will hit only once). This move is pretty good as an anti air (although there are better options) and the first hit is cancellable. It's a good poke and safe on block however not enough to continue pressure against a quick opponent.
- :kick-hard: (Far) - Very slow startup speed, this move is great as a poke, even if just a little unsafe. It's also good as an anti air however due to it's slow startup you will you will need to do the move a bit early.
- :kick-hard: (Close) - Quite a quick move, but it's a little pointless as there is no combo opportunity from this move since it isn't cancellable. It does move Heihachi forward a little but it doesn't put him in much of an advantageous position, especially on block.

Crouching Normals
- :punch-light: - Average startup. Very good pressure tool. Great for linking into other attacks and starting combos or even blockstrings (it's safe on block). Linking into this move twice is great for hit confirming into a full combo.
- :punch-medium: - Average startup speed, another good pressure tool. It's safe on block and has more range than crouching jab. However it also creates more pushback. Best used when your slightly over crouching jab range. It can also be cancelled so if you're in a close enough range you can perform this move twice to hit confirm into a special move.
- :punch-hard: - This move is a little slow and it's extremely unsafe on block. However it can be linked into other normals. It's also a good anti-air.
- :kick-light: - A little slow for a light move, the move hits low and is cancellable but isn't as good a pressure tool as crouching jab or even crouching strong. It does have slightly more range however. This is another move you probably won't want to use very often.
- :kick-medium: - This move has the same speed as crouching short and it hits low. This move is more of a poke so you'll want to use this from maximum distance. It can also be cancelled into a full combo, even if it connects at maximum range.
- :kick-hard: - Average startup, your basic sweep. Quite a fair range. Unsafe on block.

Air Normals
- :punch-light: - Average startup speed. Downward angled, little range. Not much use.
- :punch-medium: - Same startup speed as jab, and it does more damage making it a better option as both an air to air and a jump in. However it does have a poor range. Mainly useful if you need a quick attack while in the air.
- :punch-hard: - Quite slow. It hits directly in front of Heihachi. You'll want to use this move more as an air to air as it's not very good as a jump in.
- :kick-light: - Similar to jab however it's angled upwards. Again, not much use.
- :kick-medium: - A little slower than strong however it hits directly in front of Heihachi making it a better air to air. It also crosses up the opponent quite easily making it a good jump in, however roundhouse is far more desirable.
- :kick-hard: - This is a great attack if only a little slow. It's only slightly angled downwards making it more useful as a jump in however its not too bad as an air to air, especially if your opponent is beneath you. This move has quite a bit of range and it also crosses up. It can cross up quite early or quite late and it can even be ambiguous, especially if you mix it up between forward. This will mostly be your attack of choice while in the air.

Unique Attacks
Command Normals
- :joystick-right: :plus: :kick-light: - Lightning Crush - This attack has slow startup. It moves Heihachi forward allowing you to use it as a poke (and a good one at that). It's safe on block and excellent for continuing pressure. If the move connects you can link almost any grounded normal (except for heavies) and also other Unique Attacks. One of Heihachi's better tools for creating pressure. Due to it's slow speed and forward movement it's best used at a distance.
- :joystick-left: :plus: :kick-light: - Jichinsai - This move has a very slow startup. It moves Heihachi backwards slightly and then forwards quite a bit. It's safe on block making it a great mid range poke. It's backward movement also allows Heihachi to avoid some moves at optimal range and then come crashing back down on the opponent. It causes a groundbounce on hit making it an excellent move for combos.
- :joystick-left: :plus: :punch-light: - Hammer Punch - This move has a fair bit of startup. It is an overhead attack which must be blocked while standing. It's safe on block and on hit you can link into other fast moves allowing you to combo afterwards. On Counter Hit it causes your opponent to stumble to the ground giving you enough time to follow up with a combo. This move also has a special feature: it is invincible to absolutely any attack performed by a standing opponent, including throws, special moves, Super Arts and Cross Arts. As such it can be beaten by crouching and airborne attacks. This feature makes it great as a counterpoke since it will beat every standing normal. You should also use it to hit opponents out of any of their standing attacks since you will most likely get a Counter Hit. However you must still be careful with it as you can get hit by crouching attacks.
- :joystick-right: :plus: :punch-medium: - Eisho Mon - This move is quite similar to Lighning Crush in that it moves Heihachi forward with a similar startup speed, and it's safe on block and you have the some combo opportunities after it if it connects. The main difference is that it moves Heihachi forward further and it also hits low and it's active for longer. It's great as a poke and will catch out standing opponents.
- :joystick-left: :plus: :punch-medium: - Tatarigoroshi - This move is relatively quick. It's main function is as an anti air. It's cancellable and it juggles airborne opponents on hit meaning you can go right into a combo when you use this as an anti air. It doesn't have much range meaning it's not too great as a poke.
- :joystick-right: :plus: :punch-2x: - Chrome Dome - This move has three charge levels. Level 1 is performed by simply pressing the buttons. It has an average startup speed and it's safe on block, but you don't get much combo opportunity out of it. However on Counter Hit it will make your opponent stumble and you can easily combo them. Level 2 is performed by holding down the buttons briefly and then releasing. This time the move causes a groundbounce allowing easy combo opportunity afterwards. Less safe on block. Level 3 is performed by holding the buttons down until Heihachi automatically headbutts. This time the attack also gives a groundbounce on hit but is very unsafe on block. Heihachi's head has armor the entire time he's charging meaning you can absorb one hit (as long as it's aimed high, low attacks will not be absorbed by the armor). Perfect for absorbing jump in attacks from opponents and then hitting them out of the air, if you are charged at Level 2 or 3 you will get a groundbounce.

Strings
- :punch-light: , :punch-light: , :punch-medium: - Flash Punch Combo - 3 quick attacks that are chained together. The first attack is just standing jab (see Normals section). The second attack is a visually similar move however it's slightly slower and less safe on block (but still safe enough to avoid punishment). The last hit sends the opponent away from Heihachi and puts them in a hard knockdown. It's very unsafe if blocked. Mainly use when you're near the corner so you can play wake up games after the hard knockdown or if you just need to clear some space between you and your opponent. Mostly avoid it though since if you land the first jab you could get a much better combo, you can even link into a second jab (or even a crouching normal) if you need to hit-confirm rather than chaining into the second attack.
- :punch-light: , :joystick-left: :plus: :punch-medium: - Left Right Combo - 2 attacks chained together. The first attack again is just standing jab. The second attack is a move that looks similar to standing strong. It's safe on block meaning this string is good for pressure. It's also cancellable so if it connects you can perform a combo. If it's blocked you can add just a bit more pressure by cancelling into a safe special move. The second attack also has 2 followups, they are as follows: :arrow:
:arrow: - :punch-medium: - Demon Slayer - It's unsafe on block, so really only do this move if Left Right Combo connects. It puts the opponent in quite a lot of hitstun however it pushes them too far to follow with anything besides crouching roundhouse, but with a tag you can easily continue the combo.
:arrow: - :kick-medium: Demon Kicker - Similar to Demon Slayer except it does more damage.

- :joystick-right: :plus: :punch-light: - A quick attack (just slower than jab) and a tiny bit unsafe on block. It can be used as an anti-air. This move will be used a lot not because of the move itself, but because of its 3 followups. In essence this will be your most used (and even abused) move as a Heihachi player. It will immediately put your opponent under pressure and provides High-Low mixup opportunities. One thing to note is that in between this move and its followups you can be interrupted and punished so again you mustn't be too careless with these strings. If this attack connects all followups will combo. The followups are as follows: :arrow:
:arrow: - :punch-light: - Double Palm Strike - Quick attack, safe on block and special cancellable. This move can be used to actually push yourself back on block which is good if you want to create some space. It's always good to cancel this string into a safe special move on block just to add some more pressure. On hit cancel into a special to increase the combo
:arrow: - :punch-medium: - Muso Tettsui - This move has a relatively slow startup so it can be interrupted if the first attack was blocked. However it can really only be interrupted by fast invincible moves, or just really fast moves in general. The move is an overhead, which is great if your opponent decides to keep blocking. If they are hit they will be put into a groundbounce allowing you to followup with a damaging combo. Is a little unsafe on block.
:arrow: - :punch-hard: - Muso Kageki - This move is a little faster than Muso Tettsui making it harder to interrupt and more likely for you to get a counterhit if your opponent does attempt to punish the first blocked attack. This move hits low, forcing your opponent to block while crouching. Mixing this up with Muso Tettsui will mean you can catch a low blocking opponent with the overhead and get a damaging combo from there, and if they're conditioned into blocking the Muso Tettsui string high then you can continue hitting them with the Muso Kageki. The only drawback of this move is that there is no combo opportunity from it however it is safe on block.
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Re: The King of Iron Fist - Heihachi Guide (Redux)

Postby FatMus2 » Sun Sep 16, 2012 11:21 am

Special Moves
- :joystick-right: :joystick-down: :joystick-down-right: :plus: :punch: - Rising Uppercut - This attack moves Heihachi forward (the distance depends on the strength of the button pressed, with Light barely moving him forward, Heavy moving him almost half screen, and Medium in between. Light version comes out quickest while Heavy comes out the slowest.). The startup portion of this move is invincible to projectils (except Sagat's Low Tiger Shot). The EX version does slightly more damage, and travels the length of Heavy version while it comes out with the same speed as light version. This will be your key special move to start most juggle combos. The EX version has more upper body invincibility too making it a good reversal, which when connected can then allow you to go into a full combo. However outside of reversals the EX version has barely any worth for meter usage so in combos or to get through fireballs it's best to do the regular versions. In combos mainly Medium version will be used.
- :joystick-right: :joystick-down: :joystick-down-right: :plus: :kick: - Dragon Uppercut - Similar to Rising Uppercut, Heihachi ducks forward however this time he jumps up while uppercutting. All versions travel the same distance (roughly the same distance as Medium Rising Uppercut) and during the ducking forward part it's invincible to projectiles. This move is mainly a combo ender, and it has a follow up attack which can be performed on both hit and block (but not on whiff). This move is extremely unsafe if blocked. The EX version has no use since EX Rising uppercut will be the better reversal option since you can combo after it. :arrow:
:arrow: - :punch: - Dragon Uppercut Follow-up - An extra move that you can tack on after a regular Dragon Uppercut. Always do this move after a Dragon Uppercut hits since you will get extra damage. In fact you should also do it on block since it's slightly safer and you could end up on the other side of your opponent which might confuse them. This is probably the best launching move in the game to tag cancel too since it leaves the opponent quite high in the air giving your partner ample time to continue with any juggle combo.

- :joystick-down: :joystick-down-left: :joystick-left: :plus: :kick: - Hell Axle - The distance travelled is determined by the strength of the button pressed. Light kick goes forward a couple of character lengths, Medium kick goes forward slightly more, while Heavy kick, being 2 kicks, goes forward the furthest. All versions are invincible to every projectile. The move does less damage than Dragon Uppercut at the end of combos however it does knock opponents a full screen distance away so it's useful if you needed the space. The EX Version allows you to follow up in the corner but other than that it's another EX move that is not worth the meter. All versions are unsafe on block, however since Heavy hits twice you can tag cancel the first hit so your incoming partner can keep up the pressure so Heihachi can get out safely.
- :joystick-left: :joystick-down-left: :joystick-down: :joystick-down-right: :joystick-right: :kick: - Heaven's Wrath - Personally my favourite move in the game :), this move will counter almost any physical attack, which also includes special moves (but not Super or Cross Arts). Attacks that are performed in the air cannot be countered, and likewise attacks that render opponents airborne will not be countered. For a brief list of Special moves that can and can't be countered check the Strategy section.
If the attack countered was a move that had to be blocked low Heihachi will kick the opponent a full screen distance away, while if it was an attack that could be blocked while standing then Heihachi will put the opponent in a groundbounce allowing you to combo afterwards. All versions have the same recovery, however the length of time the combo is active depends on the strength of the button pressed, with Heavy being active the longest. It's best to do the light version more often so you can recover slightly quicker. EX Version does more damage against high attacks however does less agaisnt low attacks, otherwise it's identical to Heavy version, and again not worth the meter.
- :joystick-right: :joystick-down-right: :joystick-down: :joystick-down-left: :joystick-left: :plus: :punch: - Raijin Stance - This attack shoots Heihachi forward towards the enemy. It is totally vulnerable, and Heavy version is unsafe on block, but only just. The distance travelled depends on the strength of the button pressed, with Light going barely forward and Heavy going almost half screen. It has slow startup but once it starts it covers the distance in quite some speed. Medium version is a great move for closing gaps. You can also use this move to punish opponents who are poking. All regular versions actually crumple on counter hit making it a great poke. If you counter hit an airborne opponent this move will actually wall bounce them! I'ts a good idea to store a Counter Hit whenever you can so you can take advantage of these traits. The EX Version is actually two attacks, with the initial portion going roughly the distance of Heavy Raijin Stance and the latter portion being similar to Demon Breath. The startup of this move is invincible making it a good way to punish projectiles from half screen. It is very unsafe on block, however Heihachi takes a step back after the second portion of the move which makes it somewhat hard to punish against slower opponents. This is Heihachi's Super Charge move.
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Re: The King of Iron Fist - Heihachi Guide (Redux)

Postby FatMus2 » Sun Sep 16, 2012 11:21 am

Super Art
- :joystick-right: :joystick-down-right: :joystick-down: :joystick-down-left: :joystick-left: :plus: :punch-3x: - Raijin's Wrath - This super move has quite a lot of startup for a Super, however once it does start, Heihachi zips across the screen with incredible speed. The move will travel full screen, however Heihachi will stop once he hits the opponent or the opponent blocks. He will also stop if the opponent is jumping over Heihachi (ie Heihachi will stop whenever the opponent is near Heihachi, whether in front or above). When the move hits Heihachi goes into a series of attacks that knocks them to behind Heihachi. The super has relatively weak damage but it is incredibly easy to combo into and has great juggle potential. The startup is invincible to projectiles so against slower recovering projectile users this move can be used as a punish when around mid-screen. The move is only invincible on startup however and the portion of the super when Heihachi shoots forward is totally vulnerable to projectiles. However because of the moves incredible priority it will beat most any normal and even special moves! So if an opponent is whiffing slow recovering normals you can hit them with the super. The super can also be used as an anti-air. If an opponent jumps, just when he is at the peak of his jump and starts to drop activate the super to hit them before they land. You can pretty much do this from anywhere on screen, even if an opponent jumps backwards, just hit them on the way down. The super can also punish Raw Tags as the second character is coming in. The super is very unsafe on block however it creates enough pushback that slower characters or characters without ranged moves will find it hard to punish meaning the super can actually be considered pseudo-safe.

Cross Art
- :joystick-down: :joystick-down-right: :joystick-right: :plus: :punch-medium: :plus: :kick-medium: - Has quite a bit of range, is completely invincible on startup and unsafe on block. Standard Cross Art, nothing too special. Depending on your partner, you can probably get more damage with a combo that utilises three bars of meter instead of wasting it on a bog standard Cross Art, however doing a Cross Art does have some strategic benefits which will be discussed in the Strategy section.
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Re: The King of Iron Fist - Heihachi Guide (Redux)

Postby FatMus2 » Sun Sep 16, 2012 11:22 am

Reserved
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Re: The King of Iron Fist - Heihachi Guide (Redux)

Postby FatMus2 » Sun Sep 16, 2012 11:22 am

Combos
(Note: A Comma ( , ) denotes a link, An X ( X ) denotes a cancel, and a hyphen ( - ) denotes a string/chain)
Links
Some of these are difficult and not worth learning, but here is a list of Links that Heihachi can do. Some of these links can actually be put together to make one whole link, for example Eisho Mon, Cr. Jab, then you can link the Cr. Jab into Forward Jab)

- Jab, Jab
- Jab, Strong (Difficult, you may accidentally Boost Combo)
- Jab, Cr. Jab
- Cr. Jab, Cr. Jab
- Cr. Jab, Cr. Strong
- Cr. Jab, Close Standing Fierce (Difficult)
- Cr. Jab, Cr. Jab, forward Jab (Learn this link, very good hit confirm into a Muso Tettsui or a Double Palm Strike which will then set you up for the BnB)
- Eisho Mon, Cr. Jab
- Eisho Mon, forward Jab (Slightly difficult but a very good link to learn)
- Lightning Crush, Cr. Jab
- Lightning Crush, forward Jab (Slightly difficult, but good to learn for specific combos)
- Hammer Punch, Cr. Jab
- LP Demon Breath, Short
- LP Demon Breath, Far Standing Fierce

The Bread and Butter
(On airborne opponents with full juggle potential)
:punch-hard: X :joystick-right: :joystick-down: :joystick-down-right: :plus: :punch-medium: Medium Rising Upper, :punch-hard: X :joystick-right: :joystick-down: :joystick-down-right: :kick: Dragon Uppercut - :punch: Dragon Uppercut Followup

This is Heihachi's bog-standard and most used combo (with variations). Dragon Uppercut Followup is perfect to tag cancel ad mentioned in the Special Moves section.
Here are some ways to get a character airborne (note ground bounced opponents are considered airborne):
- After a Rising Uppercut on a grounded opponent. The Rising Uppercut can be landed either through cancelling Double Palm Strike or any of Heihachi's cancellable moves (preferable close :punch-hard: )
- After a groundbounce (on grounded opponents), either through Jichinsai or Muso Tettsui. Will not work after a successful Heaven's Wrath due to the move itself taking up too much juggle potential.
- After a Launcher. When the opponent does a Launcher either raw or through a Cross Rush you can do the combo.
- After a Tag Cancel that juggles the opponent. Heihachi's partner must tag cancel a move that juggles the opponent high and close enough (moves like Julias Rising Kick and Sakura's Shououken Tag Cancelled at the wrong time will leave Heihachi too far to land close :punch-hard: . In fact this is true for most multi hitting uppercut attacks, they must be tag cancelled as late as possible).

Now if you feel you can't get the timing of :punch-hard: X Rising Uppercut, then you can substitute it for Muso Tettsui, which is far easier to land.
You can also instead of Dragon Uppercut add a Super or Cross Art on the end for maximum damage.

Heaven's Wrath Followups
After landing a successful Heaven's Wrath against a High/Mid attack you are able to continue comboing your opponent. Here's what you can do:
- Cr. Strong - With this you can cancel into a special move, Super or Cross Art. However you only want to combo into one special: Dragon Uppercut. If you cancel into Rising Uppercut you won't be able to continue juggling due to Heaven's Wrath taking up too much Juggle Potential.
- Cr. Roundhouse - Sweep the opponent for a Hard Knockdown.
- Jichinsai - Nets you a Hard Knockdown however Cr. Roundhouse does more damage so use that instead.

Just a list of Combos
^
These combos can be varied, they're just there to give you an idea of what Heihachi can do.

- Cr.:punch-light: , Cr.:punch-light: , :joystick-right: :plus: :punch-light: - :punch-medium: (Muso Tettsui) , Close Standing :punch-hard: X :joystick-right: :joystick-down: :joystick-down-right: :punch-medium: (Medium Rising Uppercut) , :punch-hard: :joystick-right: :joystick-down: :joystick-down-right: :plus: :kick: (Dragon Uppercut) - :punch-light: (Dragon Uppercut Followup)

:line-breaker3:

- Jump :kick-hard: , :joystick-right: :plus: :punch-light: - :punch-light: (Double Palm Strike) X :joystick-right: :joystick-down: :joystick-down-right: :plus: :punch-medium: (Medium Rising Uppercut), Close Standing :punch-hard: X :joystick-right: :joystick-down: :joystick-down-right: :plus: :punch-medium: (Medium Rising Uppercut), Cr. :kick-hard:

:line-breaker5:

- :joystick-right: :plus: :punch-light: - :punch-light: (Double Palm Strike) X :joystick-down: :joystick-down-right: :joystick-right: :plus: :punch-light: (Light Demon Breath) , Far Standing :punch-hard: X :punch-hard: :plus: :kick-hard: (Raw Launcher)

:line-breaker1:

- (Counter Hit) :joystick-left: :plus: :punch-light: (Hammer Punch), :joystick-right: :plus: :kick-light: (Lightning Crush), Cr. :punch-light: , :joystick-right: :plus: :punch-light: - :punch-light: (Double Palm Strike) X :joystick-right: :joystick-down: :joystick-down-right: :punch-medium: (Medium Rising Uppercut), Close Standing :punch-hard: X :joystick-right: :joystick-down: :joystick-down-right: :plus: :punch-medium: (Medium Rising Uppercut), Close Standing :punch-hard: X :joystick-right: :joystick-down-right: :joystick-down: :joystick-down-left: :joystick-left: :plus: :punch-3x: (Raijin's Wrath)

:line-breaker3:

- (Anti Air) :joystick-left: :plus: :punch-medium: (Tatarigoroshi) X :joystick-down: :joystick-down-left: :joystick-left: :plus: :kick-hard: (Heavy Hell Axle)

:line-breaker3:

- :joystick-down: :joystick-down-right: :joystick-right: :plus: :punch-2x: (EX Demon Breath), :joystick-left: :plus: :kick-light: (Jichinsai), Close Standing :punch-hard: X :joystick-right: :joystick-down: :joystick-down-right: :plus: :kick: (Dragon Uppercut) - :punch: (Dragon Uppercut Followup)
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Re: The King of Iron Fist - Heihachi Guide (Redux)

Postby FatMus2 » Sun Sep 16, 2012 11:22 am

Strategy

Heaven's Wrath: What Can and Can't be Countered
- Almost every ground normal (there are a few exceptions however they aren't noteworthy since you probably won't be looking to counter them) can be countered.
- Projectiles (and moves with projectile properties such as Ogre's Indigo Punch) cannot be countered.
- Throws (including blockable and unblockable command grabs) cannot be countered.
- Moves from an jumping opponent cannot be countered.
- Super Arts and Cross Arts cannot be countered.

Character Specific Special Moves that can/can't be countered.
Here is a list of character specific Special Moves that can or can't be countered. If they can it will say YES next to the move name, and if it can't it will say NO. I will also include any noteworthy normals since some characters have moves when they're airborne that can actually be countered.
Ryu
Hadoken - All Versions: NO
Tatsumaki Senpuu Kyaku - All Versions: NO
Shoryuken - Medium and EX Versions: YES, Light and Heavy Versions: NO
Joudan Sokuto Geri - All Versions: YES
Ken
Hadoken (all versions): NO
Tatsumaki Senpuu Kyaku - All Versions: First hit YES, Remaining hits NO
Shoryuken - All Versions: YES
Guile
Sonic Boom - All Versions: NO
Flash Kick - All Versions: YES
Knee Bazooka, Rolling Sobat, and Reverse Spin Kick: YES (Even though they render Guile airborne they can be countered)
Abel
Change of Direction - All Versions: First and Second Hit YES, Last hit NO
Wheel Kick - All Versions: NO
Shoulder Tackle - All Versions: NO
Tornado Throw - All Versions: NO
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Re: The King of Iron Fist - Heihachi Guide (Redux)

Postby Smoke » Sun Sep 16, 2012 12:47 pm

lol. I actually dig your old guide,with no one caring about sfxt I don't know if it's a good idea. If you're having fun, then do it lol.
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Re: The King of Iron Fist - Heihachi Guide (Redux)

Postby Keyblade » Tue Oct 16, 2012 9:17 am

Looking good so far, but why a new version?

Edit: Nevermind saw your reason lol.
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