Heihachi
TEKKEN 8 fighter

Heihachi

RushdownRushdown Mishima
What beats Heihachi?39% of this movelist is punishable
Moves
145
Punishable
57
Defining strength

Classic Mishima toolkit, such as wavedash, EWGF, hellsweep, Left/Right Splits Kick, and his iconic Flash Punch Combo as a i10 hit-confirmable wallsplat.

Best on block
+11
highest on-block advantage in the movelist
Rushdown

Rushdown Mishima

Heihachi is a rushdown Mishima-style character who excels at pressuring opponents and wearing down their defense with some of the strongest mid attacks in the game. His combo damage is extremely high, he has tremendous chip damage potential in Heat, and his new stance options grant amazing mixup opportunities. The classic Mishima staple moves such as Electric Wind God Fist and Flash Punch Combo (1,1,2) are as strong as ever, and his new i18 Indra's Kick (b+4) is a devastating long-range safe-on-block counter hit launcher. These tools grant him an extremely potent defensive capability that synergizes perfectly with his aggressive gameplan. Upon entering Heat three different times over the course of a match, Heihachi is able to activate a powered up state known as Warrior Instinct for the remainder of the round. Upon activation (1+4), he receives several major buffs to his kit. He gains Ultimate Muso Renken (df+2,1) as an i13 launcher, his hellsweep can lead into follow up attacks even when blocked, and Left Splits Kick (f,F+3) becomes +1 on block. Several other moves such as Flash Punch Combo, Demon Breath (1+2), and Demon God Fist (f,F+2) are granted enhanced damage and wall splatting properties. After the round ends, Heihachi is no longer able to access Warrior Instinct for the rest of the match. Heihachi's strengths come at the cost of having lackluster lows and a demanding execution barrier. He can struggle against patient opponents, and is forced to use his unrewarding and launch punishable lows in order to open them up. Many of his pokes are linear, and his Mishima tools are weak to SSL as expected. The King of Iron Fist necessitates strong fundamentals and a good sense of timing in order to be played optimally.

What defines them

Classic Mishima toolkit, such as wavedash, EWGF, hellsweep, Left/Right Splits Kick, and his iconic Flash Punch Combo as a i10 hit-confirmable wallsplat.

Where they lose

Generic pokes are worse than other Mishimas, with linearity and bad frame data being the main culprits

Stances

  • CD (Wind God Step) – f,n,d,df
  • RAI (Raijin) – f+3+4
  • FUJ (Fujin) – d+1+2
  • WAR (Warrior Instinct) – 1+4

Heat Smash

Mid, i15, +10

  • Gain one Ultimate Count per heat activation
  • Enter WAR (Warrior Instinct) after gaining three stacks
  • Auto-parry mids and highs from FUJ stance
  • New move: b,b,n,3+4

Strengths

  • Classic Mishima toolkit, such as wavedash, EWGF, hellsweep, Left/Right Splits Kick, and his iconic Flash Punch Combo as a i10 hit-confirmable wallsplat.

  • Explosive damage potential with great wall carry to boot

  • Powerful stance mixups, is not forced to use stance pressure in neutral to create opportunities

  • Warrior Instinct turns him into a boss character

  • f+1+2 becomes an i12 launch punish with Warrior Instinct, guaranteeing df+2,1 as a tornado follow-up

  • Heaven's Merciless Wrath (b+1+2) Heat Engager parry has lots of utility, works against most mid/high kicks and punches, active from frames 5~25

  • He has cool hair

Weaknesses

  • Generic pokes are worse than other Mishimas, with linearity and bad frame data being the main culprits

  • Most lows are launch punishable, with below average damage or frame advantage on hit

  • Moves that enter stance (f+3, f+4, 1,b+2) have high coverage option selects when blocked, with downjab/generic d+4 beating almost all options

  • Relies entirely on Heat to access Warrior Instinct, making Heat usage more predictable

  • Requires good execution to get the most out of punish opportunities

  • He's really old

Moves to learn first

Signature and situational picks come from the guide; the fastest launcher and best unpunishable poke are derived from this character's own frame data.

  • ParryHeatFUJP

    H.FUJ.P

  • Signature→→R1✕

    f,f,F+3

    Leaping Side Kick

  • Launcher→□△

    i12 · 15 dmg · -14 on block

    Chrome Dome

  • Launcher→·↘L1/R1△

    hard

  • Launcher↘△□

    i20 · 8 dmg · -17 on block

    Reverse Muso Renken

  • Launcher→R1□△

    i13 · 22 dmg · -8 on block

    Raoh Thrust

  • Wall splat□□△

    i18 · 5 dmg · -17 on block

    Flash Punch Combo

  • Wall splat↓□

    i13 · 17 dmg · -14 on block

    Quick Iron Fist

  • Counter-hit launcher○

    i15 · 21 dmg · -9 on block

    Otoko Geri

  • Counter-hit launcher←○

    i18 · 23 dmg · -8 on block

    Indra's Kick

  • Heat engager←□△

    i42 · 20 dmg · -11 on block

    Heaven's Merciless Wrath

  • Heat engager↗△□

    i27 · 16 dmg · -11 on block

    Kidney Crush Combo

  • Heat engager→R1□△

    i13 · 22 dmg · -8 on block

    Raoh Thrust

  • Fastest launcher→·↓↘:△

    i11 · 23 dmg

  • Safe on blockHeat△✕

    i15 · 50 dmg · +10 on block

    Enraged Tettsui Otoshi

Missing generics: {{Plainlist| * d+3 }}

Watch the guide

Video guides for this character, linked to the sections that matter most. Notation on this site comes from the frame data; these show the technique.

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