Heihachi top 10 moves

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Mingriah
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#1 “Quote” Edit Post
1)db2
2)db2
3)db2
4)db2
5)EWG...db2
6)db2
7)db2
8)db2
9)db2
10)db2

will edit this when I actually think about it
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#2 “Quote” Edit Post
You forgot about db+2.
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kaworuscott
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#3 “Quote” Edit Post
I'll give it a real go.

1. d/b+2 : Good damage, hits grounded, low, allows a WS mixup on hit.
2. EWGF : Excellent wiff punisher for huge damage, tracks somewhat too
3. d/f+1,2 : Double mid, natural combo, wall splats, bounds, great damage and knocks down
4. ff+2 : High launcher, mid, large distance, only some characters can punish it well, goes under highs and some mids
5. 1,1,2 : hit confirmable 10 frame jab string, knocks down
6. FC d/f+4 : knocks down on normal hit, good damage, lethal near a wall
7. WS1 : Fast, mid, guarantees follow ups for great damage
8. b+2 : long range mid, combo on CH, safe
9. f+3 : Safe, mid, combo on CH, can hit characters moving on the ground
10. u/f+3,4 : Double mid, safe, crushes lows, great damage
Shotokan
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#4 “Quote” Edit Post
There is a slight order to this, this is entirely my opinion but I will try and justify my reasons as best as I can.

1. EWGF - His best move hands down: Whiff punisher, fast move that can interrupt an opponent, excellent range, best launcher in the game, suits TTT2 down to a tee, spaces the opponent well and excellent +f on block. Not necessary to become an effective Heihachi but necessary to master him.
2. d/f+1>2 - Mid, 13f, hit confirmable KD move that can give wall-splat even at range 1 from wall. Essentially safe because of the hit confirm.
3. f+4 - Mid, +f, decent speed and forces crouch. CH gives a free hit and the range is decent too.
4. b+4 - Mid, safe and good range. One of the best tracking moves in the game IMO.
5. 1,1>2 - Hit confirmable 10f string that gives KD. Also very useful to setup a mixup game of d+3, b+2, d/b+2 or f,f+2 depending on how the opponent gets up.
6. d/b+2 - Possibly his bet low, crushes well, big damage, good +f and forces crouch. Looks the same as b+2 as well so the mixup is impossible to judge.
7. f,f+2 - Great long range launcher and essentially safe against the majority of the cast. Tracking is also good and although it crushes to an extent it's not entirely reliable.
8. u/f+3,4 - Big damage, +f and crushes lows, tracking on the 2nd hit is a little peculiar though.
9. HS mixup - This one is a bit of a darkhorse IMHO, it doesn't get as much recognition as the other Mishimas' because Hei's doesn't KD on regular hit. However, his is the only one that can lead to big damage with juggles, and he has a hit confirmable mid option that does chunky damage.
10. b+2 - Good range mid, safe (only -2), combo on CH.

Honourable mentions:
- 1>b+2 - I love this string, you can mixup the timing between the jab and b+2, then you mixup 1, d/b+2 to mess with their heads!
- f+1+2 - excellent 12f punisher that gives a free hit.
- d+1 - good long range poke, very low hitbox with good speed and this B! move so it's pretty easy to hit some silly combos with it.
- f+3 - another good long range move that has a very low hitbox, combos on CH.
- u+4 - Hei's hopkick is one of his saving graces as a keepout move IMHO and I use it quite a bit when I think the opponent is going to try to rush in.
- d/b+3 - Insta-crush low that has decent range and speed. -ve on hit so you basically just use it a momentum stopper.
- 1+2 - Fast mid that interrupts very well especially with a SS, not safe but if used properly it can be a very good keepout move.
- WS+1 - One of the improved punishment tools in his game, gives a free hit and is 14f execution.
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timmo420
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#5 “Quote” Edit Post
What about d/b+1+2? It crushes high and seems to connect a lot for me.
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#6 “Quote” Edit Post
you guys forgot d + 1+2 safe mid launcher wd into d 1+2 so sick start up is 15f

u 4 is low crush and some high crush to punish 10 f jabs only juggles on CH
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#7 “Quote” Edit Post
pretty sure heihachi d+1+2 is 16f and -13.
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ShinKen
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#8 “Quote” Edit Post
my bad just tested it ur right
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ShinKen 神拳(literally God Fist):
"Destroyer of all styles, the one true ultimate style, it transcends the power of The Dragon Style ShoryuKen, and exceeds all human ability."
BTW avatar shows Heihachi with Akuma's beads. Mishimas pawn Shotokans 4 ever :3>\\0//Please sir how do you do the God Fist?Fcuk off bitch!What ur talking about boyDad where's that scroll, its just not the same .In BR its become a pussy godfist .We've become impotent and flaccid **sniffle** The essence of Tekken : speed kills www.twitter.com/ShinK3n Check out my custom stick and watch me win my second tournie at http://www.gamesradar.com/f/uk-tekk...111172228742012
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defcon
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#9 “Quote” Edit Post
@Shotokan: curious about why you have b2 (i22 -2/+8/JG) on your top 10 over f3 (i18/ -3/KD/JG)? Theory-crafting aside, I'm interested in your specific experiences that lead you to put such a premium on b2.
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Cyrox
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#10 “Quote” Edit Post
1-5, no order.

df1 and variations.
ws1
EWGF
ff2
f3

6-10, no order.

f4
uf3,4
1,1,2
d4
HS

11. db2
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Above Human
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#11 “Quote” Edit Post
1...EWGF( Best move ever)
2...OTGF (best poke ever...lol)
3...df+1>2
4...f+4
5...db+2
6...f+3
7...b+4
8...1,1,2
9...ff+2
10...1,b+2
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Kyu
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#12 “Quote” Edit Post
Df1>2
f3
ewgf
f4
db2
1,b2
bf2,1 amazing and reliable whiff punisher out of backdash
ff2 to bully characters who cant punish it
b4
wr3
sspaajms120
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#13 “Quote” Edit Post
df+1,2_df+1,1
EWFG
OTGF,
f,f+2
b,f+2,2 into f+4
d'b+2
f+3
db+1+2
uf+3,4
cd+3
i've always wondered why would you want to delay a NC string on hit?
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Mingriah
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#14 “Quote” Edit Post
yolo i suppose
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Apparently Eliza's not in TTT2 because drunk Japanese can go super saiyan.

that feel when...laggy TV
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Kyu
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#15 “Quote” Edit Post
Who says the delay is on hit lol secondly i put df1>2 to represent the hit confirm
JOHNNYMAN
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#16 “Quote” Edit Post
1. EWGF,
2. ~1+2, since T3 (please suggesting after CH 1+2)
3. d/b+2.
4. d/f+1,1-
5. 1,b+2.
6. f+4,
7. u/f+3,4
8. f+3 .
9. d/b+3,
10. d+1
personalit
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#17 “Quote” Edit Post
EWGF
OTGF
d/f+1,1/(>2)
f+1,b+2
f+4
ff+3
ff+2
f+3
b+2
cd+4,(N~4/N~4,4)
----------------
u/f+2,3
d/b+3
WS+1
d/b+2
qcf+2
d+4
1,1,2
WS+4,4
b+4
Shotokan
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#18 “Quote” Edit Post
Originally posted by defcon
@Shotokan: curious about why you have b2 (i22 -2/+8/JG) on your top 10 over f3 (i18/ -3/KD/JG)? Theory-crafting aside, I'm interested in your specific experiences that lead you to put such a premium on b2.


lol so this response is over a year old... apologies didn't notice it!

My reasoning for having b+2 over f+3 is the fact that it has awesome frames and good tracking. f+3 is a different, linear sort of whiff punisher/safe mid to throw out but Hei already has better options than f+3 for that purpose, there is d+1+2 for moves that leave the opponent ducking (ie: crouch jab) and there is EWGF for moves that leave them standing.

Both give the same combo starter stun but b+2 has really good frames, looks like d/b+2 and has very good tracking on it. More reason to use that over f+3 IMHO.
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#19 “Quote” Edit Post
d/f1 series
f3
b2
ws1
ff2
f4
1<b2
ewgf
HS
b4
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Kyu
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#20 “Quote” Edit Post
1.- ewgf
2.- d/f+1,2 _ d/f+1,1 _ 1,1,2
3.- f+4_f+3
4.- u/f+4 _ u/f+3,4
5.- b+4
6.- d/b+2 _ HS
7.- f,f+2 _ f,f+3
8.- ws+1 _ FC,d/f+4
9.- b+2 _ 1,>b+2
10.- d/b+1+2(great evasion) _ b+2+3_b+1+4(super reversal ^^)
Well, there is more tan 10 XD, but is the order IMHO

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