Heihachi Mishima (T5): Difference between revisions

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==Moves List==
==Moves List==
==Juggles==
==Juggles==
{1}.ewgf,1,ewgf,twin pistons,hell sweep,1  60%
{note} being  close  to a wall  is  a  must HELL SWEEP SHOULD TAKE THE OPPONENT TO  THE WALL AND 1 SHOULD HIT BEFORE  OR  AFTER  HE  FALLS.
{2}.twin pistons,ewgf,ewgf,ewgf,;wall;qcf+1 65%
{note}must wave dash  in  after  the first ewgf to hit the  2nd  and  3rd electric {MUST  BE  DONE AT A  FAST  PACE  TO  WORK
REMEMBER  YOU  CAN PERFORM THEM AT THE  SPEED  OF  LIGHT IT'S ALL UP TO U}.
{3}.EWGF,EWGF,D/F+1,2,B/F,2,1. 58%
{Note}EASY  TO  DO KEEPS  OPPONENT AWAY WHILE  U  CHASE OR  MAKE DISTANE ALSO  TAKES  TO  THE  WALL TO  TRAP AND TAKE  ADVANTAGE.
{4}.EWGF,D/F+2,1,2,2. 50%
{NOTE} THIS IS GOOD  FINISHER AT  THE END OF  ROUND THE 1,2,2 IF DONE  RIGHT CAN ALSO  BE  ADDED  WITH A HELL SWEEP,1 BUT  DON'T  LOOK  SUPRISED  IF  U  DON'T  GET}!NO  PUN  INTENDED.
{5}.EWGF,D/F,1,2,F+1,AXE KICKS. 50%
{NOTE} WHEN  OPPONENT HITS GROUND DOWN+1 OR B/D+2 JUST AN EXTRA HIT.
{6}.EWGF,D/F+1+2. 45%
{NOTE} A  FINISHER  INDEED BUT REMEMBER TWO OF THOUGHS ARE 90% IN  ONE  ROUND AND THE ODDS ARE VERY HIGH IN GETTING  HIT  TWICE WITH AN EWGF THAT'S  IF  YOUR  GOOD.
Variations of #{6}.{HOOK FIST;U/F+4;D/F+1+2};U/F+3+4} not all  same  damage!
==Frame Data==
==Frame Data==
===State===
===State===
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===Disadvantage Match-ups===
===Disadvantage Match-ups===
===Serious Disadvantage Match-ups===
===Serious Disadvantage Match-ups===
[[Category: Tekken 5: Dark Resurrection]]

Latest revision as of 08:42, 27 May 2007

Introduction

Differences

5.0 - 5.1

T5 - DR

Moves List

Juggles

{1}.ewgf,1,ewgf,twin pistons,hell sweep,1 60% {note} being close to a wall is a must HELL SWEEP SHOULD TAKE THE OPPONENT TO THE WALL AND 1 SHOULD HIT BEFORE OR AFTER HE FALLS.

{2}.twin pistons,ewgf,ewgf,ewgf,;wall;qcf+1 65% {note}must wave dash in after the first ewgf to hit the 2nd and 3rd electric {MUST BE DONE AT A FAST PACE TO WORK REMEMBER YOU CAN PERFORM THEM AT THE SPEED OF LIGHT IT'S ALL UP TO U}.

{3}.EWGF,EWGF,D/F+1,2,B/F,2,1. 58% {Note}EASY TO DO KEEPS OPPONENT AWAY WHILE U CHASE OR MAKE DISTANE ALSO TAKES TO THE WALL TO TRAP AND TAKE ADVANTAGE.

{4}.EWGF,D/F+2,1,2,2. 50% {NOTE} THIS IS GOOD FINISHER AT THE END OF ROUND THE 1,2,2 IF DONE RIGHT CAN ALSO BE ADDED WITH A HELL SWEEP,1 BUT DON'T LOOK SUPRISED IF U DON'T GET}!NO PUN INTENDED.

{5}.EWGF,D/F,1,2,F+1,AXE KICKS. 50% {NOTE} WHEN OPPONENT HITS GROUND DOWN+1 OR B/D+2 JUST AN EXTRA HIT.

{6}.EWGF,D/F+1+2. 45% {NOTE} A FINISHER INDEED BUT REMEMBER TWO OF THOUGHS ARE 90% IN ONE ROUND AND THE ODDS ARE VERY HIGH IN GETTING HIT TWICE WITH AN EWGF THAT'S IF YOUR GOOD.

Variations of #{6}.{HOOK FIST;U/F+4;D/F+1+2};U/F+3+4} not all same damage!

Frame Data

State

Throws

Moves

Additional Frame Data

Strategies

Overview

Basics

Zoning

Mixups

High

Low

Throws

Additional Notes

Match-ups

Serious Advantage Match-ups

Advantage Match-ups

Fair Match-ups

Disadvantage Match-ups

Serious Disadvantage Match-ups