Street Fighter X Tekken/Heihachi

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Street Fighter X Tekken#CharactersStreet Fighter X Tekken/Character HealthStreet Fighter X Tekken/Basic ElementsStreet Fighter X Tekken/MovementStreet Fighter X Tekken/Solo OffenseStreet Fighter X Tekken/Capcom Juggle SystemSFxTHeaderButtons.png

Heihachi

Sfxt heihachi face.jpg

Ideal Team Position: Anchor


The original King of Iron Fists has everything he needs to decimate almost anyone put in front of him...at least on paper. He has comboable overheads that can blow through high attacks, a comboable command low that can used to hit opponents meaty on wakeup, a quick standing low that can be comboed into a full combo, a plethora of conventional and unconventional anti- airs, strong air normals, and several excellent reversals including his EX Rising Uppercut (AKA Wind Godfist), EX Dragon Uppercut, and even his Raijin Stance parries. So...what has taken him so long to be looked at as a competitive threat? The answer lies in his mobility. Like most other mixup-based characters, his mobility is quite poor with one of the worst walkspeeds in the entire game. Not only does he have trouble against zoners, but his own set of neutral buttons make it difficult for him to fire back at opponents who have superior normals to space him out. If Heihachi wants to get in, he often has to commit to his offense in ways that can make him vulnerable to a good read, and if Heihachi can’t get in the opponent’s face, he has great difficulty being effective. But if he can get in, namely if he is partnered with a point character adept as tagging in their partner and moving into position, Heihachi is more than capable of getting a win for his team as he proved at EVO 2017 with Bison as his ally.


Strengths Weaknesses

+Excellent high-low game thanks to an overhead that is safe on block and crushes highs, and two standing lows that deal further safe pressure with one them capable of hitting an opponent meaty on wakeup.

+multiple reliable anti-air and air-to-air options, all of which can lead to combos

+Several safe block-strings to confirm continued pressure or combos

+Strong tag synergy with many characters

+His best reversal, EX Dragon Uppercut, is only -4 on landing if you executed the second hit on block, and leads to a full combo if tag cancelled upon hit.

+Rising Uppercut is invincible against all but low attacks on startup

+Successful parries can lead to either a tag cancel or a free tag-in

-Abysmal walkspeed

-Vulnerable to whiffs as many of his moves, while safe on block, have long recovery

-Almost all of his normals are stubby and not ideal for footsies, necessitating very close combat to be effective

-Cannot clear large gaps of distance effectively without meter, and all EX advancing moves have long recovery

Moves

Normal Attacks

Name
Command
Notes
Standing Light Punch
Lp.png
Speccancel.png
Standing Medium Punch
Mp.png
Speccancel.png
Standing Hard Punch
Hp.png
Standing Light Kick
Lk.png
Low.png
Standing Medium Kick
Mk.png
Speccancel.png on 1st hit only
Standing Hard Kick
Hk.png
Close Hard Punch
(near opponent) Hp.png
Speccancel.png
Close Hard Kick
(near opponent) Hk.png
High.png
Crouching Light Punch
D.png + Lp.png
Speccancel.png
Crouching Medium Punch
D.png + Mp.png
Speccancel.png
Crouching Hard Punch
D.png + Hp.png
Crouching Light Kick
D.png + Lk.png
Low.png
Speccancel.png
Crouching Medium Kick
D.png + Mk.png
Low.png
Speccancel.png
Crouching Hard Kick
D.png + Hk.png
Low.png
Hardknockdown.png
Jump Light Punch
Ub.png / U.png / Uf.png + Lp.png
High.png
Jump Medium Punch
Ub.png / U.png / Uf.png + Mp.png
High.png
crossup
Jump Hard Punch
Ub.png / U.png / Uf.png + Hp.png
High.png
Jump Light Kick
Ub.png / U.png / Uf.png + Lk.png
High.png
Jump Medium Kick
Ub.png / U.png / Uf.png + Mk.png
High.png
crossup
Jump Hard Kick
Ub.png / U.png / Uf.png + Hk.png
High.png
crossup

Unique Attacks

Name
Command
Notes
Flash Punch Combo
Lp.png ---.png Lp.png ---.png Mp.png
Knockdown.png vs airborne on 2nd hit
Hardknockdown.png on 3rd hit
Left Right Combo
Lp.png ---.png B.png + Mp.png
Speccancel.png on 2nd hit
Knockdown.png vs airborne on 2nd hit
Demon Slayer
Lp.png ---.png B.png + Mp.png ---.png Mp.png
Knockdown.png vs airborne on
2nd and 3rd hit
Demon Kicker
Lp.png ---.png B.png + Mp.png ---.png Mk.png
Knockdown.png vs airborne on
2nd and 3rd hit
Tatarigoroshi
B.png + Mp.png
Speccancel.png
Knockdown.png vs airborne
Lightning Crush
F.png + Lp.png
Knockdown.png vs airborne
Chrome Dome
F.png + Lp.png + Mp.png
Knockdown.png vs airborne
Stagger.png on Counterhit.png
Hammer Punch
B.png + Lp.png
High.png
Knockdown.png vs airborne
Stagger.png on Counterhit.png
Eisho Mon
F.png + Mp.png
Low.png
Jichinsai
B.png + Lk.png
Groundbounce.png
Double Palm Strike
F.png + Lp.png ---.png Lp.png
Speccancel.png
Knockdown.png vs airborne
Muso Tettsui
F.png + Lp.png ---.png Mp.png
High.png on 2nd hit
Groundbounce.png on 2nd hit
Knockdown.png vs airborne on 1st hit
Muso Kageki
F.png + Lp.png ---.png Hp.png
Low.png on 2nd hit
Knockdown.png vs airborne on 1st hit

Throws

Name
Command
Notes
Neck Breaker
F.png or N.png + Lp.png + Lk.png
Throw.png
Broken Toy
B.png + Lp.png + Lk.png
Throw.png

Special Moves

Name
Command
Notes
Rising Uppercut
Dp.png + P.png
Ex.png
Knockdown.png
Dragon Uppercut
Dp.png + K.png
Ex.png
Knockdown.png
   Dragon Uppercut Followup
Dragon Uppercut ---.png P.png
(on hit or block)
Heaven's Wrath
Hcf.png + K.png
Ex.png
Counter.png standing and low attacks
Hell Axle
Qcb.png + K.png
Ex.png
Knockdown.png
Demon Breath
Qcf.png + P.png
Ex.png
Knockdown.png vs airborne
Wallbounce.png on Ex.png
Raijin Stance
Hcb.png + P.png
Ex.png Chrg.png
Knockdown.png vs airborne
Knockdown.png on Ex.png

Super Combo

Name
Command
Notes
Raijin's Wrath
Hcb.png + 3p.png

Frame Data (Updated for v2013)

Move Command Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel JP JC JS "Notes
"
Far\Close LP H 30 4 4 7 +6 +2 SM,EX,SA,CA 1 1 1 -
Far\Close MP H 60 5 5 13 +3 -1 SM,EX,SA,CA 2 1 1 -
Far HP H 90 10 4 22 -1 -6 - 3 1 1 -
Far\Close LK L 30 6 3 14 0 -4 SM,EX,SA,CA 1 1 1 -
Far\Close MK H 50,20 5 2,2 15 +4 0 SM,EX,SA,CA 2,2 1,1 1 1st hit Knockdown vs airborne, Attacking leg crushes airborne attacks frames 1-8
Far HK H 90 13 3 16 +6 +1 - 3 1 1 -
Close HP H 90 12 6 25 -6 -11 SM,EX,SA,CA 3 1 1 -
Close HK H 80 7 3 22 0 -5 SM,EX,SA,CA 3 1 1 -
Crouch LP H 30 4 3 6 +8 +4 SM,EX,SA,CA 1 1 1 -
Crouch MP H 60 6 4 10 +7 +3 SM,EX,SA,CA 2 1 1 -
Crouch HP H 90 8 6 26 -6 -12 - 3 1 1 Forces standing
Crouch LK L 30 6 2 10 +5 +1 SM,EX,SA,CA 1 1 1 -
Crouch MK L 60 6 4 15 +2 -2 SM,EX,SA,CA 2 1 1 -
Crouch HK L 90 7 2 24 hard knockdown -6 - 3 1 - -
Jump LP M 40 6 6 until ground+4 +12 +4 - 1 1 1 -
Jump MP M 70 6 5 until ground+4 +16 +5 - 2 1 1 -
Jump HP M 100 10 6 until ground+4 +20 +8 - 3 1 1 -
Jump LK M 40 6 4 until ground+4 +12 +4 - 1 1 1 -
Jump MK M 70 7 6 until ground+4 +16 +5 - 2 1 1 -
Jump HK M 100 9 8 until ground+4 +20 +8 - 3 1 1 -
Launcher **LC HP+HK H 100 13 2 54 switch -34 - 3 - - "Crushes crouching attacks frames 1-14, Launches opponent while switching characters
"
Cross Cancel f+HP+HK (while blocking) H 100 12 3 27 hard knockdown -8 - - - - Invulnerability frames 1-14, Resembles LP Demon Breath
Neck Breaker LP+LK throw 130 5 2 20 hard knockdown - - - - - -
Broken Toy b+LP+LK throw 130 5 2 20 hard knockdown - - - - - -
Tatarigoroshi b+MP H 70 8 4 22 +1 -2 SM,EX,SA,CA 2 1 0 Knockdown on airborne opponent
Lightning Crush f+LK H 50 14 3 16 +7 +3 - 1 1 0 Knockdown on airborne opponent, Forces standing
Chrome Dome lvl 1 f+LP+MP (hold to charge) H 80 12 2 18 +2 -2 - 1 1 0 Head has 1 point of armor during frames 1-11, Stagger (+21) on counter hit, Knockdown on airborne opponent
Chrome Dome lvl 2 f+LP+MP (hold to charge) M 130 32 2 35 ground bounce -9 - 2 1 0 Head has 1 point of armor during frames 1-31
Chrome Dome lvl 3 f+LP+MP (hold to charge) unblockable 180 72 2 25 ground bounce - - 3 1 0 Head has 1 point of armor during frames 1-71, Whiffs vs airborne
Hammer Punch b+LP M 70 18 3 16 +6 -1 - 1 1 0 Crushes standing attacks frames 1-17, Stagger (+22) on counter hit, Knockdown on airborne opponent
Eisho Mon f+MP L 60 15 6 16 +7 +2 - 2 1 0 -
Jichinsai b+LK H 90 23 5 24 ground bounce +1 - 1 1 0 -
- LP > LP H 30 7 3 13 -1 -3 - 1 1 0 -
Flash Punch Combo LP > LP > MP M 100 9 3 27 hard knockdown -17 - 2 1 0 -
Left Right Combo LP > b+MP H 50 8 4 16 +1 -2 SM,EX,SA,CA 2 1 0 -
Demon Slayer LP > b+MP > MP H 60 8 4 19 +12 -5 - 2 1 0 -
Demon Kicker LP > b+MP > MK H 90 9 4 19 +12 -5 - 2 1 0 -
- f+LP H 50 6 5 22 -1 -4 - 1 1 0 -
Double Palm Strike f+LP > LP H 50 8 3 23 0 -3 SM,EX,SA,CA 1 1 0 -
Muso Tettsui f+LP > MP M 50 15 3 19 ground bounce -4 - 2 1 0 -
Muso Kageki f+LP > HP L 60 13 6 19 +1 -1 - 3 1 0 -
Rising Uppercut LP f,d,df+LP H 60 16 2 23 float -3 - 3 1 0 Upper body projectile invulnerability frames 1-15, Crushes standing attacks frames 1-8
Rising Uppercut MP f,d,df+MP H 60 22 2 23 float -3 - 3 1 0 "Upper body projectile invulnerability frames 1-21, Crushes standing attacks frames 1-14
"
Rising Uppercut HP f,d,df+HP H 60 25 2 23 float -3 - 3 1 0 Upper body projectile invulnerability frames 1-24, Crushes standing attacks frames 1-17
Rising Uppercut EX f,d,df+PP H 100 14 2 24 float -4 - 3 1 0 Upper body invulnerability frames 1-13, Crushes standing attacks frames 1-7
Dragon Uppercut **LC f,d,df+K H 80 19 11 34 knockdown -23 - 3 1 0 Upper body projectile invulnerability frames 1-14
Dragon Uppercut EX **LC f,d,df+KK H 120 5 11 34 knockdown -23 - 3 1 0 Invulnerability frames 1-15
Dragon Uppercut Follow-Up P during Dragon Uppercut H 60 5 3 until ground+4 knockdown - - 4 5 0 -
Heaven's Wrath LK hcf+LK counter 130 1 40 21 hard knockdown - - - - - Lower body counters low strikes, Vulnerable to airborne attacks
Heaven's Wrath MK hcf+MK counter 50 1 44 21 ground bounce - - - - 2 Upper body counters high and overhead strikes, Vulnerable to airborne attacks
Heaven's Wrath HK hcf+HK counter 50/130 7 44 21 ground bounce/hard knockdown - - - - 2 Upper body counters high and overhead strikes, lower body counters low strikes, Vulnerable to airborne attacks
Heaven's Wrath EX hcf+KK counter 100 1 50 21 ground bounce/hard knockdown - - - - 2 Upper body counters high and overhead strikes, lower body counters low strikes, Vulnerable to airborne attacks, Throw invulnerability frames 1-50
Hell Axle LK qcb+LK H 80 12 9 29 knockdown -16 - 3 3 0 Projectile invulnerability frames 4-21, Airborne frames 4-29
Hell Axle MK qcb+MK H 100 12 10 24 knockdown -12 - 3 3 0 Projectile invulnerability frames 4-22, Airborne frames 4-29
Hell Axle HK qcb+HK H 80,40 14 6(12)6 34 knockdown -18 - 3,4 3,4 0 Projectile invulnerability frames 6-38, Airborne frames 6-38
Hell Axle EX qcb+KK H 50x2 13 6(12)6 26 knockdown -10 - 3,4 0,1 0 Projectile invulnerability frames 5-37, Airborne frames 5-37
Demon Breath LP qcf+LP H 80 10 3 17 +13 -3 - 3 3 0 Reflects projectiles frames 10-12
Demon Breath MP qcf+MP H 100 16 3 30 knockdown 0 - 3 3 0 Reflects projectiles frames 16-18
Demon Breath HP qcf+HP H 60x2 14 3 39 float -10 - 3,3 3,1 0 Absorbs 1 projectile hit frames 14-16
Demon Breath EX qcf+PP H 120 16 3 29 wall bounce -9 - 3 3 0 Reflects projectiles frames 16-18
Raijin Stance LP hcb+LP H 70 13 13 27 +1 -2 - 3 1 0 Chargeable: 51F for EX Version and 100F for Super Art
Raijin Stance MP hcb+MP H 70 15 13 28 0 -3 - 3 1 0 Chargeable: 51F for EX Version and 100F for Super Art
Raijin Stance HP hcb+HP H 70 18 13 30 -2 -5 - 3 1 0 Chargeable: 51F for EX Version and 100F for Super Art
Raijin Stance EX hcb+PP H 130,80 12 13(12)13 52 knockdown -12 - 3,3 1,1 0 Chargeable: 51F for Super Art, Invulnerability frames 1-11
Raijin's Wrath hcb+PPP H 300 15 7 52 hard knockdown -33 - 6 1 - 62 frames cinematic freeze before attack begins, Invulnerability frames 1-14
Cross Art **LC qcf+MP+MK H 150+ 9 2 60 switch -40 - 3 - - 63 frames cinematic freeze before attack begins, Invulnerability frames 1-9

Boost Chain Frame Data

Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel "Notes
"
Far\Close MP H 42 5 5 18 -2 -6 EX,SA,CA -
Far HP H 63 10 4 31 -10 -15 - -
Far\Close MK H 35,14 6 2,2 20 -1 -5 EX,SA,CA -
Far HK H 63 13 3 25 -3 -8 - -
Close HP H 63 12 6 34 -15 -20 EX,SA,CA -
Close HK H 56 7 3 31 -9 -14 EX,SA,CA -
Crouch MP H 42 6 4 22 -5 -9 EX,SA,CA -
Crouch HP H 63 8 6 35 -15 -21 - Forces standing
Crouch MK L 42 6 4 20 -3 -7 EX,SA,CA -
Crouch HK L 63 7 2 33 hard knockdown -15 - -

Move Analysis

Normal Moves

N/A


Unique Attacks

N/A


Normal Throws

N/A


Special Moves

N/A


Super Combos

N/A


The Basics

N/A


Advanced Strategy

N/A


Combos

Bread and Butters

  • cl.HK xx qcf+LP, b+MP xx dp+MP, cl.HP xx dp+MP, cl.HP xx dp+K>P (382)

(0bar, easy)

  • cl.HK xx qcf+LP, b+MP xx qcf+HP, cr.MP, cl.HK xx dp+K>P(426)

(0bar, corner, easy)


Hit Confirm Combos

  • f+LP>LP xx dp+HP, cl.HP xx dp+MP, cl.HP xx dp+K>P (342)

(0bar, easy)

  • cr.MP, cl.HK xx dp+MP, cl.HP xx dp+MP, cl.HP xx dp+K>P (382)

(0bar, medium)

  • cr.MP, cl.HK xx qcf+HP, st.MP, cl.HK xx dp+K>P (390)

(0bar, corner, medium)

  • f+LK, cl.HK xx dp+MP, cl.HP xx dp+MP, cl.HP xx dp+K>P (372)

(0bar, medium)


Post-launch Combos

  • cl.HP xx dp+MP, cl.HP xx dp+K>P

(0bar, easy)


Advanced Combos

  • b+LP, st.LK xx qcf+LP, b+MP xx dp+MP, cl.HP xx dp+MP, cl.HP xx dp+K>P (367)

(0bar, overhead, medium)

  • f+MP, st.LK xx qcf+LP, b+MP xx dp+MP, cl.HP xx dp+MP, cl.HP xx dp+K>P (357)

(0bar, easy)


Combos Into Supers

  • N/A

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