Tekken 3/Heihachi Mishima

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Introduction

Heihachi reclaimed ownership of the Mishima Zaibatsu after defeating Kazuya in The King of Iron Fist Tournament 2. Since then, to increase his power, he used the sheer might of his Tekken Force to quickly end global conflicts and helped small impoverished nations build agricultural systems to sustain them, earning him the trust of world leaders. Through Heihachi's enormous and growing influence, the world essentially entered a new age of peace and prosperity.

One day, while excavating an archaeological site in Central America on Heihachi's orders, his Tekken Force encountered a mysterious creature. Heihachi commanded them to capture the strange being, but lost contact with them after receiving one last radio message: "They are all dead... Fighting God... Heihachi arrived at the site, finding it littered with the corpses of his men. As impressed as he was saddened by the massacre, he realized that perhaps he could harness the power of this "Fighting God", if he could only just capture the beast for himself... The King of Iron Fist's investigations of the Fighting God found that many fighters were since disappearing all over the globe - but the monster itself remained elusive.

When a 15-year-old child named Jin Kazama approached him, claiming to be his grandson and telling Heihachi that his mother was killed by the God, Heihachi became convinced that the thing he called "Ogre" was actively seeking out strong fighters. Using the boy's desire for vengeance, he trained him in Mishima Style Karate for four years. Now 19 years of age, Jin was ready. It was time to announce the long-awaited 3rd tournament. He would finally lure Ogre out and subdue it at all costs.

The King of Iron Fist's domain is combos and okizeme. His juggle damage off his many launchers is among the best in the game, and many of his juggles place him in an excellent position to keep the pressure up on the recovering victim. Heihachi is like a freight train that uses momentum to maintain offense on the opponent once he's scored a launch or knockdown. While he shares the Mishima archetype with his grandson Jin, he has several key differences among their otherwise similar moveset. Most importantly, while Jin's Hellsweep (CD 4) is a true mixup, Heihachi's can be partially blocked standing on the first hit and therefore won't launch when the opponent defends expecting a High or Mid attack. This means Heihachi's mixup game in neutral is not as strong as Jin's. The upside to the grandfather's Hellsweep, however, is that it's a great move for pressure and okizeme, being a long string with built-in low-mid mixups that will also OTG juggle foes who attempt a wake-up option. The other major difference is that Heihachi's version of the Mishimas' signature Wind God Fist (CD 2) has no frame-perfect Electric variant, but unlike Jin's hits Mid, so it will launch crouching opponents.

Strengths Weaknesses
  • Combos and Launchers: He wouldn't be a Mishima if he didn't have excellent juggle combos. Demon Uppercut and Twin Pistons are strong launchers that are safe on block. His Hellsweep can be made safe with a ~4,4 or 2 ender.
  • Okizeme: Ending combos with a Hellsweep~1 keeps him right up close to the opponent for a follow-up. He can also end most combos with a d+1 to prevent them from techrolling. Hellsweep juggles right off the floor if they push a button, and if they don't he can hit them with a d+4 or a d+1. Off of Demon Uppercut (f,f+2), he can flip them over and make them land on their stomach - the worst place to be on recovery.
  • Panic Options: His 1,1,2 is every bit as good as Jin's, but he also has Demon Breath (1+2), which is a i12 Mid that is safe on block.
  • Lows: While his Hellsweep is an amazing move, not being a true Low on the first hit hurts his already poor Low game.
  • Sidestep Left: Heihachi's tracking is quite poor, especially on his left side. Often he can find himself crouching vaulting right past an enemy and exposing his back. Leaping Side Kick (WR 3) and Demon Boar (b+2) are moves with great tracking to answer the sidestep-happy.
Heihachi Mishima
T3 Heihachi Face.jpg
Archetype Mixup
Stances CD (f,n,d,df) or (d,df,f)
Fastest launch
Fastest CH launch
Archetypal Moves
Mid Check df+1
Stature Kick d+4
Power Low Hellsweep (f,n,d,df+4)
Generic Moves
Remapped Moves
Missing Moves

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