Introduction
Heihachi Mishima is a powerhouse character that excels at doing high-damage combos and pressuring you with high coverage mids. Heihachi, of course, has classic Mishima tools like a wave dash (f,n,d,df) and an EWGF (f,n,d,df:2). He has one of the best jabs with his 1,1,2 that wallsplats and can be hit confirmed, multiple extensions on his df+1, and an insane i12f headbutt f1+2 that's one of the best punishes in the game. Heihachi also has access to 2 amazing stances for added mixups and pressure, RAIJIN & FUIJIN.
In heat, he gains access to insane extensions to his homing tools, H.uf+4,1 and H.b+3,3,2, locking you down from stepping, and his homing grab FUJ.1+3 automatically goes into RAIJIN stance for an added mixup. Speaking of heat, once you pop it 3 times in a match, you can activate Warrior Instinct (1+4), which is one of, if not the best install in the game, as it gives him insane buffs to his punishment and damage.
Heihachi, at times, will have to take a lot of risk with his lows being so punishable and having high whiff recovery on a lot of his moves, but his strengths of amazing mids and high damage make him a risky but highly rewarding character.
Top 10 Moves
Heihachi has an amazing jab with his hit confirmable 1,1,2 that wallsplats. He has 1,b2 which is only -2 on block and can transition into FUJ stance, 1,b2,2 is also a guaranteed on counter hit. He also has 1,b2,4 which is +5 on block for pressure, especially at the wall, and 1,2,4 which is +6 on block when charged, but can be ducked.h, i10, +1 oB, +8 oH
While on its own, df1 is an average poke being -5 on block, he has two extensions, df1,1, which is -2 on block, making it an excellent poke. The 2nd hit can be ducked, which makes his other extension df1,2 that hits mid very useful. df1,2 can also be charged halfway, making it go from -13 to -9 with great pushback; it also breaks armor and is useful as a tornado. You can fully charge df1,2 to make it +2 on block, which is good for pressure when you are at a wall.m, i13~14, -5 oB, +7 oH
Also known as EWGF, it is the staple of all Mishimas. It is an amazing whiff punish and pressure tool. Having amazing range and being +5 makes this one of the best launchers in the game, but you need high execution to master it. With full mastery, it can come out at i13 and is one of the most dangerous moves in the game; you can easily control neutral with EWGF. Being a high, certain moves and stances can evade it, and fuzzy ducking in neutral can be crucial to avoid it when it's being spammed against you. It recovers very quickly on whiff, making it hard to launch punish, so taking a small punish against it can be more useful. Heihachi can also wavedash into it, making it realign with the opponent, so sidestepping it can be dangerous. Like any Mishima, mastering this move is key to using Heihachi to his full extent. h, i11~12, +5 oB, +39a (+29) oH
This move is Heihachi's best counter hit launcher. It fully tracks to the left and has good pushback on block. It comes out a bit slower at i18, but its range makes up for it. This move will completely shut your opponent down from stepping to the left and mashing after certain hits like 1,b2 or the first hit of f,n,d,df+4 which are both +8 on hit. b4 also wallsplats if the opponent has a wall to the right of them, trapping them from moving away from the wall in certain situations. With the pushback b4 gives you, sometimes you can steal your turn back if your opponent runs up to realign themselves instead of pressing right away.m, i18~19, -8 oB, +30a (+4) oH
This move brings all of Heihachi's pressure together really well. It's a +4 mid with a ton of utility. You can frame-trap a lot of his quick mids after it. You can also transition into FUJ stance with it for added pressure. If the opponent crouches, it leaves you +15 on hit, letting you get any i15 follow-up even including heatsmash. If they duck and you go into stance, you can land FUJ.2 guaranteed, which is the best follow-up as it launches the opponent. On counter hit, it also knocksdown letting you land a guaranteed omen or any other ground-hitting move. This move comes out a little slow and is linear, so it's best to use this move when you are close to your opponent and when you've conditioned them to think twice about stepping with his other aforementioned tools.m, i19~20, +4 oB, +7c oH, +26d oCH
Quick homing tool with a couple of follow-ups. He has b3,2, which is only -1 on block but is a high, and b3,3, which is a mid but is -12, giving him a mix between being punishable or barely minus. Both are rewarding on hit as b3,2 is +15 on hit and b3,3 knocksdown. In heat, this move gets a major buff, getting the extension H.b3,3,2 which makes his mid option safe and increases the damage and chip damage by a lot. It's also his most damaging combo ender at the wall as the 3rd hit tacks on as a follow-up hit outside of the combo, making it barely scale.h, i14~15, -9 oB, +2 oH
The classic Mishima low, known as the hellsweep. Heihachis hellsweep is unique as it doesn't guarantee anything on hit, instead it has a follow up mixup with a hit confirmable mid string f,n,d,df+4,n+4,4 which can transition into stance or he can do a low with f,n,d,df+4,4 which launches the opponent and is only -10. He can also do f,n,d,df+4,3 which is a +9 high that's great to continue his pressure. The first hit of his hellsweep also counter-hit launches. Even though his hellsweep may seem weak, as you have to take a risk just to go for another unguaranteed mixup, the mid and low are incredibly rewarding to land and pretty safe. In Warrior Instinct, he can continue the follow-up even if the first hit is blocked, making it one of the best lows in the game while he has his install active.L, i16~17, -23 oB, +8c oH, +28a oCH
A mid launcher from stance that's only -10, making it a low risk high reward tool. This move also crushes highs, making it strong when the opponent jabs or does any other high when you're in stance. Can be sidestepped to the right, but with his homing tools from stance, this is a good tool to mix your opponent up. In Warrior' instinct, this move becomes safe and breaks parry/armor, taking away any risk besides your opponent stepping.m, i15~16, -10 oB, +75a (+59) oH
Long range mid hitting knee that can transition into stance and guarantee FUJ.1,1, making it a safe option to get a heat engager. It tracks very well to the right also, and on block you can play stance mind games. Even though you are -2, you have a stance powercrush FUJ.1+2 and a high crushing launcher FUJ.2 to keep them from mashing.m, i18~20, -5 oB, +9 oH
This advancing mid heat engager is a great neutral tool to cover space and can catch opponents stepping right with its big hitbox. It's safe and has good pushback on block.m, i13, -8 oB, +22a (+12) oH
Combos
F,n,d,df:2 | F,f+2f,n,d,df:2 → f,n,d,df:2 → f+3 → df+1 → f+3,d → FUJ.2 → ss+2,f → RAI.1
FUJ.2 | Low parryf,n,d,df:2 → f+3,d → df+4,4,1 → f+3,d → FUJ.2
b:2* → f,n,d,df+4,4,1 → 1,b2,4
CH F,n,d,df+4 | F,n,d,df+4,4f,n,d,df:2 → f+3,d → df+4,4,1 → f+3,d → FUJ.2 → ss+2,f → RAI.1
Notable Moves
Slow but powerful jumping launcher that is plus on block, making it great for pressure, and is great when you read a low from your opponent.m, m, i28~29, +4 oB, +30a (+23) oH
Hit confirmable mid string that wallsplats. The second hit also launches on counter hit, making df4 a great poke on its own as your opponent takes a risk trying to press.m, m, i13~14, -12 oB, +9a (+0) oH, +55a oCH
After heat smash, this move is used to mixup the opponent. It's a mid wallsplatting uppercut that is very useful when your opponent's back is against the wall.M, i17~18, -11 oB, +12a (+2) oH
Guard break that leaves you +10, guaranteeing 1,1,2 to wallsplat your opponent. You can duck this move, but when used with RAI.1, it becomes a deadly 50/50.h, i17~18, +10 oB, +51a oH
Unbreakable throw from stance, great option if you think your opponent will try to parry, and does extra damage when hitting a wall.t, i15~16, +0d oH
Unbreakable homing throw that is very effective when used with FUJ.2, as they have to guess between a mid launcher and an unbreakable high throw. In heat, this throw transitions into RAI stance, giving him another mixup opportunity.t, i18, +7 oH
His other main homing tool. Has more range than b3, but it's slower. Good tool to use near the wall as it goes over lows and wallsplats. In heat, he gets the follow-up H. uf4,1, which makes him +2 and does good chip damage.m, i24~26, -9 oB, +43a oH
Risky but fast low that knocks down and guarantees a follow-up.L, i19~21, -23 oB, +4c oH
Evasive mid from crouch that guarantees a mid i14 or faster follow-up on counter hit. Good to mixup his fullcrouch low with or to get out of pressure that puts you in a crouching state.m, i18, -8 oB, +8 oH, +14c oCH
Quick low poke, doesn't do much damage and leaves you - on hit, but is useful when your opponent is low on health.L, i16, -13 oB, -2 oH
Damaging low that leaves you +6. It's slow and launch punishable, but it evades highs, making it a sneaky low for when your opponent is doing highs. Has good range too, but does not track very well.L, i23~25, -18 oB, +6c oH
Long-range string that transitions into stance. It's punishable on block, making it only good when you commit to a stance option or stance cancel from it. Utilizing the stance mind games is crucial for this move.m, m, i15, -13 oB, -2 oH
Running heatbutt that is plus on block and can transition into RAI stance. It's best used in Warrior Instinct as it becomes more plus, takes away grey health, and becomes a spike ender that can get RAI.1 as a follow-up.h, i15, +3 oB, +6d oH
Safe long-range mid poke that can go into RAI stance. Good for closing out rounds, and on hit, you get the RAI stance mixup. Second hit is delayable and knocks down on counter hit, leaving you with a follow-up.m, m, i16, -9 oB, +9 oH, +35a (+28) oCH
Heat engaging parry, great for when you have a strong read that your opponent will press a mid or high attack. Has a lot of whiff recovery but also long active frame, making it slow but effective.m, i42, -11 oB, +23a (+13) oH
Mostly used as his i12f punish, but can be a quick whiff punish. Guarantees any i14f mid follow-up and in Warrior Instinct can launch with df2,1.h, i12, -14 oB, +14c oH
Hit confirmable mid string, has good range, and is quick at i13, making it a good mid check.m, m, i14~15, -13 oB, +7a oH
Long-range power crush that wallsplats from around range 3. Good to use when your opponent has the wall near their back. m, i24~25, -13 oB, +14a (+5) oH
Amazing mid launcher that is only -3, giving you the option to sidestep easily after, as it forces your opponent into crouch. Becomes +1 in Warrior Instinct, which is great for pressure. Used from wavedash, this makes his hellsweep even more dangerous as it leaves you guessing what he'll do.m, i20~22, -3c oB, +56a oH
Long-range launcher, it's an excellent whiff punish and can catch your opponent off guard. Gets even more range while he has his install active.M, i19~21, -16 oB, +37a (+27) oH
Panic Moves
Heihachis parry, counters mid and high attacks, except for knees, elbows, or moves that use a weaponm, i42, -11 oB, +23a (+13) oH
i10f string guaranteed on counter hit, good for interrupting your opponent if they play out of frame.h, m, m, i10, -13c oB, +6c oH
Slow but jumping launcher that covers lows or down-jabsm, m, i28~29, +4 oB, +30a (+23) oH
Heihachi's power crush, long range, and wall splats far.m, i24~25, -13 oB, +14a (+5) oH
Evasive mid, use this when you're forced into a crouching state.m, i18, -8 oB, +8 oH, +14c oCH
Knowledge Checks
String that can be delayed, second hit will counter hit launch if they mash.m, m, i13~14, -12 oB, +9a (+0) oH, +55a oCH
Only -2 making 1,b2,2 good if they press something i13 or slower, and b1+2 a good parry option if they press after. m, h, i13~14, -2 oB, +4 oH
Most players don't know you can jab and float this string, making it very spammable for pressure as it leaves you +5h, m, m, i10, +5 oB, +30a (+9) oH
Evasive mid from crouch, will surprise opponents after they put you into a crouched statem, i18, -8 oB, +8 oH, +14c oCH
First hit of hellsweep is +8, if you only do the first hit, most people assume you lost your turn, and they mash, making b4 an amazing frame trap.L, i16~17, -23 oB, +8c oH, +28a oCH
Defensive Move Handling
You can duck and launch the second hitm, h, i13~14, -2 oB, +4 oH
When he goes for the blue or gold spark, you can sidestep right and launch him.m, m, i13~14, -9 oB, +19a (+14) oH
Sidestep right beats this move even when Heihachi is plus.m, i15~16, -10 oB, +75a (+59) oH
Can be floated with a jab, can't consistently sidestep this stringh, m, m, i10, +5 oB, +30a (+9) oH
Is launch punishable, even if he goes into stance.m, m, i11~12, -15 oB, +0c oH
Tracks very well to the left. Sidestep him right when you predict this move is comingm, i18~19, -8 oB, +30a (+4) oH
Second hit can be ducked, he can do b3,3 instead as a mid that puts you in crouch, so punish with i12h, h, i14~15, -1 oB, +15g oH
Third hit can be ducked, especially when he charges it he'll be +6 if you don't duck.h, h, h, i10, -9 oB, +16g oH, +52a oCH