heihachiheihachi Tekken 8 Season 2 Guide


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.
Strengths
- Some of the best standing punishment in the game with his i10f wallsplatting 1,1,2 and his i12f f1+2 headbutt that guarantees any mid up to i14f that he wants
- Strong mids that control space and keep you locked down like df1,2, b4, ff1+2, f3.
- Traditional Mishima tools like wave dash for movement, EWGF (f,n,d,df:2), and hellsweep (f,n,d,df+4)
- Warrior Instinct gives him insane buffs like having a i12f launcher, f1+2 into df2,1, having his hellsweep mixup even if you block the first hit, RAI.1 & FUJ.2 are now safe, buffed damage on moves like 1,1,2, 1+2, f,f+2. f,f+3 is now +1 on block and last but not least 1,b2,2 & f,f,f+1+2 now become spike enders taking away grey health and allowing you to do and extra follow up attack.
- Has strong tools that track left like b4, and strong tools that track right like f3, making him very rewarded for calling out which direction you will step
- 2 great stances: RAIJIN forces a 50/50 after heatsmash, and FUJIN can be used for added pressure with a -10 mid launcher (FUJ.2), and unbreakable homing grab (FUJ.1+3) among other tools. FUJIN can also be quickly cancelled for added mind games
Weaknesses
- High-risk lows like db2, f,n,d,df+4, FC.df+4, which are launch-punishable on block. His other lows, db3 and FUJ.4, while not launch punishable, they are minus on hit, not offering much reward
- It can be hard to open up a defensive player without taking a lot of risk
- Lacks an easy launcher for -15 and up, as you have to have the execution to do EWGF (f,n,d,df:2)
- High execution combos to get the most out of his damage
Heat System
- Heihachi in heat becomes even more damaging and makes you think twice before trying to sidestep him. Heat grants him extensions to his homing moves H. b3,3,2, H. uf4,1, and his stance grab FUJ.1+3 which automatically transitions him into his RAI stance. These moves are great to lock your opponent down from sidestepping you and leave you at better frame advantage than without heat. H. b3,3,2 is also his most damaging combo ender at the wall, and he gets access to another new string H. d3,2 which is a great combo ender with no wall. His FUJ stance now has an auto parry affect on high and mid standing attacks which can catch opponents off guard if they press into stance or don't use the right punish when you do something unsafe into stance like ws4,4 His heat smash also has the unique property of breaking floor or wall splatting by holding forward, and on block take him into RAI stance for a forced 50/50.