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heihachi Tekken 8 Season 2 Guide

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Last updated Feb 20, 2026, Game version 2.09

About the Author

Trunkiez is a top-level Heihachi player who streams and competes regularly. He is very passionate about fighting games and is one of the highest-ranked Heihachi players in the world. He also does coaching and uploads on many platforms. Check out all his links! linktr.ee/trunkiez

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.

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

f,n,d,df:2

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

b4

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

f4

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

b3

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

f,n,d,df+4

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

FUJ.2

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

f3

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

ff1+2

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

Punishers

Standing
i10f 1,1,2 (Wall splats. One of the best jab punishes in the game)
i10f 1,2,2 (Useful for when you aren't near a wall, can also go into FUJ stance.)
i12f f1+2 (You can follow up with any i14f or quicker mid. Can guarantee a heat engager, a wallsplat, and even a launcher in Warrior Instinct.)
i13f df2,1 (Launches in Warrior Instinct, outside of that, just use f1+2)
i13f df4,2 (Wall splats, combo scales less than doing "f1+2" first, so try to use this instead if they're -13)
i14f qcf+2 (Heat engages and wallsplats, doing "f1+2" first does more damage but scales more if you get a wall splat combo)
i15f df3,1+2,1 (Good damage string, Heihachi doesn't have a i15 launcher.)
Crouching
i11f ws+4,4 (Can go into FUJ stance)
i13f ws+1 (Guarantees a grounded hitting follow-up or qcf+2)
i15f fc.df+2 (Launcher)
Whiff punishers
f,n,d,df:2 (His EWGF, good range and can come out as quick as i13 with high execution)
df1,2 (Fast, good range mid poke)
ff1+2 (Advancing fast heat engager)
ff2 (Long range launcher)

Combos

F,n,d,df:2 | F,f+2
f,n,d,df:2 → f,n,d,df:2 → f+3 → df+1 → f+3,d → FUJ.2 → ss+2,f → RAI.1
CH b4 | F,f+3 | Fc.df+2
f,n,d,df:2 → f+3,d → df+4,4,1 → f+3,d → FUJ.2 → b:2* → qcf2
FUJ.2 | Low parry
f,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+4,4
f,n,d,df:2 → f+3,d → df+4,4,1 → f+3,d → FUJ.2 → ss+2,f → RAI.1

Beginner Combos

F,f+2 | F,f+3 | CH b4
uf4 → f3 → b+1,4 → uf+3,4 → uf+2,1
F,n,d,df+2
f,n,d,df+2 → f3 → df+1 → f+3,d → RAI.2 → ss+2,f → RAI.1
F,n,d,df+4,4,n+4
b+1,4 → uf+3,4 → uf+2,1

Combo Enders

Carry
Floor break
Wall break

Wall Combos

Normal
b3,2 → 1+2
With tornado
ff2 → 1+2 → df3,1+2,1

Small Combos

CH Ws+2 | F1+2
qcf+2
CH Ws+2 | F1+2
df1:2*
Ws1
f,n,d,df:1
Fc.df+4
f,f+2

Notable Moves

uf+3,4

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

df4,2

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

RAI.1

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

RAI.2

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

RAI.1+3

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

uf4

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

fc.df+4

Risky but fast low that knocks down and guarantees a follow-up.
L, i19~21, -23 oB, +4c oH

ws+2

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

db3

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

db2

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

3,2

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

f,f,f+1+2

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

d1,2

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

b1+2

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

f1+2

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

b1,4

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

uf+1

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

f,f+3

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

f,f+2

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

Stances

FUJ/Wind God's Kamae

Heihachi can go into this stance by holding down after certain moves like f4, f3, ws 4,4, 1,b2, etc. This stance is great for pressure as he has follow ups like FUJ.2 that is a mid launcher, FUJ.4 low stomp, FUJ.1+3 unbreakable homing throw, FUJ.1+2 homing power crush, FUJ.3,4 that crushes lows and launches, and FUJ.1,1 that heat engages, giving him an option for everything you'd need. On top of all that, holding df puts him into his crouch dash state, giving him access to any f,n,d,df move and makes his EWGF and OMEN automatically come out. After df, he can press back to instantly stance cancel, which is amazing for added mind games.

RAI/Thunder God's Kamae

This stance is mainly used after Heatsmash, it gives you a 50/50 mix-up between a mid wallsplat RAI.1 or a guard break RAI 2 that guarantees a 1,1,2. This stance can also be accessed from d1,2 and ss.2 by holding forward, but doesn't give him a guaranteed mixup unless it's on hit. This stance also is automaticall activated after FUJ.1+3 in heat. Stance can be cancelled by pressing back.

Panic Moves

b1+2

Heihachis parry, counters mid and high attacks, except for knees, elbows, or moves that use a weapon
m, i42, -11 oB, +23a (+13) oH

1,b2,2

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

uf3,4

Slow but jumping launcher that covers lows or down-jabs
m, m, i28~29, +4 oB, +30a (+23) oH

uf1

Heihachi's power crush, long range, and wall splats far.
m, i24~25, -13 oB, +14a (+5) oH

ws2

Evasive mid, use this when you're forced into a crouching state.
m, i18, -8 oB, +8 oH, +14c oCH

Frame Traps

F4 df+1:2*
F,n,d,df+4 (on hit) b4
1 1,b2,2
db2 (on hit) ws4,4 | fc df+2

Knowledge Checks

df+4,2

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

df+1,1

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

1,b2,4

Most players don't know you can jab and float this string, making it very spammable for pressure as it leaves you +5
h, m, m, i10, +5 oB, +30a (+9) oH

Ws2

Evasive mid from crouch, will surprise opponents after they put you into a crouched state
m, i18, -8 oB, +8 oH, +14c oCH

F,n,d,df+4

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 tips

Sidestep right

Tradionally Heihachi is SSL, but b4 and FUJ.2 track to the left, so if your opponent is using these a lot, sidestep right.

Let him take risk

Heihachis lows are very punishable. If you stay patient and let him go low or try to stance grab you, you can launch him.

Bait out Warrior Instinct

His install activation hits low, meaning with the right read, you can hop kick or do any low beating move to hit him when he activates it. While he has his install active, play very safe as he now has an i12 launcher.

Stance options

Most Heihachis will use RAI.1 or RAI.2, which outside of his install can be parried. Use parry if you have one to make him second-guess his mixup.

Defensive Move Handling

Df+1,1

You can duck and launch the second hit
m, h, i13~14, -2 oB, +4 oH

Df+1:2*

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

FUJ.2

Sidestep right beats this move even when Heihachi is plus.
m, i15~16, -10 oB, +75a (+59) oH

1,b2,4

Can be floated with a jab, can't consistently sidestep this string
h, m, m, i10, +5 oB, +30a (+9) oH

Ws+4,4

Is launch punishable, even if he goes into stance.
m, m, i11~12, -15 oB, +0c oH

B+4

Tracks very well to the left. Sidestep him right when you predict this move is coming
m, i18~19, -8 oB, +30a (+4) oH

B+3,2

Second hit can be ducked, he can do b3,3 instead as a mid that puts you in crouch, so punish with i12
h, h, i14~15, -1 oB, +15g oH

1,2,4

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

External Resources