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    Heihachi by Aoi

    Version: 2.0 | Updated: 03/05/98 | Search Guide | Bookmark Guide

    Date: Thu, 5 Mar 1998 01:26:13 -0500
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                      c o m p r e h e n s i v e  s t r a t e g y  g u i d e
                                     v e r s i o n  2.0
     _____________________________________________ Tekken 3 _____________________
                                      Written by Aoi    
    Firstly use edit.com to read this if you have this offline. This file is too
    big for notepad and gets misaligned in worpad. To get edit.com open a dos
    prompt and at the prompt just type edit.com. Then click "File", "Open", 
    locate where you saved this file. Everything should be the size of the dos
    window. If not a few words may be off to the side, just highlight over to the
    right. I fixed the line spacing so there should be no problem.
    t a b l e  o f  c o n t e n t s 
    i.     revision history
    ii.    prologue
    iii.   conventions
    iv.    storyline
    v.     profile
    vi.    movelist
    vii.   getting heihachi
    viii.  heihachi's gear
    ix.    crouch dashing & diagonals
    x.     move analysis
    xi.    comphresive juggles
    xii.   flip juggles
    xiii.  okizeme
    xiv.   shadow stepping
    xv.    joystick buffering
    xvi.   against the cpu
    xvii.  defending against tackles
    xviii. chickening
    xix.   tricks, hints, and tips (string cancels & extensions)
    xx.    tournament fighting
    xxi.   credits
    xxii.  last words
    r e v i s i o n  h i s t o r y
    - version 1.0 of the guide and first release July 22, 1997...3:26 AM
    - version 2.0 released March 2, 1998...12:56 AM (long time, I know)
                                 ---- What's New ----
    o Revamped juggles section, each any every one confirmed, there are a bunch
      of them now.
      Some with descriptions for a little more clarity.
    o A few new sections. Check out the table of contents for details.
    o Added lots more info to some sections.
    o Made standard corrections to some sections and corrected alot of the
      juggles. The other list was a mess.
    o Next big update slated for PSX release of Tekken 3.
     p r o l o g u e
     Well this is version 2 of the Heihachi Stregy Guide. I learned alot in this
     time including very, very damaging juggle combos which are about his hardest
     and best to do yet. There are tons of juggles now. I have also taken out some
     sections and included others. I have made some changes in the move list and
     so on. I also created some pretty nice combos and friends on IRC have tried
     them and they are verified to work by reliable sources, for those non-
     believers out there. I wanted this guide to cover the basics as well as
     advanced strategies so evryone would have something to go by. I added alot
     of newer juggles and strategies n' tips so you will be able to dominate,
     well at least take charge of your fights with Heihachi. Please take a little
     time out to read the "basics" section. It will help alot and is a great
     I compiled all the information like combos, juggles, strategies and whatnot
     myself from hours of playing at arcades. You could tell if you knew me cause
     back when I played insanely (almost everday early-late mid last year) I was
     sometimes almost broke at the end of the week. So please don't reproduce any
     information here at all without my permission. You can say this guide is
     worth like $1000 something dollars cause that's what I could have saved for
     a something else or even a used 1985 BMW 3 series i saw in the swap sheet
     for cars. It was mint. Mint condition inside and out. $3200 sounds low but
     it was a private seller and it would have been worth it. So the info here is
     worth something to me....time and effort to help you guys out.
     One other note before I begin, I'll present the usual intro spawned from the
     EGM incident involving a few faq writers stuff being stolen, I was in that
     bunch. So any peanuthead thinking about "borrowing" information from this
     guide just ask first, I'm not asking you, I'm telling you. Heh. Well with
     that behind us, let's get it on.
     S t r e n g t h s  &  W e a k n e s s e s
     Before we get started I wanted to just mention Heihachi's strengths and
     weaknesses. Heihachi is strongest on offense. His uppercuts and sweeps are
     what make him. His strength I guess you can say is being on offense. His
     main weakness though is having lags between some of his moves and of course
     old age catching up with him, he's 73 and I guess the programmers took that
     into account and made it seem more realistic. He ages since Tekken 1 & 2 and
     they made that known. This makes doing his harder juggles even more tougher
     because of his slowness in some areas. If you know how to comprise to his
     weaknesses then you are set, Heihachi is pure power.
     f - tap forward
     F - hold forward
     b - tab back
     B - hold back
     u - tap up
     U - hold up
     d - tap down
     D - hold down
     d/f - tap down and forward
     D/F - hold down and forward
     d/b - tap down and back
     D/B - hold down and back
     u/f - tap up and forward 
     U/F - hold up and forward
     u/b - tap down and back 
     U/B - hold up and back
     QCF - quarter circle toward (d,d/f,f)
     QCB - quarter circle back(d,d/b,d)
     HCF - half circle toward (b,d/b,d,d/f,f)
     HCB - half circle back (f,d/f,d,d/b,b)
    			left punch = lp      rp = right punch
    			left kick =  lk      rk = right kick
     FC------------ full crouch (must be in full crouching animation)
     N------------- no direction pressed on the joystick (neutral)
     WR------------ while running
     WS------------ while rising
     WJ------------ While jumping
     SS------------ sidestep+ do moves on either side(s) together
     ~------------- immediately followed by...
     <>------------- Denotes that move has optional extension
     ( or... )--------- Denotes "or" - used for optional commands
     (f-throw)----- Forward throw
     (s-throw)----- Side throw
     (b-throw)----- Back throw
     H ----- High
     M ----- Medium
     L ----- Low
    f,f------------> Forward Dash
    b,b------------> Backward Dash
    b,b,b,N------------> Backflip (only some characters)
    u,N------------> Axis Shift - Sidestep
    d,N------------> Axis Shift - Sidestep
    d+lp------------> Low Left Jab
    d+rp------------> Low Right Jab
    d/f+lp------------> Uppercut
    d/f+rp------------> Uppercut (Juggles)
    d+lk------------> Left Sweep
    d+rk------------> Right Sweep
    d/f+lk------------> Side Kick
    d/f+rk------------> Front Kick
    (u/b_u_u/f)------------> Jump
    (u_u/f+rp)------------> Quick Pounce
    f,f,f------------> Run
    f,f,F------------> Shoulder Smash
    WR+b------------> Stop Running
    WR+lp+rp------------> Running Dive
    WR+lk------------> Flying Side Kick
    WR+rk------------> Sliding Leg Trip
    lp+rp+lk+rk------------> Ki Power (raises block damage)
    f+lp+lk or f+rp+rk-----> Reversal Break (Annoucer says "Chicken")
    (must be done at the beginning of reversal animation)
    Heihachi retrieved the Mishima Financial Empire by defeating his son. 
    Scheming to further develop the MFE, Heihachi organized "Tekken Force",
    the MFE's private corps and dispatched them to settle disputes and brought 
    waste land under cultivation to feed the poor countries of the world to
    gain support of leaders worldwide. 
    Fifteen years later, a secret excavation by the Tekken Forces in Central
    American ruins unearths an unusual find. They were annihilated by a
    mysterious being. 
    Heihachi realized that the mysterious being could be the legendary
    God of Fighting, and took action to realize his life's goal, to capture the
    God of Fighting and therefore rule the world. 
    One day, Heihachi was visited by a 15-year-old boy named Jin Kazama.
    Being informed that Jin was his grandson and hearing what had happened
    to his mother Jun, Heihachi reasoned that the God of Fighting thrives on
    the "strong souls" of others. Heihachi trained Jin to use him as a decoy to
    lure the God of Fighting. 
    In Jin's nineteenth year Heihachi declared to the world that the third
    King of the Iron Fist Tournament was forthcoming. At the same time he
    noticed that Jin, the youngest of Mishima bloodline, began to show the
    same "dangerous power" as Kazuya had. Heihachi decided to dispose of
    Jin after he lured the God of Fighting in order to end the doomed destiny
    of the MFE.                         
    catch copy - King of the Iron Fist
    nationality - Japan (though the Japanese government denies it)
    fighting style - Mishima Style Fighting Karate
    age - 73
    height - 5'9 
    weight - 181 lbs
    blood type - B
    occupation - Leader of Mishima Finacial Empire
    hobby - Meditation, Bathing
    likes - Ruling the world
    dislikes - Nothing
    stage - Temple Entry Room
    T h r o w s
    lp+lk                        Shockwave Neck Breaker (tap lp to escape)
    rp+rk                        Mishima Powerbomb (tap rp to escape)
    f,f+lp+rp                    Super Headbutt (tap lp+rp to escape)
    f,f+lp+rk                    Mishima Power Headbutt (only on Heihachi/Jin/Paul
                                                         Lei and Kuma)
                                                        (tap lp+rp to escape
                                                         headbutt, lp or rp to
    (sidestep left) lp+lk        One-Hand Slam
    (sidestep right) lp+lk       Tile Splitter Throat Chop 
    (from behind) lp+lk          Atomic Drop
    S p e c i a l  M o v e s 
    lp+rp                        Sanchin Double Palms 
    lp,rp,lp+rp                  Sanchin Exhale 
    ss+lp+rp                     Side Sanchin Double Palms
    rp+lk+rk                     Lighting Taunt 
    lp,rp                        One-Two Punches
    lp,rp,rp                     Devil Fists
    lp,lp,rp                     Shining Fists Combo
    B+rp                         Low Spinning Backfist (short stun on counterhit)  
    d/f+lp,rp                    Twin Pistons 
    f,f+rp                       Demon Godfist 
    f+rp                         Spinning Backfist
    d/f+rk or ws+rk              Standing Kick
    f,f+lk                       Split Axe Kick (stuns on counterhit)
    f,n,d,d/f+rp                 Wind Godfist 
    f,n,d,d/f+lp                 Thunder GodFist
    f+rk                         Right Axe Kick
    f+lp,b+rp,lp                 Jab---Low Spinning Backfist---Thunder GodFist 
    f+lp,b+rp,rk                 Jab---Low Spinning Backfist---Geta Kick 
    f,n,d,d/f+lk                 Geta Kick
    f,n,d,D/F+lk                 Low Geta Kick
    f,n,d,D/F+rk                 Hell Sweep
    (ws) or f,n,d,d/f+rk,rk      Double Axe Kick
    (ws) or f,n,d,d/f+rk~n~rk    Delayed Double Axe Kick (5 frames,look
                                 under move analysis)
    f,f,F+lk,{u/f+rk}            Flying Geta Kick,Windmill
    rk~lk                        Scissor Flip Kick
    U/F+rk~lk                    Alternate Scissor Flip Kick
    d+rk                         Geta Stomp
    U/F+rp+rk                    Corpse Splitter
    u/f+rk,rk                    Windmill Kicks
    QCF+rp                       Death Fist
    f+lp,b+rp,lp		     Demon Rush 
    d+lp                         Tile Splitter
    d+lp,rp                      Tile Splitter----Death Fist
    u/f+lk,rk                    Hunting Geta 
    b,b+lk+rk                    Shadow Step
    f,N,d,D/F+rk,{rk},{rk}       Hell Sweep 
      N+lp                       ---Thunder Godfist
      N+rp                       ---Demon Godfist
      N+rk,rk                    ---Axe Kicks
    U n b l o c k a b l e 
    d+lp+rk                      Electric Tile Splitter
    R e v e r s a l 
    f (or F)                     Heel Thrust Kick
    Heihachi's reversal is automatic if he is counterattacked meaning you
    do a special move and they try to counter attack you with a high or mid
    kick. It is actually a counterattack to a counterattack. So it isn't
    really catergorized as a "reversal". His reversal can only reverse high 
    right kicks. The easiest, safest way to see his reversal is to do a Wind 
    Godfist as the opponent is throwing a high level kick. If you are a  
    juggler and start alot of your juggles with the Wind Godfist most people 
    may try to kick you out of it. This is a good time to test out the reversal.  
    Heihachi will catch their foot over his shoulder, twist it (lightning 
    cracks), then do a heel push kick into their solar plexus. The only 
    thing is you take damage as well as your opponent. They take more 
    damage and you take less damage. The reversal is not very reliable.
    T e n s t r i n g s
    d/f+lk,rp,rp,rk,rk,lp,rk,lp,rp,lp    - Tenstring 
    d/f+lk,rp,rp,rk,rk,lp,rk,lp,rp,rk    - Tenstring 
    d/f+lk,rp,rp,rk,rk,lp,rp,lp,rp,lp    - Tenstring 
    f,f,n,rp,lp,rp,rp,lk,rk,rk,lp,rp,lp  - Tenstring
    W i n n i n g  S t a n c e s
    To control the winning stances of your character after a match you must press
    one of the four attack buttons right after your victory. You have like 1.5
    seconds to choose a stance if you do it while the camera focuses only on your
    character. Here are Heihachi's winning stances:
    lp- Three guarded Zenkutsu Dachi steps
    rp- Horse Stance, electrical surge
    lk- Electric Tile Splitter
    rk- Kneel Indian Style
                              G e t t i n g  H e i h a c h i
    Heihachi becomes playable about 5 days after Bryan Fury becomes playable in
    the Time Release scheme. His subboss is Jin and when you play against Ogre
    and beat the first Ogre in the first round, instead of Ogre picking up
    Heihachi during the little cinematic he picks up Jin.
                                H e i h a c h i ' s  G e a r 
    Heihachi has two outfits right now. The punch buttons give you his classic
    baggy pants and no shirt. This time they are blue and grey with a traditional
    kabuki type look.
    The kicks give you his seconds outfit were he sports the pimp gear (Pimpachi).
    He has a pair of white pants, white shoes, a white vest and black shirt with
    a gold pendant (might be Michelle's pendant she was searching for in Tekken 2,
    he could have taken it from Kazuya after he defeated him). Last but not least
    he wears a maroon fur coat with white puffy cuffs and black gloves.
                                C r o u c h  D a s h i n g 
                                    D i a g o n a l s
    To be successful with Heihachi you must know how to crouch dash and hit
    diagonals consistently. If you have bad diagonals on the joysticks you are
    playing on, your are in a whole heap of trouble. Heihachi relies on diagonal
    motions in quite a few of his moves. The one movement that people ask me
    about all the time is the hellsweeps. They say they can't do them or do them
    sometimes. Well the way to do it is to; tap forward, return to neutral, then
    immediately hit down, then roll to D/F and hold. After that tap either button,
    in this situation it would be rk for the hellsweep(s). Crouch dashing is one
    of Heihachi's best tools cause it can avoid high attacks very quickly and if
    you need to gain ground but don't want to attack yet, you can crouch dash
    forward and get inside of their defenses at lightning speed. If you need to
    get back out quickly, you can just shadow step (b,b+lk+rk).
    If you hold D/F while intiating crouch dashing moves like the uppercuts and
    hellsweeps, you can cover more ground. Learning to delay is very important
    because some harder juggles require delayed movements and delaying gains you
    distance as well as ducking under high, mid, and some low, yes low attacks.
    Examples of delayed juggles are:
    ie. f,n,d,d/f+rp, lp, lp, lp, lp, f,n,d,d/f+rp
    In order to get the last wind godfist to connect you MUST delay the crouch
    dash for it by holding D/F for a little bit.  
    The difference in the alternate double axe kick motion and the hellsweep
    motion is you have to hold D/F for the hellsweeps and tap d/f for the double
    axe kicks at the end of the crouch dash motions. Heihachi cannot do a double
    axe kick by tapping d/f+rk,rk. That was a mistake on my part. He can only do
    ws+rk,rk or f,n,d,D/F+rk,rk. The crouch dash version is basically the same as
    ws+rk,rk because Heihachi does the kick while standing (ws). The crouch dash
    is just a way to get inside your opponents space quickly.
    From the crouch dash you can do a wide range of techniques that can confuse
    your opponent as to where it will hit. You can either do a thunder godfist,
    hellsweep(s), wind godfist or the double axe kicks. If your opponent is
    expecting a low attack you can hit with either the thunder godfist, the double
    axe kicks or wind godfist, but if they are expecting something high you can
    hellsweep then go into a thunder or demon godfist, or the double axe kicks. 
                                M o v e  A n a l y s i s
                               (main-high priority moves)
    I'm not gonna get way into detail about moves, but here are some of Heihachi's
    high priority moves you should know a little about. 
    S a n c h i n  D o u b l e  P a l m s
    This is a great combo breaker and is so quick it can be used in most
    situations. Unlike a simple jab or kick to stop an oncoming opponent, the
    Sanchin Double Palms inflicts twice as much damage as a normal jab or kick. 
    <Sanchin is derived from the Okinawan Kata "Sanchin" it involves lots of
    breathing movements and tension exurtions>
    T w i n  P i s t o n s
    The Twin Pistons are one of Heihachi's main juggle starters and best moves.
    It has good range and sets you up for a few more flashier juggle opportunities
    then some of the other juggler starters. Damage is also a little less than
    Tekken 2.
    L o w  S p i n n i n g  B a c k f i s t
    The low spinning backfist could only be seen in one of Heihachi's ten hits
    from Tekken 2. Now it is a stand alone move and you can use it at will. It is
    pretty fast for it's purpose which is to stun. It is a little slower than
    Kazuya's stun. I've done some pretty combos from starting with the low
    spinning backfist. You can find them just below this section under Juggles/
    H u n t i n g  G e t a  K i c k s
    The Hunting Geta Kicks are identical to Baek and Hwoarang's Hunting Hawk
    Kicks except there is only two kicks not three. The best time to use it is
    when someone is recovering, you can run up to them if they are trying to
    quick rise and pop em with a Hunting Geta. Also you can use them in some
    juggle combos. There has been much debate over juggles that involve the
    Hunting Geta Kicks some are skeptical that they even work now, but believe
    you me they work. The most important thing is you need to start with a very
    high juggle starter like the Twin Pistons or the Demon Godfist. As soon as
    the uppercut hits I wait a split second then start the motions for the
    Hunting Geta. If you start too late you will whiff just over their head when
    they are hitting the ground. You have to do the move almost immediately
    because of the speed characters land now. They land relatively quicker now,
    not much quicker but enough to change your juggle timing. Timing is the
    secret to your success here.
    D o u b l e  A x e  K i c k s
    The double axe kicks can be performed 2 ways. The first is simply tap rk,rk
    after getting up from a crouch (ws)+rk,rk. The last is f,n,d,d/f+rk,rk. Each
    do the same kick it is just a matter of preference. I generally do
    f,n,d,d/f+rk,rk, but I do use the other one too. (ws)+rk,rk does do a little
    more damage, but if you can't perform the crouching motion quick enough during
    a juggle or a combo, try the (ws) version.
    You can also delay the double axe kick 5 frames. I delayed a few times and
    thought it was the cpu slowing down, cause Tekken 3 machines do slow down the
    animation sometimes. I tried again at normal game speed and there it was....a
    delayable double axe kick! It looks like a front kick that sticks out for a
    second then the axe kick comes out a split second afterwards. The delay is
    enough for you to notice.
    H e l l s w e e p 
    The hellsweep is your best friend when playing as Heihachi. The only flaw with
    the hellsweep is not the move but the fact that it can be low cancelled and is
    a high priority move of Heihachi's arsenal. Too many hellsweeps can break you,
    so use wisely. I mean don't be a one move wonder or try to do them constantly
    because very good players will catch on fast and capitilize on the pattern.
    Use them mainly in juggles, to start juggles, or to counter something. There
    are alot of variations for the hellsweep so make up a variation that suits
    S h i n i n g  F i s t s
    The shining fist have been a high priority move for the Mishima's since
    Tekken. These are good for defending in close quarters, but unfortunately
    Heihachi can't delay them like Jin.
    S t a n d i n g  K i c k
    The standing kick is very useful and has a basic maneuver that works well in
    many of Heihachi's combos and juggles. Standing kicks are basic for everyone,
    but the while standing version for
    Heihachi is pretty tricky cause ws+rk,rk will more commonly come out instead
    of the intended ws+rk. The best way to get only the only kick is to just
    relax your fingers. It's hard to do while in a heated battle but if you have
    the advantage practice the while standing version. The last and secong version
    is d/f+rk. This version is alot easier to do. Either one will do, it's just
    when doing it after a move that has you crouching while it's being executed,
    like a hellsweep, it's more efficient to do the while standing (ws) version.
    H e i h a c h i ' s  U p p e r c u t s
    The Wind, Thunder and Demon Godfist are Heihachi's power uppercuts. They are
    quite damaging especially the last two and all look pretty cool in juggles.
    The only one that is quite reliable is the Wind Godfist only because the
    recovery is the best out of the three and you can juggle it quite easily with
    other moves. The last two are just cannons. They are intended to inflict major
    damage on counterhits and they do work well in juggles, but if you are just
    starting they are sometimes tricky to time. One thing though is people pretty
    much catch on to too many wind godist because they know you just want to
    juggle so they start reversing and making juggling basically difficult if you
    can't adjust. Mix up things and should should see better results. Maybe
    instead of starting with a uppercut start with a hellsweep then use one of the
    uppercuts as a juggle ender. Use your imagination and mix and match stuff. The
    next section has juggles that should keep you occupied and uppercutting like
                        C o m p r e h e n s i v e  J u g g l e s 
    I have decided to list only the best Heihachi juggles. You can experiment and come up with 
    your own variations, but I'll list the most damaging variations I've used. 
    This is the most massive Heihachi Juggle list compiled in one place.
    Juggles for beginners on up.....
    Juggler Starters:
    B e g i n n e r   
    - f,n,d,d/f+rp, lp, d/f+lp,rp (4 hits)
    Wind Godfist, Left Jab, Twin Pistons
    - d/f+lp,rp, lp, d/f+lp,rp (5 hits)
    Twin Pistons, Left Jab, Twin Pistons
    - f,n,d,d/f+rp, lp, lp, lp, QCF+rp (5 hits)
    Wind Godfist, 3 Left Jabs, DeathFist
    - f,n,d,d/f+rp, lp, lp,rp,lp+rp (5 hits) 
    Wind Godfist, Left Jab, 1,2 punches, Sanchin Exhale
    I n t e r m e d i a t e
    - lp+rp (non-blocking opponent), f,n,d,d/f+rk,rk,rk,n,rk,rk (6 hits)
    Sanchin Double Palms, 3 Hellsweeps-Axe Kicks
    - f,n,d,d/f+rp, lp, f,n,d,d/f+lp (3 hits)
    Wind Godfist, Left Jab, Wind Godfist
    - f,n,d,d/f+rp, lp, lp, f,n,d,d/f+rp (4 hits)
    Wind Godfist, Left Jab, Left Jab, Wind Godfist
    - f,n,d,d/f+rp, f,n,d,d/f+lp (2 hits)
    Wind Godfist, Thunder Godfist
    - f,n,d,d/f+rp, lp, f,n,d,d/f+lp (3 hits)
    Wind Godfist, Left Jab, Thunder Godfist
    - f,f+rp, lp,rp, f,f+rp (do on the big guys) (4 hits)
    Demon Godfist, 1,2 punches, Demon Godfist
    - f,f+rp, lp,rp, d/f+lp,rp (5 hits)
    Demon Godfist, 1,2 punches, Twin Pistons
    E x p e r t 
    - f,n,d,d/f+rp, lp, lp, lp, lp, f,n,d,d/f+rp (6 hits)
    Delay the crouch dashing motion for the last Wind Godfist to
    connect. Holding D/F will help gain more ground in the crouch dash.
    Tougher than it looks!
    - f,n,d,d/f+rp, lp, lp, lp, lp, qcf+rp (6 hits)
    Same as above except different enders.
    - f,f+rp, lp, u/f+lk,rk, f,n,d,D/F+rk,rk,lp (7 hits)
      or f,f+rp, u/f+lk,rk, f,n,d,D/F+rk,rk,lp (6 hits) (a little easier, still
    Demon Godfist, Left Jab, Hunting Geta, 2 Hellsweeps-Thunder Godfist
    Demon Godfist, Hunting Geta, 2 Hellsweeps-Thunder Godfist
    Extremely hard!! The stipulations on this combo are simple though.
    First you can only start off with a Demon Godfist. Looks like no 
    other juggle starter will knock them high enough. Plus you have to hit 
    any non-blocking opponent. A counterhit will help, but all you really need
    is to connect as far away as possible. You must do the left jab and 
    the Hunting Geta Kick as SOON as possible. If not the combo will prove to
    be very frustrating and the Hunting Geta simply won't connect. It works on 
    everyone, not just big characters and it does 90-95% damage on the CPU. If 
    you stun them before hand (f,f+lk) the combo becomes 100% damage. Look for a 
    video of this juggle and other expert juggles on my website.
    - f,f+rp, lp, f,n,d,d/f+lp, f,n,d,D/F+rk,rk,lp (6 hits)
    Demon Godfist, Left Jab, Thunder Godfist, 2 Hellsweeps-Thunder Godfist
    Tough!! You must get the jab as early as possible and do the first Thunder
    Godfist as early as possible. Then as you are just about to land start the
    motions for the hellsweeps (Joystick Buffer).
    - f,n,d,D/F+rk,n,rk, f,n,d,d/f+rp, f,f+rp (4 hits)
    1 Hellsweep-Standing front kick, Wind Godfist, Demon Godfist
    Starting this combo is a pain because simply doing one hellsweep into a
    standing kick is tough. You have to be carefull not to hit the right kick
    button twice after you go neutral and pause after the hellsweep. It's just
    hellsweep-standing kick. Do the Wind Godfist as SOON as possible and also
    start the Demon Godfist as SOON as the Wind Godfist connects.
    - f,f+rp, f,n,d,d/f+rp backturned - turnaround lp, f,n,d,D/F+rk,rk,lp (5 hits)
    Demon Godfist, (early)Wind Godfist, turnaround left jab, 2 hellsweeps-
    - f,f+rp, lp,rp, f+lp, b+rp, lp (6 hits)
    Demon Godfist, left-right punches, Demon Rush 
    - f,n,d,d/f+rp, f,n,d,d/f+rp, f,n,d,d/f+rp (3 hits)
    Wind Godfist, Wind Godfist, Wind Godfist
    I found this one to be easier if you get a counter on the
    first one then immediately follow-up with the second, then
    add a slight delay by hold D/F to the crouchdash before doing 
    the last Wind Godfist.
    - f,n,d,d/f+rp, lp, lp, f,n,d,d/f+rk, d+lp (5 hit)
    Wind Godfist, left jab, left jab, hellsweep, tile splitter
    This one is a cool looking one that's not really that hard,
    but shows some finesse. First try to get the jabs out early, but
    not too fast. Then when you do the one hellsweep it should clip them 
    in a upbackwards sorta trajectory, but not too far. Then bust them with 
    a tile splitter.
    - f,n,d,D/F+rk, ws+rk, d/f+lp, f,n,d,d/f+rp (4 hit)
    Hellsweep, Standing kick, left uppercut, Wind Godfist
    This one is real weird cause of the timing. I actually 
    got the hang of it just recently. What you do is do the
    hellsweep from in close on a counterhit and make them land
    head first. Then do the standing kick while recovering from 
    the hellsweep into a left uppercut immediately into a Wind Godfist.
    Be careful not to hit rk twice during ws+rk, that's what makes this 
    combo an expert juggle. You might be able to do the d/f+rk version
    of the standing kick, but that might make the combo a little harder
    since ws+rk would be more effecient since you are going to rise after
    - f,f+rp, u/f+lk,rk, dash d+rk (4 hits)
    Demon Godfist, Hunting Getas, Geta Stomp
    - f,n,d,D/F+rk,rk,n,rk, f,n,d,d/f+rp (4 hits)
    2 Hellsweeps-Standing front kick, Wind Godfist 
    - f,f+rp, lp, f,n,d,D/F+rk,n,rk, f,f+rp (5 hit)
    Generally I would say to only do this one on bigger
    characters, but it does work on the regular size characters.
    I experimented this one on smaller characters like Ling and it
    works, but is quite difficult. Basically the combo is a close
    quarters juggle. You should be in close the entire time so the
    last Demon Godfist is sure to juggle.
    - f,f+rp, lp, f,n,d,D/F+rk,rk,rp, f,n,d,D/F+rk (6 hits)
    Demon Godfist, Left Jab, 2 Hellsweeps-Thunder Godfist, Hellsweep
    This juggle ends with a anti-quickrise move, the Hellsweep. There
    is a chance to avoid the last sweep but it's tough to do so if the
    followup hellsweep is done at the correct time.
    - f,N,d,D/F+rk,rk,rk,lp, f+lp,b+rp,lp (7 hit)
    3 Hellsweeps-Thunder Godfist, Demon Rush
    You must counterhit with the first hit to do this
    cool combo.
    - f,n,d,D/F+rk,n,rk, f+lp, b+rp, lp (5 hits)
    1 Hellsweep-Standing kick, Demon Rush
    - d/f+lp,rp, lp, f+lp, b+rp, lp (6 hits)
    Twin Pistons, Left Jab, Demon Rush
    - f,f+rp, lp, lp, f+lp, b+rp, lp (7 hits)
    Demon Godfist, Left Jab, Left Jab, Demon Rush
    - f,n,d,D/F+rk,rp, f,n,d,D/F+rk,rk,lp (6 hits)
    1 Hellsweep-Thunder Godfist, 2 Hellsweeps-Thunder Godfist
    - u/f+lk,rk, run in f,n,d,D/F+rk,rk,lp (5 hit)
    Hunting Getas, dash forward 2 Hellsweeps-Thunder Godfist
    here are a few more expert juggles...
    f,N,d,D/F+rk,rk,rk,lp, lp,lp,rp (7 hit)
    f,N,d,D/F+rk,rk,rk,lp, lp, qcf+rp (6 hit)
    f,N,d,D/F+rk,rk,rk,lp, lp, d/f+lp,rp (7 hit)
    f,N,d,D/F+rk,rk,rk,lp, lp, lp, f,n,d,d/f+rp (7 hit)
    S t u n  J u g g l e s 
    After much play, I have found that the low backfist isn't
    that reliable for combos and is just plain impractical.
    <note> f,n,d,d/f+rk,rk,n,rk isn't a hellsweep, double axe 
    kick it's a hellsweep, neutral postion, standing front snap 
    kick. f,n,d,d/f+rk,rk,n,rk,rk is the hellsweep, axe kicks so be 
    carefull not to hit the rk twice after you go neutral.
    - f,f+lk, f,f+rp, u/f+lk,rk, f,n,d,D/F+rk,rk,lp (7 hit) 
    100%!! Best Juggle to date
    This one is the exact same as the first expert juggle. 
    This one just includes a stun to make the juggle 100%.
    This one is very hard becuase you have to watch out against
    people who know how to break stuns, because that will mess up
    the combo totally. You have to hit with the Demon Godfist a certain
    way in order to get the rest of the combo to work correctly. For the
    Demon Godfist you must hit from as far away as possible like right at the
    tip of their chin. That sets up the hunting getas to hit correctly. Next 
    it gets harder. You have to joystick buffer the hellsweeps while doing the 
    hunting getas. So when you are doing u/f+3,4 hold forward during the kicks
    which looks something like this, u/f+3,f+4. When you land you have done 2
    parts of the hellsweep (f,n) cause when you land you are in neutral. Now all
    you do is d,d/f+4,4,1. That's alot to do but it is done quickly and looks
    very cool.
    - f,f+lk, f,n,d,d/f+rp, lp, lp, lp, lp, f,n,d,d/f+rp (7 hit)
    Same as the earlier version above in the expert section, but stun beforehand. 
    It's still tough nothing has changed.  
    - f,f+lk, f,n,d,d/f+rp, lp, f+lp, b+rp, rp (6 hit)
    - f,f+lk, f,n,d,D/F+rk,rk,n,rk, f,f+rp (6 hit)
    Split Axe Kick (stun), 2 Hellsweeps-Standing kick, Demon Godfist
    - f,f+lk, f,n,d,D/F+rk,n,rk, f,n,d,D/F+rk,rk,rp (7 hit)
    Split Axe Kick (stun), 1 Hellsweeps-Standing kick, 2 Hellsweeps-Demon Godfist
    - f,f+lk, f,n,d,D/F+rk,n,rk, f,n,d,D/F+rk,rk,lp (6 hit)
    Split Axe Kick (stun), 1 Hellsweeps-Standing kick, 2 Hellsweeps-Thunder
    - f,f+lk, u/f+lk,rk, dash d+rk (4 hit)
    Split Axe Kick (stun), Hunting Geta, Geta Stomp
    - f,f+lk, u/f+lk,rk, f,n,d,D/F+rk,rk,n,rk,rk (7 hit)
    Split Axe Kick (stun), Hunting Geta, dash 2 Hellsweeps-Double Axe kick
    <If you are quick enough you can get either the QCF+rp or 
    f,f+rp as your juggle ender for the next two juggles, these 
    are tough.>
    f,f+lk, f,n,d,d/f+rp, f,n,d,D/F+rk,n,rk, f,n,d,d/f+rp, QCF+rp (6 hit)
    Split Axe Kick (stun), Wind Godfist, 1 Hellsweep-Standing kick, Wind
    f,f+lk, f,n,d,d/f+rp, f,n,d,D/F+rk,n,rk, f,n,d,d/f+rp, f,f+rp (6 hit)
    Split Axe Kick (stun), Wind Godfist, 1 Hellsweep-Standing kick, Wind
    Godfist~Demon Godfist
    and more stun combos...
    f,f+lk, d/f+lp,rp, lp, f+lp,b+rp,lp (7 hit)
    f,f+lk, f,n,d,D/F+rk,rp, f,n,d,D/F+rk,n,rk,rk (do on big guys) (6 hit) 
    f,f+lk, f,f+rp, lp, lp,rp,lp+rp (6 hit)
    f,f+lk, f,n,d,d/f+rp, lp, f,n,d,D/F+rk,rk,lp (6 hits)
    f,f+lk, f,n,d,D/F+rk,n,rk, f,n,d,D/F+rk,lp (5 hits)
                                 F l i p  J u g g l e s
    Since flip juggling has just become pretty popular in Tekken 3 and interest
    is growing on the topic I have a few juggles to share. There aren't many now
    but they are pretty hard and should keep some of you busy learning them.
    Flip Juggle starters:
    f,f+rp, (early) f,n,d,d/f+rp
    - bt means backturned (ie. bt lp means turnaround left jab)
    - Heihachi's flip juggle starter is f,f+rp, (early)f,n,d,d/f+rp
    f,f+rp, (early)f,n,d,d/f+rp, bt lk, rk~lk
    f,f+rp, (early)f,n,d,d/f+rp, bt lp, f,n,d,D/F+rk,rk,lp
    f,f+rp, (early)f,n,d,d/f+rp, bt lp, qcf+rp, rk~lk
    f,f+rp, (early)f,n,d,d/f+rp, bt lp, f,n,d,d/f+rp, rk~lk
    f,f+rp, (early)f,n,d,d/f+rp, bt lp, d/f+lp,rp, rk~lk
    Flip Kicks in these juggles are guaranteed becuase they land on their stomach
    and you cannot quickrise from a face down position.
    Heihachi's flip juggle starters are f,f+rp, (early) f,n,d,d/f+rp. It's both
    of them one right after the other. The demon godfist then as soon as possible
    a windgodfist. The opponent should flip over Heihachi's head careening belly
    down then you will be on the opposite side you started the juggle with your
    back turned. So if you started juggling on the right side (player 2) then you
    would have to finish the juggle up on the left (player1).
                                     O k i z e m e
    After playing countless matches I have realized that okizeme is very helpful.
    I find that combos are very effective and are the bread and butter Heihachi
    along with his uppercuts and other countless combos. Here are some okizeme
    combos that I use:
    f,n,d,D/F+rk,rk,n,rk, f,n,d,d/f+rp
    f,n,d,D/F+rk,rk,n,rk, QCF+rp
    f,n,d,D/F+rk,rk,rk,lp, lp, qcf+rp
    f,n,d,D/F+rk,rk,rk,lp, lp, f,n,d,d/f+rp
    f,n,d,D/F+rk,rk,rk,lp, lp,lp,rp
                              S h a d o w  S t e p p i n g
    Shadow Stepping is a move that is almost always neglected by Heihachi players.
    The move is done my simply doing b,b+lk+rk. I want to elaborate a little on
    the move because it can actually get Heihachi out of trouble at that moment
    you need to run like a chicken, hehe. I'll list a few situations that the
    shadow step can work for you.
    S i t u a t i o n  1
    - Opponent is on you like a monkey on a banana, heh
    You can shadow step and open up a gap between the two of you. Also after
    shadow stepping, you can do a quick demon godfist to maybe surprise them if
    they follow you. A hellsweep or deathfist works well also after shadow
    stepping a oncoming opponent.
    S i t u a t i o n  2
    - You are subject to low attacks or having trouble avoiding them.
    Shadow stepping works well here too cause if you notice a certain pattern
    forming you can calculate what they will do so you can dodge accordingly.
    S i t u a t i o n  3
    - Opponent is slamming buttons and you know you can beat them, but you
      somehow constantly keep getting hit.
    Dodging away with the shadow step is perfect here and gives you time to recoup
    and figure out what you want to do next.
    S i t u a t i o n  4
    - Opponent keeps trying to juggle you.
    If someone or the computer is constantly attemping to juggle, a well timed
    shadow step into a immediate demon godfist will work very well.
    S i t u a t i o n  5
    - You get a hellsweep low cancelled
    First off you should know who can low cancel so you will be aware of that when
    fighting that character. Now the thing is when you are low cancelled you are
    temporarly stunned for a split second or so, just enough to notice a split
    second of vulnerabilty/confusion if you weren't expecting the low cancel. Now
    what you do is the second you get low cancelled buffer the shadow step to get
    away...fast! If you don't act fast you may get trapped in a bad situation.
    Buffering the shadow step after a low cancel is simply done by holding down
    rk, which is the kick that does the hellsweep and tapping b,b when you see the
    cancel then immediately hit lk. Heihachi will recoup from the low cancel and
    duck away running almost instantaniously and high tail it into the background,
    As you see those are a few common example of when to shadow step. There are
    more situations, but those are the ones you'll probably encounter the most.
                            J o y s t i c k  B u f f e r i n g 
    Joystick Buffering allows you to do part of your next move while doing a move.
    It's a somewhat complicated principle but here is a very good example for
    You can joystick buffer hellsweeps after hunting geta kicks (u/f+lk,rk) so
    that the sweeps juggle instead of miss. What you do is hold forward during the
    kicks which normally is done by doing u/f+lk,rk. Now all you do is u/f+lk,f+rk
    , then the second you land do d,D/F+rk. The neutral postion is understood
    because when you land you are in neutral for a split second. By holding
    forward during the hunting getas you knock out having to do f,n for the
    hellsweeps when you land. This makes juggling with hellsweep after the hunting
    getas possible. You can finish off with any of the hellsweep varitaions. So
    like u/f+lk,f+rk, d,D/F+rk,rk,lp [d,D/F+rk,n,rk.....d,D/F+rk,rk,rp....
    d,D/F+rk,lp.....d,D/F+rk,rp.....d,D/F+rk,n,rk,rk, etc]
    In review it would look like this u/f+lk,f+rk, [hellsweep variation]
                             A g a i n s t  t h e  C P U
    Okay I will explain this considering your machine is set to hard mode. If not
    you could still use these techniques and do even better on the lower levels.
    These are very simple minded strategies listed below just to show you a very
    easy way to beat the game against cpu opponents.
    Ling Xiaoyu - Ling is best in her "art of phoenix" stance. She goes into it
    almost immediately most of the time. Approach her, do not back too far away
    cause you will get the beat down of your life. She'll charge in and start
    doing crazy juggles. The best thing to do is to do the twin pistons as soon as
    she gets down in the art of phoenix and juggle with whatever you want. Also
    you can do some hellsweep, demon godfist combos/juggles. Another way to get
    her out of the stance is to do a tile splitter (d+lp). 
    Yoshimitsu - Yoshi has a solid defense so it is quite a chore to get a float
    off on him so you can juggle. The best way to get started is to do constant
    pecking at him. I generally poke at him until he decides to step up to me.
    This usually leaves him open for juggle starters.
    Nina/Anna - Nina is too aggresive. I like to juggle but another thing you can
    do is overpower her with Heihachi's shining fist as she charges in. This
    normally knocks her back pretty far. She will more than likely roll backwards
    if you stand still. Don't move in at her after the shining fists cause she'll
    trip you as she gets up. Just wait so she runs towards you, then just sidestep
    whatever she does and combo with the twin pistons or wind godfist. You can
    also try for a side grab. Nina will reverse you at the worst times so don't
    overuse shining fists and whatnot, mix up things against her. Mix up your
    techniques against everyone, cpu or human for that fact.
    Forest Law - Law will track most sidestep attempts so use sparingly. I
    generally interrupt him during his kicks and do the twin pistons or the
    sanchin palms. If you do the sanchin palms, back off afterwards then rush in
    and do the twin pistons or low spinning backfist if he attacks high after
    getting up.
    Paul - Paul is truely a pain on harder modes cause the cpu knows just how far
    to stay back out of range and avoid attacks. If you rush in too quickly
    without any thought of what to do, Paul will open a can of whoopass on you.
    He will also do ten hits like you don't know how to block them. You do know
    how to block them, right? The best way to put the slip on him is to play
    defensely simultaneously playing offensively. Sounds hard, but what I mean is
    if you mess up while attacking or Paul blocks, immediately get into that
    defensive state of mind and attack again when he slips or messes up.
    Eddy/Tiger - Eddy is plain pathetic. If you learn to block his techniques
    your set. You can thrash him easy. One catch is you have to sneak inside of
    his defense, getting in as close as possible while staying low and blocking
    low or mid. If you get up from the crouch after moving in you might get popped
    with his little backflip into the handstand spin kick. You can do (ws)+rp to
    get a juggle and do whatever you want but the bottom line is if you move in
    and get stumped on what to do you better think a little faster. I usually
    poke him if this happens to me then try to juggle him.
    Lei - I find that when Lei get's into any stance where most of his attacks
    hit high, it is easy to sidestep and throw. This might be hard to get used to,
    but I find that it is quite effective. Watch out though cause he doesn't fall
    for it more than once or twice. He'll just switch stances then poke you
    mercilessly and maybe do the rave kicks. To counter that get those twin
    pistons ready for him any time during his stance changes. Also if you get
    razor rushed alot you can ovverride them with the shining fists (lp,lp,rp).
    The shining fist are a high priority move and are good when defending in close.
    Hwoarang - He usually plays very good defense with a very penetrating offense.
    I usually just try to beat him to the punch whenever I see him move. A good
    way to get some space between the two of you so you can bust out with a
    counterattack is the shadow step. If you run away and he tries chasing you,
    do the twin pistons to stop him in his tracks and juggle him with whatever is
    suitable. You can repeat or if that fails don't trade juggler launchers with
    him like the Wind Godfist or Demon Godfist cause his kicks are a little bit
    faster but one thing you can keep in mind is to switch up the range you attack
    him with the juggler launchers. If you go low and wear him down with
    simplistics then come up with d/f+rp or so that gives you more options to
    follow up with instead of just doing Wind Godfist (it gets blocked), Wind
    Godfist, etc.
    Jin - Jin can be one of the easiest or one of the hardest to fend off. You can
    deathfist him to death and get MC's (major counter) on him and kill him in 2-3
    hits but if the cpu isn't up for that crap and blocks each any every one of
    your deathfists you can then use the deathfist as a ploy then juggle him. The
    way to do this is to deathfist, then if he blocks try to catch him off guard
    with either the Demon Godfist or the Twin Pistons as he rushes in. Usually
    a blocked deathfist will push them back a little bit as they block and it
    spaces the two of you out about 2 character lengths. This give you room to
    initiate a juggle starter or more or less a combo of some sort.
    King - I play against King similar to Jin. Use the strategy above. Their
    aggresiveness is very similar. If you get a person how just wants to multi
    throw you should have them beat in no time. What you do is don't chance trying
    to the intitial grab, instead duck and just as the grab is about to finish
    whiffing, come up with a ws+rk,rk or ws+rk, f,n,d,D/F+rk into a juggle is cool
    also. There is alot you can do against a missed grab. Just don't panic when
    you see someone going for a multi. There are some all around good King players
    who don't rely on multis, but they are hard to find.
    Julia - Julia's main weakness is a missed or unneccessary earthquake stomp. Unneccessary I mean
    just doing it at the wrong time. The cpu does this quite often. All I do is either do a headbutt
    or some other throw. If not I either do a wind godfist as a quick juggle starter or do the split
    axe kick which stuns on a MC (major counter). The timing is pretty stiff. You have to do it just
    as she lands to get the stun, if you do it as she is getting her balance after landing it will
    make her bounce instead and you can still juggle afterwards. Other things to look for is her
    d+4,1, the low kick into the heaven cannon. If blocked it leaves Julia very vulnerable and you 
    do whatever afterwards like a juggle starter or throw.
    Gun-Jack - He is also left vulnerable like Julia after a missed or unneccesary giant 
    foot stomp. Thats the move where he flies into the air then lands on you. You can follow
    the same procedure as the one used against Julia. You can do tons of things to Gun-Jack
    that you really couldn't do to the other characters because of his big size. There 
    are some awesome juggles that work alot easier on Gun-Jack, Ogre 2, and Kuma/Panda than
    on someone like Law or Bryan, etc. One juggle that works easier on the bigger characters
    is <f,n,d,d/f+rk,rp, f,n,d,d/f+rk,rk,lp, d, (ws)+rk,rk>. This juggle works on others but
    it is just a heck of alot easier to do against Gun-Jack, Kuma/Panda, and Ogre 2 cause they
    are bigger. You can interrupt Gun-Jack during his best moves like the Cossack Kicks and the 
    arm swings. If you do you get instant counterhits. Play keep away and blast him with a juggle 
    starter when the right time for you comes.
    Mokujin - Look to the character he is imitating for strategy on beating him.
    Bryan - Bryan is one good turtler when played like one. Sidestepping is pretty hard
    to do against him cause he will more than likely do a shin kick to stop you from
    getting to his side. I just generally trade hits with him. This is just a thing
    that I have found that works best, for me that is. Bryan is the only character
    that can cause me pain in mere seconds. So the best bet is to try and do the sanchin
    double palms to interrupt his combos, then as he rushes in, do a juggle starter
    and juggle him.
    Kuma/Panda - Kuma can be treated much like Gun-Jack. One good thing that you can do to both
    Kuma and Gun-Jack is to sidestep their arm swings. They are fairly slow and easily
    sidestepped and you can just grab afterwards. Also you can interrupt her moves with the 
    Sanchin Palms then rush her with a Demon Godfist which can let you tack on a few hellsweep
    variations and hellsweep combos.
    Heihachi - Heihachi is a sucker for sidesteps. Alot of the things the cpu Heihachi
    relies on like the deathfist can be easily sidestepped. I just try to get a
    MC on him as he tries doing anything either stunning him to setting him up for a
    juggle or a combo.
    Ogre 1 & 2 - Ogre is pretty easy for a boss against Heihachi. He usually falls
    for things like hellsweeps which can lead to a Thunder Godfist or Demon Godfist.
    You can also try the juggle that I listed under he Gun-Jack strategy. There
    are a few more in the juggle section which is above under Juggles.
                            D e f e n d i n g  T a c k l e s
    If someone tries to tackle you, you can escape before any damage is done if
    you get caught in the tackle. It is simply done by pressing lp+rp just as
    they get you going down. If done correctly you will roll over on top of them
    and stand up in the advantage position. If you do get fully caught you can
    escape the arm bar by pressing lp+rp, rp,rp,rp,rp. To esacpe leg locks lp+rp,
    lp,lp,lp,lp. To block punches you must press the opposite button they start
    off the punches with.
                                  C h i c k e n i n g
    Chickening or reversing a reversal isn't really a forte of mine. Although I
    do know the importance of knowing how to use it and when to use it. Heihachi
    has some cool follow-ups that aren't necessarily guaranteed, but are good
    moves to regain the offensive.
    The easiest way to chicken is to buffer, so iff you can't or don't buffer
    moves now is a good time to start. If you throw a left split axe kick (f,f+lk)
    and know that the opponent will reverse it, hold down the lk while doing the
    split axe kick and just tap f+lp. It's that easy! It would be vice versa for
    any attack that can be reversed. If you throw a rp, hold it then if you get
    reversed tap f+rk while still holding rp. Get the hang of it? Well here is a
    run down:
    To chicken if your opponent reverses a left arm or leg it's f+lp+lk, if it's
    a right arm or leg it's f+rp+rk. 
    Here is a brief list of some more commonly reversed Heihachi moves:
    There are probably more, but those are the most common. Also with ten strings
    if you notice you keep getting reversed on a certain part of the string all
    you do is hold that button down (buffer) and tap forward and the correlating
    button. Say it's a right punch, hold down rp momentarily during the string
    (not too long or you may have to stop the ten string) and if you think you'll
    get reversed tap f+rk. The same goes for a left limb. Get it? Got it, good.
                           t r i c k s,  h i n t s,  &  t i p s
                      ||free hits after the Tile Splitter Throat Chop||
    You can get free hits after doing the right side throw because after Heihachi
    chops them across the throat they roll over onto their stomach. From here you
    can do a very quick dash backwards then a scissor flip kick. The reason you
    have to dash back quickly is because you end up so close to them after the
    throw and when you flip, you'll miss and take 5% damage yourself. You can also
    get in a guaranteed geta stomp to the back of their head after the throw. Also
    you can slip in a couple hellsweeps on them before they get up. So you can get
    a free scissor flip kick, geta stomp, and a couple hellsweeps after the throw.
                          ||free hits after the One Hand Slam||
    You can also get free hits after the left side throw. Much the same as the
    tile splitter throat chop. They end up on their stomach so can get a geta
    stomp, hellsweeps, or a scissor flip kick done the same way as the one above
    (quick dash backwards, then flip).
                         ||No delay before Scissor Flip Kick||
    If you hold U/F while doing the scissor flip kick, it will come out without
    any delay or noticability. Plus it comes out a little bit quicker, so when
    doing them in combos they will connect more often or if you even do it out
    the blue you might be able to clip someone better because they may watch for
    the delay, but with this method they may not see it coming without the delay
    before it.
                               ||crouch dashing prowess||
    I must emphasize, when you play Heihachi or any of the other Mishima
    characters, you have to get your crouch dashing skills down pat. Other than
    the tips in the crouch dashing section, there are a couple more tricks than
    //Stand still Split Axe Kick & Demon Godfist
    You can do a Split Axe Kick and Demon Godfist that has no noticeable crouch
    dash to it. What you do is, do a normal crouch dash, but hold D/F and roll
    the joystick back to neutral then quickly hold forward and tap either lk for
    the split axe kick or rp for the demon godfist. It takes practice, but if you
    can do a stand still hellsweep that has no apparent crouch dash then use the
    same principal here, but after the D/F hold forward and tap the desired
    button, lk or rp.
                             ||sidestepping Sanchin Palms||
    You can do a sanchin double palm from a sidestep. The benefit from this is
    just a mix up strategy for your sidestepping game. Instead of always
    sidethrowing when you get the opportunity try a side sanchin double palm. You
    can juggle afterwards and it is a different strategy you can include in your
    own strategy. The best juggles after this move would be to a small hellsweep
                                 ||Mishima Powerbomb||
    You can get a free front kick in after this throw. After doing rp+rk tap
                         ||Tips on leaving no breathing room||
    If you are playing a opponent who starts turtling do the first two parts of
    the Demon Rush. If they block or get hit by the second punch (low spinning
    backfist) do the Twin Pistons. If they try anything else but block the Twin
    Pistons will rip right through and totally connect setting you up for juggles.
    Another thing you could try is do the first two parts of the Demon Rush, if
    they block tap f,f,n,lp+lk or rp+rk for a throw. You have to dash because
    there will be a little gap in between you and your opponent. You could even
    do the super headbutt (f,f+lp+rp) if you wanted, because to break the move
    you have to tap lp+rp changing up on the escape methods they would have to
    use to get away.
                            ||Crouch Dashing Sidestep Tips|| 
    You can crouch dash from a sidestep. Nothing is different, it's just sidestep
    and as the animation for the sidestep starts crouch dash. A good guessing
    game trick you can do is, if you are a full screen apart from your opponent,
    dash towards them. When you get just within their range, sidestep. If they
    threw a attack and you successfully dodged it, you can get a counterhitting
    crouch dash move. The best would be a Thunder Godfist. You can do any crouch
    dashing move, but for damage do the Thunder Godfist. If you don't want to
    use the Thunder Godfist and want to juggle then use the Wind Godfist or the
    Demon Godfist, but use the crouch dashing trick for the Demon Godfist (look
    above in this section at Crouch Dashing Prowess). You can also do a
    sidestepping Sanchin Double Palm after doing the full screen trick, and
    juggle or do whatever you want after the palms. Use all the options you can,
    you'll be surprised at how much you can do.
                              S t r i n g  C a n c e l s
    You can cancel Heihachi's tenstrings at certain points and start new combos.
    Here is one of his tenstrings d/f+lk,rp,rp,rk,rk,lp,rp,lp,rp,lp. Instead of
    doing the tenth hit which is a Thunder Godfist, you can cancel the string at
    the ninth hit which is a Demon Godfist and dash forwards and start a new
    combo most preferrably a juggle. So instead of doing the regular string you
    could do:
    d/f+lk,rp,rp,rk,rk,lp,rp,lp,rp cancel here, dash forwards f,n,d,d/f+rk,rk,lp
    Now you have made the combo a twelve hit instead of a ten. You could also do
    things like a deathfist, twin pistons, hunting geta, wind godfist or a low
    geta kick after cancelling the ninth hit in the above ten string.
    For the strings that have the low spinning backfist as the ninth hit you can
    cancel out the string and do a juggle.
    An example for the tenstring d/f+lk,rp,rp,rk,rk,lp,rk,lp,rp,rk would be:
    d/f+lk,rp,rp,rk,rk,lp,rk,lp,rp, cancel here, d/f+lp,rp, qcf+rp
    Now all I did here was stopped at the ninth hit and turned started a new
    combo which ended up being a juggle. You could also do:
    d/f+lk,rp,rp,rk,rk,lp,rk,lp,rp, cancel here, f,n,d,d/f+rp, f,n,d,d/f+lp
    d/f+lk,rp,rp,rk,rk,lp,rk,lp,rp, cancel here, f,n,d,d/f+rp, lp, f,n,d,d/f+lp
    As you can see instead of doing the same things over and over you can
    compromise and incorporate different attacks into things you never thought
    you could.
                             S t r i n g  E x t e n s i o n s
    Heihachi really doesn't have any string extensions because the last hit in
    his tenstrings rock the opponent so hard they are too far out of range for
    you to do anything else.
                           T o u r n a m e n t  F i g h t i n g
    Most people know that I use Jin. I used to use him exclusively but in tournament
    I would lean towards Heihachi. The main reason is he has more power in smaller
    juggles than Jin. Jin gets his power from his juggles, but they are somewhat
    harder. Both characters are skill characters. Characters like Paul and Nina
    are tourney favorites beacuse their moves are not hard to do and don't rely on
    diagonals. Jin, Heihachi and Julia rely on diagonals. If you have a messed up
    controller and are playing in a top class tournament or any tournament your
    doomed. I have gotten some high win streaks on bad controllers and buttons in
    Tekken 2 using Kazuya, he used alot of diagonals but the reason was I had
    more experience than the other guys and pulled off some lucky wins. In a
    tournament don't take those chances if you know you want to use Heihachi, Jin,
    Julia or anyone else who relies on diagonal motions, make sure the controllers
    are working properly and the buttons don't stick or delay. If you can hear a
    springing sound on the buttons and it seems to have slow reactions, tell the
    arcade attendant to fix it. I forget what the little thing is called, but it's
    a little device that makes contact with the buttons. If you lift up the
    control panel and locate the buttons you'll see what I am talking about. If
    the button(s) is having trouble contacting the device this should be taken
    care of immediately.
    Other than that I haven't played in a Tekken 3 tournament yet but really want
    to. I don't know who I'd play, but probably almost anyone.
    If you do pick Heihachi in tournament play use this strategy guide. If it
    works for you, I'll try to find tons more things to help out in tournament
                                      C r e d i t s
    William Knight(Aoi). I spent alot of time looking for new things for Heihachi
    ever since he came out for Tekken 3. I played for hours a day searching for
    stuff (I had free play most of the time). All that play time is compiled in
    this guide. Since it's all here you don't have to go looking endlessly
    yourself for all those tough Heihachi juggles. Each and every thing in
    here has been done by me and all the combos are custom. If you see them
    anywhere else it's either a coincidence or if any other faq has them they
    got them from here.
          ......Email me at aknight@frontiernet.net also visit my Tekken 3 website
     	    at http://fast.to/mediaempire. I have some custom made Tekken 3
                media with more on the way and lots of things that I'm sure should
                interest you. There is also some Gamest Tekken 3 video up there
          ......Slikatel for Heihachi's Taunt
          ......Ben Cureton (Tragic) for a couple cool 3 hellsweeps juggles.
          ......Namco for making the game, wish you guys weren't rushed though.
          ......Folks on the newsgroup R.G.V.A for various insights on his
          ......The employees and manager at Time Out for giving me free play 
                just cause I am a valued customer. Plus I teach them things about 
                Tekken 3.
          ......Guys at #gamenation on Efnet who question some of my strategies 
    	    and juggles, you always need constructive criticism.
          ......All the people who support my work.
                                   L a s t  W o r d s
    This guide will always be updated until there is no more to update. I hope
    you learned alot from this guide and use this as your guide to playing
    Heihachi Mishima. There will be lots of quicktime movies to download at my
    site plus sounds, pictures and a few other things. The site is entirely media
    related so there will be no movelists and stuff like that I'll leave that up
    to the other guys. My aim is to get those combos and cool things you hear
    about on video and on the web. If you have anything to add, notice something
    missing or have any questions email me and I'll try to get back to you. If I
    don't respond don't take it personal sometimes I just don't know what to say
    to some people with obscure questions and just don't reply. I am open to
    new ideas and might add them to this guide. I want this to be the most
    informative Heihachi Guide out there. Thank you for all the support and
    version 3.0 should mark the spot and have some more Heihachi stuff for you to
    check out.
                          Copyright 1997-1998 Aoi (William Knight) 
                        All combos are custom. Please contact me if
                                  you have any questions.               
                  No part of this strategy guide is to be altered without my
                    You can post or distribute freely as long as the my name
                          is included. Contact me if you wish to
                     include this in media, print, or any other form.  

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