Heihachi by MHamlin

Updated: 07/05/03 | Printable Version

Tekken 4: Heihachi FAQ
       By: Mike Hamlin cmhamlin@mchsi.com 1/29/03

Table of Contents

1. Copyright Info
2. Version History
3. Intro
4. About Heihachi
5. Conventions
6. Move List
7. Strategy
8. Combos
9. Outro
10. Credits


1. Copyright Info

This document is protected by copyright, Mike Hamlin 2003. There is no 
illegal reproduction or distribution of this FAQ. You may print out this FAQ 
or parts of this FAQ. You may also use this FAQ on your web site as long as 
you NOTIFY ME FIRST and if the contents remain unaltered.


2. Version History

v 1.0 - 1/30/03 First version completed.
v 1.01- 7/5/03 Corrected som eminor errors.


3. Intro

I've always a been a fan of the Mishima styled characters and Heihachi is one 
of the strongest. He is not really top tier but he is a popular choice for 
anyone familiar with Kazuya . Heihachi has a host of new moves and now he is 
not so much like Kazuya anymore. These two have grown apart in style and they 
share very few moves. Although someone familiar with Kazuya can pick up 
Heihachi easily, remember that Heihachi is quite a bit different from Tekken 
Tag (as opposed to Jin). Heihachi is a fun character to play on Tekken 4 
because playing as him calls for new strategies and experiments. Anyway, I 
hope you enjoy this FAQ and gain some useful advice.


4. About Heihachi

The plan failed. Heihachi could not harness Ogre's powers. He ordered his 
scientists to collect tissue samples from Ogre's body and use the genomic 
data with his own to create a new life form. But when the experiment failed, 
Heihachi realized that he needed the devil gene in order to create this life 
form. Heihachi knew that Jin possessed this Devil Gene and ordered a search 
for him. During the search, Heihachi discovered that Kazuya's remains had 
been found and were preserved in a facility under G corporation, a firm 
specializing in biomechanics. Heihachi ordered his Tekken Forces to raid the 
facility in an attempt to recover Kazuya's body, but Kazuya destroyed the 
Tekken Forces and escaped. Heihachi needed either Jin's or Kazuya's body to 
complete his experiment, but how would he find them? Then, he had a great 
idea. The announcement for the King of the Iron Fist Tournament was made with 
the inheritance of the vast Mishima Zaibatsu as the top prize.


5. Conventions

The following are the numbers and symbols I use to refer to pad motions 
and button presses:

1- left punch
2- right punch
3- left kick
4- right kick
f- tap forward
b- tap backward
d- tap down
u- tap up
F- hold forward
B- hold backward
D- hold down
U- hold up
N- pad in neutral position
/- press in between the arrows (d/b means down and back together)
+- press buttons simultaneously
~- press buttons very quickly
>- the next button press can be delayed
=- Move is an "add-on" to the move above with lesser indent
*- Hold down the button before the asterisk
:- Just Frame input (requires precise timing of button presses)
_- moves are interchangeable
QCF- Quarter Circle Forward (d,d/f,f)
QCB- Quarter Circle Backward (d,d/b,b)
HCF- Half Circle Forward (b,d/b,d,d/f,f)
HCB- Half Circle Backward (f,d/f,d,d/b,b)
WR- while rising
WC- while crouching
SS- during sidestep
SSR- during right sidestep
SSL- during left sidestep
iWS- instant while rising (d,d/b,N)
CD- crouch dash (f,N,d,d/f)
CH- counter hit
CL- clean hit

Hit ranges
There are 5 hit ranges:

h- High range attack. Block by standing. Avoid by ducking.
m- Mid range attack. Block by standing. Will hit crouching opponent.
l- Low range attack. Block by crouching.
sm- Special mid range attack. Hits mid, but can be blocked when 
!- unblockable.


6. Move List

This is a list of all of Heihachi's moves. I've included the name, how 
to do it, the damage, and any special properties a move might have. If 
there is an asterisk (*), look for the move name in the section below 
for the move property.


Name                      Command         Damage       Property

Demon Slayer              1>2,2           hhh/5,8,18   *
Demon Kicker              1>2,4           hhh/5,8,15   *
Demon Backhand Spin       2,2             hh/12,21     *
Flash Punch Combo         1,1>2           hhm/5,8,18   *
Demon Breath              1+2_SS+1+2      m/22
Backfist                  f+2             h/21
Demon Shout               f+2~1+2         m/25
Lightning Crush           f+3             m/24
Right Splits Kick         f+4             m/27         *
Altar Splitter            b+1             m/22
Demon's Boar              b+2             m/25         *
Twin Hammers              b+1+2           m/20
Charged Twin Hammers      b+1+2*          m/36
Geta Stomping             d+4             l/24         *
Twin Pistons              d/f+1,2         mm/8,17      *
Hammer Punch              d+1             m/15         *
Rising Sun                u/f+4,4         hl/25,15
Hell Axle                 u/f+3,4         mm/17,17
JF Hell Axle              u/f+3:4         mm/25,17
Lightning Hammer          d+1+4           !/70
Demon Scissors            3~4             m/25         *
Demon Uppercut            f,f+2           m/30
Left Splits Kick          f,f+3           m/24         *
Iron Hand                 QCF+2           m/30
Rising Uppercut           f,N,d,d/f,2     h/25         *
Lightning Rising Uppercut f,N,d,d/f,2*    h/21
Electric Wind God Fist    f~N~d~d/f+2     h/25         *
Dragon Uppercut           f,N,d,d/f,1     m/27
Delayed Dragon Uppercut   f,N,d,d/f,1     m/22         *
 =Shimmy Step             :d,U            0
  =Omen Thunder God Fist  d/f+1           m/36
  =Diamond Hell Axle      u+3,4           mh/20,12
Diamond Thunder God Fist  f~N~d~D/F+1     m/35
Omen Thunder God Fist     f~N~d/f:1       m/37
Jumping Mid Kick          f,N,d,d/f+3     m/35
Jumping Low Kick          f,N,d,D/F+3     l/21
Spinning Demon            f,N,d,D/F+4,4,4 lll/15,13,13 *
 =Tsunami Kick            N,4,4           mm/14,21
 =Dragon Uppercut         N,1             m/37
JF Spinning Demon         f,N,d,D/F+4:4:4 lll/15,13,13 *
 =Tsunami Kick            N,4,4           mm/14,21
 =Dragon Uppercut         N,1             mm/37
Dark Thrust               WR+2            m/20         *
Tsunami Kick              WR+4>4          mm/12,18     *
Demon Executioner         1>2,2~1+2       hhm/5,8,22
Fake Executioner          1>2,2~1+2~d_u   hh/5,8
 =Demon Breath            1+2             m/22
Shadow Step               b,b,N+3+4       0
Demon Massacre            f+1>b+2,1       hmm/6,21,25
Demon Lair                f+1>b+2,4       hmm/6,21,30
Leaping Side Kick         f,f,f+3         m/30
Auger                     2+3+4           0
Heaven's Wrath            b+2+4           0            *



Name               Command Position Damage Escape Property

Jumping Power Bomb 2+4     Front    30     2
Neck Breaker       f+2+4   Front    30     2
Guillotine Chop    2+4     Left     40     1
Free Fall          2+4     Right    46     2
Atomic Drop        2+4     Behind   60     None
Stonehead          f,f+1+2 Front    33     1+2    *
Headbutt Carnival  f,f+1+4 Front    !/33   1+2    *
Heaven's Wrath     b+2+4   Front    18     None   *
Position Change 1  1+3     Any      0      1
Position Change 2  f+1+3   Any      0      1
Position Change 3  d+1+3   Any      0      1
Position Change 4  u+1+3   Any      0      1


10 hit Combos

f,f,N,2,1,2,2,3,4,4,1,2,1 - 93 damage
d/f+3,2,2,4,4,1,4,1,2,1 - 100 damage
d/f+3,2,2,4,4,1,4,1,2,4 - 105 damage
d/f+3,2,2,4,4,1,2,1,2,1 - 103 damage

Move Properties

Demon Slayer- If first hit connects, the rest is guaranteed if you do not delay 
any hits.
Demon Kicker- If first hit connects, the rest is guaranteed if you do not delay 
any hits.
Demon Backhand Spin- If first hit connects, the rest is guaranteed if you do 
not delay any hits.
Flash Punch Combo- If first hit connects, the rest is guaranteed if you do not 
delay any hits.
Right Splits Kick- Floors opponent on CH.
Demon's Boar- Stuns on CH and makes it possible to follow up with Twin Pistons.
Geta Stomping- Can only be used when opponent is grounded.
Twin Pistons- If first hit connects, the rest is guaranteed if you do not delay 
any hits.
Hammer Punch- Floors opponent on CH. Hits grounded enemies.
Demon Scissors- To use the slightly faster version, press u/f+3~4.
Left Splits Kick- Possible to juggle on regular hit, launches opponent on CH.
Rising Uppercut- Juggle on CH.
Electric Wind God Fist- Juggle on CH.
Delayed Dragon Uppercut- You must press 1 between frames 10 and 20 of the 
crouch dash. Possible to juggle.
Spinning Demon- Tsunami Kick and Dragon Uppercut follow ups can be used after 
any number of spins. First hit will trip the opponent ONLY on CH.
JF Spinning Demon- Heihachi will not suffer guard stun.
Dark Thrust- Stuns opponent and makes it possible to juggle on CH.
Tsunami Kick- If first hit connects, the rest is guaranteed if you do not delay 
any hits. Can also be used with QCF+4,4 or f,N,d,d/f,f+4,4.
Heaven's Wrath- While Heihachi's fists are glowing, his attacks cause guard 
damage and a successful hit counts as CH. However, Heihachi cannot block and 
any hits against him count as CH. If you time this with an enemy's attack, 
enemy will receive 18 damage, while Heihachi receives 45.
Stonehead- Enemy can techroll by pressing 1_2_3_4 right when their feet hit the 
Headbutt Carnival- Can only be used against the following characters: Jin, 
Heihachi, Lei, Kazuya, Bryan, and Paul. When you use this, the enemy can 
reverse it by pressing 2 right when the attack connects. If this happens, you 
can reverse the Headbutt again with 1+2. The Headbutt can be reversed 
infinitely and damage will increase with each exchange.


7. Strategy

First, let's look at Heihachi's strengths and weaknesses:

-Heihachi is a powerful juggler. He has an abundance of simple, yet damaging 
moves that lift the enemy in the air and at your mercy. Not only that, Heihachi 
also has a lot of moves that causes plenty of damage, even while the enemy is 
in the air.
-Heihachi has a good balance of power as well. Some of his moves are quick and 
powerful, such as the Rising Uppercut and Diamond Thunder God Fist.
-Heihachi can use both the crouch dash and the wave dash. Both allow him to 
sneak in for quick attacks. He can also use the Shadow Step to stay evasive as 

-Heihachi can be a difficult character to play effectively. His more useful 
moves take a lot of practice to execute correctly. Check out www.catlord.com if 
you're having trouble with his JF moves.
-Heihachi has few low attacks. A lot of his moves are single mid attacks that 
cause quite a bit of damage, but some of his low attacks are not very useful.
-Heihachi has some moves that hurt himself, so try to use them in moderation, 
if at all.

Low attacking
Heihachi's lows are not so hot. They are easy to do but an alert player can 
fend them off.
Spinning Demon- Heihachi's signature low attack, the Spinning Demon, has a lot 
of variations but if your opponent is quick enough, he can block them very 
easily. If any of the initial sweeps are blocked, Heihachi suffers a pretty 
mean guard stun; your opponent will have more than enough time to punish you 
with a WR move. Even if the first sweep connects, the second can be blocked if 
you press D/B fast enough. Of course, you could add the 1 or the 4,4 but again 
it is easy to tell when you are going to use these, especially after the first 
sweep, because Heihachi pauses briefly. However the f,N,d,D/F+4,4,N,1 is a 
great move to use in juggles. Also, the JF Spinning Demon allows you to use the 
sweeps without the guard stun. Your enemy will block the sweeps but Heihachi 
keeps going. You can really fool your opponent with them. If you JF the first 
sweep, your enemy may simply start standing because he thinks you're in the 
guard stun. When the second sweep hits, he may go back to his crouch guard, 
which you can crush by following up with the 1 or 4,4. It's all about being 
unpredictable, but remember that the JF sweeps require PRECISE timing. Messing 
up could cost you the match.
Jumping Low Kick- Heihachi takes his time with this move but if you mix it up 
with the Jumping Mid Kick, you can get a hit with this move a few times. I 
wouldn't try to just run up and use it but if you try a few jabs or another 
attack first, you can throw them off for a second. Even if they block it, you 
should be able to get away unscathed. If the low connects, try a d+1. If the 
mid connects, go for a running stomp.
Rising Sun- Don't even try this. Anyone with a half a brain will see this 
Remember that Heihachi's lows are not limited to just the move list. A simple 
crouching kick can get you out of a bind but the damage comes from his Spinning 
Demon and Jumping Low Kick. His regular low kicks are your only other 
alternatives, so don't overlook them.

Demon Breath
This nice little move has surprise written all over it. By doing this, 
1,2,2~1+2~u_d~1+2, you can spin around, fake an attack, and then send your 
enemy back a few feet. As always, if your enemy's on the ground... d+1 THEM!!!

Hammer Punch
The d+1 Hammer Punch is a very good move for hitting grounded opponents. If you 
hit them in the air with it, they hit the ground the fast and you can follow up 
with another one. Hit your enemy on CH with it? You can continue with two more. 
Just remember to pound them with this move if they are on the ground. Even if 
it looks like you're out of range, try it anyway because you might hit them as 
they get up. A lot of good juggles end with this move because you can use 
another one after they hit the ground.

Wall Game
Heihachi is a strong player when it comes to walls. Do a wall push, follow up 
with 1,1,2 for the wall stun, then finish with a QCF+2. That's quite a bit of 
damage there. Pretty much all you have to do is get them up to the wall, then 
use his powerful moves such as the QCF+2 and the u/f+3,4.

JF moves
Heihachi's JF moves are hard to do. His Omen Thunder God Fist is one of those 
moves that you just can't do on the first 50 tries. But once you get it, you 
should practice it until you can use it about 70-80 percent of the time. His 
Shimmy Step is also difficult but the results are devastating. It takes a lot 
of practice to get his JF moves right. You can also use the JF Hell Axle for 
extra damage but be careful with this move as your opponent can sidestep it 

Heihachi is a very strong juggler. He has a lot of moves that get the enemy in 
the air. The Demon Uppercut, Lightning Rising Uppercut, and Twin Pistons all 
work very well. The delayed Dragon uppercut also does this because you can 
press f,f,f as the move ends to run up to the enemy. Once they are in the air, 
there are a lot of follow ups but the most popular ones seem to be d/f+1 
f,N,d,d/f+4,4,N,1 d+1 d+1; d/f+1 d/f+1,2; f,f 1 f,f+1,b+2,1_4; QCF+2. Also 
notice that if the b+2 connects on CH, you can follow up with d/f+1,2 to make a 
very powerful juggle. The f,f+3 and WR+2 also juggle on CH. Even Heihachi's 
regular right kick (a simple 4) will stun on CH.

Wave Dashing and Shadow Step
A Wave Dash is a bunch of crouch dashes strung together. Notice that during the 
crouch dash, tapping f will make you lunge forward where you can tap d,d/f for 
another dash and so on. The motion is like this:


Remember that you cannot use f,N,d,d/f,f all in one motion. Instead of rolling 
your thumb in the pad while doing the d,d/f,f motion, do d,d/f then let up on 
the pad briefly before pressing f and doing the motion again. This allows you 
to quickly close the distance on an enemy while staying low. You can execute 
any attack from the crouch dash while doing a wave dash and when you press the 
single f after a crouch dash you can also use 2 or 3 at the same time for a 
Demon Uppercut or Left Splits Kick. You can use the wave dash to quickly attack 
your enemy low, mid, or high, then back off with the Shadow Step. These two 
moves allow for a lot of movement for Heihachi. If you are in a small arena 
such as Underground, you can wave dash at the beginning of the battle (before 
the announcer says "fight") to put your enemy up against the wall. Then start 
with a wall push. Wave dashing is not infallible. An alert player can use a 
quick low jab to stop you dead in your tracks. This move is used for keeping an 
unpredictable edge on your opponent. You have to use it quickly and end it 
quickly, otherwise your enemy will have time to attack. Shadow Stepping can get 
you out of harm's way, so use it if your enemy is attacking a lot. You can also 
use the Shadow Step with b,b,b+3+4.

The Electric Wind God Fist, or EWGF, is a better version of the Rising 
Uppercut. It comes out faster and has better recovery time. It takes practice 
to use. Basically, you have to enter the crouch dash motion quickly and 
precisely while hitting 2 at the same time as the d/f. The time between the 2 
and d/f is 2 frames, so it's harder that Kazuya's because his is 3 frames. It's 
great for pushing an enemy back and you can use 1 or 2 in a juggle as well. 
Like the regular Rising Uppercut, it hits high and juggles on CH.

No guard point moves
One Heihachi's great strengths is his variety of moves with no guard points. If 
you connect with these moves, the rest is guaranteed, so they are very useful 
for dishing out damage if you block or avoid an attack.
Flash Punch Combo- Although the last punch can be delayed, don't do it if 
you're actually connecting. You can use the 1,1 for a poke. If your enemy is 
blocking it, do NOT add the 2, otherwise you will be left wide open. This is a 
great move to use for wall push because the last hit causes a power wall stun.
Demon Slayer- This is a little stronger, but all the hits are high. It's easy 
to duck, so you might want to rely on the Flash Punch Combo. The Demon Kicker 
is also a good move for wall push as well. Remember that Demon Executioner has 
a guard point for the last hit, so you should use it to fake out your enemy 
(also because you can cancel into a sidestep and use Demon Breath again).
Tsunami Kick- Just ducked an attack? Come right back with this move for some 
serious damage. You can also use it out of a QCF or Crouch dash/wave dash to 
fool an enemy expecting a Spinning Demon. This move is also useful for pushing 
your enemy back (as is the u/f+3,4 and QCF+2).
Twin Pistons- This move juggles, too, so it will be near the front of your 
offense. It causes great damage and the follow ups will help immensely. Be 
careful because if the second hit is blocked, you'll be left open for a while. 
It's also a good to end a juggle with.

Heihachi has a good number of throws. They aren't really anything spectacular 
but his Stonehead is good throw to use (although your enemy can techroll it). 
The Heaven's Wrath causes a lot more damage to Heihachi than to your enemy, so 
use it sparingly. And the Headbutt Carnival can turn into a Headbutt slugfest 
and you can end up dead if you're not careful. Try to avoid using it because, 
the enemy can reverse easier than you can. It's unlikely you'll be able to 
reverse it back, so don't use it unless you're really confident. Also notice 
that you can't even use the throw if you are not facing a character that can 
reverse it.


8. Combos

The following are some nice juggles for Heihachi. The first five are the 
sample combos available in Practice mode. The rest are my own and some 
others that I've seen.

f,N,d,d/f+2* 1,2,2~1+2
d/f+1,2 d/f+1 d/f+1,2
f,f+2 d/f+1 f,N,d,D/F+4,4,N,1
f,f+3, EWGF, QCF+2
f,N,d,d/f,1 (delayed version) QCF+2
f,f+2 f,f 1 f,f+1,b+2,1_4
f,f+2 f,f 1 f~N~d~d/f+1
WR+2 or 4 (CH) d/f+1 (flips opponent) 1 f,N,d,d/f+4,4,N,1 d+1 d+1
QCF+2 (wall) d+1 d+1
Wall push 1,1,2 d+1 d+1
Far wall push 4 4


9. Outro

Heihachi is a lot different than I expected, so it was fun to play as him, 
learn his moves and strategies, and write this FAQ. I really hope you're a 
better Heihachi player so THANK YOU for reading this FAQ.


10. Credits

If you contributed anything to this FAQ, then your name will be here. Oh, and 
PLEASE tell me if you find something wrong in this FAQ!! The following are some 
people I'd like to thank for their support:

gamefaqs.com - For hosting my FAQ and making it possible to others to view.
You - For reading my FAQ.

Until we meet again...