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Tekken 8 — Characters

Heihachi Mishima – Frame Data

Heihachi Mishima is a relentless powerhouse built around high-damage combos and oppressive mids. With classic Mishima movement, a savage wallsplatting jab string, and one of the best i12 punishes in the game, he forces you to play his pace. His lows are risky and his execution demands are high, but once Warrior Instinct kicks in, his punishment and damage reach another level.

145 Moves

Normal Moves

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FC Stance

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OTG Stance

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H. Stance

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R. Stance

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WAR Stance

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SS Stance

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FUJ Stance

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RAI Stance

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Fighter Profile
Pressure | Mix-up Expert
Offense
9
Defense
8
Execution
8

Weak to: Step Left

Overview

Powerful mids, electrics and huge damage; risky lows and hard execution demand discipline.

Heat System

In heat, Heihachi gains extensions to his homing moves and new combo enders, making him even more dangerous and harder to sidestep. His FUJIN stance also gets an auto parry for high and mid attacks, and his heat smash can break floors or wallsplat while transitioning into RAIJIN on block for a forced 50/50.

Strengths

Standing punishment: i10f wallsplatting 1,1,2 and i12f f1+2 that guarantees any mid up to i14f.Strong mids: df1,2, b4, ff1+2, and f3 control space and keep opponents locked down.Classic Mishima tools: wave dash, EWGF, and hellsweep for movement and pressure.Warrior Instinct: i13f launcher, safer stance moves, buffed damage, spike enders, and more.Sidestep coverage: b4 tracks left, f3 tracks right, rewarding read-based calls.Two great stances: RAIJIN forces a 50/50 after heat smash; FUJIN offers pressure, a mid launcher, and an unbreakable homing throw.Parry: It has a minus -10 parry which is also a mid Heat Engager, trying to overwhelm him with attacks is not a viable option.

Weaknesses & Counterplay

High-risk lows like db2, hellsweep, and FC.df+4 are launch-punishable on block.Other lows like db3 and FUJ.4 are minus on hit and offer little reward.It can be hard to open up a defensive player without taking big risks.No easy launcher for -15 and up, you need EWGF execution.High execution combos are required to maximize his damage.
Game Plan
Use 1,1,2 for hit-confirmable wallsplat pressure and standing punishment.Call out sidesteps with b4 (left) and f3 (right) to keep opponents from evading your pressure.Go into RAIJIN after heat smash and force the 50/50 between RAI.1 and RAI.2.Abuse FUJIN stance pressure and stance cancels to keep them guessing, but watch your lows.Save Warrior Instinct for when you need maximum punishment and damage.
Stances
FUJIN (Wind God's Kamae) — enter: Hold down after certain moves like f4, f3, ws4,4, or 1,b2. — Pressure stance with options like FUJ.2 (mid launcher), FUJ.4 (low stomp), FUJ.1+3 (unbreakable homing throw), FUJ.1+2 (power crush), and FUJ.3,4 (low crush launcher). You can cancel via crouch dash into back for mind games.RAIJIN (Thunder God's Kamae) — enter: Holding forward after d1,2 or ss.2, and automatically after heat smash on block or FUJ.1+3 in heat. — Mainly for a 50/50 mixup after heat smash: RAI.1 is a mid wallsplat, RAI.2 is a guard break that guarantees 1,1,2. Can be cancelled by pressing back.