Ironfist Insights
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Heihachi — character information

Every Heihachi move in Tekken 8: 61 rows, 5 lows, 4 throws, 12 plus on block. Frame data from wavu.wiki, which publishes it under CC0. Game version 3.01.01.

How they play

On the numbers, Heihachi is built on plus frames (17.2% of the movelist is plus on block) and dangerous at a wall (29.1% of the movelist carries a balcony break or wall crush), with 4 further axes also in the roster's top fifth. Everything else about them sits inside the roster's normal range.

  • Neutral throws417th of 41

    Throws they can start from neutral, excluding the side and back throws every character shares. More throws means your standing break is more of a guess.

    Heihachi: 4 throws from neutral — 17th of 41. The roster median is 4.

  • Plus on block17.2%1st of 41

    How much of the movelist is genuinely their turn after you block it. Guardable moves and spacing-dependent ranges are excluded, because neither is free pressure.

    Heihachi: 17.2% of the movelist is plus on block — 1st of 41. The roster median is 11%.

  • Lows9%37th of 41

    How much of the movelist is low-family — low-parryable and low-crushable. Includes special lows, which you CAN block standing, so a big number is not by itself a reason to crouch.

    Heihachi: 9% of the movelist is lows — 37th of 41. The roster median is 13.8%.

  • CH launchers1125th of 41

    Moves that launch on counter hit. Against a high number, pressing your turn back is how you lose the round rather than how you win it.

    Heihachi: 11 moves launch on counter hit — 25th of 41. The roster median is 12.

  • Stances36th of 41

    Stances that real moves come out of, excluding the positions inside a chain throw. Each one is a separate movelist you have to know.

    Heihachi: 3 stances: FUJ, RAI, WAR — 6th of 41. The roster median is 2.

  • Homing224th of 41

    Homing STRIKES — moves that realign and catch a sidestep. Homing throws are counted separately, because they say something different.

    Heihachi: 2 homing strikes — 24th of 41. The roster median is 3.

  • Wall / balcony29.1%7th of 41

    How much of the movelist breaks a balcony or crushes a wall. This is what being cornered actually costs against them.

    Heihachi: 29.1% of the movelist carries a balcony break or wall crush — 7th of 41. The roster median is 24.8%.

  • Floor breakers221st of 41

    Strikes that break a breakable floor. On stages that have one, these are what they are looking for. Floor-breaking THROWS are counted separately — 61 of the roster’s 273 are throws, and a grab that drops you through the floor is a different thing to watch for than a button that does.

    Heihachi: 2 strikes break the floor — 21st of 41. The roster median is 2.

  • Side switches039th of 41

    Moves that swap positions on hit. This is how a cornered opponent gets out, so a high number means the corner you won is temporary.

    Heihachi: 0 moves switch sides on hit — 39th of 41. The roster median is 2.

  • Chip damage32.1%1st of 41

    How much of the movelist damages you through a block. Blocking is still right, but a long blocked string is not free.

    Heihachi: 32.1% do chip damage on block — 1st of 41. The roster median is 14.5%.

  • Power crushes44th of 41

    Moves that absorb a high or mid and keep coming. Trading loses; lows, throws and not pressing all beat them.

    Heihachi: 4 power crushes — 4th of 41. The roster median is 3.

  • Fast mids61st of 41

    Mids that come out in 13 frames or fewer — what answers your jab and what starts their turn from nothing.

    Heihachi: 6 mids at i13 or faster — 1st of 41. The roster median is 2.

  • Parries / sabaki310th of 41

    Parries, sabaki and reversals: moves that take the turn back on a read. Counted from the parry window on the move where wavu publishes one, and from its description where it does not.

    Heihachi: 3 parries or sabaki — 10th of 41. The roster median is 2.

  • Launchable lows41.7%19th of 41

    How many of their lows hand you a launch when blocked. High means you can stand and take the low; low means blocking it correctly buys you almost nothing.

    Heihachi: 41.7% of their lows are -15 or worse — 19th of 41. The roster median is 37.5%.

  • Launchable mids/highs13.3%15th of 41

    How many of their mids and highs hand you a launch when blocked. Not only mids: 28% of this population is highs, which you can duck instead — so a high number here is not by itself a reason to stand and block. High means blocking and waiting is a plan; low means you have to make the turn yourself.

    Heihachi: 13.3% of their highs and mids are -15 or worse — 15th of 41. The roster median is 10.9%.

  • Turn-keeping pokes38%14th of 41

    How many of their pokes are +5 or better on hit and safe on block. +5 rather than merely plus, because that is the margin that beats a 10-frame jab — at plain +1 the figure is roughly half again as large and means much less. High means that after eating one poke you are still on defence and pressing back is a gamble.

    Heihachi: 38% of their pokes stay plus on hit and safe on block — 14th of 41. The roster median is 35.5%.

  • Duckable highs17.9%32nd of 41

    How much of the movelist ducking answers outright. High means ducking on a read deletes a lot and buys a whiff punish.

    Heihachi: 17.9% of the movelist is highs — 32nd of 41. The roster median is 21.3%.

  • Low crushes16.4%13th of 41

    How much of the movelist jumps over lows. Your own low pokes are a losing button against a high number.

    Heihachi: 16.4% of the movelist jumps over lows — 13th of 41. The roster median is 12.8%.

  • High crushes5.2%37th of 41

    How much of the movelist ducks under highs. Your jab strings and standing kicks are a liability against a high number.

    Heihachi: 5.2% of the movelist ducks under highs — 37th of 41. The roster median is 9.7%.

  • Safe evasions46.2%19th of 41

    How many of their evasive moves are still safe once you read and block them. High means reading their evasion wins you position but no damage.

    Heihachi: 46.2% of their evasive moves are still safe when blocked — 19th of 41. The roster median is 45.5%.

  • Fast plus on block4.5%1st of 41

    Moves that are plus on block AND come out in 15 frames or fewer — plus frames fast enough to use as pressure rather than as a reset. Worth knowing that roster-wide most fast plus moves are highs, so ducking is often the answer.

    Heihachi: 4.5% of the movelist is plus on block at i15 or faster — 1st of 41. The roster median is 2%.

  • Safe poke damage14.58th of 41

    What a single free poke costs, averaged over the ones you cannot punish. High means a passive round is a lost round.

    Heihachi: their average safe poke does 14.5 damage — 8th of 41. The roster median is 13.2.

  • Follow-ups per move0.5430th of 41

    Follow-ups per standalone move. High means most of what you block is mid-string, so your defence is delay-and-interrupt rather than punish windows.

    Heihachi: 0.54 follow-ups per standalone move — 30th of 41. The roster median is 0.61.

Shading shows where Heihachi sits in the roster on that category, darkest for first. It is a position, not a verdict: first of 41 in launchable lows is a weakness. Open any box for what the category means. Bold marks the roster’s top fifth — Heihachi reaches it on 6 of 23.

Your back to the wall

This is where Heihachi wants you. Roughly 39 moves carry a balcony break or wall crush, in the top fifth of the roster — most of what they throw at a cornered opponent converts.

Their back to the wall

Nothing documented gets them out. No move of Heihachi's switches sides on hit, so a corner you win stays won — the escape has to come from movement, which this data cannot see.

Centre stage

Stepping is largely available. Only 2 strikes of 134 moves are marked homing, below the roster middle, and 1 of those is a mid — a short enough list to learn by sight.

On a breakable floor

2 strikes break the floor, about the roster middle.

Key Heihachi moves

Plus on block

  • H.2+3Enraged Tettsui Otoshisituationali15, mid, +10 on block, needs Heat
  • H.2+3,FEight Thunder Kami Slayersituationali15, mid, +10 on block, needs Heat
  • RAI.2Thunder Cutterstancei17, high, +10 on block
  • f,n,d,DF+4,4,4,3Spinning Demon Bell-Ringerfrom f,n,d,DF+4 (i16), high, +9 on block

Plus you cannot ignore

  • f+4Right Splits Kicki19, mid, +4 on block
  • WAR.f,F+3Ultimate Splits Kickstancei20, mid, +1 on block

Fastest mids

  • 1+2Demon Breathi12, mid, -10 on block
  • df+1i13, mid, -5 on block
  • df+2i13, mid, -7 on block
  • df+4i13, mid, -6 on block

Lows, safest first

  • f,n,d,DF+4,4from f,n,d,DF+4 (i16), low, -10 on block
  • f,n,d,DF+4,4,4Spinning Demonfrom f,n,d,DF+4 (i16), low, -10 on block
  • db+3Sacred Tree Felli16, low, -13 on block, too fast to see coming
  • WAR.f,n,d,DF+4Ultimate Spinning Demonstancei16, low, -14 on block, too fast to see coming

Special lows

  • 1+4Mishima-Style Ultimate Technique: Warrior Instincti17, special low, +2 on block, too fast to see coming, once per match

Panic buttons

  • uf+1Demon's Wingsi24, absorbs a hit, -13 on block
  • ub+2Skull Rupturei18, parries, -6 on block
  • f,n,d,df#1Electric Thunder God Fisti19, jumps lows, -11 on block
  • f,n,df#1Omen Thunder God Fisti19, jumps lows, -11 on block

Launches on counter-hit

  • df+4,2Rapid Crush Combofrom df+4 (i13), counter-hit +55a
  • b+4Indra's Kicki18, counter-hit +53a
  • 4Otoko Gerii15, counter-hit +52a
  • 1,2,4Wailing Demon Otoko Gerifrom 1 (i10), counter-hit +52a

Homing

  • RAI.2Thunder Cutterstancei17, homing, +10 on block
  • b+3i14, homing, -9 on block
  • uf+4Wind Sliceri24, homing, -9 on block
  • FUJ.1+2Tengu's Wingsstancei18, homing, -13 on block

Parries and sabaki

  • ub+2Skull Rupturei18, Parries mid or high punches
  • b+1+2Heaven's Merciless Wrathi42, Parries all mid or high punches or kicks, once per match
  • FUJ.DFFujin > Wind God StepstanceLow parry on frames 1?~14?

Free launches for you

  • f,n,d,df+1Thunder God Fisti19, -15 on block, needs Heat
  • 1,b+2,1Demon Massacrefrom 1 (i10), -15 on block
  • df+3,1+2from df+3 (i15), -15 on block
  • df+3,1+2,1Gokotai Rampagefrom df+3 (i15), -15 on block
What Heihachi punishes you with
Heihachi’s hardest-hitting punish at each speed
You areStanding punishDamageFrom crouchDamage
−10 or worse1,1,227 launches—
−12 or worse1,1,227 launchesws4,429
−13 or worsedf+1:2*33 launchesws4,429
−15 or worsedf+3,1+2,144 launchesws4,429
What you get to do about Heihachi’s strings

Fuzzy guard candidates

  • df+1,1high, 6f before 3 slower branches
  • b+3,2high, 2f before b+3,3

Scoped to an opponent pressing the string on immediate timing. No source publishes how large this gap has to be, so none of these are filtered out for being tight. Two thirds of high extensions have no delay recorded either way, so a row with no delay warning usually means nobody has checked.

Do not try to duck these

  • 1,1jails — you stay in blockstun
  • b+3,3,H.2jails — you stay in blockstun
  • df+3,1+2jails — you stay in blockstun
  • df+3,1+2,1jails — you stay in blockstun
  • FUJ.3,4jails — you stay in blockstun
  • …and 2 more

Jailing is unrecorded on 85% of Heihachi’s string continuations, so a string missing from the last list was probably never checked.

Getting into Heihachi’s stances

The movelist below has every stance move on it and nothing saying how to reach one. These are the moves that get Heihachi there. A transition is not always free — wavu writes the condition in prose, and it can be on hit only, on block only, automatic, or need a follow-up input, so check the move’s own row before you count on it.

RAI — 5 moves out of it

  • f,f,F+1+2Roaring Stoneheadi15, +3 on block
  • H.2+3Enraged Tettsui Otoshisituationali15, +10 on block
  • H.2+3,FEight Thunder Kami Slayersituationali15, +10 on block
  • WAR.f,f,F+1+2Ultimate Roaring Stoneheadfrom a stancei15, +6 on block

FUJ — 10 moves out of it

  • ws4,4Tsunami Kicksituationalfrom ws4 (i11), -15 on block

WAR — 9 moves out of it

No move in the movelist names WAR as somewhere it goes. wavu records where a move can be used and never where it cannot, so the way in probably just has not been written down.

2 of 3 stances in Heihachi’s movelist have a documented way in. The rest are shown with nothing under them on purpose: wavu never records where a move cannot be used, so silence there means undocumented, not unreachable.

Throws and breaks

Heihachi has 4 throws that can start from neutral.

Default break: 1. It covers 2 of 4 breakable throws (50%).

What 1 does not cover, most damaging first:

  • uf+1+2 Stonehead — breaks with 1+2, 35 damage
  • uf+1+4 Headbutt Clash — breaks with 1+2, 30 damage
Heihachi neutral throws with break inputs
ThrowNameBreakDamageLeaves youLikely used
1+3Neck Breaker1 or 235—Against sidestepping
2+4Jumping Powerbomb1 or 235—On a breakable floorAgainst sidestepping
uf+1+2Stonehead1+235—At a wall
uf+1+4Headbutt Clash1+230—At a wall

Five questions from the vetted quiz corpus, scoped to this character.

Frame data

What each column means is in reading the frame data pages. The words in these rows are in the Tekken 8 glossary.

Filters · 145 moves
Level
Properties

145 moves

Search any column from its heading.

Heihachi frame data — 145 moves
DetailsProperties
1JabHigh10+1+8—5—
1,1—Highi10 rel-5+6—,6—
1,1,2Flash Punch ComboMidi18 rel-17+19a (+9)—,16
1,1,WAR.2Ultimate Flash Punch ComboMidi18 rel-17+28a (+2)—,20
1,2One Two StrikeHighi10 rel-3+8—,8—
1,2,2Back Fist ComboHighi17 rel-12+4—,12—
1,2,2~1—Midi13 rel-11+6—,20—
1,2,2~1,1+2Demon Executioner VolleyMidi26 rel-13+11a (+2)—,24
1,2,4Wailing Demon Otoko GeriHighi22~23 rel-9+16g+52a,21
1,2,4*Wailing Demon Otoko Geri (charged)Highi31~32 rel+6+67a (+51)—,27
1,b+2—Midi22 rel-2+8—,17—
1,b+2,1Demon MassacreMidi35~39 rel-15+30a (+20)—,20
1,b+2,2Demon BasaraMidi25~26 rel-13+6c—,17
1,b+2,2Ultimate Demon BasaraMidi25~26 rel-13+23a (+13)—,22
1,b+2,4Demon LairMidi39 rel+5+30a (+9)—,30
1+2Demon BreathMid12-10+24a (+14)—25
1+2+3+4Ki Charge———————
1+3Neck BreakerThrow12~14-3-1d—35
1+4Mishima-Style Ultimate Technique: Warrior InstinctLow sl17+2+21g—[10;10]
2—High11+0+9—10—
2,2DogenkotsuMidi22 rel-8+3c—,13
2+3Heat BurstMid16+1+2c—[12;12]
2+3+4Auger———————
2+4Jumping PowerbombThrow12~14+0+0d—35
3—Mid15-4+1—10—
3,2Byakko GekishinMidi22~23 rel-13-2—,10—
4Otoko GeriHigh15~16-9+16g+52a21
4*Otoko Geri (charged)High24~25+6+67a (+51)—27
4~3Demon ScissorsMid35~37-11+21a—25
b:2*Zenith RashomonMid29~30+6+24a (+14)—23
b+1—Mid14~15-9+4—12—
b+1,4Oni YaraiMidi22~23 rel-13+7a—,24
b+1+2Heaven's Merciless WrathMid42-11 HD+23a (+13)—20
b+2RashomonMid22~23+2+7—20
b+2*True RashomonMid39~40+5+29a (+21)—30
b+3—High14~15-9+2—14
b+3,2Hooking Crescent ThrustHighi20 rel-1+15g—,20—
b+3,3Hooking Crescent KickMidi22~26 rel-12+3a—,25
b+3,3,H.2Hooking Battering RamMid smi30 rel+0+0a (-17)—,25
b+4Indra's KickMid18~19-8+30a (+4)+53a23
Back throwAtomic DropThrow——+0d—60—
d+1Hammer PunchMid16-9+2—12
d+1,2Hammer BeatingMidi27~28 rel-9+9+35a (+28),14—
d+1+2Fujin, Wind God's Kamae———————
d+1+4Lightning HammerMid60—+18a—50—
d+3JichinsaiMid22~23-7+3a—25
d+3,H.2Rending Battering RamMid smi30 rel+0-10a (-20)—,25
db+2EishomonLow23~25-18+6c—25
db+3Sacred Tree FellLow16-13-2—10—
df+1—Mid13~14-5+7—10—
df+1,1Muso Palm StrikeHighi15 rel-2+4—,8—
df+1,2Muso TekkenMidi21 rel-13+3—,20—
df+1,2*True Muso TekkenMidi38~39 rel+1+32a (+11)—,28
df+1:2*Zenith Muso TekkenMidi28~29 rel-9+19a (+14)—,23
df+2—Mid13~14-7+4—8—
df+2,1Reverse Muso RenkenMidi20~21 rel-17+12a (+5)—,20—
df+2,WAR.1Ultimate Muso RenkenMidi20~21 rel-17+66a (+50)—,20
df+3—Mid15~16-6+5—10
df+3,1+2—High ⋯i14i9i8 rel-15-4—,3,3,3—
df+3,1+2,1Gokotai RampageMidi22~23 rel-15+20a (+15)—,25—
df+4—Mid13~14-6+5—10—
df+4,2Rapid Crush ComboMidi20 rel-12+9a (+0)+55a,23
f,f,F+1+2Roaring StoneheadHigh15+3+6d—20
f,f,F+3Leaping Side KickMid22~25+6+13a (+3)—30
f,F+1+2Raoh ThrustMid13-8 HD+22a (+12)—22
f,F+2Demon God FistMid19~21-16+37a (+27)—22
f,F+3Left Splits KickMid20~22-3+56a—21
f,n,d,dfWind God Step———————
f,n,d,df,UF———————
f,n,d,df#1Electric Thunder God FistMid19~21-11+26a (+16)—33
f,n,d,df#2Electric Wind God FistHigh11~12+5+39a (+29)—23
f,n,d,df+1Thunder God FistMid19~21-15+30a (+20)—30
f,n,d,df+2Wind God FistHigh11~12-10+39a (+29)—20—
f,n,d,df+3Bone Splinter KickMid27~28+11 g+31a (+10)—30
f,n,d,DF+3Earth Scraper KickLow33~34-23+28a—24
f,n,d,DF+4—Low16~17-23+8c+28a15—
f,n,d,DF+4,4—Lowi24 rel-10+3c+26a,10—
f,n,d,DF+4,4,4Spinning DemonLowi24 rel-10+3c+26a,8—
f,n,d,DF+4,4,4,1Spinning Demon Thunder God FistMidi23~24 rel-15+25a (+18)—,20
f,n,d,DF+4,4,4,3Spinning Demon Bell-RingerHighi25~28 rel+9+45a—,30
f,n,d,DF+4,4,4,n,4,4Spinning Demon Tsunami KickMidi15 rel-15+0c—,20
f,n,d,DF+4,4,4,n+4—Midi24~25 rel-3+8—,10—
f,n,df#1Omen Thunder God FistMid19~21-11+25a (+15)—38
f+1+2Chrome DomeHigh12-14+14c—15
f+2—High15~16-9+2—13—
f+2,2Tensu GekishinMidi22~23 rel-13-2—,10—
f+2~1—Mid13-11+6—20—
f+2~1,1+2Demon Shout VolleyMidi26 rel-13+11a (+2)—,24
f+3Lightning CrushMid18~20-5+9—10
f+3+4Thunder God's Kamae———————
f+4Right Splits KickMid19~20+4+7c+26d20
FC.df+2Ascension UpperMid15-14+37a (+27)—17
FC.df+4Crouching Dragon KickLow19~21-23+4c—16
FUJ.1—High12~13-4+7—13—
FUJ.1,1Wind God Hasai RengekiHighi17~18 rel-2 HD+34a (+9)—,20
FUJ.1,2Wind God TettsuiMidi21~22 rel-13+13a—,24
FUJ.1+2Tengu's WingsMid18~19-13+6a (-3)—25
FUJ.1+3Fire StarterThrow18—+7—15
FUJ.2Hidden Wind God FistMid15~16-10+75a (+59)—20
FUJ.3—Mid28~29-10-10a (-20)—17
FUJ.3,4Wind God Hell AxleMidi20~21 rel+4+30a (+23)—,20
FUJ.4Wind God Geta StompLow18~19-14-4+12g20
FUJ.DFFujin > Wind God Step——————
H.2+3Enraged Tettsui OtoshiMid15+10+0d—50
H.2+3,FEight Thunder Kami SlayerMid15+10-2d—50
H.b,b,n,3+4Shadow Step———————
H.d+1+2,PCharging HardThrow11———35
H.db+1+2Thunderous Battering RamMid sm30+0+0a (-17)—25
H.FUJ.1+3FirestarterThrow18—+8—15
Left throwGuillotine ChopThrow—-3-3d—40—
OTG.d+4Geta StompLow19~20-14-3a (-11)—30
qcf+2Iron HandMid14~15-17 HD+18a (+8)—30
R.df+1+2Mishima Style Ultimate Technique - Tempest Dragon God FistMid20-18+0d—55+
RAI.1Hidden Thunder God FistMid17~18-11+12a (+2)—38
RAI.1+3Thunder Broken ToyThrow15~16—+0d—30—
RAI.2Thunder CutterHigh17~18+10+51a—25
RAI.3JichinsaiMid22~23-7+3a—30
RAI.4Raijin Spinning DemonLow19~20-23+8c+28a15—
Right throwFreefallThrow—-3-4d—45
SS.2Nail BeatingMid23~24-9+9+36a (+28)20—
ub+1+2Genkotsu CrusherMid15-8+7c+28d17
ub+1+2*Genkotsu Crusher (charged)Mid29+4+28d—27
ub+2Skull RuptureHigh18~19-6+14c—25
uf+1Demon's WingsMid24~25-13+14a (+5)—25
uf+1+2StoneheadThrow12+0+26a (+7)—35
uf+1+4Headbutt ClashThrow12-6+28d (-30)—30
uf+2—Mid19-9+4—16—
uf+2,1Kidney Crush ComboMidi27~28 rel-11 HD+21a (+11)—,20
uf+3—Mid28~29-10-10a (-20)—17
uf+3,4Hell AxleMidi20~21 rel+4+30a (+23)—,20
uf+4Wind SlicerMid24~26-9+43a—17
uf+4,H.1Soaring Anvil SmasherMidi25~30 rel-3+5a—,20
WAR.1+2Ultimate Demon BreathMid12-10+32a (+24)—31
WAR.f,f,F+1+2Ultimate Roaring StoneheadHigh15~16+6+6d—20
WAR.f,F+2Ultimate Demon God FistMid19~21-16+37a (+27)—22
WAR.f,F+3Ultimate Splits KickMid20~22+1+56a—25
WAR.f,n,d,DF+4Ultimate Spinning DemonLow16~17-14+8c+28a15
WAR.FUJ.2Ultimate Hidden Wind God FistMid15~16-3+75a (+59)—24
WAR.RAI.1Ultimate Hidden Thunder God FistMid17~19-8~-6+12a (+2)—38
ws1Quick Iron FistMid13~14-14+35d (+27)—17
ws2Dark ThrustMid18-8+8+14c20
ws3—Mid18~19-11+0—10—
ws3,1+2Holy Demon CrossMidi22 rel-9+13a (+4)—,20
ws4—Mid11~12-3+8—13—
ws4,4Tsunami KickMidi15 rel-15+0c—,16