MMMX M MMMM M M M: MM MMMM MM MM M M MWM M MMM MB M MMM rMM M M MM WM M M @ M M M M i MM M M MMMM MMMM MMWMM M WMMMM MMaM M M MMMM M8MX M MMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MX M MM WM M; MS MM @M M MB MM WM M M0 MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM (yes, I know. Worse SCII ascii art ever.) ----------------- Copyright stuff ----------------- Heihachi Soul Calibur II FAQ, Written by Christopher C. Wu This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. This FAQ = Copyright 2003 Christopher C. Wu --------------- Updates 09/02/03 - Started the FAQ 09/05/03 - First update, added profile and more in moves and strats section. --------------- Point of this FAQ: To teach you how to play as Heihachi, mostly vs Humans. If you want to know how to get through WMM, look at cjayc's guide. Applys to all versions. ====================================== Index ====================================== --------Conventions ----------Movelist -----------Profile ------------Indepth look at moves -------------Combos/Juggles --------------Strategy ---------------Basic anti-CPU ----------------End ===================================== Basic Conventions from www.soulcalibur.com ===================================== Joystick: 7 8 9 7 = u/b 8 = u 9 = uf 4 5 6 4 = b 5 = N 6 = f 1 2 3 1 = d/b 2 = d 3 = d/f 8W= During 8way walking Buttons: A=Horziontal Slash B=Vertical Slash K=Kick G=Guard a,b,k=Small letters means tap the button slightly, then quickly onto the next command Character States: FC=In Full Crouched WS=While standing from crouched BT=BackTurned WR=While Running Other conventions: GI=Guard Impact CH=Counterhit SC=Soul Charge []=Press and hold GB=Guard Break _= or WGF=Wind God Fist EWGF=Electric Wind God Fist CD=Crouch Dash WD=Wave Dash LD=Light Dash TGF=Thunder God Fist Hit levels L=low M=Mid H=High S.M=Specal Mid UB(!)=Unblockable ========================================== Profile (does anyone actually read this stuff?) ========================================== Name: Mishima Heihachi Age: 75 Birthplace: Claims to be Japanese(denied by Japanese government) Hight: 5'10" Weight: 176 lbs. Birth Date: Unknown Blood Type: B Weapon: His Body Discipline: Mishima-Karate Job: Head of Mishima Zaibatsu Family: Pet/Kuma Son/Kazuya Grandson/Jin Kazama The "Story" ----------- After completing his ountain training with Kuma, Heihachi stopped by a hot springs resort to recuperate. There he encountered an ancient metallic fragment. According to old picture scrolls, this shard was a piece of Soul Edge, a notorious sword from medieval Europe. Heihachi grabbed teh fragment in excitement and accidentally cut his fingertip.(ed: gasp liek omg ... ~ ~;) After a moment of dizziness passed, Heihachi looked around around at his surroundings. A feeling of uneasiness washed over him. He was no longer at the resort he had been at just a few ago. Heihachi was stunned, but nevertheless remained collected. After he wandered around for a while(ed: not in his T4 outfit I hope. =P), he came to the conclusion that he was no longer in modern-day Japan. He has somehow traveled back to ancient times. Apperently, he was in the latter half of the 16th century. Regardless of the situation, Heihachi had to find a way to return to his time. There was a part of him, however, that was trembling with anticipation of what was about to transpire. He knew the history behind the fragment, which was rife with battles between warriors fighting for its possession. Now, he was right in the mist of it all. What better way to test his strength then in a warring era ruled by power?(ed: jeeze, time travel for a challange.... lol just have a few rounds with T4 Jin.) A fighter could not ask for a better challenge! ----------------- History of Games ----------------- Tekken 1 Tekken 2 Tekken 3 Tekken Tag Tournament Tekken Card Challenge Tekken 4 Soul Calibur II(PS2) also in one of namco's all star racer games. ------------------------------------------- (((Movelist))) format: Command---Name---Hit level ------------------------------------------- Section 1: A AAB Thunder Twin Hammer HHM AA[B] Thunder Twin Hammer(hold) HHM(GB) AK Thunder Demon Kicker HM 6AB 8_2 Demon Shout Feint HM 66A Phoenix Wing M 3A Dark Impact M 2A Body Hook S.M 1A Rock Smasher L 4A Demon's Boar M 44A Hilt Crush M 3AB Uppercut M A+B Demon Breath M 4A+B Twin Hammers M 4[A+B] Twin Hammers(hold) M(GB) 6A Phoenix Wing M 8W3_9A Twin Helix HH 8W8_2A Oni Killer H 4_8W7_1A Hilt Crush M WR6A+B Running Cross Arm M WSA Raising Hook H FCA Low Hook S.M Section 2: B BBA Demon Slayer HHH BBAB(8_2) Demon Executioner(Fake) HHM BBK Demon Kicker HHH 6BBB Flash Punch Combo(delay able) HHM 6B4AB Demon Massacre HMM(GB) 6B4AK Demon Lair HMM B6A Demon Backhand Spin HH B6AB Rage Demon Breath HM B6AB8_2 Rage Demon Breath Feint H 66B Demon Upper Cut M 66[B] Demon Upper Cut(hold) M(GB) 3BB Twin Pistons MM 2BB Hammer Punch~Iron Hand MM 1B Body Blow S.M 4B Alter Splitter M 44B Brick Breaker L 236B Iron Hand(aka deathfist) M 623B Rising Uppercut(WGF,or quickEWGF) S.M 623[B] Dragon Uppercut(hold)(aka TGF) M 2B+K Lightning Hammer(g-cancelable) M (!) 66_8W9_3 B Demon Uppercut M 66_8W9_3 [B]Demon Uppercut(hold) M(GB) 8W8_2 BB Hammer Hand~Iron Hand MM 8W7_1 B Demon Chop M 44B Brick Breaker L WSB Dark Thrust M FC3B Single Piston S.M FCB Body Blow S.M FC1B Low Jab S.M Section 3: K K2 Geta Stomp L 6K Right Splits Kick M 66KK Hell Axle MM 3K Sidekick M 2K Sweep Kick L 1K Lowkick L 4K Back Spin Kick H 44K Lighting Crush K 62[3]KKK Spinning Demon LLL (~any point in 62[3]KKK) ~5 KK Tsunami Kick MM ~B Uppercut M 8K Hopkick M 6235 K Jumping Mid Kick M 6235 K2 Jumping Low kick L 9KK Rising Sun ML kB Demon Scissors M WSKK Tsunami Kick MM FCK Low Left Kick L FC1K Low Kick L Section 4: Throws From Front: A+G Lightning Hammer B+G Jumping Powerbomb 66B+G Head Carnival Back A+G_B+G Atomic Drop Left Guillotine Crop Right Freefall Section 5: others A+K Heaven's Wrath GI While on ground... A+B Rising Cross Chop M 4A+B BackRoll Cross Chop M B+K Spring Kick M 10-Strings(after A+B+K Soul Charge, any level) 2KBAKKBKBAK 10-string 1 MHHLLMHHMM 3KBAKKBKBAB 10-string 2 MHHLLMHHMM 3KBAKBBBBB 10-string 3 MHHLMHMMM Also from HNIC: Shadow Step - SC(lvl 3), 4+A+B+K (up to three times) Demon Scissors - at SC(lvl 3), this move becomes unblockable ------------------------------------------------ (((In-depth look at most useful moves))) ================================================ Now these are the attacks that are note worthy, and should be in your mind as you play as Heihachi. Keep in mind, you're going to be using ALOT more Bs then As, as Heihachi's best attacks comes from B. Format: command-range, damage comments ------------------------------------------------ 1B SM 15 1K L 15 2K L 14 3K M 17 Your basic Pokes to annoy your oppn. All these moves are faster then most moves, so you should use them to setup for your bigger moves. 6BBB - HHM 12-10-25 This is one of your main Poke Strings. On CH, all three hits will hit if the first one connects, and just the first two are very good poking tools. 2BB - MM 20-34 His 2B by itself has nice range, and again on CH, the iron palm is just about guaranteed. Good Pressure String. 3BB - MM 16-30 One of his main launchers, If the first hits, then the follow up is guaranteed. Great speed, okie range, this is one of the best moves Heihachi has in close range. A+B is a good follow up after they are in the air. 236B - M 54 This Heihachi's DeathFist of DOOOOOOOOOOM@!!!! hehe, but really, this is Heihachi's powermove from standing, and it has great range, with or without the 236 dash. Next to a wall, it does about 70. Useful for those expecting a low after you 236/623. 623B - M - 35 His EWGF... THE launcher for it's range and damage. the CD by itself is pretty fast, and can be strung together for a WD, which covers alot of ground. After a EWGF, a 236B combos, which would bring the damage total to a little over 70 damage. Pretty Safe on block, and ducks under some highs during CD. Great move. 623K(and followups) M 20 His long range low attack. Quick, and on CH it trips. After the CH, you can continue to have the rest of the string guaranteed, for example, 623KK5KK. Mixups with 623B and 236B. 9KK ML 26-21 There was some debate about this move in forums. Apperently, if you block the 9K upclose, you would not be able to block the low sweep followup. After testing and testing... I have concluded that: Blocking 9K upclose would give ALOT of frame advantage... but you CAN still block the low if you buffer 2 while blocking the first hit. =P However, if you use it once in a while, your oppn would not have time to react that quickly, giving you a free sweep. AAB_[B] HHM 13-22-25_[40] This is a okie string, but if you train your oppn to block the whole thing, you can charge up the last hit for a GB. Good for applying pressure while moving foward. 66B M 40 His move is his "power launcher", and you can follow up with 236B. This move is basically for those GI happy fools, so you can charge up for a GB if you think a delay may throw them off. (grounded) A+B M 40 4A+B M 40 B+K M 30 Your "suprise" ground moves. All of these ROs, and on block it would put them in a huge guard stun. (looks around..+8frames) 8W8_2 A H 38 (horziontal from his right to left) 8W9_3 A HH 17-25 (horziontal from his right to left) The sidewalk moves you'll be using. 8_2 Knocks down(rings out pretty well), and 9_3 seems to give you advantage on block/hit. 8W7_1 A M 26 On hit, this will knock them slightly sideways, where you can go for things like a sidethrow. On CH, it'll spin-stun them. Look okie on block. ============================================= Combos I will only list combos that are practical, as wiffing in juggles can mean losing your groove, and may turn the tables around. Format: Launcher -followups ============================================= Normal combos ---------- CH6BBB 3KBA Note: After a counter hit WS B or 4K, you can follow up with 3BB and the juggles afterwards. Air combos ---------- EWGF(623B) -236B -EWGF -TGF -K2 66B -236B 3BB -A+B -EWGF CH 62[3]K -5K 2B -5K EWGF -K5KK 8K -236B -A+B -4K Wall combos ---------- TGF(623[B]), EWGF, or 3BB -3A(on 3BB, timing may be hard) -236B -A+B -4K ===================================== General Strats ===================================== General: Heihachi is a powerhouse, no doubt about it. However, in order to do damage, he needs to get in close, and without letting the oppn attack to push him away. If he is kept out of his attack range, it maybe hard for him to get back in if your oppn has started to flow with attacks. Therefore, you need to learn how to get in close, and stay there. Getting inside the range ------------------------ Of his moves, these are the best ones that leave Heihachi safe while moving him forward. 6BB 2B 3B 236K(K) 1K(WS B) 623B 236/623(just the dashes) With those moves, you should be able to get close enough to pressure with 623623623 or so and into EWGFs, 3BBs, 6BB, and his 623K hellsweeps. Also keep in mind if they start turtling you may want to do his AA[B] or just 4A+B GB on them. If they are close enough, after the GB, you can try to 623B or 236B. The only way they can dodge is by GI, but if you trained them correctly, they'll not have enough time to react. The 623-repeat dashes are much very quick, and ducks unders hi slashes if you do it fast enough. You can cancel it anytime into a GI, so you don't have to worry about big giant attacks pushing you back. Staying in Range ------------------------- A good Heihachi is one that would not let them have any room to breath. With moves like 6BB and the CD mixups, you can keep inside and apply the pressure. With Heihachi's great wall combos, try to use 6BB and 3B to push them towards it. After launching them into the air, consider the juggle ender. Is it going to push them out of range? or would it direct them near a wall so I can corner/RO them? So, instead of doing 236B in the open and push them so far away you may want to just do 3A instead, depending on what launcher. Also, for those that just stay on the floor, don't push them too far away with 2~3 hell sweeps. One will do just fine, as they can block the second one if they don't get CHed trip, they can GI the rest of the string. For those that likes to stand and block right after knocked down, you can get them with a low hit. 623K5KK is good, as well as using K2 once in a while. K2 has a slight delay, and he doesn't really look like he's going for a low attack. If they get CHed from it, they'll hold their foot in pain for a while, leaving them open for a quick attack like A+B. Also take note of 623KB (and 623KKB). Unlike in other tekken games, Heihachi's uppercut comes out much faster, letting you have a good, short mixup from 623K. Just watch out if you decide to use the full string though, as at the end, it's easily GI-able, stopping your movement and flow. BBA+B(8_2) is a great way to circle around/confuse your oppn. If You do decide to spin though, make sure you don't do it too much. The lag after spinning seems to be in their favor... but if you do this in the middle of a rush, there may be a -slight- headlights effect, giving you time to attempt a throw. Anti Step/8W ----------- Moves that are good against step(and 8W) 8W 8_2 A 8W 8_2 K 4A After GI: ---------------- Delay hits 1A 4A 4[A+B] 44K 66A 44B Quick hits A+B 3BB 4B 4K 2K Hits that have weird/twitch animation that my bait a failed GI 6K 66KK K2 9B Ring out ---------- As we know, SCII's (standard) arena's are kinda big(cep egyptian one). However, once in a while, fights will get near the edges, and Heihachi definetly has the moves to take advantage of that. Knocks back Close range: 623KB: The hellsweep to upper. This one ROs in front of Heihachi. EWGF: the standard juggle starter is something an oppn should fear. a simple EWGF A+B or 236B can well enough force them out of the Ring easily. 1A: This move only ROs when reeeeaaaly near the edge. But it hits low so it may hit. 4K: Hits high, a quick spinning kick. One of the simple, easy way to RO. Knock back Far range: 8W 8_2 A: When your oppn's near the edge, they may panick and try to 8Way away from it. This is your chance to ring them out with your own 8way attack! This think knocks back pretty far, and slightly to the left of Heihachi. 236B: The far range, mid hitting death fist. TGF(623[B]): The good thing about this move is, it's pretty hard to air control after getting hit by it, as it's foward force is pretty good. ===================================== Against WMM CPU(or, artificial ignorance) ===================================== With Namco making yet another crappy AI, Heihachi kinda rips through everyone... esp in WMM. This section is going to be short, because it doesn't take much to beat the WMM AI with heihachi. Start the round by wavedashing quickly towards... Then hellsweep all the way, ending with tsunami kicks. More then likely, the computer would eat just about ALL of the hellsweeps. Repeat by 623K-ing them as they get up. If you are near a ledge, do 623KB instead. More then likely, They'll be ringed out. If not, use moves like 3BB or EWGF, and 8W 8_2 A. =P I went through WMM easily with this... even in chapter 4 mission 3, all I had to do was run to the ledge, 8 way/BBA8_2 around them, and then do hellsweeps or 236B. Against Taki I did a bunch of 3BBs and RO her with A+B afterwards. Conclusion: ----------- Well, this is as much as I have personally found out during matches against friends and in practice. Hopefully in the next section, there'll be setups and such added. You can find me on Gfaqs as "The Wu 2003" or on AIM as "Nyawu". Much Thanks to everyone who have told me stuff about SCII, as well as how broken Stepguard was, and how GI is kinda next to useless."Except Asta." Thanks also goes to cjayc and Gamefaqs for hosting this faq.