Heihachi, official Tekken 8 character render
Render: Bandai Namco Entertainment
Tekken 8 frame data · character

Heihachi

98 moves you can start on your own, 47 follow-ups inside strings, and 11 stances they come out of. Ask the table a question rather than reading it top to bottom.

Moves
98
Launchers
53
Fastest
i10
Safe
73
Lows
12
Mids
91
Highs
24
Homing
2
Tornado
1
Heat engagers
5
Fastest move
1

You blocked it. What does Heihachi get?

Pick how minus they were.

Blocked standing

The punish people take
  • f,n,df#2 [1] 23 85 combo +39a (+29)
  • df+2,WAR.1 28 92 combo +66a (+50)
  • df+1:2* [2] 33 +19a (+14)
  • df+4,2 33 83 combo +9a (+0)
  • df+1,2 30 +3
  • df+2,1 28 +12a (+5)

Anything Heihachi can start from neutral inside the window.

  • 1+3 Neck Breaker throw i12 35
  • 2+4 Jumping Powerbomb throw i12 35
  • uf+1+2 Stonehead launch throw i12 35
  • uf+1+4 Headbutt Clash throw i12 30
  • f,n,d,df#2 Electric Wind God Fist i11 23
  • f,n,d,df+2 Wind God Fist i11 20
  • 2 i11 10
  • 1 Jab i10 5

Blocked a low

The punish people take
  • ws1 17 47 combo +35d (+27)

You are crouching, so the punish comes out while you rise — the ws moves.

  • ws1 Quick Iron Fist i13 17
  • ws4 i11 13

Sorted by damage, highest first, and the top one at each window is marked. Frames are necessary and not sufficient: pushback is not in the source, so a move listed here can still whiff at the distance the blocked attack left you at.

98 of 145 rows
Input Name Level Startup Block Hit CH Damage
1 Jab Recovers 2f faster on hit or block (t27 r17) h i10 1 8 — 5
2 — h i11 0 9 — 10
f,n,d,df#2 Electric Wind God Fist Chip damage on block h i11~12 5 [[Heihachi combos#Staples|+39a (+29)]] — 23
f,n,d,df+2 Wind God Fist Becomes Electric Wind God Fist (f,n,d,df#2) during Heat, partially uses remaining Heat Time h i11~12 -10 [[Heihachi combos#Staples|+39a (+29)]] — 20
H.d+1+2,PH Charging Hard Parries high or mid punches or kicks t i11 — — — 35
ws4 — m i11~12 -3 8 — 13
1+2 Demon Breath Balcony Break m i12 -10 [[Heihachi combos#Wall|+24a (+14)]] — 25
1+3 Neck Breaker Homing t i12~14 -3 -1d — 35
2+4 Jumping Powerbomb Floor Break t i12~14 0 +0d — 35
f+1+2 Chrome Dome Spike h i12 -14 [[Heihachi combos#Mini-combos|+14c]] — 15
FUJ.1FUJ — h i12~13 -4 7 — 13
uf+1+2 Stonehead Balcony Break t i12 0 +26a (+7) — 35
uf+1+4 Headbutt Clash Balcony Break t i12 i48 -6 +28d (-30) — 30
WAR.1+2WAR Ultimate Demon Breath Balcony Break m i12 -10 +32a (+24) — 31
df+1 — Decreased opponent blockstun when performing df+1,1 (r18 -> r14) m i13~14 -5 7 — 10
df+2 — m i13~14 -7 4 — 8
df+4 — m i13~14 -6 5 — 10
f,F+1+2 Raoh Thrust Heat Engager m i13 -8 +22a (+12) — 22
f+2~1 — Cancel to SS with D_U m i13 -11 6 — 20
ws1 Quick Iron Fist Balcony Break m i13~14 -14 [[Heihachi combos#Mini-combos|+35d (+27)]] — 17
b+1 — m i14~15 -9 4 — 12
b+3 — Homing h i14~15 -9 2 — 14
qcf+2 Iron Hand Heat Engager m i14~15 -17 +18a (+8) — 30
3 — m i15 -4 1 — 10
4 Otoko Geri Tornado h i15~16 -9 +16g [[Heihachi combos#Staples|+52a]] 21
df+3 — Knee m i15~16 -6 5 — 10
f,f,F+1+2 Roaring Stonehead Spike h i15 3 +6d — 20
f+2 — h i15~16 -9 2 — 13
FC.df+2FC Ascension Upper Tornado m i15 -14 [[Heihachi combos#Staples|+37a (+27)]] — 17
FUJ.2FUJ Hidden Wind God Fist Tornado m i15~16 -10 +75a (+59) — 20
H.2+3H Enraged Tettsui Otoshi Heat Smash m,m i15 10 +0d — 50
H.2+3,FH Eight Thunder Kami Slayer Heat Smash m i15 10 -2d — 50
RAI.1+3RAI Thunder Broken Toy Unbreakable t i15~16 — +0d — 30
ub+1+2 Genkotsu Crusher Spike m i15 -8 +7c +28d 17
WAR.f,f,F+1+2WAR Ultimate Roaring Stonehead Removes Recoverable Health h i15~16 6 +6d — 20
WAR.FUJ.2WAR.FUJ Ultimate Hidden Wind God Fist Tornado m i15~16 -3 [[Heihachi combos#Staples|+75a (+59)]] — 24
2+3 Heat Burst Heat Burst m i16 1 +2c — [12;12]
d+1 Hammer Punch Spike m i16 -9 2 — 12
db+3 Sacred Tree Fell L i16 -13 -2 — 10
f,n,d,DF+4 — L i16~17 -23 +8c [[Heihachi combos#Staples|+28a]] 15
WAR.f,n,d,DF+4WAR Ultimate Spinning Demon No stagger on block L i16~17 -14 +8c +28a 15
1+4 Mishima-Style Ultimate Technique: Warrior Instinct Reversal Break SL i17 2 +21g — [10;10]
RAI.1RAI Hidden Thunder God Fist Gains Reversal Break during Warrior Instinct M i17~18 -11 +12a (+2) — 38
RAI.2RAI Thunder Cutter Strong Aerial Tailspin h i17~18 10 +51a — 25
WAR.RAI.1WAR.RAI Ultimate Hidden Thunder God Fist Reversal Break M i17~19 -8~-6 +12a (+2) — 38
b+4 Indra's Kick Balcony Break m i18~19 -8 +30a (+4) +53a 23
f+3 Lightning Crush Knee m i18~20 -5 9 — 10
FUJ.1+2FUJ Tengu's Wings Homing m i18~19 -13 +6a (-3) — 25
FUJ.1+3FUJ Fire Starter Homing t i18 — 7 — 15
FUJ.4FUJ Wind God Geta Stomp Spike L i18~19 -14 -4 +12g 20
H.FUJ.1+3H.FUJ Firestarter Homing t i18 — 8 — 15
ub+2 Skull Rupture Balcony Break h i18~19 -6 +14c — 25
ws2 Dark Thrust Balcony break on airborne hit m i18 -8 8 [[Heihachi combos#Mini-combos|+14c]] 20
ws3 — m i18~19 -11 0 — 10
f,F+2 Demon God Fist Tornado M i19~21 -16 [[Heihachi combos#Staples|+37a (+27)]] — 22
f,n,d,df#1 Electric Thunder God Fist 9 chip damage on block M i19~21 -11 +26a (+16) — 33
f,n,d,df+1 Thunder God Fist Becomes Electric/Omen Thunder God Fist (f,n,df#1) during Heat, partially uses remaining Heat Time m i19~21 -15 +30a (+20) — 30
f,n,df#1 Omen Thunder God Fist 11 chip damage on block M i19~21 -11 +25a (+15) — 38
f+4 Right Splits Kick Spike m i19~20 4 +7c +26d 20
FC.df+4FC Crouching Dragon Kick Clean hit +17a and 20 damage L i19~21 -23 +4c — 16
OTG.d+4OTG Geta Stomp Spike L i19~20 -14 -3a (-11) — 30
RAI.4RAI Raijin Spinning Demon Links to f,n,d,DF+4 extensions L i19~20 -23 +8c +28a 15
uf+2 — m i19 -9 4 — 16
WAR.f,F+2WAR Ultimate Demon God Fist Tornado M i19~21 -16 [[Heihachi combos#Staples|+37a (+27)]] — 22
f,F+3 Left Splits Kick Spike m i20~22 -3c [[Heihachi combos#Staples|+56a]] — 21
R.df+1+2R Mishima Style Ultimate Technique - Tempest Dragon God Fist Rage Art m,t i20 -18 +0d — 55+
WAR.f,F+3WAR Ultimate Splits Kick Spike m i20~22 +1c [[Heihachi combos#Staples|+56a]] — 25
b+2 Rashomon Balcony break on airborne hit m i22~23 2 7 — 20
d+3 Jichinsai Spike M i22~23 -7 +3a — 25
f,f,F+3 Leaping Side Kick Balcony Break m i22~25 6 +13a (+3) — 30
RAI.3RAI Jichinsai Spike M i22~23 -7 +3a — 30
db+2 Eishomon Spike L i23~25 -18 +6c — 25
SS.2SS Nail Beating Enter RAI -5 +13 r24 with F m i23~24 -9 9 +36a (+28) 20
4* Otoko Geri (charged) Tornado h i24~25 6 +67a (+51) — 27
uf+1 Demon's Wings Balcony Break m i24~25 -13 +14a (+5) — 25
uf+4 Wind Slicer Homing m i24~26 -9 [[Heihachi combos#Mini-combos|+43a]] — 17
f,n,d,df+3 Bone Splinter Kick Tornado m i27~28 +11g +31a (+10) — 30
FUJ.3FUJ — Balcony Break m i28~29 -10 -10a (-20) — 17
uf+3 — Balcony Break m i28~29 -10 -10a (-20) — 17
b:2* Zenith Rashomon Strong Aerial Tailspin m i29~30 6 +24a (+14) — 23
ub+1+2* Genkotsu Crusher (charged) Floor Break m i29 4 +28d — 27
H.db+1+2H Thunderous Battering Ram Tornado SM i30 0 +0a (-17) — 25
f,n,d,DF+3 Earth Scraper Kick L i33~34 -23 [[Heihachi combos#Mini-combos|+28a]] — 24
4~3 Demon Scissors Spike M i35~37 -11a +21a — 25
b+2* True Rashomon Strong Aerial Tailspin m i39~40 5 [[Heihachi combos#Mini-combos|+29a (+21)]] — 30
b+1+2 Heaven's Merciless Wrath Heat Engager m i42 -11 +23a (+13) — 20
d+1+4 Lightning Hammer m! i60 — +18a — 50
1+2+3+4 Ki Charge Can't block for 5 seconds — — — — — —
2+3+4 Auger — — — — — —
Back throw Atomic Drop Unbreakable t — — +0d — 60
d+1+2 <div class="dotlist"> * Fujin * Wind God&#039;s Kamae </div> Actionable after 30f — — — — — —
f+3+4 Thunder God&#039;s Kamae Cancel to r20 with b or db — — — — — —
f,n,d,df Wind God Step Cannot be buffered — — — — — —
f,n,d,df,UF — Unable to act from frames 3~27 — — — — — —
FUJ.DFFUJ Fujin > Wind God Step Transition to r4 CD after 4 frames in FUJ (r8?) — — — — — —
H.b,b,n,3+4H Shadow Step Consumes all of the remaining Heat time — — — — — —
Left throw Guillotine Chop Throw break 1 t — -3 -3d — 40
Right throw Freefall Floor Break t — -3 -4d — 45

Move data and the published punish tables are imported once from a community frame-data project that releases its text into the public domain (CC0). Numbers are theirs; the grouping, the derived flags and any mistake in them are ours. Character renders are Bandai Namco Entertainment’s, shown to identify the fighter. TEKKEN is a trademark of Bandai Namco Entertainment Inc., which is not affiliated with this site. A dash means the source does not record that column for that move — it is not a zero, and the filters treat it as unknown.