Heihachi VS Yoshimitsu

Heihachi vs Yoshimitsu

VODs from Heihachi's side

Tips

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    Yoshimitsu's Flash (1+4) is a unique i6~9 mid that can interrupt your pressure; be wary of using moves with slow recovery or large gaps if he is close.

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    Punish Yoshimitsu's Rising Knee (uf+3) heavily, as it is -13 on block and a common panic launcher.

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    If Yoshimitsu uses Avoiding the Puddle (uf+4), remember it is -9 on block, meaning you cannot punish it but you retain the initiative.

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    Watch for Yoshimitsu's Fubuki (f,F+4) which is i15~16 and safe at -6; do not over-extend after blocking it.

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    Heihachi's f+4 is excellent here, providing +4 on block and forcing Yoshimitsu into a crouching state where he is +15c, limiting his defensive options.

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    Use Electric Wind God Fist (f,n,d,df:2) to maintain a +5 block advantage, making it much harder for Yoshimitsu to safely enter stances like Kincho (1+2).

  • 0

    If Yoshimitsu enters Dragonfly (u+1+2), use high-reaching moves or wait for the landing, as many of his options like DGF.3 are -13 on block.

Tips are AI-written from the frame data credited below; tournament results come from start.gg.

Frame data: Wavu Wiki (CC0).

Tournament data provided by start.gg.

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FAQ

Who wins Heihachi vs Yoshimitsu in Tekken 8?

We do not have enough recent major-set data yet for a reliable Heihachi vs Yoshimitsu winrate. Use the tips and VODs below while more tournament results come in.

How do you beat Yoshimitsu as Heihachi?

Yoshimitsu's Flash (1+4) is a unique i6~9 mid that can interrupt your pressure; be wary of using moves with slow recovery or large gaps if he is close. Punish Yoshimitsu's Rising Knee (uf+3) heavily, as it is -13 on block and a common panic launcher. If Yoshimitsu uses Avoiding the Puddle (uf+4), remember it is -9 on block, meaning you cannot punish it but you retain the initiative.

Are there pro VODs for Heihachi vs Yoshimitsu?

No tournament VODs are listed for Heihachi vs Yoshimitsu yet. The tips above still cover the main patterns while we index more sets.

Punishers

Yoshimitsu moves that are −10 or worse on block, with Heihachi's best standing punisher (first hit or two-hit string, no Heat or Rage). Lows are punished from crouch with a while-standing (ws) move.

Yoshimitsu moveOn blockPunish withStartupDamage
b+1,1,1,1,1,1-73d+1+4 (launch)i6050
4,4,2,2,NSS.1-54d+3,H.2 (launch)i2250
db+2,2,2,2,2,2-49d+3,H.2 (launch)i2250
f,F+3+4,1+2-31d+3,H.2 (launch)i2250
db+3,3,3,3,3,3-26ws3,1+2 (launch)i1830
db+3-25ws3,1+2 (launch)i1830
4,4,2,2-24d+3,H.2 (launch)i2250
4,4,2-22d+3,H.2 (launch)i2250
b+1,1,db+3-20ws3,1+2 (launch)i1830
1+4-20f+2~1,1+2 (launch)i1344
b,B+1+4,B-20f+2~1,1+2 (launch)i1344
f,F+3+4-20f+2~1,1+2 (launch)i1344
Heihachi moves Yoshimitsu can punish
Heihachi moveOn blockYoshimitsu punishes with
f,n,d,DF+3-23ws3,2
f,n,d,DF+4-23ws3,2
R.df+1+2-18f+3,4
db+2-18ws3,2
1,1,WAR.2-17f+3,4
df+2,1-17f+3,4
df+2,WAR.1-17f+3,4
1,1,2-17f+3,4

Frame data: Wavu Wiki (CC0).

start.gg majors

Across 1 start.gg major sets, Heihachi is 0–1 against Yoshimitsu.

Tournament data provided by start.gg.

Matchup charts: Heihachi · Yoshimitsu

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