KING OF IRON FIST


54


Mishima Style Fighting Karate


179cm (5' 10")


80kg (177lbs)


B


Retired


Meditation, bathing, collecting Geta


Unknown


Unknown


COSTUMES

P1 costume

P2 costume

STORY

ollowing the management take-over at the conclusion of the last Tournament, the subject has been living in seclusion in the mountains. All known pro-Heihachi elements have been dealt with - the coming Tournament should be an excellent opportunity to close the file permanently.

The lord of the first Iron Fist Tournament fell from his throne when his son, Kazuya, defeated him to claim the entire Mishima empire. Heihachi retreated into the mountains to begin a rigorous training regime. Accompanying Heihachi was a huge bear known as Kuma. During this period, Heihachi honed his skills and harnessed the powers of thunderstorms. The pure air and mists in the mountains affected Heihachi's thought patterns and upon hearing of the second tournament, he uses ancient weaving techniques and electricity to sculpt his hair into points, and bounded down the hills to prepare to engage both new and old faces in a quest for his lost fortune. When he wins, he aims to create a wonderous new empire based on peaceful coexistance. This is after he has killed his son!

THROWS

NAME

COMMAND

DAMAGE

ESCAPE

Pile Driver

2+4

35

2

Neck Breaker

1+3

30

1

Stonehead

f,f+1+2

35

None

 

Atomic Drop (behind)

1+3 or 2+4

45

None

MOVES

NAME

COMMAND

DAMAGE

RANGE

Flash Punch Combo

1,1,2

10/10/20

H/H/M

Hold F for 12/10/20 damage.

Demon Slayer

1,2,2

10/15/25

H/H/H

Hold F for 12/15/25 damage.

Demon Scissors

4,3 or u/f+4,3

30

M

Demon Uppercut

f,f+2

40

M

Twin Pistons

d/f+1,2

8/28

M/M

Uppercut

WS+2 or d/f+2

15

M

Rising Sun

u/f+4,4

25/15

M/L

Left Splits Kick

f,f+3

30

M

Tsunami Kick

WS+4,4

13/21

M/M

Right Splits Kick

f+4

30

M

Hell Axle

u/f+3,4

17/20

M/M

Running Side Kick

f,f,f+3

35

M

Running Hell Axle

f,f,f+3,u/f+4

35/25

M/M

Opponent cannot guard second hit.

Hammer Punch to Power Punch

d+1,2

15/30

M/M

Heavy Power Punch

QCF+2

30

M

Does 45 damage on clean hit.

Demon Slayer

2,2

12/25

H/H

Backfist

f+2

12

H

CROUCH DASH

NAME

COMMAND

DAMAGE

RANGE

Crouch Dash

f,N,d,D/F

N/A

Stance

Dragon Uppercut

f,N,d,d/f+1

38

M

Does 57 damage on clean hit.

Rising Uppercut

f,N,d,d/f+2

25

M

Jumping Mid Kick

f,N,d,d/f+3

35

M

Jumping Low Kick

f,N,d,D/F+3

25

L

Hits ground.

Spinning Demon

f,N,d,D/F+4,4,4

17/14/14

L/L/L

Spinning Demon Tsunami Kick

f,N,d,D/F+4,4,4,N,4,4

17/14/14/20/21

L/L/L/M/M

Tsunami Kick

f,N,d,d/f,N,4,4

13/21

M/M

SPECIAL MOVES

NAME

COMMAND

DAMAGE

RANGE

Lightning Hammer

d+1+4

70

!

Shadow Step

b,b+3+4

N/A

Evasion

Geta Stomping

d+4

30

L

Only works when opponent is down.

COMBOS

COMMAND

DAMAGE

RANGE

HITS

f,F+2,1,2,2,3,4,4,1,2,1

7/8/6/7/6/11/5/5/8/30

H/H/H/H/M/M/L/H/M/M

10

Hold F for about half a second before the starting punch.

d/f+3,2,2,4,4,1,4,1,2,1

17/5/6/8/8/5/10/5/6/30

M/H/H/L/L/H/M/M/L/M

10

d/f+3,2,2,4,4,1,4,1,2,4

17/5/6/8/8/5/10/5/6/35

M/H/H/L/L/H/M/M/L/M

10

d/f+3,2,2,4,4,1,2,1,2,1

17/5/6/8/8/5/5/8/21/25

M/H/H/L/L/M/M/M/M/M

10