Learn Heihachi Mishima's grappling and special techniques in Tekken Tag Tournament 2, including moves like Neck Breaker and Stonehead.
Grappling Techniques:
- Front Grapples:
- (1+3) or (f+1+3) for Neck Breaker {1}
- (2+4) or (f+2+4) for Powerbomb {2}
- QCF+1+3 for BROKEN TOY {1}
- f,f+1+2 [~5] for Stonehead [Tag] {1+2}
- f,f+1+4 for Headbutt (Works on Male Characters) {1+2}
- d/f+2+3 for Fire Starter {2}
- Left Grapple:
- (1+3) or (2+4) for One Hand Slam {1}
- Right Grapple:
- (1+3) or (2+4) for Tile Splitter Guillotine {2}
- Back Grapple:
- (1+3) or (2+4) for Atomic Drop
- Character Specific Back Grapples:
- Angel: f,f+1+2,5 for DOUBLE STONEHEAD
- Asuka: f,f+1+2,5 for HEADBUTT OSHI
- Devil Jin: f,f+1+2,5 for DOUBLE STONEHEAD
- Jin: f,f+1+2,5 for HEADBUTT OSHI
- Jinpachi: f,f+1+2,5 for DOUBLE STONEHEAD
- Jun: f,f+1+2,5 for HEADBUTT OSHI
- Kazuya: f,f+1+2,5 for GODFIST TRAP
- Kuma: QCF+1+3,5 for SALMON CATCH
- Kuma/Panda: f,f+1+2,5 for DOUBLE STONEHEAD
- Lee: f,f+1+2,5 for OLD MAN VAULTING
- Unknown: f,f+1+2,5 for HEADBUTT OSHI
- Violet: f,f+1+2,5 for OLD MAN VAULTING
Special Techniques:
- 1,1>2 for Shining Fists
- 1>2 for 2 Punches:
- 2 for Backfist
- (1+2) or (2~1) for Chi Palm:
- ~(u_d) for Fakeout
- (1+2) or (2~1) for Delayed Chi Palm
- 4 for Midkick
- 1>b+2 for Punch, Gutpunch:
- 1 for Thunder Godfist
- 4 for Slice Kick
- b+1 for Stun Splitter:
- 2 for Decapitator
- 2~1+2 for FUNKEI SHOUT
- ~(u_d) for FUNKEI FEINT
- d+1 for Tile Splitter (*Bounds*)
- d/f+1,2 for Hammer Destiny (*Bounds*)
- d/f+1,1 for Palm Strikes
- WS+1 for Quick Iron Fist
- f,N,d,d/f+1 for Thunder Godfist
- (1+2) or (2~1) for Chi Palm (*Stuns*)
- f+1+2 for Hibachi Head (*Bounds*)
- b+1+2 for Double Tiger Fists:
- 1+2 for Shattering Palms
- b,b+1+2 for Deity Slayer
- d+1+2 for DEMON CROSS (*Stuns*)
- d/f+1+2 for Demon Wings
- d/b+1+2 for DARK SMASH
- 2,2 for Punch, Backfist:
- ~1+2 for Backfist Cancel, Chi Palm
- ~(u_d) for Chi Palm Cancel, Sidestep
- ~1+2 for CHI PALM
- ~(u_d) for Chi Palm Cancel, Sidestep
- ~1+2 for Backfist Cancel, Chi Palm
- f+2 for Backfist:
- ~1+2 for Backfist Cancel, Chi Palm
- ~(u_d) for Chi Palm Cancel, Sidestep
- ~1+2 for CHI PALM
- ~(u_d) for Chi Palm Cancel, Sidestep
- ~1+2 for Backfist Cancel, Chi Palm
- f,f+2 [~5] for Demon Godfist [Tag] (*Juggles*)
- b+2 for RASHOMON (*Stuns on CH*)
- b,f+2,1 for Celestial Annihilation
- b,f+2>2 for Celestial Surrender (*Bounds*)
- d/b+2 for Eisho Mon
- QCF+2 for Deathpalm
- WS+2 for Dark Thrust (*Juggles on CH*)
- SS+2 for Kidney Smasher:
- 1 for Kidney Crush
- d/f+2 for Uppercut (*Juggles on CH*)
- f,N,d,d/f+2 [~5] for Wind Godfist [Tag] (*Juggles*)
- f,N,d~d/f+2 [~5] for Electric Wind Godfist [Tag] (*Juggles*)
- d+2+3 for KILLER CURSE
- 3,4 for Monzenbarai
- f+3 for Lightning Crush (*Stuns on CH*)
- d+3 for Jichinsai Kick
- f,N,d,d/f,N+3 for Slice Kick
- f,N,d,D/F#+3 for Low Slice Kick
- f,f+3 for Left Axe Kick (*Bounds*)
- b+3,3 for Crescent Hook Stomp
- u/f+3,4 for Screw Blade Hunting Hawk
- RN 3 for Leaping Jumpkick
- f+3+4 for RAIJIN CHARGE:
- f_b to Cancel
- 1 for Pulverizer
- 2,1 for RAIJIN'S WRATH (*Bounds*)
- 1+2 for LIGHTNING BOLT (Unblockable - Stuns)
- ~b for Bolt Cancel
- b,b+3+4 for SHADOW FOOT SIDESTEP
- 4 for Standing Heihachi Boot (*Stuns on CH*)
- f+4 for Right Axe Kick (*Bounds*)
- b+4 for Moon Slicer
- u/f+4 for Wind Slicer
- WS_(f,N,d,d/f,N)+4>4 for Axe Kicks
- [u/f+]4~3 for Flipstomp, (FU/FT)
- d+4 for Demon Stomp (Opponent Must be Grounded)
- FC,d/f+4 for Dragon Sweep
- f,N,d,D/F#+4,[4],[4] for Hell Sweep[s] (*Juggles on CH*):
- N+1 for Thunder Godfist
- N+4,4 for Axe Kicks
- b+(1+4) or (2+3) for Wrath Reversal (Reverses High/Mid Attacks)
Unblockable Moves:
- d+1+4 for Demon Tile Splitter (*Unblockable*)
- f+3+4, 1+2 for LIGHTNING BOLT (Unblockable - Stuns)
Taunt:
- 2+3+4 for Lighting Taunt
Tenstring Combos:
- d/f+3:22..4.4..1..2..1..2..1
- d/f+3:22..4.4..1..4..1..2..(1_4)
- f,F.....2122.3.4.4..1..2.1
Tips
- Pay attention to the notation for directional inputs (e.g., f for forward, b for back, d for down, u for up, N for neutral, d/f for down/forward, etc.).
- Moves marked with *Bounds* can launch opponents into the air for follow-up attacks.
- Moves marked with *Juggles* are excellent for extending combos after an initial hit.
- *Stuns* leave the opponent vulnerable for a short period, allowing for guaranteed follow-up attacks.
- CH stands for Counter Hit, which occurs when you hit an opponent during their attack animation, often resulting in enhanced move properties.
- [Tag] indicates a move that can be used in conjunction with your tag partner.
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