Talk:Heita

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Alright, so Heita's changes as per 1.06 make a lot of his combos different, most noticably due to changes in untech time on many of his attacks. My buddy who loves Heita and I are going to lab some shit on him now that we finished labbing Sanzou to death (data is being organized and prepped for wiki addition). But for now, here's some preliminary base combos that I'll be working from.

Midscreen meterless: 5bc 624c 2b 5c j.ac


 * Works anywhere, somewhat low damage, knockdown with light oki time

Corner 1meter: 5bc 624c 2b 5c 214d (switch side) 2b 5c 9j.ac


 * Corner wallbounce, most characters you end up side switching again after the ending j.c, keeping them semi-cornered, knockdown with light oki time

I'm gonna have to do a lot more experimentation on ways to get more damage, (thought- maybe run>upper>falling j.b>reset?) but so far it seems like his wall/ground bounce options are shit, which is pretty limiting. At least his 624c spin kick is good for launching without prorating to shit with 2c, but there's probably something better we can figure out. I was able to get two 624c reps in the corner actually, but I think it ended up being char specific or something. He also had some 214a>j.214d combo for meaty/pressure overhead confirm, but I don't have it in my notes.

His pressure game is buff as fuck now though. Once he gets in, he can just whore out stuff like 624c safe on block + keeps you in, 214a overhead + super cancellable for combo/safety, 236a projectile, and 624a>b one hit super armor + normal cancellable during the recovery on hit or block. He seems like a very straight forward rushdown character, but what options he has are very good. We just need to find a way to buff up his below-average damage. Also probably need to figure out some super heita only combos, since he speeds the fuck up and gains additional cancel options. LoliSauce 02:22, November 24, 2011 (UTC)