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Heihachi is my personal favourite and in my opinion the best character in the game. An all-around solid character who is great on point. There was obviously plenty of stuff that was not mentioned in the guide so:
learning how to hit confirm the df1 into the 2 makes his df1 the best 13 frame mid poke in the game (41 dmg), it tracks all the way to his left and the second high hit (df1,1) is a homing move. I shit you not you can't sidestep or walk the second 1 in either direction. The df1,2 is -13 on block and Bruce is the only character that can launch it. (Kaz ws1,2 doesn't have enough range).
Hei's ws1 is -13 on block and good players will consistently punish this. The Kings' b1,2 will reach no matter how shallow the ws1 is blocked so you shouldn't really abuse it as much as the Main man suggests.
bf2,1 and bf2,2. 15 frame start-up. The second mid option is -13 and it can be delayed and it launches on counter hit. I have never had anyone duck under the bf2,1 high, the second hit comes out very quickly. I use bf2,1 in certain counterpoke setups like after a blocked demon breath cancel (-4 on block with pushback) you can back dash into the move and it will hit people mashing df1 or jabs, you can also sidestep-EWGF after the 1+2 cancel or use raijin stance parry for people mashing out punches as counter pokes.
The demon breath 1+2 cancellable strings can be parried and reversed. Yoshi can launch with you with 1+4 even if you sidestep feint the 1+2 cancel. The sidestep feint is jab punishable and good players will not fall far this gimmick.
You will parry the usual jab or df1 counterpokes with raijin stance parry after these moves are blocked and you immediately buffer the Raijin stance: f3, b2, 1-b2, df1-1, raijin stance 1, demon breath cancels, the moves mentioned are -2 on block except for the demon breath cancel and they also enable you to sidestep-EWGF. The parry window is somewhere between 10-15 frames after a -2 on block move from you.
second hit of b1,2 (16 frame start-up, high, homing) can be delayed and the second hit launches on CH. It is a high though. You can't demon breath cancel this string if you delay the 2.
df4 - a 12 frame safe mid poke, -6 on block with slight pushback. Doesn't track, but is good for stopping your opponents anti-jab high crush setups. 1+2 is also a 12 frame and can be used, but it's -12 on block. It tracks to one direction, but I can't remember which direction.
df2 - a 15 frame mid that tracks all the way to Hei's right and launches on CH for moderate damage.
d1+2 is a 16 frame launcher that is -13 on block. bf2 followups after the hit confirm will whiff on female characters. A consistent combo after a d1+2 launch: df3, d1, a single hellsweep into ws4, qcf2. Does 69 points. Combo on big characters: bf2, df3, d1 and the ender after the bound is either two hellsweeps into dragon punch (cd4,4,1) or a single hellsweep into ws4,4 (this ender ground spikes and gives oki) this does 70 dmg.
df1+2. This move is -16 on block. It's near useless but it has an interesting property of parrying throws and can be used to counter King/AK players charging in for the 2+4 throw on an obvious read.
The 2nd hellsweep launcher combo (77 points) that The Main man shows is angle specific and inconsistent. A consistent combo: 2 hellsweeps, ws4, bf2-2, cd4-4-1 does 75 and works on all characters everytime, granted that you dash into the crouchdash motion deep enough before performing the post bound hellsweep enders. I prefer 1 hellsweep into ws4,4 for the oki.
3,4 - 14 frame punisher. 47 dmg.
bf2,1 - can be used as a 15 frame punisher. 50 dmg. Wall splats.
qcf2 - 15 frame long range punisher for punishing moves like Lee's blazing kick, Paul/Wang/Hei qcf2, Xiaou back turn 4, Hei fF2, Law ws2 etc. 40 dmg. Wall splats.
2,2 - 10 frame punisher that leaves you at +1 and does 37 dmg.
A low parry combo not mentioned in the video: Sidestep left into 3 hellsweeps - ws4 - qcf2 does 35 dmg. 3 hellsweeps after a sidestep left into dragon punch can be used as a 4 hit TA! filler, but the move that binds and initiates the TA! must be the 4th hit in the combo (for example Kazuya does EWGF-EWGF-df1,2 and finishes the combo with crouchdash 3 for 94 dmg).
df2+3 throw leaves you at plus 4 and makes a df1 followup a frame trap (can be sidestepped left or parried/reversed though).