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Heita Estimated Health (After Scaling): 12251
Introduction
Heita is a rushdown style shoto, the Ken to Rouga's Ryu if you will, having options for all situations but excelling at bullying his way in and keeping the pressure up, forcing the opponent into difficult situations. He can take a bit to get used to but once you do, he's a force to be reckoned with in most situations.
As "a man aiming to be a man" and one of the students seeking to fight against Agito of the Dark's reign of terror, Heita is one of the first students to join Rouga Zanma, becoming one of the Wolf Fang Brigade's founding members. Heita is excitable and determined to become stronger, and to win the heart of his and Rouga's class representative, Sanae Hibiki. His overall weakness makes it difficult for him to win in most fights he finds himself in; however, his determination to see his goal through is practically unmatched, and he will get up no matter how many times he's knocked down.
General Strategy
Heita is a strong character, but he takes some time to learn how to play effectively. His normals have average range, but he can go into combos as quickly as anyone else in the cast once he confirms a hit. His fireball has pretty bad recovery, but is OK for stopping an enemy cold at a moderate distance. 63214A is surprisingly one of Heita's best moves when used appropriately, as it has 1-hit autoguard to let him get in close. Once he's there, his options are based entirely on the situation but are generally flexible enough for him to do something good.
Normal Moves
Standing Normals
5A
5A
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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100
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Mid
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-
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-
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-
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-
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-
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J, N, Sp, Su
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Standard jab. Decent range, fairly quick, and a good button overall.
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5B
5B
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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400
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All
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-
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-
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-
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-
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-
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J, N, Sp, Su
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A fairly fast jab down. decent range but nothing spectacular, as is true with most of his moves, although it works in combos.
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5C
5C
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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700
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All
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-
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-
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-
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-
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-
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J, N, Sp, Su
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A powerful kick from Heita. It's once again just a pretty average normal, but it can be pretty strong in combos.
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Crouching Normals
2A
2A
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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100
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Low
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-
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-
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-
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-
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-
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N, Sp, Su
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A low jab similar to his standing jab. A pretty decent low, can stuff some of the opponent's buttons.
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2B
2B
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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400
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Low
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-
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-
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-
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-
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-
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J, N, Sp, Su
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Heita performs a low kick. This is deceptively short, but it's still a pretty good low poke, definitely something to consider.
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2C
2C
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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700
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Mid
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-
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-
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-
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-
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-
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N, Sp, Su
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A pretty standard uppercut. Its air unblockable status makes it a very good anti air when you don't want to commit to a DP, and it's an all around great normal.
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Air Normals
jA
jA
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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150
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High
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-
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-
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-
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-
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-
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N, Sp, Su
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A solid jumping kick. It's a decent jump-in button, but it is a bit slow for an A normal.
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jB
jB
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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400
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High
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-
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-
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-
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-
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-
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N, Sp, Su
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Heita does an upward swipe. This move has almost no utility outside of combos, but to be fair, it is good combo filler.
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jC
jC
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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600
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High
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-
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-
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-
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-
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-
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N, Sp, Su
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Heita makes a downward swing. Another awkward hitbox to try to hit someone on the ground with. It is a decent air to air, but it's probably the weakest of his air normals.
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Command Normals
6A
6A
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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500
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Mid
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-
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-
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-
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-
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-
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J, N, Sp, Su
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Heita does a kick up. This can launch the opponent, but it's not a high. It's pretty mediocre as far as command normals go.
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Universal Mechanics
5D
Aim to be a Man! 5D
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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N/A
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N/A
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-
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-
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-
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-
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-
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NC
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Heita does a taunt of sorts, and adds a star to the stock above his meter, capping out at three stars maximum. These star stocks are an essential part of his gameplan, as the more he has, the longer his Big Bang Mode lasts, which is the crux of his gameplan. You'll want to do this any chance you get, and stocking enough could be the difference between a win and a horrible loss.
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Throw
Throw 4/5AB
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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800
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Unblockable
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-
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-
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-
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-
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-
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NC
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Heita grabs the opponent and throws them to the ground. A good option to mix opponents who are blocking too much.
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Big Bang Mode
Big Bang Mode ABC
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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N/A
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N/A
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-
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-
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-
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-
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-
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-
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Universal Big Bang Mode activation. Requires 3 bars and can be done anytime you have control on the ground. Lasts for about 7 seconds per Star. Heita has indisputably the best Big Bang Mode in the game, only compounded by his D skill, which gives him more time to be in this state. While in Big Bang Mode, Heita is Super Heita, an install which buffs most of his specials and supers. This is essentially his win condition, and if you have enough Star stocks, you basically win.
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Special Moves
236A
Otoko no Tamashii 236A
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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700
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All
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-
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-
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-
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-
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-
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J, Su
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Heita fires a hadouken type projectile. The terrible recovery means it's not usually worth doing close range, but it can trip up your opponent at longer range. All in all the decent neutral tool for longer ranges.
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214A
Heita Kick 214A
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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600
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All
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-
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-
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-
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-
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-
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NC
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Heita strikes a pose and does a flying kick. This isn't the best move since it can't be cancelled, and the recovery isn't great, but it can catch the opponent unawares.
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Heita Kick (Super Heita) 214A
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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900
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Mid
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-
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-
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-
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-
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-
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Sp, Su
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This is where this move shines. Super Heita's version is much faster and stronger, and it can cancel into other specials and supers. Truly powerful.
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j214A
Heita Shoot j214A
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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700
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All
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-
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-
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-
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-
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-
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Su
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Heita does a divekick. Shockingly this is not a high, meaning it can be blocked from any position. That makes it not a great divekick, but it is a decent combo ender from the air and after divekicking Heita gets launched back, meaning it's not an easy move to punish.
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Heita Shoot j214A
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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1000
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All
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-
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-
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-
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-
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-
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Su
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Much faster divekick, although still not a high. This isn't too much stronger, but it definitely is better and can catch certain things as well as good in combos.
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41236C
Otoko no Knuckle 41236C
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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500
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Mid
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-
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-
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-
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-
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-
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Su
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Heita performs a dashing straight punch. It's super cancellable and has projectile invulnerability, and will wallbounce opponents that are in the air.
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Otoko no Knuckle (Super Heita) 41236C
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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1000
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Mid
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-
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-
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-
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-
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-
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Su
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This version is a lot faster and stronger, and allows for better combo routes too. All around this is the standard Super Heita special.
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623C
Otoko Taikuu 623C
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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900
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Mid
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-
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-
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-
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-
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-
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-
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Heita does a rising uppercut. This is a pretty standard DP with all the positives and drawbacks. Its slow recovery means if you're wrong you'll get blown up, but conversely it's a great tool to stuff an opponent's air approach.
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Otoko Taikuu 623C
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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1200
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Mid
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-
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-
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-
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-
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-
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-
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This DP goes more diagonally, making it a stronger option for anti airing. It also does significantly more damage and is a lot faster, making it not remarkably better, but a solid upgrade.
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63214C
Zinnai-ryuu Nidan Mawashi 63214C
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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-
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-
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-
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-
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-
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-
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-
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-
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A short dash followed by two roundhouse kicks.
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Zinnai-ryuu Nidan Mawashi 63214C
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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-
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-
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-
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-
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-
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-
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-
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-
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The powered up version of Zinnai-ryuu Nidan Mawashi can be canceled into Otoko no Knuckle.
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63214A
Konjou Hashire 63214A
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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-
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-
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-
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-
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-
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-
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-
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-
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Heita does a command run, each with its own follow-up. A is a brake, B is Otoko Taikuu, C is Otoko Knuckle, and AB is throw. This is a very strong approach tool as Heita gets one armored hit. This means if the opponent isn't looking for it, they can easily get punished for trying to stop Heita. Once Heita closes in with the move it's basically a guessing game from the opponent as to what follow-up he'll do.
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B-Power Arts
214D
HEITA KIIICK 214D
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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1400
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Mid
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-
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-
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-
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-
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-
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-
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Heita performs a longer ranged Heita Kick. With enough meter and proper timing, Heita can combo into j.214D afterwards.
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j.214D
Zinnai-ryuu Tenkuukyaku j.214D
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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1300
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Mid
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-
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-
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-
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-
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-
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NC
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Heita performs a stronger Heita Shoot.
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623D
Zinnai-ryuu Rising Dragon 623D
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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1460
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All, High/Air
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Invincible
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-
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-
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-
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-
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NC
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Heita performs a two-hit Otoko Taikuu.
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Zinnai-ryuu Rising Dragon 623D
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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-
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All, High/Air
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Invincible
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-
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-
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-
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-
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NC
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Super Heita's Rising Dragon does multiple hits as Heita rises up.
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Big Bang Break
41236ABC
Decade Knuckle 41236ABC
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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6000
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Mid
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-
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-
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-
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-
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-
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-
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Super Heita does his Big Bang Mode pose and emits a short range shockwave. If it hits, it triggers a montage cinematic before Heita unleashes a powerful punch. Good as a combo ender when in Big Bang mode, especially if you're aiming to kill, but keep in mind that it will reduce Heita's HP to 1 after it hits, so do not use it unless you are absolutely sure it will kill. Ends Big Bang Mode instantly.
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Combos
Combo Theory
- Combo damage varies from character to character, so all damage numbers come from testing on a full-health Rouga.
- Generally, you can do any normals you want before going into the 2C > 214C sequence, as long as you don't push them back too far.
- 214C will cause a groundbounce on an aerial opponent, and 623C/j.623C will cause a groundbounce and then a wallbounce regardless of how they hit the opponent.
- Bouncing the opponent 3 times will force your combo to end, so you can only do 214C twice in the standard loop.
- This is also why 623C is a poor combo component, because if there's too many bounces the second hit won't land, and it can't be super cancelled.
Midscreen
- 5/2A > 5B > (5C) > 2C > 214C, 2C > 214C, 2C > 214AA (2112)
- This is your standard universal knockdown combo that gives okizeme opportunities. 5C can whiff if you're too far from the opponent, so omit it accordingly. If you're instead extremely close and fighting a large enough character, you can fit in a bonus 6A for 2311 damage. You'll probably be using this one the most midscreen.
- 5/2A > 5B > (5C) > 2C > 214C, 2C > 214C, 2C > 214A, 5B > 5C (jump cancel) j.B > j.C > j.623B > j.623D (2882)
- This is an iteration of the above combo that costs 1 bar and sacrifices okizeme for roughly 600~900 more damage. Only suggest using this for guaranteeing a KO. If you're having trouble landing the second 5B, you can instead go into 214AA > j.623B > j.623D for an incredibly minor damage loss.
Corner
- 5/2A > 5B > (5C) > 2C > 214AB, 2A > 214C, 2C > 214AA > j.623B > j.623D (3201)
- High-damage combo for when your opponent is close to the corner. The 2A link after 214AB is difficult at first and only possible if you land very close to the opponent (which is why this only works in the corner), but it gets easier if you focus on trying to 2A as soon as Senna touches the ground. Costs 1 bar, but you can omit the j.623B and j.623D to still get 2448 damage and a better knockdown.
- 623C/j.623C > j.B > j.C > j.623B > j.623D (2105)
- Followup to landing a raw 623C. Spends one bar and gives no oki, so only use if it'll kill.
- 5/2A > 5B > (5C) > 2C > 214AB, 2A > 214C, 2C > 214AA > j.623B > land > ABC > combo drops, opponent techs > 41236ABC (7587)
- A gimmicky reset for 3 bars that takes advantage of 41236ABC's air unblockable properties to land it outside of a combo, and therefore have it be completely unscaled. This loses to your opponent not teching or delaying their tech significantly, but if you catch someone with it they're pretty much dead. It's a fake option, but an option nonetheless.
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