Heihachi Mishima. There is a reason he is the Patriarch

By Tinman, in UFS Deck Building

Heihachi Mishima
Chaos, Earth, Fire
6HS 27HP

R(5+): After your attack deals 4 or more damage, reveal the top card of your deck. If the revealed card is an attack, add it to your hand. If it is not an attack, discard the revealed card.
E Discard 1 card: Your non-throw attack gets +X damage. X equals the difficulty of the discarded card.

Chaos/Fire Build, 67 cards

1x Heihachi Mishima [Chaos][Earth][Fire]

Characters: 6
4x Cervantes (6/6 +0M) [Chaos]
2x Algol (6/6 +0M) [Chaos]

Attacks: 24
4x Wild Storm (4/3 3H4) [Chaos]
4x Execution Technique First Rite (4/3 3L3 +2L Weapon Stun:2) [Chaos][Fire]
4x Shadow Flare (5/2 4H7 +3M Weapon) [Chaos]
4x Evil Mist (3/3 3H0 +0 M Ranged Stun:2) [Chaos]
4x Spinning Demon (4/3 3L4 +1L Kick Multiple:1) [Chaos]
4x Alaraph Achernar (5/3 3M5 +2L Combo(Low Attack)) [Chaos]

Foundations: 36
4x Maniacal Laughter (2/5 +3H) [Chaos][Earth]
4x Brooding (1/5 +3H) [Fire][Earth]
4x Body of Souls (2/5) [Chaos]
4x Communing with the Ancients (3/5) [Chaos][Fire]
4x For the Money (2/5 +3M) [Chaos][Fire]
4x All Life is Prey (2/5 +3L) [Fire]
4x Financial Troubles (2/5) [Fire]
4x The Hunt is On (2/5) [Chaos]
2x Mishima Family Bloodline (2/5 +3M) [Chaos][Earth]
2x Need to Destroy (3/5 +2L) [Chaos]

Side: 8
2x Tower of Remembrance - Encounter (3/5 +2L)
4x Intimidating Presence (2/5)
2x ?Ascending Zephyr (2/5)

Check Breakdown:
1- 0
2- 4
3- 20
4- 0
5- 36
6- 6
Avg Check: 4.23

Originally 2 separate deck ideas, a Bryan Fury and Kazuya hybrid, mixing Chaos and Fire seems like a really fun idea to me. I have liked the Aggro game in Block 4 a lot, but I never wanted to invest in a Dragon Flame or Knightbreaker set, so Chaos was where I went to next. This deck is meant to roll hard and fast, forcing choices, and punishing either result.

Character Analysis: Heihachi Mishima
With a 6 card hand size, Heihachi joins the ranks of the average. His 27 HP again has him joining the lineup in the middle, with neither the most nor least of the 6 handers. Heihachi, however, is not just his basic stats. The things that turn this average character into an aggro monster are his abilities. Heihachi's E is (depending on your hand) the 3rd best damage bump on a character, behind Hilde (with set up or DW of course) and Astrid (duh). Built right, Heihachi can bump an attack by 5 or 6 each time. And that is without any foundation support. This leads to some incredible damage very fast. And, to make things worse (for the opponent), he has free draw power (ok, not free, but I mean, 5+ is average these days) to try and pull more attacks from his deck. Heihachi has the ability to turn some of the most underwhelming attacks into powerhouses by himself. Add in Fire support or Earth support for more damage, as well as Chaos for Character and attack tutoring, and the World of Pain has a new king.

Card-By-Card:

Heihachi Mishima : See above.

Chaos Characters x6 : These guys are my damage. Six difficulty means six damage when I discard them, and they are really easy to redraw, or get back into my hand, with some of the Tekken cards. In addition to all that, they have the best block in the game, +0 Mid, meaning they can be defensive tools as well.

Wild Storm: Good attack. Medium difficulty, meaning if I hold onto it to pitch for Heihachi's E, I still get a decent return. Its ability to remove itself from progressive is very handy, especially when my opponent has a low amount of cards in hand. Can also serve to draw out early high blocks.

Execution Technique First Rite : My own little guilty pleasure. Works with Shadow Flare to produce amazing damage, very early. Plus the Stun is never bad, and being off zone usually means it will take an attack to full block on anything less than a 6.

Shadow Flare: My favorite attack in the deck, besides the broken Spinning Demon. Works with First Rite, making it all sorts of awesome. Sure, it has a 2 check, but I am not going to limit myself to less good cards because I'm frightened of a little challenge. Flare's Static text basically gives it, and all following attacks +1 speed, while nulling out the hack for you with the E.

Evil Mist: I just laugh. Its a great card. Off zone, but with an ability that is stopped by any block, this card is still great to play with Heihachi T1. Great block, and a nice little prod at the end of an attack string. Play it early, and your opponent feels obligated to block it. Play it late, and they can't.

Spinning Demon: OMFGBBQ. They printed this? As a Low attack? With blocks at an all time low, multiples offer extreme danger to someone who does not have some form of draw power. Spinning Demon is the poster child of this, offering up to 20 damage with just Heihachi, at a zone with the least amount of blocks available. Add in a Need to Destroy, and you have pulled the damage up to 30, for free. The card effect, which the multiples also get, recurs the characters you drop for damage, meaning every attack that goes through makes sure the next one gets +6 damage.

Alaraph Achernar: This is my utility attack. High Difficulty, meaning more pitchability, with the added feature of card draw/exchange. Gives me the chance to fill my hand before going for another few attacks. Or gives me the option of dropping a low difficulty foundation for the chance at a character or higher difficulty attack. The Combo is easy to pull off with First Rite and Spinning Demon.

Maniacal Laughter: Stuns, momentum, and reuse-ability. Good card to pump the All Life damage bump, while committing away at the opponent's staging area. You can blow it up with itself to generate a spot of momentum if needed, but mostly it will be blowing up already committed stuff.

Brooding: Damage bump. When needed. For cheap. Not free, of course, and after a bit, that Vitality loss can stack up, but this will more than likely be used to make up for when I can't drop a Character with Heihachi. And a block is not bad.

Body of Souls: Free cards for a Form. I'll take it! Getting momentum will not be a given, like in some Throw based decks, but it shouldn't be scarce either, if I am applying enough pressure.

Communing with the Ancients: Check Hacks. With higher difficulty attacks, a must have. Especially Shadow Flare, if it is somehow blocked and I want to continue with attacks.

For the Money: Ah yes, one of those eye-twitch cards. Your opponent is faced with an option: Do I commit 2 of my foundations, and blow up his, or do I let him play attacks easier? Blowing it up gives a bonus to All Life is Prey, and acts as basically a Stun:2 Maniacal Laughter E. If the R goes through, goody. I get to attack better.

All Life is Prey: Damage. Pure and simple. Great bump after a couple of Maniacal Enhances, or after your opponent got fed up with For the Money. Committing 1 for +3-4 damage easy, per copy, is great. It offers a good way to keep pressure those few turns I can't get a character into my hand.

Financial Troubles: And the other eye-twitch card. Draw power or hand control, in a deck that greatly benefits from either choice. It also avoids triggering some of those nasty abilities, like Gut Drill

The Hunt is On: Really? This card? Again, breaks Heihachi in half. Lets him recur a character for free. All he needs to do is drop the character, E with Hunt is On, play an attack, Drop the character, rinse and repeat so long as you have a hand and a ready copy of Hunt is On. It assures that your attacks get the full 6 damage.

Mishima Family Bloodline: Eh. A defense card. Block with a character, draw 2 cards. I don't plan on stacking Heihachi's at all, as that would cut down on the number of characters I can pull. Thinking about swapping these out for 2 more chaos characters, but not sure.

Need to Destroy: This needs very little explanation. Spinning Demon, R with all the Need to Destroys you have, Multiple, Maniacal all the face down foundations, or themselves for momentum. Heihachi and All Life is prey will carry the rest. Assuming I have the momentum, it is a fairly sure kill. 10+ damage 4 speed low, on 3-4 attacks.

-Tinman

Deck looks pretty solid. I myself have been working on a very similar heihachi build completely off chaos, and I completely overlooked first rite, that is definately going in. I'm only running 16 attacks in my build though, mainly because I was having a hard time with check passing even with chasing after the power, communing with the ancients and for the money, idk if that has been giving you a problem as well. Also, sometimes if I don't see my momentum gain, the deck really hits a slow down. Have you considered running treacherous offspring in addition to maniacal laughter? Its a 1/5 that removes itself from the game and nets you a momentum from you discard, and really helps when you're not seeing your manaicals or have a need to destroy on the field and want to go for the multiple 2. Need to destroy is another card I completely overlooked, good catch on that one, I'll need to see about getting a set.

Decks looking good. Good luck with it!

I have to say after looking at it the first time i didn't get it. I looked at it the second time and I got to say that is straight evil. To bad there aren't many reversals because man all life is prey and blowing up some foundations would be a nice bit of damage. I was thinking heir to the storm but you don't loose enough health for it to be worth it.

Thanks for the replies.

@Makingsenseofus:

In term of momentum need, all I have is Spinning Demon, and that already requires a bit of set up to get the most use out of. I had originally looked into 3 different forms of momentum generation; Solitary Assassin, Mishima Zabatsu Leader, and Treacherous Offspring.

Solitary Assassin let me restock my momentum after I multipled Spinning Demon, but didn't really help me if I didn't have momentum to use the multiple.

Mishima Zabatsu Leader required my opponant to have momentum for me to steal, which was not always the case. More of the time, my opponent would opt not to put attacks in their momentum because of it.

Treacherous Offspring was another option, but it offered some problems. With as much momentum discard as there is, I don't like the single time use of the card. Also, using it denies me a foundation to destroy, which is also unwanted.

If I find that momentum get becomes a problem, I will probably drop the Bloodlines for Assassins. I am also looking into a full playset of the Need to Destroy, just because it can be destroyed twice in one turn. Leads to big All Life is Prey damage. Also note that Need to Destroy does not need to be ready for its static ability to go off, so I can commit it to make a check, or E with something, then blow it up and net a ready foundation. Great card, just for that.

@darklogos

Thanks for taking a look. I do admit, at first the deck does not seem all too focused, but once a couple of the ineractions surface, the damage this deck can put out reveals itself. I had originally looked at Heir to the Storm, but I think that to do that I would need to be running Earth, so I can grab some of King's foundations, like Man Behind the Mask. Paid to Protect was another card I looked at, from a defensive standpoint (as many of my attacks have multiple keywords) but I think that it would only bloat the deck, preventing some of the card draw abilites from being as effective.

Again, thanks for the replies. I will be sure to report what I find works and what doesn't.

-Tinman

Well, the reason he si the Patriarch is... how do I say this...

When a mommy and a daddy love each other very much...

(on topic, nice Heihachi build lol)

So I have tested out the deck, on a very limited basis so far. The deck is solid, with some tech that people do not ususally expect (like a T1 6 damage attack). I am looking at some characters with a bit of apprehention, as they can offer some problems. Rashotep is an obvious one, as well as JJ. Paul Phoenix, Ragnar, and to some extent, King, all offer a run for my money, as they can, at times, aggro as hard as I can.

Some things I have looked into:

Wheel Kick for the Evil Mists. This I go back and forth about. Stun 3 is nice, but the less speed, and worse block make it a bit less valueable. Evil Mist, so far, has drawn a lot more blocking, and caused a bit more headaches because of it.

More Characters. The deck seems to have a lot of characters as it is, but in a down and dirty aggro match, I need to be able to have those in hand more often then not.

Momentum gen. It could have just been because I was up against a King-Throw deck mostly, but momentum lacking is a real bummer. Still on the fence about this though.

Foundation destruction. Specifically Intimadating Presence. Thinking about dropping something like Mishima Family Bloodline for a set, but undecided. Would let me use Manaical on commited foundations, then use IP if Manaical is commited (or used for something else). Could also be a point to pressure high risk blocks.

Torn Hero. I hate this card. And people are saying Finacial Problems is broken. Stupid thing is incredibly annoying to see on the other side of the field. Means that I can only Stun if all else fails, and, because Heihachi is the obvious first target, I can't just stun it and take the 2 commitals. Need to only commit foundations, IMO. Or have some form of canceling, like Pauls things.

More Need to Destroy. Even if I don't use the R, it is still great destruction fodder, as it replaces itself. Need more soon.

Body of Souls. Don't know if I need all of them. They are not bad, but I think I could get away with just 3. More often then not, I don't know what is in my momentum (generated by Manaical), so I'll want to keep it up there. Better to drop the amount of those.

Brooding might also be on the chopping block. I just don't find as much value in it, as it is lower difficulty (lower damage), and I usually would rather hold onto my health. Might switch it out for Solitarys and other things.

So, possible changes:

- 4 Evil Mist

+4 Wheel Kick

- 2 Mishima Family Bloodline

+ 2 Chaos Characters

-1 Body of Souls

+1 Need To Destroy

- 4 Brooding

+ 2 Solitary Assassin

+ 2 Paid to Protect (I know, I was against it. But then the lack of damage/speed hate seemed less attractive to me)

-Tinman

Uhm...Odin's Wrath for a +8 damage pump seems good to me. I think you should deck it NOW! cool.gif

Have you tried the action evil intentions out yet? Great surprise factor, low block, and able to destroy torn hero so you can stun to your hearts content. Seems like with your deck the real action is based into your char, so there shouldnt be to many foundations you'd care if your opponent nuked.

Speaking of foundations, are you having alot of chaining issues? Seems like you could easily turn some of your foundations into chaos cards to help speed up your building. Overall, lots of ideas here I'm gonna steal lol.

Well, Heihachi performed well this time out. Against some pretty fierce decks too. I made some last minute changes to the deck, and they worked out well:

-4 Wheel Kicks, +4 Evil Mists

-2 Mishima Family Bloodline, +2 Stand Off

And I kept the Brooding, and dropped in the Intimadating Presence for the Wild Storms

Set 1, Games 1-3, Tie Set

This was against a Cassandra deck, so lower health, high hand size, and fast attacks. These games went slowly, as he was running Torn Heros, which shut down my Stun game. I got him early on with two Stand Offs shutting down his low damage, high speed attacks, and building into an All Life is Prey kill. The next game I over extended myself due to a rocky start, and took a beating because of it. I managed to get a few shots off, but I was too far behind. Game three went to time, and was not really shaping up into anything special.

Set 2, Games 4-5, Win Set

This game was agianst a very big Astrid deck. I knew what to expect here, so I avoided going all out without some of my support on the field. A few good draws, and some whittling down had the game brought to the edge, with both of us under 10 health, and my Spinning Demon wreaking havoc. Brooding and Heihachi brought that one home as a game of numbers. Game 2 was slightly more conservative, with fast building on both sides. I managed to go off after a few quick turns, and drop a set of Spinning Demons and an Evil Mist for the win. It becomes a tough game for the opponent when they can only half block the Demons, and each one is 10+ damage.

Set 3, Games 6-7, Win Set, Final Match

This was against a Lu Chen deck that I had not been up against before. As a reversal deck, I went into it like Astrid, being sure to build before commiting to anything. It became a game of resources, with my Stand Offs and Paid to Protects against his staging area. In the end, my Shadow Flare into Spinning Demon got the game, but only after battling through a few rough turns of reversals. Game 2 was similar, but with most of his attacks being Mid, and my ability to recur characters out early, I was more heavily seated to play up a bit. Again, Shadow Flare into Demon got the game.

Thoughts:

The attack Lineup is good. The Achernars are a bit awkward to use, but they are good to discard for damage. First Rite played a less part than Evil Mist, as the block was worse. Spinning Demon was MVC, as it got me at least 3 wins, and lead to at least one other. Stand Off and Paid to Protect were invaluable for the decks I was against, and are definitely staying. Overall, I am happy with the deck as is. With the success of the Demons, I kinda wish I had a couple 3rd Rites for the deck, but you know how that goes.

-Tinman