Hello and Thank you for Choosing this Moveset!

After a whole Year* in Development, hopefully, it was finally Worth the Wait

*The Developer Didn't work on this Everyday, because he is lazy.

This Moveset Was in development around when the T8 CNT was New, so it is essentially a whole year, and this moveset had to be restarted all over again because it was accidentaly bricked, but it was for the Better.

Contents:
Line 9 - Contents
Line 37 - Install Instructions
Line 53 - Changelog
Line 107 - Legend
Line 173 - Moves Added and Changed:
Line 248 - Moves Removed
Line 255 - Detailed Changes
Line 634 - Combos and Followups
'->Line 636 - Followups
'->Line 691 - Combos
'->Line 744 - Wall-Carry and -Combos
'->Line 746 - Wall Carry
'->Line 758 - Wall Combos
Line 784 - For Moveset Creators

This Moveset Aims To answer The Question: What if Heihachi Could be in Tekken 8?

Of course he wont be in Tekken 8, it is highly official he wont be afterall, but in an Alternative Universe where he may be the next DLC, paid or free, what would he play Like?

This Moveset Includes an Attempt of Implementing most T8 System Changes; Changing Moves to make the Character feel Fresh; adding New moves, Removed in Prior Installments or never seen before with this Character and Overhauling Moves with Lacking Usefulness in Tekken 7 (being overshadowed by other moves or feeling like Filler).

Important: This Moveset doesn't Aim to be a Prediction of how Heihachi is going to be in the Given Situation, but instead this Moveset is The Result of just adding The Tekken 8 Mechanics, smoothening out the Rough Spots that come with the Implementation of the Mechanics and The Other ideas that came during the Process based on Heihachis Core Strenghs and Weaknesses and the aforementioned Goals.
This Moveset Also Leans more into the Implementation of the gameplay than the Visuals.
 This Moveset Also isn't the Definitive Way of How Heihachi would be, it is rather subjective.

If you can, please give Feedback! because this is my first moveset after all.
----------------------------------------------
Install Instructions:
Prerequisites:
- You Need The OLD version of Kilo's Moveset Extractor
Link: https://github.com/Kiloutre/TekkenMovesetExtractor/releases
- Tekken 7, DLC's Not Needed

Instructions:
1. Download the Moveset Extractor via The Link (Download The Zip under The Version 1.0.32.38-fix)
2. Install The Moveset Extractor by Extracting the Contents of the Zip to a Desired Location
3. Lauch the TekkenMovesetExtractor.EXE, and go to the Game Adresses Button on the Top Right of the Extractor and Click it so the Program can detect Tekken 7
4. Take the "Tekken 8 Heihachi" Folder from the Zip of this Moveset Mod, and place it into the "extracted_chars" folder of the Moveset Extractor. (if it doesn't exist, create it.)
5. Launch Tekken 7 and the Moveset Extractor
6. When Tekken 7 is Active, Select "Tekken 8 Heihachi" in the Extractor, and then Press the "Set Online Local Player" Button. Wait for the Text to the Left to finish, and then you're ready to use this moveset in offline modes.
6.5: Make Sure you select Heihachi, because while the Moveset is loadable to any character, it can cause issues not selecting Heihachi such as Moves whiffing or hitting when they shouldn't.
Extra Step for online: if you are using this Moveset, make sure the Player you are going up against also has the moveset installed, and pressed the "Set Online Remote Player" button in Step 6 instead of "Set Online Local Player", and vice versa, or press both buttons and wait them out if you and the Player you are going up against plan a Mirror Match.
----------------------------------------------
Changelog

Current Version: Release 1.0

Changes:
1.0 = Moveset First Released

1.01 = Hotfix 13.07.2024
Following Issues Fixed:
- Rage Art now Triggers Properly
- 3,3 at the Wall Recieved minor tracking to be more Consistent off-axis to the wall

1.1 = August 14. Update
Following Issues Fixed:
- Fixed During Heat (WR+3), on hit~(or :)3 connecting after WR+3 hits grounded in Wall Combos (by removing Slow Motion)
- Heat Smash now Properly Erases Heat
-(WS+3,)2 No longer Transitions to Throw on Backturn-Hit
-F,F+1+2 Is remapped to uf+1+2 and Jumps are made slower to Represent Tekken 8's System Changes
-(2,)2 and (1,2,)2 Can Now Properly Transition into ...2~)1 and ...2~)1+2
-Heat Engagers Adjusted to give correct frames
-Corrected Heat Burst to work during Sidestepping and Sidewalking
-Removed Heat Smash Second Hit Crossing-Up the Opponent
-Corrected Heat Smash to Work during Sidestepping; Sidewalking and Dashing
-f+3 now Properly Gives +4 instead of +14
-b,b+1+2 now Properly Gives an i12 Followup on Counter-Hit
-Removed being Able to Speed up b,b+1+2° by delaying holding it

Following Balance Changes Made:
-During Heat (WR+3,) on hit:4 Recovers Slower on Hit, Giving +17
-(WS+3,2):1+2 Now Bounds Airborne instead of Grounded, Meaning the Next move Will have 50% Scaling and Further Pushback
-(uf+3,) on hit:~4; RJN+1 and (1,b+2,)4 Can Wallsplat when Engaging Heat, enabling Wall Combos
-(1,2,)2; (2,)2; d+2+4; (ub/u/uf+2),4; (bf+2,1+2,)1+2; WS+1+2; RJN+4 and RJN+1 Restore Heat During Heat (Restore 10 Heat from a 100)

Staples and Followups Adjusted for Changes and Helpfulness

'~> Known Issues:
- Heat Doesn't Deplete in Any Way outside of Heat Actions
'-> Solution: Seemingly Impossible unless the Entire Moveset is Adjusted for Geese
- Not all Attacks Deal Chip Damage During Heat
'-> Solution: Theoretically Fixable, Practically would take way too long to fix.
- No indication of When Heat is Activated
'-> Solution: Seemingly Impossible unless the Entire Moveset is Adjusted for Geese
- Heat Can Be Activated Unlimited Times
'-> Solution: It would be Possible to make Heat once per Match, but That would in most cases result in an important part of the Moveset being left unused unless You'd set A Match Length to One Round, which is inconvenient, so i guess you'd have to arrange that you only use Heat Abilities once per Round until Further Research.
- Scaling isn't Appropriate, resulting in Higher Damage than intended
'-> Solution: Needs More Research (or would take way too long to fix)
- if timed Correctly, the Opponent can end up Backturned if hit Late during the Strong Areal Tailspin Attack Reaction Animation
'-> Solution: Unknown
- When using Far-Reaching Tailspin Attacks Against The Bears when the Bear is Wallsplatted and the Attack is used Close, the Bear Will either End up Behind the Attacker or the Camera Will Glitch Out
'-> Solution: Unknown
- Recoverable Gauge isn't Recoverable
'-> Solution: Unknown

----------------------------------------------
Legend
(X)tu = Tekken-Units
'-> Tekken-Units are Taken from The "Distance from Opponent" Variable
--> f.e. 1.00 Distance from Opponent = 1tu

NHU = Normal Heat Usage
-> This Attack uses 25% Heat

EH = Erases Heat
-> This Attack uses all the Heat

CH = Counter-Hit

P = Parry

1 = Left Punch

2 = Right Punch

3 = Left Kick

4 = Right Kick

1+2 = Press Left and Right Punch Together

1~2 = Press Right Punch Quickly after Left Punch

,2 = Press Right Punch After The Previous Action

(1) = Left Punch isn't Referred to

1° = Hold Left Punch

1:2 = Right Punch Has a Just-Frame Timing after Left Punch (Only Have for example 1/60th of a Second Worth of time if the game runs At 60FPS)

1, on Block/hit 2 = Press Right Punch When Left Punch Would Hit/be Blocked

1, on Block/hit~2 = Quickly Press Right Punch When Left Punch Would Hit/be Blocked

1, on Block/hit:2 =  Press Right Punch Right When Left Punch Would Hit/be Blocked

WS+1 = Press Left Punch when Leaving the Crouching Position

f; u; b; d = Forward; Up; Back; Down
'-> Hold the Direction if the Letter is Capitalized

qcf = Quarter-Circle Forward, Refers to d,df,f input

For Example ub = Press Up and Back Together

During Heat = Only Available When Heat is Active

During Rage = Only Available When Rage is Active

CD = Crouch Dash, Refers to f,n,d,df input

RJN = Rajin Stance, Refers to f+3+4 input

WR = While Running, Refers to f,f,F input

WGF = Wind God Fist (Refers to The Attack with the f,n,d,df+2 input)

EWGF = Electric Wind God Fist (Refers to The Attack with the f,n,d,df:2 input)

OTGF = Omen Thunder God Fist (Refers to The Unlisted Attack with the f,n,df:1 input)
----------------------------------------------
Moves Added and Changed:
During Heat (1,) on hit~b+2
(1,b+2,)1
(1,b+2,)4
(1,b+2,)on hit~1
During Heat (1,)on hit b+2
During Heat (1, on hit b+2,)on hit:1
(1,2,)4
(1,2,4),on hit DF
(1,2,)2
(1,2,2~)1
(1,2,2~)1+2
(2,)2
(2,2~)1
(2,2~)1+2
3
(3,)3
(3,)3~3+4
4
1+2
2+3
(2+3),b,b
During Heat 2+3
(uf/u/ub+2),4
uf+3
(uf+3,)4
(uf+3,)on hit:4
uf+4
(f+2,)3
(f+2~)1+2
(f+2~)1
f+3
f+1+2
(f+3+4,)1
(f+3+4,2,)1
(f+3+4,)4
(df+1,)2
During Heat (df+1,)1+2
df+2
(df+2),4
During Heat df+2+3
During Heat (d+1,)1+2
d+2
d+3
(d+3),2
d+1+2
db+1
db+1+2
b+1
(b+1,)1+2
(b+1,)1
b+2
(b+3,)2
b+4
b+1+2
b,b+1+2
b,b+1+2°
CD+1
CD+4,4,4
(CD+4,)1
(CD+4,4)1
(CD+4,4,4)1
(bf+2,)3
(bf+2,3)~b
(bf+2,)1+2
(bf+2,1+2),1+2
During Heat (CD+4,4,4,)on hit~1
During Heat (CD+4,4,4,)on hit:1
(WS+3,)2
(WS+3,2):1+2
WS+1+2
(WS+1+2),1+2
During Heat WR+3, on hit:4
During Heat WR+3, on hit~4
----------------------------------------------
Moves Removed:
df+1+2
(WS+3,)1+2
(3,)4
During Rage (1,b+2,)1+2
During Rage (b+2,)1+2
----------------------------------------------
Detailed Changes:
(1,b+2,)1:
= Tornado-Flips During Juggles
= Block Animation Changed for Clarity
+Now -13 on Block (Previously -15)
-Not delayable, comes out at its T7 max. Delay.

(1,b+2,)4:
= Wallsplatting Heat Engager
= Hitbox Adjusted Downwards
+Startup 6 Frames Faster
-Deals 13 less Damage
-Doesn't Wallsplat, Wall Stuns Instead
-0,66tu less Range

NEW (1,b+2,) on Hit~1:
= Based on CD+1
+0,44tu more Range
+Now -13 on Block
-Doesn't Give a Tornado Spin
-20% Less Vertical movement on Airborne Hit
-Natural Hit Changed: Front-Hit is taken from f.e. f,f+2 Grounded Hit, and the hits from the other sides have less Vertical Movement

NEW During Heat (1,) on hit~b+2
= Based on (1,) b+2

NEW During Heat (1,on hit~b+2,)on Hit:1(UH):
= Based on (1,b+2,) on Hit~1
+Deals 15 More Damage (Now 35)
-Hit Property from CD+1

(1,2,)4:
+CH Changed: Allows for a guaranteed Followup if cancelled into (1,2,4), on Hit DF (Standing Opponent)
-Now -16 on Block (Previously -9)

NEW (1,2,4,) on hit DF:
= Based on f,n,d,df
-Cannot Sidestep, Backdash and/or Dash out of it

(1,2,)2 and (2,)2:
=Based on TTT2 Jinpachi (2,)2
=Can use Cancels from bf+2
+ Now +7 On Hit (Previously -2)
+ Now -7 on Block (Previously -13)
+ Restores 10 Heat during Heat
- Now 5 Frames Slower (Now i22)
- Deals 8 Less Damage (Now 10)

NEW (1,2,2~)1; (2,2~),1; (f+2~),1; (b+1,)1:
= Based on T7 RJN+1
+Recovers 10 Frames Faster
-Deals 3 Less Damage (Now 17)
-Launches Only on Counter-Hit

(1,2,2~)1+2; (2,2~),1+2; (f+2~),1+2; ; (b+1,)1+2
+Deals 12 Chip Damage
-Now 9 on Block (Previously -6)

3:
= Less Pushback on Hit and Counter-Hit

NEW (3,)3:
= Based on T5DR f+3
+14 Frames Faster Start-Up
+Now +5 on Hit (Previously +3)
+Counter-Hit Changed: Still Knock Down, but Gurantees f,f+2
-Deals 11 Less Damage (Now 13)
-Now -9 on Block (Previously -8)

NEW (3,3)~3+4:
= Transitions into Rajin Stance
= if Cancelled into, (3,)3's Properties Change:
+Now +8 on Hit, and +7 on Back-Hit
+Now +1 on Block

4:
+Deals 7 Chip Damage
-Doesn't Counter-Hit Launch, Gives a Guaranteed Ground-Hitting Followup Instead

1+2:
-Hitbox Adjusted Upwards

NEW 2+3:
= Based on d+1
+Bounds Airborne Opponents
+Power Crush
+Activates Heat (Gives 100 Heat)

NEW (2+3),b,b
= Cancels the Attack, but still Activates Heat

NEW During Heat 2+3 EH:
= i28-29 Heat Smash
= Has Four Hits that are: Low, Mid, Mid, High
= Deals (16+20+11+23) Damage
= Second Hit Launches
= Stops, If Second hit Doesn't Connect
= Wall Breaks
= -18 On Block
= Time Activation with Opponents non-Reversal Break Mid or High-Hit (3-frame-Leniency) to Parry, and to guarantee the Heat Smash.
= Parry Stun is breakable by quickly imputting u/b (or holding it beforehand)

uf/u/ub+2:
-Deals 5 Less Damage (Now 12)

NEW (uf/u/ub+2),4:
= Based on T5 Jinpachi b+4
= Natural-Hit Changed: Knocks the Opponent Away
+Wallsplats; Wallbreaks and Balcony Breaks
+Now a Counter-Hit Laucher
+Restores 10 Heat during Heat
-Deals 10 less Damage (Now 20)

uf+3:
= Block and Hit animation Changed for Clarity
-Doesn't Knock Down On Hit, leaves the Opponent Standing for a -10 Disadvantage instead.
-Deals 5 Less Damage (Now 11)

(uf+3,)4
= uf+3 Knocks Down on Successfully Canceling into it.
+Juggle Hit Changed: Has Strong Areal Tailspin Property
+Deals 3 More Damage (Now 23)
-Now +2 on block (previously +3)

(uf+3,) on hit:4:
= Heat Engager
+Now +4 on block (previously +3)
+Deals 12 Chip Damage
+Deals 1 More Damage on Normal Hit, and 8 More Damage on Juggle Hit.(Now 24 on Normal Hit and 31 on Juggle Hit)
+Juggle Hit Changed: Has Strong Areal Tailspin Property

uf+4:
+Homing

(f+2,)3:
= Tornado Flips on Juggle Hit
+Deals 11 Chip Damage on Block
-Natural Hit Changed: No Longer Guarantees f,f+2.
-Counter-Hit Changed: Gives a Guaranteed Ground-Hitting Followup with Lots of Pushback instead.

f+3:
= Tornado Flips on Juggle Hit
+Deals 8 Chip Damage on Block
-Deals 4 Less Damage
-Counter-Hit Changed: Gives A Pickup with bf+2 (on most Characters); d+2 (on most Characters); or f+3, or a guaranteed Ground-Hit with d+3 or d+4 instead.
-Normal-Hit Changed: Leaves the Opponent for +4 instead

f+1+2:
= Transitions to Rajin Stance on Hit
+1 Frame Faster (Now i11-12)
+Deals 5 More Damage (Now 20)
-No KND on Natural Hit, Leaves the Opponent Standing with +5 and Possible Wall Stun instead

(f+3+4,)1
= Based on TTT2 Jinpachi db+1+2
= Heat Engager
+10 Frames Faster
+Normal Hit Changed: Knocks Down the Opponent with +19, and less pushback
+Tracks more to the Right
+Now -6 on Block (Previously -9 with Pushback)
+Now High Crushes at i8-17
+Deals Chip Damage
+Restores 10 Heat during Heat
-Deals 4 Less Damage (Now 26)
-Airborne Hit Changed: Pushes the opponent far away with little verticality

(f+3+4,2,)1:
= Animation Changed to T6 RJN+1
= Low-Tailspins on Airborne Hit
+3 Frames Faster Startup (Now i18-19)

NEW (f+3+4,)4:
= Based on T5 Jinpachi WS+4
+Now -13 on Block With Pushback (Previously -14)
+Restores 10 Heat During Heat
-Deals 5 Less Damage (Now 19)
-Doesn't Launch on Normal Hit, only on Counter-Hit
-> Gives a Guaranteed Followup Instead (Grounded-Hit)

(df+1,)2:
-Deals 4 Less Damage (Now 20)

NEW During Heat (df+1,)1+2 UH:
= Based on T5 Heihachi (df+1,)2
-Now -18 on Block (Previously -27)
-Deals 5 Less Damage (Now 10)
-Natural Hit Changed: Instant-Tornado-Spins instead

df+2:
= Based on T6 Heihachi b+2
+Hits at i16 (i17 previously)
+Counter-Hit Launches
+Now -7 on Block (Previously -9)
= (df+2,)4 hits Crouching if Cancelled into and df+2 Counter-Hits.
-Deals 10 less Damage (Now 10 Damage)
-Now +4 on Hit (Previously +9)

(df+2,)4:
= Based on T4 Heihachi (3,)4
+Has 0,51tu more Range
-isn't a Counter-Hit Launcher, gives a Knockdown or Wallsplat near a Wall instead.
-Airborne Hit Changed: Pushes the Opponent far away with minimal verticality

NEW During Heat df+2+3 NHU:
= Based on T7 Awakened Heihachi df+2+3
+Press 1 with each "Lession" to Power up
+Wallsplats and Wallbreaks
= If 1 is timed correctly once, the Attack deals 30 damage, and if it's correctly timed twice, it'll deal 40 Damage
-Deals 5 less Base Damage (Now 20)

During Heat (d+1,)1+2 LHU:
= Based on T5 Heihachi (d+1,)2
= d+1 launches on Counter-Hit, if the Cancel was Successful.
+Deals 4 more Damage (Now 30)

NEW d+2:
= Based on T5 Heihachi df+2+3
= Auto-Blocks Lows During Startup Frames
= Parries Lows for a +13 Advantage (To Parry, Time d+2's Hit with the Low hit of the Opponent)
= -4 on hit, -10 on block
-Deals 9 Less Damage (Now 1)

d+3:
= if The Attack Hits with Max. Range, it will deal 7 Damage, but it also will guarantee a i14 Normal Hit (Scales Launches).
+Ground-Hit Pushback Removed if Cancelled into (d+3),2
-Deals 15 Less Damage if Cancelled into (d+3),2, and if it hit Grounded
-Doesn't Floor Break if Cancelled into (d+3),2

NEW (d+3),2:
= Based on uf,n,2
= Hit-Level Changed (Previously Mid, Now Low)
+Floor Breaks
+Has 0,64tu more Range
-Now -9 on Hit and -15 on Block (Originally -4 on Hit and -13 on Block)

NEW d+1+2 NHU
= Based on TTT2 Heihachi d+1+2
= Split into Two Hits that Deal (10 +10) Damage
= Powers Up During Heat: Natural-hit Launches and Deals (10 +18) Damage on Natural-Hit.
+Air-Property from f.e. T7 Lars (f+1,2,)3
+Now -9 on Block (Previously -13)
-Doesn't Launch on Both Normal-and Counter-Hit. (Now just +4)

d+2+4:
= Based on Jinpachi d+2+4
= Heat Engager
+Now +4 on Successful Grab (previously 0)
+Has 0,17tu more Range
+Recovers 10 Heat During Heat
-Deals 15 Less Damage (Now 30)

NEW db+1:
= Based on T5 Heihachi b+1
= Heat Engager
+Now +5 On Hit (Previously +2)
+Has 0,18tu more Range
-Deals 3 Less Damage (Now 19)
-Now -6 on Block (Previously -2)

db+1+2:
-Doesn't Wallbreak

b+1:
= (b+1,)1+2 hits airborne if cancelled into on Counter-Hit
+Gives +9 on CH

(b+3,)2:
-Counter-Hit Animation Changed: No longer Allows for High Attacks and Mids like uf+3.

b+4:
+Does Not spend Screw because of System Changes
-No longer Homing

b,b+1+2:
+15 Frames Faster Startup (Now i20-i21)
+Gives a Guaranteed i12 Followup on Counter-Hit (Crouching Opponent)
-Deals 8 less Damage (Now 17)
-Pushback and Wall Stun Removed on Block
-Now -19 on Block (Previously +11 with Pushback)

NEW b,b+1+2°:
+Deals 6 more Damage (Now 31)
+Wallsplats; Wallbreaks and Balcony Breaks on Block
-6 Frame Slower Startup (Now i41-i42)

CD+1:
= Tornado-Flips During Juggles
+Wallsplat Range Increased
+Pushback on Block
-Now -16 on Block (Previously -15)
-Deals 5 Less Damage (Now 20)

CD+4,4,4:
-Counter-Hit Changed: Insta-Tornado Spins Instead (was a Launcher)

(CD+4,)4,4:
-Natural-Hit Changed: Insta-Tornado Spins Instead (was a Launcher)
-> The Natural-Hit when the Attack Beforehand Connected.

(CD+4,)1:
= Tornado-Flips During Juggles

(CD+4,)1 and (CD+4,4,)1:
= Tornado-Flips During Juggles
-Deals 3 Less Damage (Now 17)

(bf+2,)3:
+Counter-Hit Added: Gives 21 Standing Block Frames, followed by 19 Grounded Frames.
+8 Less Startup Frames
-Deals 10 Less Damage (Now 10)
-Now +6 without Wallsplat on hit (Previously +13 with Pushback)

(bf+2,3)~b:
= Based on 3
'-> Therefore Cancellable into (3,)3
-Deals 5 Less Damage (Now 10)
-5 Frames Slower Startup (Now i18)

NEW (bf+2,)1+2;
= Based on T7 Heihachi df+1+2
= Counter-Hit Changed: Gives a Guaranteed Followup Instead (Grounded-Hit)
+Now -7 on Block with Pushback (Previously -14)
-Normal Hit Changed: Leaves the Opponent Standing in Neutral
-Deals 9 Less Damage (Now 16)
-Has 0,36tu less Range

NEW (bf+2,1+2),1+2
= Based on TTT2 Jinpachi (f+2,1,)1+2
+Deals 1 More Damage (Now 26)
+ Recovers 10 Heat during Heat
-Recovers 7 Frames Slower
-Now -15 on Block with more Pushback
-Pushback on Normal-Hit Increased

NEW During Heat (CD+4,4,4,)on hit~1 NHU:
= Based on (1,b+2,) on Hit~1
+Deals 9 More Damage (Now 29)
+Has 30% more Vertical Movement on Airborne Hit

NEW During Heat (CD+4,4,4,)on hit:1 NHU:
= Based on During Heat (CD+4,4,4,)on hit~1
+Deals 6 More Damage (Now 35)
-Natural Hit Changed: Front-Hit is taken from f.e. f,f+2 Grounded Hit, and the  hits from the other sides have less Vertical Movement

NEW (WS+3,)2:
= Based on TTT2 Jinpachi f,f+2
= Throw Transition Changed: No longer Deals 10 extra Damage, but leaves the Opponent Standing at -9
+ Recovers 10 Heat during Heat
-Deals 19 less Damage (Now 10)
-Now -14 on Block (Previously -11)

NEW (WS+3,2):1+2
= Press 1+2 Right when you Pull the Hand Out (3-Frame-Lienency)
= Based on T7 During Rage (b+2),1+2 (or 1,b+2,1+2)
+ Recovers 10 Heat during Heat
+ Bounds Airborne Opponents
-Deals One Less Damage (Now 20)

NEW WS+1+2
= Based on T7 King f+1+4
+Recovers 3 Frames Faster on Block (Now +6)
+2 Frames Faster Startup (Now i15-16)
-Deals 11 Less Damage (Now 10)
Second Hit:
= Based on TTT2 Jinpachi b+1+2
+Now -11 FC on Block (Previously -12 FC)
+ Recovers 10 Heat during Heat
-Deals 1 Less Damage (Now 27)
-Recovers 15 Frames Slower on Hit
-3 Frames Slower (Now i16-i17)

NEW During Heat WR+3, on hit~4 NHU:
= Based on (uf+3,)4
-Doesn't do a Screw on Juggle Hit

NEW During Heat WR+3, on hit:4 NHU:
= Based on (uf+3,)4
+Deals 12 Chip Damage
----------------------------------------------
Combos and Followups:

Followups:
After WS+1; CH 4; CH f+3; CH (f+2,)3; CH (bf+2,)3; CH f+4; CH (3,)3; 1+2; RJN,4:
f,f+2

After WS+1; CH 4; CH f+3; CH f+4; 1+2; RJN,4:
d+3,2

After WS+1; CH 4; RJN,4; Heat Dash after Heat Burst; During Heat uf+3:4,F:
qcf+2 or Against Normal-Sized Characters f,n,df:1

After 1+2; CH f+4:
f,f,n > d+4

After CH f+1+2:
Delay RJN,2; RJN,4 or RJN,2,1

After CH (1,2,4), on hit DF:
Slight Delay 2 (use b+3,2 > f+2,3 Combo Route Afterwards)

After CH (bf+2,)1+2:
Quick f,f+2 or ,1+2:

After CH (2,)2; CH (1,2,)2:
,2

After CH 2; CH (1,)2:
,2

After CH 1:
,b+2

After CH (1,)b+2:
, on hit~1 or ,4

After During Heat CH (1,) on hit~b+2:
,on hit:2; ,on hit~1 or ,4

After CH b+1:
,1+2

After CH d+1:
,2 or During Heat ,1+2

After CH b,b+1+2:
1+2 or d+2+4

After Hitting Crouching Opponent f+4:
df+1,2; During Heat df+1,1+2 or d+2+4

After d+2,P:
df+1,2 or During Heat df+1,1+2

After Near Wall CH (bf+2,)3:
db+2

Combos:
After CH u+4; WGF; EWGF; OTGF; CH RJN,4; CH (bf+2,)2; f,f+2:
b+3,2 > 1,b+2,1 > RJN,2,1
b+3,2 > 1,b+2,1 > f,f,n > 1,b+2, on hit~1
b+3,2 > 1,b+2,1 > uf+3,(or :)4 > f,f+2
b+3,2 > f+2,3 > f,f,n > uf+3,(or :)4 > qcf+2
1,2,4,DF > 4,4,1 > RJN,2,1

After WGF; EWGF; OTGF; CH RJN,4; CH (bf+2,)2; f,f+2:
(E)WGF > 1,b+2,1 > f,f,n > uf+3,(or :)4 > qcf+2
(E)WGF > (df+)1 (or f,f,(E)WGF against Big Characters) > f,(E)WGF > f+3 > f,f,n > uf+3,(or :)4 > qcf+2

After WGF; EWGF; OTGF:
OTGF > 1,b+2,1 > f,f,n > uf+3,(or :)4 > qcf+2
OTGF > (E)WGF > f+3 >  f,f,n > uf+3,(or :)4 > bf+2,1
OTGF > (df+)1 (or (E)WGF against Big Characters) > f,(E)WGF > f+3 >  f,f,n > uf+3,(or :)4 > qcf+2

After CH (b+3,)2; CH df+2; CH b+4 > f,f,n; During Heat d+1+2 > f,f,n; WS+3,2:1+2; f,f+3:
CD+4,4,1 > uf+3,(or :)4 > bf+2,1
CD+4,n,4 > 1,b+2,1 > uf+3,(or :)4 > f,f+2
CD+4,n,4 > f+2,3 > f,f,n > uf+3,(or :)4 > qcf+2
CD+4,n,4 > f,(E)WGF > f+3 > f,f,n > uf+3,(or :)4 > qcf+2

After CH (b+3,)2; CH df+2; CH b+4 > f,f,n:
uf+3,(or :)4 > b+3,2 > f+3 > uf+3,(or :)4 > f,f+2
uf+3,(or :)4 > (E)WGF > f+3 > f,f,n > uf+3,(or :)4 > qcf+2

After CH f+3; f,f+3:
f+3 > uf+3,(or :)4 > bf+2,1+2,1+2
f+3 > SSL > uf+3,(or :)4 > f,CD,n,4 > bf+2,1+2,1+2
f+3 > uf+3,(or :)4 > RJN,2,1 > uf+3,(or :)4 > bf+2,1+2,1+2

After CH (3,)3~3+4:
RJN,2,1 > uf+3,(or :)4 > bf+2,1+2,1+2
RJN,2,1 > uf+3,(or :)4 > f+3 (or f,(E)WGF) > df+2,4

After CH CD+4; (CH+4,)4; (CD+4,4,)4:
SSL > uf+3,(or :)4 > f+2,3 > bf+2,1+2,1+2

After CH CD+4; (CH+4,)4; (CD+4,4,)4; During Heat df+1,1+2:
f,f,n > uf+3,(or :)4 > f+2,3 > f+3 > df+2,4
f,f,n > uf+3,(or :)4 > f+3 > (E)WGF > f+3 > df+2,4

After uf+3,(or :)4:
f+2,3 > uf+3,(or :)4 > bf+2,1
1,b+2,1 >  f,f,n > uf+3,(or :)4 > qcf+2
(df+)1 > f,(E)WGF > f+3 > f,f,n > uf+3,(or :)4 > qcf+2

After During Heat WR+3, on hit:4:
df+2 X2 > df+2,4
bf+2,1+2,1+2
bf+2,3~B > df+2,4

Wall-Carry and -Combos

Wall Carry:
Before 6 Juggle-Hits = 1,b+2,1
Before 10 Juggle-Hits = bf+2,3 or uf+3,(or :)4
After 10 Juggle-Hits = d+1+2 or df+1,1
When the Wall is Close before 8 Juggle-Hits = f+2,3
When the Wall is Close after 8 Juggle-Hits = bf+2,3
When the Wall is Close after 10 Juggle- Hits = df+1,1
Medium Distance To the Wall = bf+2,1

Wall Carry Without Tornado Combo =
CD+4,n,4 (or uf+3,(or :)4 or (E)WGF > f,CD,n,4 depending on the Launcher) > b+1,1 > bf+2,1 (or bf+2,3 when the wall is Close)

Wall Combos:
Best Damage After Combo with Tailspin:
          > bf+2,1+2,Delay 1+2 (Best Damage and Recovers Heat)
          > 1,2 > f+1+2 > RJN+4 (Best Damage and Recovers Heat When the Opponent doesn't hold Back)
          > 2,2,3~b,3~3+4 (Best Frames)
Previous Combos also Work after a one-hit Tail Flip on Wallsplat

Two-Hit Tailflip on Wallsplat Example:
f+2,3 > 1,b+2, on hit~1 (Best Damage)
          > bf+2,3~b,3~3+4 (Best Frames)
          > 1 > f+3+4 > RJN+4 (Recovers Heat)

Three-Hit Tailflip on Wallsplat Example:
CD+4,4,1 > df+2, Slight Delay 4 (Consistent)
                 > b+3,3 (Easy and Good Damage but inconsistent)
                 > 3,3~3+4 (Best Frames)
                 > Delay OTGF (Best Damage only on Medium-Sized Characters)
                 > Delay d+4 (Easiest)
                 > Delay WS+1+2 (Recovers Heat During Heat

Best Wall/Balcony-break Attack on Wallsplat:
2,2,1 or bf+2,1+2,1+2

Best Floor Break Attack on Wallsplat:
2,2,2 or d+2 > WS+1+2,1+2
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Congratulations, Reader! You've Made it to the 2993th Line! You may have Wondered, why there is an xtra unnamed Zip in this Zip, but it has a Password?. So because you've made it Here, i'll give you the answer on how to find out = Just Put the Answer to this Question in, and the Contents of the Zip File Are Yours!: What is the Name of the Song in the Third Title of the Album from the Artist whose Birth Name was Reginald Dwight Released in the Same Year as this Line Number Minus the Year the Developer of Pilotwings 64 released their First game for the 7th generation of Consoles, and the Difference of that times two?