The range of choices for Heihachi seems to be in the direct short pressure game. Heihachi's combination of attack speed, which is incredibly fast at times in comparison to Spawn or even Necrid, and variety gives his opponents a lot to worry about if they let him in. Even some of his better medium range moves physically transplant him into the short game (such as the infamous Rising Sun double kick).
Another element of Heihachi's offense that easily benefits from the pumped up attack speed is his pop up and juggle moves. Heihachi has brought over a nice little collection of easily accessible pop up moves from the Tekken series that offer a lot of air time, leaving his opponent's floating body open to a lot of juggling options (especially considering the advancing nature of a lot of his quicker moves).
I know it might pain some people to hear this, but Heihachi does run into some problems. Most notable is his lack of a good distance game. If for some reason Heihachi has to trade blows from a distance he simply isn't going to do well. The moves that come out from that range, that don't offer to put him back into the short range, are slow and appear to just leave him open for more abuse. Heihachi has to put the pressure on because if he doesn't, he becomes poke bait for characters that love to play a distance containment game.
This is perhaps one of Heihachi's most controversial moves. The urban myth surrounding this double kick barrage is that it is unblockable and it lands for free. I'll admit that it is a great move that puts Heihachi right in the opponent's face, mixes up a great high-low combination, and the first hit does slightly stun the opponent even during block. However, is it truly unblockable? Sorry guys. While it requires the opponent to perform a slightly more advanced style of blocking, it isn't an instant kill button. The computer AI will constantly fall for it, but human opponents are another story. Try mixing it with a Hell Axle (6, 6, K) to try and throw off your opponent's blocking pattern.
This is one of a handful of basic move strings that Heihachi players should be taking advantage of (also check out Thunder Twin Hammer--A, A, B--Demon Slayer--B, B, A--Demon Executioner--B, B, A, A+B--and Fake Executioner--B, B, A, A+B, 2 (or 8) --). It comes out very fast and direct, and helps advance Heihachi forward, which is good if you are looking to apply pressure or catch a popped up opponent into a juggle.
In addition to his speed and aggressive nature, Heihachi also has a great pop up game. Twin Pistons is just one of a handful of offensive options Heihachi has for setting opponents up for a juggle (test out Demon Uppercut--6, 6, B--for nice quick pop up). Twin Pistons isn't so much a fantastic move in comparison to Demon Uppercut, but it is an option, so experiment.
Click here to see all of Heihachi's moves