Hein (XIV)

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Charaimg hein.png

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Skewer - close Bk.gif / Fd.gif + C.gif 

Pin - close Bk.gif / Fd.gif + D.gif

Command Normals

Bayonet  - Fd.gif + A.gif

Blunder  - Fd.gif + B.gif

Special Moves

Pawn - Qcf.gif + A.gif / A.gif (*)

Knight - Dp.gif + B.gif / D.gif (*)

Bishop - in air, Qcb.gif + B.gif / D.gif (*)

Rook - Qcb.gif + A.gif / C.gif (*)

Castling - [Rook] Hcf.gif + B.gif / D.gif

Super Special Moves

Queen - Qcf.gifDf.gifQcb.gif + A.gif / C.gif (!)

King - Qcb.gif Qcb.gif + B.gif / D.gif (!)

Climax Super Special Moves

Domination -Hcb.gif Hcb.gif + A.gifC.gif

Quick Combo Reference

Quick Combo Reference

Notation Key (place notation here)

0 Meter

Anywhere
Low, Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) = 231 dmg

1 Meter

Corner
Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) dmg

2 Meters Anywhere (Combo 1) = (damage number here) dmg

Gameplay Overview

Normals

Standing

  • st. A: One of his hop stoppers and his most consistent. Tends to whiff on crouchers. 5 frame startup and -3 on Block.
  • st. B: Has good range and can be used as a poke. Does enough hit-stun to lead into MAX MODE combos. 6 frame start up and -2 on block.
  • st. C: Range is lacking, so not a good poke or anti air. Speed and angle make it decent at stopping hops though. 6 frame start up and -2 on block.
  • st. D: Slow startup and angle make it almost exclusively an anti air. Tends to whiff on crouchers. 11 frame start up and -6 on block.

Close

  • cl. A: Close chop with decent range. Special Cancel-able. cl. B is better overall. 5 frame startup and -3 on block.
  • cl. B: Hits low. You can employ this after an empty hops as it starts up faster than his cr.B, combos into Bayonet and is Special Cancel-able. 4 frame start up and -1 on block.
  • cl. C: Combo filler. Cancels into Bayonet and Special Cancel-able. 8 frame start up and 0 on block.
  • cl. D: Starts up a frame faster than cl.C. Cancels into Bayonet and Special Cancel-able. Seems to activate farther out cl.C. Does same damage as cl.C.


Crouching

  • cr. A: Good poke with fast start up. Chains into cr.B and Bayonet. Special Cancel-able. 4 frame start up and only -1 on block.
  • cr. B: Another good poke for him and his main combo starter. Chains into itself and combos into Bayonet. Hits low. Special Cancel-able but combos into nothing without Bayonet's help. Depending on Hein's spacing, you may have to cut a cr. B or two out of your combos in order for Bayonet to hit. 5 frame start up and only -1 on block
  • cr. C: Another poke. Has nice range though not as nice as the animation would suggest. Doesn't hit low. Special Cancel-able. Good to cancel into Rook or maybe even A Bayonet. 9 frame start up and +1 on block.
  • cr. D: Sweep with good range. Special Cancel-able.

Jumping

  • j. A: Can be used for pressure in the corner alongside j.D. 5 frame startup
  • j. B: Quick air to air. Whiffs on crouchers, so not a good jump in. 7 frame startup
  • j. C: Whiffs on a lot of crouchers, so tends to work better as a slow air to air. 9 frame start up
  • j. D: Good jump in for starting pressure or combos. Hits at a good angle, though can sometimes whiff if mistimed. 7 frame start up.

Blowback

  • st. CD: Good range but slow start up. Special Cancel-able. You can get stuff like King or MAX King mid-screen and longer combos in the corner.
  • j. CD: Works great as an air to air. Also good in pressure because it causes a lot of blockstun. If it hits, it pushes the opponent toward the corner, which is great for Hein. Only thing to watch out for is the slow start up, which is 12 frames.

Throws

  • (Throw description)


  • (Throw description)

Command Moves

Bayonet - (f+A)

Command Normal. Combo filler. Will combo from his heavies and does enough hitstun to combo into most of his specials/supers. Range is quite short though, so tends to whiff depending on Hein's spacing/the amount of hits you add to a combo. 10 frame start up and is even on block. If canceled into, it loses a frame of start up but becomes -2 on block.


Blunder - (f+B)

Overhead. You can cancel into it from his normals, but it will not combo. Causes Hein to become airborne, so you can only cancel it into Bishop (qcb+B/D in air). Useful in corner combos/pressure. 22 frame start up but safe on block at -1.

Special Moves

Notation Key (*) = EX OK

(!) = MAX OK


Super Special Moves

Climax Super Special Moves

Combos

0 meter

  • (place combo here) = (place damage amount here)

(place combo description here)

1 meter

  • (place combo here) = (place damage amount here)

(place combo description here)

2 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

3 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

4 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

5 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

Misc

Videos

Hein: Full Character Tutorial

Hein Slow Motion Hitboxes

Contributors

External Links

Discussion Threads

Discuss at Dream Cancel

The King of Fighters XIV
Kyo Kusanagi · Benimaru · Goro Daimon · Iori Yagami · Mature · Vice · Terry Bogard · Andy Bogard · Joe Higashi · Nelson · Zarina · Bandeiras Hattori · Ralf Jones · Clark · Leona Heidern · Ramon · Angel · King of Dinosaurs · K' · Maxima · Kula Diamond · Xanadu · Chang Koehan · Choi Bounge · Ryo Sakazaki · Robert Garcia · Yuri Sakazaki · Nakoruru · Mui Mui · Love Heart · Kim Kaphwan · Gang-Il · Luong · Shun'Ei · Tung Fu Rue · Meitenkun · Athena Asamiya · Sie Kensou · Chin Gentsai · King · Mai Shiranui · Alice · Geese Howard · Billy Kane · Hein · Sylvie Paula Paula · Kukri · Mian
Antonov · Verse
Vanessa · Rock Howard · Yamazaki · Whip

General: Notation · Frame Data · Movement · Defensive Systems · Offensive Systems · The Power Gauge