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Hein

Started by Ben Reed, August 05, 2016, 06:24:42 PM

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Ben Reed

Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

(*) = EX OK
(!) = MAX OK

Throws
Skewer - close ;bk / ;fd +  ;c
Pin - close ;bk / ;fd + ;d

Command Normals
Bayonet -  ;fd;a
Blunder -  ;fd;b

Special Moves
Pawn -  ;dn ;df ;fd;a;c (*)
Knight -  ;fd ;dn ;df;b;d (*)
Bishop -  ;dn ;db ;bk;b;d (in air) (*)
Rook -  ;dn ;db ;bk;a;c (*)
∟Castling -  [Rook] ;bk ;db ;dn ;df ;fd + ;b;d

Super Special Moves
Queen -  ;dn ;df ;fd ;df ;dn ;db ;bk;a;c (!)
King -  ;dn ;db ;bk ;dn ;db ;bk;b;d (!)

Climax Desperation Move
Domination -  ;fd ;df ;dn ;db ;bk ;fd ;df ;dn ;db ;bk;a ;c

Coliflowerz

Been playing him for awhile. Lemme try to compile what I know.

Hein is a flawed but rewarding character. His biggest crutch is mediocore damage and difficult confirms, and pretty lackluster AA, but youre awarded with an amazing corner combo and mix up game.

-cr. A and st. D are good AAs. St. C looks like it could AA but its hitbox is deceptively small.
-cr C and cr D are your go to pokes. Both at cancellable.
-j. CD is your go to air normal. Great range and pushes them to the corner, which is good for Hein.
-cr. b is your main starter, but you can only go into his command normal, f. A, at close range. You wont be able to combo into much otherwise. Hit confirming is important.
-His st. CD is slow but has a lot of range. Very rewarding in the corner.
-His qcf P, Pawn, is your go to move to end combos and to super cancel into. The A version is almost always superior; scales less and is safe, and lets you juggle a cr A or B in the corner. C version is actually pretty good at beating people rolling out of the corner.
-EX version is fast and juggles into EX super and cr. C or D in the corner.
-Air qcb K is a dive kick. If you aim for the feet youll be slightly negative; otherwise youre punishable. Hein stops for a little before diving, making this ok at avoiding fireballs or even baiting DPs. It's also your only cross up.
-EX version is faster and juggles. It can combo from j. A.
-qcb P, Rook, is Hein's signature. It places a stationary projectile on the ground at different distances depending on the version. It's very slow but if it hits or is blocked, you get massive frame advantage. You can also interrupt the recovery with a command dash with hcf K. B stays in front, D crosses up. You'll lose some advantage but this can help your pressure. Very useful move, lots of creative uses. For ex., after juggling a cr. b after qcf A, cancel the cr. b into a qcb A for a nice meaty.
-EX version is very slow, but hits multiple times. Can be scary to deal with, and lvl 1 ranbu super gives you enough time to set this up.
-dp K is a command grab, similar to Zarina's. Can be avoided by crouching. Might be good against people unfamiliar with match up, since it can be mistaken for a regular jump.
-EX version is very fast and tracks, great as an anti fireball.
-qcf-hcb is his ranbu super, Queen. This is your damage dealer. Cancels easily from qcf P. lvl 1 has no invuln, but has a lot of knockdown time. lvl 2 has invuln and is very fast; you can link it from qcf A withiut cancelling in the corner. You have less knockdown time however.
-qcbx2, King, makes Hein explode. Best AA and reversal hands down. Both lvl 1 and 2 versions have a lot of invuln, and the lvl 2 version is crazy fast.
-his Climax is eh. Only hits grounded opponents, but the range is large.

He relies heavily on meter. I play him second since his damage isnt high enough to be that good of an anchor, tho its still viable

https://youtu.be/A1yAjopBdOs combos
I do nothing but post KOFXIV tech so gimme a follow if you like that
https://twitter.com/coliflowerz
https://www.youtube.com/user/Coliflowerz

Dobiqwolf

1.03 note, Knight now catches crouched opponent, this is a huge change because Knight becomes usable.

DiamondDust132

Amendo310's frame data helped me IMMENSELY when making his video tutorial and providing the info here, so big shoutout to them. https://docs.google.com/spreadsheets/d/1rXwgnBe_A4RmXYV43lO9_8pHdDTzZPeGy_JjHuwV1Ug/edit#gid=1463602209

Coliflowerz helped me figure out a bunch of his combos and why to use A Bayonet over C Bayonet in longer ones.


Basically, you want to corner your opponent as soon as possible with Hein. His neutral game is quite lacking though becomes very good in the corner since he has access to resets, better pressure, and his buffed command throw. As Coliflowerz said earlier, he's probably best at 2nd since he needs meter to do anything though doesn't do incredible amounts of damage or can just throw stuff around in MAX MODE (like Mature) with meter.

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 hitstun 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.
CD - Good range but slow start up. Special Cancelable. You can get stuff like King or MAX King midscreen and longer combos in the corner.

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 nothing it will never 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.

cl.A - Close chop with decent range. Special Cancelable. 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 Cancelable. 4 frame start up and -1 on block.
cl.C - Combo filler. Cancels into Bayonet and Special Cancelable. 8 frame start up and 0 on block.
cl.D - Starts up a frame faster than cl.C. Cancels into Bayonet and Special Cancelable. Seems to activate farther out cl.C. Does same damage as cl.C.

cr.A - Good poke with fast start up. Chains into cr.B and Bayonet. Special Cancelable. 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 Cancelable 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 Cancelable. 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 Cancelable.

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.
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 foe toward the corner, which is great for Hein. Only thing to watch out for is the slow start up, which is 12 frames.

Other Notes
-You can now Climax Cancel after the very last hit of his King super as over ver 1.03 instead of having to cut the super off and losing damage.
-Since Knight hits crouchers now, it's great to use in the corner where you're opponent has no space to dodge it.

Video Tutorial: https://www.youtube.com/watch?v=uVUQ8rvHMTc

desmond_kof

I added your info to his wiki:

http://dreamcancel.com/wiki/index.php?title=Hein_(XIV)#Normals

if you want to add more, just post it. Thank you, sir.

-desmond
"Do not place so much importance on winning. The fight itself has value."

staroceans

Quote from: DiamondDust132 on December 11, 2016, 05:14:24 PM
Amendo310's frame data helped me IMMENSELY when making his video tutorial and providing the info here, so big shoutout to them. https://docs.google.com/spreadsheets/d/1rXwgnBe_A4RmXYV43lO9_8pHdDTzZPeGy_JjHuwV1Ug/edit#gid=1463602209

Coliflowerz helped me figure out a bunch of his combos and why to use A Bayonet over C Bayonet in longer ones.


Basically, you want to corner your opponent as soon as possible with Hein. His neutral game is quite lacking though becomes very good in the corner since he has access to resets, better pressure, and his buffed command throw. As Coliflowerz said earlier, he's probably best at 2nd since he needs meter to do anything though doesn't do incredible amounts of damage or can just throw stuff around in MAX MODE (like Mature) with meter.

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 hitstun 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.
CD - Good range but slow start up. Special Cancelable. You can get stuff like King or MAX King midscreen and longer combos in the corner.

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 nothing it will never 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.

cl.A - Close chop with decent range. Special Cancelable. 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 Cancelable. 4 frame start up and -1 on block.
cl.C - Combo filler. Cancels into Bayonet and Special Cancelable. 8 frame start up and 0 on block.
cl.D - Starts up a frame faster than cl.C. Cancels into Bayonet and Special Cancelable. Seems to activate farther out cl.C. Does same damage as cl.C.

cr.A - Good poke with fast start up. Chains into cr.B and Bayonet. Special Cancelable. 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 Cancelable 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 Cancelable. 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 Cancelable.

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.
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 foe toward the corner, which is great for Hein. Only thing to watch out for is the slow start up, which is 12 frames.

Other Notes
-You can now Climax Cancel after the very last hit of his King super as over ver 1.03 instead of having to cut the super off and losing damage.
-Since Knight hits crouchers now, it's great to use in the corner where you're opponent has no space to dodge it.

Video Tutorial: https://www.youtube.com/watch?v=uVUQ8rvHMTc

Well.... I am not Amendo310 but if you have any questions or any errors on Hein's frame data, please let me know.