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