Author Topic: KOF 2002UM - Heidern  (Read 6839 times)

krazykone123

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KOF 2002UM - Heidern
« on: August 22, 2010, 09:11:32 AM »
Throws:
Lead Belcher - close ;bk/ ;fd+ ;c
Backstabbing - close ;bk/ ;fd+ ;d
Critical Drive - ;bk/ ;dn/ ;fd+ ;c/ ;d close in air

Command Moves:
Shooter Narnangel - ;bk/ ;fd+ ;b

Special Moves:
Cross Cutter - ;bk charge  ;fd+ ;a/ ;c
Moon Slasher - ;dn charge ;up+ ;a/ ;c
Neck Rolling - ;dn charge ;up+ ;b/ ;d
Storm Bringer - close ;fd ;df ;dn ;db ;bk+ ;a/ ;c
Killing Bringer - ;fd ;df ;dn ;db ;bk+ ;b/ ;d

Desperation Moves:
Final Bringer - ;dn ;df ;fd ;dn ;df ;fd+ ;a/ ;c
Heidern End - ;dn ;db ;bk ;db ;dn ;df ;fd+ ;b/ ;d

Super Desperation Moves:
Final Bringer - ;dn ;df ;fd ;dn ;df ;fd+ ;a + ;c
Heidern End - ;dn ;db ;bk ;db ;dn ;df ;fd+ ;b + ;d

HDSM:
Caliburn - ;dn ;df ;fd ;dn ;df ;fd+ ;b + ;d

Videos
http://zoome.jp/LKH/diary/23/

Training Mode Videos
http://www.nicovideo.jp/watch/sm6968723
>copy and paste here, http://mmcafe.com/nico.html
« Last Edit: February 24, 2015, 05:35:05 PM by desmond_kof »

Nikolai VolKOF

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Re: KOF 2002UM - Heidern
« Reply #1 on: October 24, 2010, 03:07:54 AM »
How the hell does he do a moon slasher in the middle of that combo? http://zoome.jp/LKH/diary/23/

jinxhand

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Re: KOF 2002UM - Heidern
« Reply #2 on: November 05, 2010, 07:47:15 AM »
It seems his block stun trick with  ;bk ;fd ;a;c still guarantees a free  ;dn ;df ;fd ;dn ;df ;fd ;a;c if the opponent tries to do anything... I was able to catch my opponent attacking or even doing jump attacks... Jumping  ;c ;d didn't even seem to work...

I haven't had the chance to truly practice with him just yet, but what frame traps or general tricks does he have if any???

Nikolai VolKOF

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Re: KOF 2002UM - Heidern
« Reply #3 on: November 05, 2010, 08:04:26 AM »
His neck rolling is unblockable

syxx

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Re: KOF 2002UM - Heidern
« Reply #4 on: November 05, 2010, 08:24:32 AM »
His neck rolling is unblockable

it also counts as a throw so if they try to roll, then they can get hit by it

Nikolai VolKOF

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Re: KOF 2002UM - Heidern
« Reply #5 on: November 06, 2010, 05:03:13 AM »
My homeboy plays Heidern non-stop, and he's very good with using/abusing neck rolling, which is weird because i never see pros use it even though it is unblockable. I treat it like Bison head stomps, jump up or back and attack, back dash. Don't do that with his super though, block that one completely then punish. How do you all counter neck rolling use/abuse?

jinxhand

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Re: KOF 2002UM - Heidern
« Reply #6 on: November 18, 2010, 09:40:08 PM »
My homeboy plays Heidern non-stop, and he's very good with using/abusing neck rolling, which is weird because i never see pros use it even though it is unblockable. I treat it like Bison head stomps, jump up or back and attack, back dash. Don't do that with his super though, block that one completely then punish. How do you all counter neck rolling use/abuse?

I know for some characters, its all about using whatever high priority move you've got, or whatever has range... For Billy, I use j. C, as it shoots out just enough to hit Heidern. For Mature, I was successful with j. B, and sometimes cr. C. You've gotta go in practice mode and figure what can stop it... Mirror mode works sometimes, but you have to do extra inputs so you can jump just as Heidern starts the move. For me, I jump, then immediately charge down, so that when I hit up + B/D, my character is jumping, and then you can try that... Or just go into player mode and get a friend... I know the stuff I tried out was successful in actual matches...

Remxi

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Re: KOF 2002UM - Heidern
« Reply #7 on: November 19, 2010, 07:57:39 AM »
You're not supposed to attack it, you hop/jump and punish it with a combo, like you would against any other command grab.

jinxhand

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Re: KOF 2002UM - Heidern
« Reply #8 on: November 19, 2010, 08:33:58 AM »
I just know that whenever I do fight a Heidern player, I tend to beat that move out and most if the time I only do it if space isn't available for me to hop back... The only one that is a little tricky is his D version of the grab because he covers so much ground, and if Heidern knows how to control space well, he can really trap you at almost any range...
« Last Edit: November 19, 2010, 08:38:17 AM by jinxhand »

Nikolai VolKOF

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Re: KOF 2002UM - Heidern
« Reply #9 on: November 20, 2010, 11:28:39 PM »
Killing Bringer can catch supers dms, word

jinxhand

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Re: KOF 2002UM - Heidern
« Reply #10 on: November 27, 2010, 05:28:42 AM »
One thing to note: neck rolling also "catches" one hit from Ralf's tackle, but because the tackle is practically unbeatable, Heidern just flies right off of him... Even the super doesn't work on the tackle...

Plus, in the corner from charge b~f + A/C, you can hit them in mid air with a standing A, or you can connect either DM if you input the move right after the projectile hits. It doesn't matter whether or not the move is a counter hit, or a normal hit, it should still connect...
« Last Edit: November 29, 2010, 12:02:24 AM by jinxhand »

Nikolai VolKOF

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Re: KOF 2002UM - Heidern
« Reply #11 on: November 28, 2010, 10:19:55 PM »
What's up with Storm Bringer? Some people get out of it instantly.

Remxi

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Re: KOF 2002UM - Heidern
« Reply #12 on: November 29, 2010, 01:55:07 AM »
Mash harder.

jinxhand

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Re: KOF 2002UM - Heidern
« Reply #13 on: December 06, 2010, 08:50:28 AM »
I notice that his C and D attacks seem to beat out a bunch of characters' C and D attacks... Is there anyone that can beat him in terms of normal attacks due to speed/priority... I know he beats out Billy Kane in almost everything except cr. A due to range, and even that depends on how far in the hitbox Heidern is...

Shinra Shiranui

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Re: KOF 2002UM - Heidern
« Reply #14 on: January 13, 2011, 09:58:43 PM »
KOF XIII: EX Kyo,Mai,Saiki