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The King of Fighters XV/Heidern: Difference between revisions
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==Gameplay Overview== | ==Gameplay Overview== | ||
Heidern is one of King of Fighters' resident zoners, with a large emphasis on punishing opponents' mistakes. He | Heidern is one of King of Fighters' resident zoners, with a large emphasis on punishing opponents' mistakes. He combines a highly effective defensive game with some powerful offensive options that allow him to easily turn matches around in his favor. | ||
Heidern's tall stature means that his normals have notably long reach. He has excellent brawling potential in many of his normals, such as his 8-frame st.C, which has a larger hitbox than it looks; his st.B, which is special cancelable; and his cr.C, which can cancel into 6B no matter how far Heidern is from the opponent. These tools also make it easy for Heidern to punish the opponent, even from a distance. | Heidern's tall stature means that his normals have notably long reach. He has excellent brawling potential in many of his normals, such as his 8-frame st.C, which has a larger hitbox than it looks; his st.B, which is special cancelable; and his cr.C, which can cancel into 6B no matter how far Heidern is from the opponent. These tools also make it easy for Heidern to punish the opponent, even from a distance. | ||
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| cons= | | cons= | ||
* '''Charge Character''': Which inherently prevents some of his options from being available on reaction, such as Moon Slasher. | * '''Charge Character''': Which inherently prevents some of his options from being available on reaction, such as Moon Slasher. | ||
* '''Weak Abare''': While Heidern sports some of the game's strongest defense tools, his frame data is a bit lacking. His only 4-frame button is proximity-based, and his 2A comes out at six frames, making his best abare dependent on spacing. | |||
}} | }} | ||
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|moveId=heidern_fa | |moveId=heidern_fa | ||
|description= | |description= | ||
A quick, disjointed strike that's plus on block. | *Whiffs on crouching opponents. | ||
A quick, disjointed strike that's plus on block. Very strong anti-air and hop check thanks to Heidern's size, but completely misses crouching opponents. | |||
}} | }} | ||
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|description= | |description= | ||
* Whiffs on crouchers. | * Whiffs on crouchers. | ||
* Advances Heidern forwards slightly | * Advances Heidern forwards slightly. | ||
Heidern's strongest anti-air option when he lacks charge. It's slower than 5A, but has a much larger hitbox and moves Heidern forward, which makes it much better at countering jump-ins. | Heidern's strongest anti-air option when he lacks charge. It's slower than 5A, but has a much larger hitbox and moves Heidern forward, which makes it much better at countering jump-ins. | ||
}} | }} | ||
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|moveId=heidern_cla | |moveId=heidern_cla | ||
|description= | |description= | ||
Heidern's fastest and most plus normal. It is also Heidern's only 4-frame normal. Due to the proximity restriction, it is unreliable to use for abare. | |||
}} | }} | ||
====Close B==== | ====Close B==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|moveId=heidern_clc | |moveId=heidern_clc | ||
|description= | |description= | ||
* | * Hits twice, with the second hit forcing stand. | ||
An unusually slow proximity normal that has the benefit of being safe on block and plus on hit, which is also unusual for proximity normals. Generally outclassed by cl.D as a combo starter. | |||
}} | }} | ||
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|moveId=heidern_cld | |moveId=heidern_cld | ||
|description= | |description= | ||
Heidern's main combo starter, a fast low that's preferable for punishes thanks to its high damage. Has noticeably low activation range. | |||
}} | }} | ||
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|moveId=heidern_2a | |moveId=heidern_2a | ||
|description= | |description= | ||
Slow but decently disjointed 2A. Has slower than average startup which makes it difficult to use for abare. | |||
}} | }} | ||
====Crouch B==== | ====Crouch B==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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* Whiff cancels into command normals. | * Whiff cancels into command normals. | ||
A ''very'' long sweep that's also quite fast for its range, at 8 frames of startup. 2D is one of Heidern's strongest poking tools that, despite its disadvantage on block, can be hard to punish due to its cancellability. | A ''very'' long sweep that's also quite fast for its range, at 8 frames of startup. 2D is one of Heidern's strongest poking tools that, despite its disadvantage on block, can be hard to punish due to its whiff-cancellability. Great for buffering Moon Slasher or Cross Cutter. | ||
}} | }} | ||
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|name=jump A | |name=jump A | ||
|input=j.A | |input=j.A | ||
|captions= Hop Version (Hitbox), Jump Version | |captions= | ||
|hitboxCaptions= Hop Version (Hitbox), Jump Version | |||
|description2= Has a pretty high hitbox, making it a decent air-to-air. | |description2= Has a pretty high hitbox, making it a decent air-to-air. | ||
}} | }} | ||
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|name=jump B | |name=jump B | ||
|input=j.B | |input=j.B | ||
|captions= Hop Version (Hitbox), Jump Version | |captions= | ||
|hitboxCaptions= Hop Version (Hitbox), Jump Version | |||
|description2=* Crossup. | |description2=* Crossup. | ||
}} | }} | ||
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|name=jump C | |name=jump C | ||
|input=j.C | |input=j.C | ||
|captions= God-tier crossup | |captions= God-tier crossup | ||
|hitboxCaptions= Hop Version (Hitbox), Jump Version | |||
|description2= | |description2= | ||
* Has an ''enormous'' crossup hitbox that extends from Heidern's arms to his knee. | * Has an ''enormous'' crossup hitbox that extends from Heidern's arms to his knee. | ||
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|name=jump D | |name=jump D | ||
|input=j.D | |input=j.D | ||
|captions= Hop Version (Hitbox), Jump Version | |captions= | ||
|hitboxCaptions= Hop Version (Hitbox), Jump Version | |||
|description2= While it's not the godly crossup that j.C is, Heidern's j.D has great, deep range. | |description2= While it's not the godly crossup that j.C is, Heidern's j.D has great, deep range. | ||
}} | }} | ||
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|moveId=heidern_cd | |moveId=heidern_cd | ||
|description= | |description= | ||
Another great normal for contesting space, and for buffering Cross Cutter. Safe on block. | |||
}} | }} | ||
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|name=Shatter Strike | |name=Shatter Strike | ||
|description= | |description= | ||
As essentially a souped-up version of Heidern's blowback, Heidern's Shatter Strike has amazing range, and is even slightly faster than his CD. His options off of it, however, are quite limited, as '''EX''' Stinger will not wallbounce afterwards. | |||
* | }} | ||
====AdvanceStrike==== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=heidern_214cd | |||
|description= | |||
*Same animation and range as his CD. | |||
}} | }} | ||
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|name=jump CD | |name=jump CD | ||
|input=j.CD | |input=j.CD | ||
|description2=* | |captions= Hop Version (Hitbox), Jump Version | ||
|description2=* Strong j.CD, great horizontal and decent vertical reach. | |||
}} | }} | ||
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|name=Lead Belcher | |name=Lead Belcher | ||
|input=(close) 4/6C | |input=(close) 4/6C | ||
|description= | |description= | ||
Leaves opponent approximately 3/4 of the screen away, but still gives good oki(safejump or crossup). | |||
}} | }} | ||
===Backstabbing=== | ===Backstabbing=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|name=Backstabbing | |name=Backstabbing | ||
|input=(close) 4/6D | |input=(close) 4/6D | ||
|description= | |description= | ||
Sends the opponent almost fullscreen. | |||
}} | }} | ||
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|name=Shooter Narnagel | |name=Shooter Narnagel | ||
|input=6B | |input=6B | ||
|captions= Raw Version (Hitbox), Cancel Version (Hitbox) | |||
|description= | |description= | ||
*Gains an additional hit if canceled into that is only super cancelable. | *Gains an additional hit if canceled into that is only super cancelable. | ||
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|name=Cross Cutter | |name=Cross Cutter | ||
|input=[4]6A/C/AC | |input=[4]6A/C/AC | ||
|captions= Normal Version (Hitbox),,EX Version | |||
|description3= | |description3= | ||
*Requires holding back or down-back for 30 frames (0.5 seconds) to charge. | *Requires holding back or down-back for 30 frames (0.5 seconds) to charge. | ||
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|name=Moon Slasher | |name=Moon Slasher | ||
|input=[2]8A/C/AC | |input=[2]8A/C/AC | ||
|captions= A Version (Hitbox),,,,C Version,,,EX Version | |||
|description3= | |description3= | ||
*Requires holding down or down-back for 30 frames (0.5 seconds) to charge. | *Requires holding down or down-back for 30 frames (0.5 seconds) to charge. | ||
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|name=Storm Bringer | |name=Storm Bringer | ||
|input=63214A/C/AC | |input=63214A/C/AC | ||
|captions= | |captions= A Version (Hitbox),C Version (Hitbox),EX Version | ||
|description3= | |description3= | ||
Heidern's signature life-stealing command grab. '''A/C''' versions heal Heidern by 3.3% of his total health (33 points), while the '''EX''' version heals Heidern by 4.4% of his total health (44 points). Whiffing a Moon Slasher, meterless or '''EX''', will increase the lifedrain damage by 2 to 4 per hit, respectively. This does not affect how much health Heidern steals from the opponent. | Heidern's signature life-stealing command grab. Gives a very long hard knockdown, giving you time to utilize Heidern's excellent left/right mix. '''A/C''' versions heal Heidern by 3.3% of his total health (33 points), while the '''EX''' version heals Heidern by 4.4% of his total health (44 points). | ||
Whiffing a Moon Slasher, meterless or '''EX''', will increase the lifedrain damage by 2 to 4 per hit, respectively. This does not affect how much health Heidern steals from the opponent. | |||
- This bonus doesn't seem to be limited in time (whiffing a Moon Slasher and hitting Storm Bringer 9999frames later still adds bonus) | |||
- If you do any special move other than a whiffed Moon Slasher (this includes Rush/autocombo) : the bonus ends (whether you whiff, hit or get block independently) | |||
- if you do a Advanced Strike : the bonus ends (even whiffed) | |||
- if you do an Shatter Strike : the bonus "stays active" (even whiffed) | |||
- if you whiff or do one or more normal or command move : the bonus "stays active" (shall it hits or be blocked) | |||
---- | ---- | ||
'''624A:''' | '''624A:''' Command grab. Shorter range than the animation implies; the hitbox is more around Heidern's shoulder, not his hand. | ||
---- | ---- | ||
'''624C:''' Hitgrab. Unlike the '''A''' version, actually hits where his hand stretches out. | '''624C:''' Hitgrab. Unlike the '''A''' version, actually hits where his hand stretches out. Fantastic for ending juggle combos. | ||
---- | ---- | ||
'''624AC:''' Hitgrab. Starts up faster than the '''A''' version, and deals more damage. Heals Heidern by 25% more than the meterless version. | '''624AC:''' Hitgrab. Starts up faster than the '''A''' version, and deals more damage. Heals Heidern by 25% more than the meterless version. | ||
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|name=Stinger | |name=Stinger | ||
|input=623A/C/AC | |input=623A/C/AC | ||
|captions= A Version (Hitbox), C Version,,EX Version | |||
|description3= | |description3= | ||
Heidern flicks his finger at the opponent, generating a shockwave that knocks them away. | Heidern flicks his finger at the opponent, generating a shockwave that knocks them away. | ||
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'''623A:''' Combos from lights and heavies. Can be a useful option if you don't have enough charge for Moon Slasher. | '''623A:''' Combos from lights and heavies. Can be a useful option if you don't have enough charge for Moon Slasher. | ||
---- | ---- | ||
'''623C:''' Too slow to even combo from heavies, but does more damage. Can be used to end combos after 623AC, or to cancel into 214214P as its long startup makes it easy to cancel into that super. Has armor against jumping physical attacks during the majority of its startup, and upper body armor against all attacks during its later startup. Wallsplats on grounded counterhit, and wallbounces on aerial counterhit. | '''623C:''' Too slow to even combo from heavies, but does more damage. Can be used to end combos after 623AC, or to cancel into 214214P as its long startup makes it easy to cancel into that super. Has armor against jumping physical attacks during the majority of its startup, and upper body armor against all attacks during its later startup. Wallsplats on grounded counterhit, and wallbounces on aerial counterhit. Although it is -9 on block, it has a considerable amount of pushback that makes it safe. | ||
---- | ---- | ||
'''623AC:''' Combos from lights and heavies, and wallbounces the opponent. | '''623AC:''' Combos from lights and heavies, and wallbounces the opponent. | ||
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|name=Assault Saber | |name=Assault Saber | ||
|input=214B/B/BD | |input=214B/B/BD | ||
|captions= Normal Version (Hitbox),,EX Version | |||
|description3= | |description3= | ||
Heidern runs through the enemy, cutting them from behind. | Heidern runs through the enemy, cutting them from behind. | ||
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|name=Heidern End | |name=Heidern End | ||
|input=2141236B/D/BD | |input=2141236B/D/BD | ||
|captions= B Version (Hitbox),,D Version,,Max Version | |||
|description3=* Conventional combo super. | |description3=* Conventional combo super. | ||
* D & MAX versions goes much further than B. | * D & MAX versions goes much further than B. | ||
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|name=Heidern Slash | |name=Heidern Slash | ||
|input=214214A/C/AC | |input=214214A/C/AC | ||
|captions= A Version (Hitbox),C Version,Max Version | |||
|description3= | |description3= | ||
*The distance at which Heidern Slash appears depends on if A (close range) or C (far range) is pressed. '''MAX''' version requires holding forward or back to change distance. | *The distance at which Heidern Slash appears depends on if A (close range) or C (far range) is pressed. '''MAX''' version requires holding forward or back to change distance. |
Latest revision as of 03:30, 1 January 2025

He joins forces with Isla and Dolores this KOF to find out the mystery behind the strange being known as Verse.
Hop: 32f
Backdash: 21f
Run Speed Ranking: 2
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Storm Bringer - (close) +
/
(*)
Super Special Moves
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Low Confirm |
2B > 2A > (2A) > [2]8C = 119/136 dmg |
½ Meter |
Anywhere |
cl.D > 6B > 623AC > dl.63214C = 323 dmg + Life Steal |
1 Meter |
Low Confirm |
2B > 2A > (2A) > [2]8C > 214236D = 276/284 dmg dmg |
2 Meters |
MAX Confirm |
cl.D > 6B > MAX > cl.D > 6B > 623AC > 2D > 214214P = 334 dmg + Mixup |
Gameplay Overview
Heidern is one of King of Fighters' resident zoners, with a large emphasis on punishing opponents' mistakes. He combines a highly effective defensive game with some powerful offensive options that allow him to easily turn matches around in his favor.
Heidern's tall stature means that his normals have notably long reach. He has excellent brawling potential in many of his normals, such as his 8-frame st.C, which has a larger hitbox than it looks; his st.B, which is special cancelable; and his cr.C, which can cancel into 6B no matter how far Heidern is from the opponent. These tools also make it easy for Heidern to punish the opponent, even from a distance.
What makes Heidern especially unique in the King of Fighters series is that he is the only character with a life-draining command grab. Storm Bringer (624P[P]), a short-ranged command grab in its light form and a slow, long-ranged hitgrab in its heavy form, heals Heidern for 4% of his total health meterless, and 5% of his total health with meter. While this may not sound like much, Heidern is capable of dishing out large amounts of damage even with just half a bar, making it easier for him to obtain a lifelead with his combos.
Another unique tool Heidern has is Heidern Slash (214214P[P]), an extremely active projectile super that locks the opponent in on hit, allowing Heidern to easily make up for its otherwise low damage, even making it deal more damage than other 1-bar supers. Overall, Heidern's metered options give him an excellent combo game that rewards him with exceptional damage.
In the end, where Heidern generally lacks is simply the fact that he can be held back by his charge-based nature. Make no mistake, his charge tools are excellent; his projectile, Cross Cutter ([4]~6P[P]) has drastically different levels of speed depending on the button pressed and is a rather large fireball; his main anti-air, Moon Slasher ([2]~8P[P]) has great vertical range and can greatly increase the damage of Storm Bringer if it is used afterwards. But given that they take 30 frames (0.5 seconds) to charge, in a fast-paced game like KoF, players used to the high-speed nature of the game may find themselves forced to play a little more patient to get the best out of Heidern's keepaway abilities: zone them out with his charge tools, and make them regret getting close with his life-draining grab.
Heidern is a powerful, lanky zoner who requires patience to maximize his potential. | |
Pros | Cons |
|
|
Normals
Far Standing Normals
Far A
far A
A
A |
---|
Far B
far B
B
B |
---|
Far C
far C
C
C |
---|
Far D
far D
D
D |
---|
Close Standing Normals
Close A
close A
cl.A
cl.A |
---|
Close B
close B
cl.B
cl.B |
---|
Close C
close C
cl.C
cl.C |
---|
Close D
close D
cl.D
cl.D |
---|
Crouch Normals
Crouch A
crouch A
2A
2A |
---|
Crouch B
crouch B
2B
2B |
---|
Crouch C
crouch C
2C
2C |
---|
Crouch D
crouch D
2D
2D |
---|
Jump Normals
Jump A
jump A
j.A
j.A |
---|
Jump B
jump B
j.B
j.B |
---|
Jump C
jump C
j.C
j.C |
---|
Jump D
jump D
j.D
j.D |
---|
Blowback
Blowback
Blowback
CD
CD |
---|
Shatter Strike
Shatter Strike
236CD
236CD |
---|
AdvanceStrike
AdvanceStrike
214CD
214CD |
---|
jump CD
jump CD
j.CD
j.CD |
---|
Rush Moves
rush
cl.AA/c.AAX
cl.AA/c.AAX |
---|
Throws
Lead Belcher
Lead Belcher
(close) 4/6C
(close) 4/6C |
---|
Backstabbing
Backstabbing
(close) 4/6D
(close) 4/6D |
---|
Command Moves
Shooter Narnagel
Shooter Narnagel
6B
6B |
---|
Special Moves
Cross Cutter
Cross Cutter
[4]6A/C/AC
[4]6A/C/AC |
---|
Moon Slasher
Moon Slasher
[2]8A/C/AC
[2]8A/C/AC |
---|
Storm Bringer
Storm Bringer
63214A/C/AC
63214A/C/AC |
---|
Stinger
Stinger
623A/C/AC
623A/C/AC |
---|
Assault Saber
Assault Saber
214B/B/BD
214B/B/BD |
---|
Super Special Moves
Heidern End
Heidern End
2141236B/D/BD
2141236B/D/BD |
---|
Heidern Slash
Heidern Slash
214214A/C/AC
214214A/C/AC |
---|
Climax Super Special Moves
Gae Bolg
Gae Bolg
2141236CD
2141236CD |
---|
Misc
Alternate Colors
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