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The King of Fighters 2002 UM/Heidern: Difference between revisions
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Backstabbing - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] | Backstabbing - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] | ||
Critical Drive - close in air, [[image:bk.gif]] / [[image:dn.gif]] / [[image:fd.gif]] + [[image:c | Critical Drive - close in air, [[image:bk.gif]] / [[image:dn.gif]] / [[image:fd.gif]] + [[image:c.gif]] | ||
'''Command Move''' | '''Command Move''' | ||
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Moon Slasher - charge [[image:dn.gif]] ~ [[image:up.gif]] + [[image:a.gif]] / [[image:c.gif]] | Moon Slasher - charge [[image:dn.gif]] ~ [[image:up.gif]] + [[image:a.gif]] / [[image:c.gif]] | ||
Neck Roller - charge [[image:dn.gif]] ~ [[image:up.gif]] + [[image:b.gif]] / [[image:d.gif]] | |||
Storm Bringer - close, [[image:hcb.gif]] + [[image:a.gif]] / [[image:c.gif]] | Storm Bringer - close, [[image:hcb.gif]] + [[image:a.gif]] / [[image:c.gif]] | ||
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* Both versions cause soft knockdown | * Both versions cause soft knockdown | ||
* | * C has start-up invincibility before the hit | ||
* C version outputs more damage and starts-up faster, while the A version does less damage but has a bit less recovery | * C version outputs more damage and starts-up faster, while the A version does less damage but has a bit less recovery | ||
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* Heidern gains around 150 damage while the opponent loses around 180 damage. | * Heidern gains around 150 damage while the opponent loses around 180 damage. | ||
* If the light punch version is blocked, Heidern falls behind the opponent. If the heavy punch version is blocked, Heidern falls in front of the opponent. | |||
'''Heidern End''' - (qcb, hcf + B/D) | '''Heidern End''' - (qcb, hcf + B/D) | ||
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|description2= | |description2= | ||
<br> | <br> | ||
A two handed chop that can easily cross-up standing & crouching opponents, is good to use as a combo starter into cl.C or cl.D & can be used as an instant overhead on medium and taller crouchers. | |||
}} | }} | ||
==== ==== | ==== ==== | ||
{{FrameDataCargo-KOF02UM | {{FrameDataCargo-KOF02UM | ||
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|name=jump D | |name=jump D | ||
|input=j.D | |input=j.D | ||
|description2= | |||
<br> | |||
A diagonally aimed kick that is great to start combos & can cross-up as well. Hop D can be used as an instant overhead on medium and taller crouchers, slower than j.C but with more reach so better to jump away with. | |||
|description3= | |description3= | ||
<br> | <br> | ||
A kick that swings down in front of Heidern. Can be used to hit opponents in advance in front of Heidern that has finished rolling near him | |||
}} | }} | ||
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|description= | |description= | ||
<br> | <br> | ||
A | A very slow finger point that is aimed diagonally above and in front of Heidern's head.<br> | ||
<br> | <br> | ||
* Cancelable on hit/whiff. | * Cancelable on hit/whiff. | ||
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|description2= | |description2= | ||
<br> | <br> | ||
A double swinging chop (that resembles a crescent moon) that hits in-front of Heidern. It is very fast and has a very large disjointed hitbox so it wins almost every air to air. | |||
}} | }} | ||
==Throws== | ==Throws== | ||
=== | ===Lead Belcher=== | ||
{{FrameDataCargo-KOF02UM | {{FrameDataCargo-KOF02UM | ||
| moveId = heidern_cthrow | | moveId = heidern_cthrow | ||
| description = | | description = | ||
placeholder | |||
}} | }} | ||
=== | ===Backstabber=== | ||
{{FrameDataCargo-KOF02UM | {{FrameDataCargo-KOF02UM | ||
| moveId = heidern_dthrow | | moveId = heidern_dthrow | ||
| description = | | description = | ||
placeholder | |||
}} | |||
===Crtical Drive=== | |||
{{FrameDataCargo-KOF02UM | |||
| moveId = heidern_airthrow | |||
| description= | |||
<br>Heidern grabs the opponent by stabbing them with his hand, then body slams them into the ground on the opposite side. The distance the opponent lands and wakes up at is around the same distance as his Backstabbing normal throw, 3/4ths screen distance away.<br> | |||
<br> | <br> | ||
The reward you get for landing this move is usually not worth the risk. j.CD can be used instead of this. <br> | |||
<br> | <br> | ||
* Can not be broken | |||
* Can be broken | |||
* Backturned hard knockdown | * Backturned hard knockdown | ||
}} | }} | ||
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{{FrameDataCargo-KOF02UM | {{FrameDataCargo-KOF02UM | ||
|moveId=heidern_rawf+B | |moveId=heidern_rawf+B | ||
|description= | |description= | ||
Heidern | <br>Heidern performs a 2 Hit roundhouse kick. If canceled into from cl. C or cl. D, the first hit can easily cancel into his desperation moves. Hits overhead, loses overhead property if canceled from cl. C or cl. D<br> | ||
<br> | <br> | ||
* [[The_King_of_Fighters_2002_UM/Offense#Standing_Overheads|Standing Overhead]]. | * [[The_King_of_Fighters_2002_UM/Offense#Standing_Overheads|Standing Overhead]]. | ||
<ul><li> '''Mix-up Advice''': After {{Hover| | <ul><li> '''Mix-up Advice''': After {{Hover|cr.A you can delay cancel into f+B to get the raw f+B|2A you can delay cancel into 6B to get the raw 6B}} out faster than linking it. If the opponent blocks it in the corner, you can '''BC run''' and do <b>{{Hover|cr.B|2B}}</b> to get a big damage combo if it hits.</li> | ||
<li> '''Combo Advice''': You can do '''BC run, | <li> '''Combo Advice''': You can do '''BC run,''' <b>{{Hover|cr.A|2A}}</b> and continue the combo depending on where you are at the screen.</li></ul> | ||
|phases= | |phases= | ||
<gallery mode=packed-hover heights=210px> | <gallery mode=packed-hover heights=210px> | ||
File: | File:02UM_Heidern_f+B_1.png|'''Startup''' | ||
File: | File:02UM_Heidern_f+B_2.png|'''1st hit''' | ||
File:02UM_Heidern_f+B_3.png|'''2nd hit''' | |||
File:02UM_Heidern_f+B_4.png|'''Early Recovery''' | |||
File:02UM_Heidern_f+ | |||
File:02UM_Heidern_f+ | |||
</gallery> | </gallery> | ||
}} | }} | ||
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|hitbox=02UM_Heidern_b~f+A_2.png | |hitbox=02UM_Heidern_b~f+A_2.png | ||
|hitbox2=02UM_Heidern_b~f+A_3.png | |hitbox2=02UM_Heidern_b~f+A_3.png | ||
|description2=placeholder|phases2= | |||
|description2= | |||
|phases2= | |||
<gallery mode=packed-hover heights=210px> | <gallery mode=packed-hover heights=210px> | ||
File:02UM_Heidern_b~f+A_2.png|'''Startup''' | File:02UM_Heidern_b~f+A_2.png|'''Startup''' | ||
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|hitbox2=02UM_Heidern_d~u+A_4.png | |hitbox2=02UM_Heidern_d~u+A_4.png | ||
|description= | |description= | ||
placeholder|phases= | |||
|phases= | |||
<gallery mode=packed-hover heights=210px> | <gallery mode=packed-hover heights=210px> | ||
File:02UM_Heidern_d~u+A_2.png|'''Startup''' | File:02UM_Heidern_d~u+A_2.png|'''Startup''' | ||
Line 619: | Line 594: | ||
</gallery> | </gallery> | ||
|description2= | |description2= | ||
placeholder|phases2= | |||
|phases2= | |||
<gallery mode=packed-hover heights=210px> | <gallery mode=packed-hover heights=210px> | ||
File:02UM_Heidern_d~u+C_2.png|'''Startup''' | File:02UM_Heidern_d~u+C_2.png|'''Startup''' | ||
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{{FrameDataCargo-KOF02UM | {{FrameDataCargo-KOF02UM | ||
|moveId=heidern_hcb+A,heidern_hcb+C | |moveId=heidern_hcb+A,heidern_hcb+C | ||
|input=hcb + A/C | |name=hcb + A/C | ||
|input2= | |input = hcb + A/C | ||
|image=02UM_Heidern_hcb+A_1_ima.png | |input2 = 63214A/C | ||
|image2=02UM_Heidern_hcb+A_2_ima.png | |image = 02UM_Heidern_hcb+A_1_ima.png | ||
|hitbox=02UM_Heidern_hcb+A_1.png | |image2 = 02UM_Heidern_hcb+A_2_ima.png | ||
|hitbox2=02UM_Heidern_hcb+A_2.png | |hitbox = 02UM_Heidern_hcb+A_1.png | ||
|hitbox2 = 02UM_Heidern_hcb+A_2.png | |||
|description2= | |description2= | ||
<br>Heidern grabs his opponent and starts to steal life from them.<br> | |||
<br>It is very useful for catching rolls as the hitbox extends to Heidern's leg at the back.<br> | |||
< | <br> | ||
< | *Can be mashed out of but Heidern player can also mash to extend the duration of the grab. | ||
|phases2= | |phases2= | ||
<gallery mode=packed-hover heights=210px> | <gallery mode=packed-hover heights=210px> | ||
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|hitbox=02UM_Heidern_hcb+B_1.png | |hitbox=02UM_Heidern_hcb+B_1.png | ||
|hitbox2=02UM_Heidern_hcb+B_2.png | |hitbox2=02UM_Heidern_hcb+B_2.png | ||
|description2= | |description2= | ||
placeholder|phases2= | |||
|phases2= | |||
<gallery mode=packed-hover heights=210px> | <gallery mode=packed-hover heights=210px> | ||
File:02UM_Heidern_hcb+B_1.png|'''Startup''' | File:02UM_Heidern_hcb+B_1.png|'''Startup''' | ||
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{{FrameDataCargo-KOF02UM | {{FrameDataCargo-KOF02UM | ||
|moveId=heidern_qcbhcf+B,heidern_qcbhcf+D | |moveId=heidern_qcbhcf+B,heidern_qcbhcf+D | ||
|input=qcb,hcf | |input=qcb,hcf + B/D | ||
|input2=214236 B/D | |input2=214236 B/D | ||
|image=02UM_Heidern_qcbhcf+B_1_ima.png | |image=02UM_Heidern_qcbhcf+B_1_ima.png | ||
|image2=02UM_Heidern_qcbhcf+B_3_ima.png | |image2=02UM_Heidern_qcbhcf+B_3_ima.png | ||
|hitbox=02UM_Heidern_qcbhcf+B_1.png | |hitbox=02UM_Heidern_qcbhcf+B_1.png | ||
|hitbox2=02UM_Heidern_qcbhcf+B_3.png | |hitbox2=02UM_Heidern_qcbhcf+B_3.png | ||
|description= | |description= | ||
placeholder|phases= | |||
<gallery mode=packed-hover heights=210px> | |||
< | File:02UM_Heidern_qcbhcf+B_1.png|'''Startup''' | ||
File:02UM_Heidern_qcbhcf+B_3.png|'''Active''' | |||
| | File:02UM_Heidern_qcbhcf+B_4.png|'''Early Recovery''' | ||
</gallery> | |||
|description2= | |||
placeholder|phases2= | |||
<gallery mode=packed-hover heights=210px> | <gallery mode=packed-hover heights=210px> | ||
File:02UM_Heidern_qcbhcf+B_1.png|'''Startup''' | File:02UM_Heidern_qcbhcf+B_1.png|'''Startup''' | ||
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File:02UM_Heidern_qcbhcf+B_4.png|'''Early Recovery''' | File:02UM_Heidern_qcbhcf+B_4.png|'''Early Recovery''' | ||
</gallery> | </gallery> | ||
}} | |||
===Final Bringer=== | |||
==== ==== | |||
{{FrameDataCargo-KOF02UM | |||
|moveId=heidern_qcfqcf+A,heidern_qcfqcf+C | |||
|input=qcf,qcf+A/C | |||
|input2=236236 A/C | |||
|image=02UM_Heidern_qcfqcf+A_1_ima.png | |||
|image2=02UM_Heidern_qcfqcf+A_3_ima.png | |||
|image3=02UM_Heidern_qcfqcf+A_6_ima.png | |||
|hitbox=02UM_Heidern_qcfqcf+A_1.png | |||
|hitbox2=02UM_Heidern_qcfqcf+A_3.png | |||
|hitbox3=02UM_Heidern_qcfqcf+A_6.png | |||
|description2= | |description2= | ||
<br>Heidern jumps to their opponent and steals their life after hitting them.<br> | |||
<br>Useful to use at fullscreen against some projectiles that come out slow.<br> | |||
<ul><li> '''Mix-up Advice''': After | <br><ul><li> '''Mix-up Advice''': After landing this super, you can walk forward a little bit and use this super again. If you do it correctly, you will hit your opponent's back and it will be a crossup. | ||
< | <br>The timing of this mix-up varies since characters have different wake-up speeds.</li></ul><br> | ||
|phases2= | |phases2= | ||
<gallery mode=packed-hover heights=210px> | |||
File:02UM_Heidern_qcfqcf+A_1.png|'''Startup''' | |||
File:02UM_Heidern_qcfqcf+A_2.png|'''Startup''' | |||
File:02UM_Heidern_qcfqcf+A_3.png|'''Startup''' | |||
File:02UM_Heidern_qcfqcf+A_4.png|'''Startup''' | |||
File:02UM_Heidern_qcfqcf+A_5.png|'''Startup''' | |||
File:02UM_Heidern_qcfqcf+A_6.png|'''Active''' | |||
</gallery> | |||
}} | |||
==Super Desperation Moves== | |||
===Heidern End=== | |||
==== ==== | |||
{{FrameDataCargo-KOF02UM | |||
|moveId=heidern_qcbhcf+BD | |||
|image=02UM_Heidern_qcbhcf+B_1_ima.png | |||
|image2=02UM_Heidern_qcbhcf+B_3_ima.png | |||
|hitbox=02UM_Heidern_qcbhcf+B_1.png | |||
|hitbox2=02UM_Heidern_qcbhcf+B_3.png | |||
|description= | |||
placeholder|phases= | |||
<gallery mode=packed-hover heights=210px> | <gallery mode=packed-hover heights=210px> | ||
File:02UM_Heidern_qcbhcf+B_1.png|'''Startup''' | File:02UM_Heidern_qcbhcf+B_1.png|'''Startup''' | ||
File:02UM_Heidern_qcbhcf+ | File:02UM_Heidern_qcbhcf+B_3.png|'''Active''' | ||
File:02UM_Heidern_qcbhcf+ | File:02UM_Heidern_qcbhcf+B_4.png|'''Early Recovery''' | ||
</gallery> | |||
}} | |||
===Final Bringer=== | |||
==== ==== | |||
{{FrameDataCargo-KOF02UM | |||
|moveId=heidern_qcfqcf+AC | |||
|description= | |||
placeholder|phases= | |||
<gallery mode=packed-hover heights=210px> | |||
File:02UM_Heidern_qcfqcf+A_1.png|'''Startup''' | |||
File:02UM_Heidern_qcfqcf+A_2.png|'''Startup''' | |||
File:02UM_Heidern_qcfqcf+A_3.png|'''Startup''' | |||
File:02UM_Heidern_qcfqcf+A_4.png|'''Startup''' | |||
File:02UM_Heidern_qcfqcf+A_5.png|'''Startup''' | |||
File:02UM_Heidern_qcfqcf+A_6.png|'''Active''' | |||
</gallery> | </gallery> | ||
}} | }} | ||
== | ==Hidden Super Desperation Move== | ||
{{ | ===Caliburn=== | ||
==== ==== | |||
{{FrameDataCargo-KOF02UM | |||
|moveId=heidern_qcfqcf+BD | |||
|description= | |||
<br>This HSDM has two versions depending on the distance away from the opponent.<br> | |||
<br>Far version: Heidern performs the close C (heavy punch) animation to unleash a high wave of energy towards the opponent. On hit, it can inflict around 190-200 damage depending on the distance. If blocked, the chip damage can be around 100 damage. The opponent can roll but they will get hit at the end of their roll. The opponent can only Guard Cancel Roll during the last hit of the energy wave. The projectile hitbox gets larger as it travels.<br> | |||
<br>Close version: This is an UNBLOCKABLE ATTACK. Heidern picks the opponent up (with the animation of close heavy punch) then blasts the opponent away dealing 350 damage. Causes a hard knockdown.<br> | |||
|phases= | |||
<gallery mode=packed-hover heights=210px> | |||
File:02UM_Heidern_qcfqcf+BD_1.png|'''Startup''' | |||
File:02UM_Heidern_qcfqcf+BD_2.png|'''Active''' | |||
File:02UM_Heidern_qcfqcf+BD_3.png|'''Small Gap''' | |||
File:02UM_Heidern_qcfqcf+BD_4.png|'''Active''' | |||
File:02UM_Heidern_qcfqcf+BD_5.png|'''Active''' | |||
File:02UM_Heidern_qcfqcf+BD_6.png|'''Active''' | |||
</gallery> | |||
}} | |||
==Videos== | ==Videos== | ||
Line 748: | Line 761: | ||
{{#ev:youtube|zo78algrUl8|||'''Nikolai-保力達 (Heidern Best Rounds)'''|frame}} | {{#ev:youtube|zo78algrUl8|||'''Nikolai-保力達 (Heidern Best Rounds)'''|frame}} | ||
{{#ev:youtube|W1AZ7151J2g|||'''Nikolai-保力達 (Heidern Best Rounds 2)'''|frame}} | {{#ev:youtube|W1AZ7151J2g|||'''Nikolai-保力達 (Heidern Best Rounds 2)'''|frame}} | ||
{{#ev:youtube|lpSD82t_AyA|||'''Dilkay Heidern best rounds KOF 2002 UM''' by [https://www.youtube.com/c/KOF2002UMNORTHAFRICA KOFNORTHAFRICA]|frame}} | |||
{{#ev:youtube|_P_h_arPe3o|||'''Heidern Master Class'''|frame}} | {{#ev:youtube|_P_h_arPe3o|||'''Heidern Master Class'''|frame}} | ||
==External Links== | ==External Links== |
Latest revision as of 09:28, 1 March 2025


Movelist
Throws
Critical Drive - close in air, /
/
+
Command Move
Special Moves
Desperation Moves
Super Desperation Moves
Hidden Super Desperation Move
0 Bar |
Anywhere |
cr.A×1~2, d~u+A = 17% |
1 Bar |
Anywhere |
(jump-in), cl.C, f+B(1), qcb,hcf+K = 36% |
3 Bar |
Anywhere |
(jump-in), cl.C, f+B(1), qcb,hcf+BD = 49% |
Gameplay Overview
Close
- cl.A/B/C/D are cancel-able.
- cl.A is a straight chop that can chain into itself, cr. A, cl.B & cr. B
- cl. B is a kick that is aimed around the opponent's pelvis area and can chain into cr. B.
- cl. C is a two hit vertical chop where the 2nd hit can be cancelled easily into his F+B command normal attack. Its also useful to hit opponents trying to jump over Heidern.
- cl. D is single hit knee attack that can cancel into his F+B command normal
Stand
- Far A is cancel-able & is good for stopping incoming hops. It whiffs on crouching opponents.
- Far B is a great round kick aimed at the opponent's mid-section. Useful to use as a poke at mid-range.
- Far C has great reach to be used preemptively stop incoming hops or as a far poke
- Far D is a far ranged but slow, spinning side kick that is aimed at the opponent's head. It isn't whiff cancel-able, so be careful using it in neutral
Crouch
- cr.A/C/D are cancel-able
- cr.A is a very fast chop that has good horizontal range and can combo into his charge d~u+P special move. It can chain into itself, stand A & cr. B.
- Crouch B hits low, but is not cancel-able. It has great horizontal range & comes out at a decent speed to be used a low poke but it isn't a combo tool.
- Crouch C is a fast swinging horizontal chop that is whiff cancel-able, but has less horizontal range than cr. A.
- Crouch D is a sweep that has enormous range & is whiff cancel-able too.
Jump
- Neutral j.A is a elbow that hits below his arm
- j.A is a downward angled chop that is active for a good amount of time
- Neutral j.B is a quick kick that swings up in front of Heidern
- j.B is a aerial side kick that has good horizontal range similar to his far B
- j.C is a two handed chop that can easily cross-up standing & crouching opponents, is good to use as a combo starter into cl.C or cl.D & can be used as an instant overhead on medium and taller crouchers.
- Neutral j.D is a kick that swings down in front of Heidern. Can be used to hit opponents in advance in front of Heidern that has finished rolling near him
- j.D is a diagonally aimed kick that is great to start combos & can cross-up as well. Hop D can be used as an instant overhead on medium and taller crouchers, slower than j.C but with more reach so better to jump away with.
Blowback Attack
- Stand CD is a very slow finger point that is aimed diagonally above and in front of Heidern's head
- Jump CD is a double swinging chop (that resembles a crescent moon) that hits in-front of Heidern
Throws
Lead Belcher - (b/f + C) close
- Heidern grabs the opponent, slams them to the ground, then chops them. The opponent lands & wakes up near Heidern at a horizontal space where the tip of where his far B (LK) hits.
- Hard knockdown
Backstabbing - (b/f + D) close
- Heidern quickly crawls behind the opponent to stab them in the back. The opponent lands 3/4ths screen distance away.
- Soft knockdown
Critical Drive - (b/d/f + C) close in air
- Heidern grabs the opponent by stabbing them with his hand, then body slams them into the ground on the opposite side. The distance the opponent lands and wakes up at is around the same distance as his Backstabbing normal throw, 3/4ths screen distance away.
- Hard knockdown
Command Move
Shooter Narnangel [Stenier Gale] - b/f + B
- Heidern performs a 2 Hit roundhouse kick. If canceled into from cl. C or cl. D, the first hit can easily cancel into his desperation moves.
- Hits overhead, loses overhead property if canceled from cl. C or cl. D
Special Moves
Cross Cutter - (Charge b~f + A/C)
- Heidern crosses his hands sending out two crescents of energy
- Hits mid allowing it to be block crouching or standing
- Both versions cause soft knockdown on hit
- The projectile will completely whiff on crouching smaller characters like Bao, Chin, and Choi
- A version is slower to start and moves across the screen at a slower pace
- During A version Heidern recovers fast enough at 3/4 screen to begin following the projectile toward the opponent
- A version becomes safe on block about 1.5 characters away, but is negative on block point blank
- C version travels faster across the screen
- C version only becomes safe on block at 1/2 screen
- Great move for Heidern to control space with and plan his attack. The hitbox of the move is certainly not as big as the projectile looks as it can be jumped over and even hopped if timed right.
Moon Slasher - (Charge d~u + A/C)
- General Heidern cuts his hand through the air creating a crescent of energy around himself
- Hits mid allowing it to be blocked high or low
- Both versions cause soft knockdown
- C has start-up invincibility before the hit
- C version outputs more damage and starts-up faster, while the A version does less damage but has a bit less recovery
Neck Rolling - (Charge d~u + B/D)
- Heidern slowly flips towards the opponent, grabs them, then swings horizontally around their neck like a helicopter propeller.
- The opponent lands at the other end of the screen
- Does not have any invincibility. Heidern can be easily attacked out of this move.
- Counts as a moving command throw that cannot be blocked. He can throw only grounded opponents, and opponents while they are rolling. He cannot throw jumping opponents.
Storm Bringer - (hcb + A/C close)
- Heidern grabs the opponents mid-section then removes the energy from them. The opponent lands 3/4ths screen distance away from Heidern.
- Counts as a delayed command throw. Has no invincibility.
- Can be mashed out of. The Heidern player can counter act that by mashing buttons as well to get the maximum amount of damage.
- Hard knockdown
Killing Bringer - (hcb + B/D)
- Heidern poses then counters the opponent's attack. The impales the opponent with his hand to steal life from them.
- Heidern can only counter standing or jumping attacks that hit in front or around of his hand during the pose animation. He cannot counter attacks that hit above or around his head, and he cannot counter low attacks.
- Heidern can gain back around 50 damage points, while the inflicting around 110 damage to the opponent if both players do not mash any buttons or if they mash buttons together. If the Heidern player mashes buttons and the opponent does not mash, Heidern receives 90 damage, and the opponent loses around 160 damage.
- This counter has rather slow start-up but is active for a considerable amount of time.
Desperation Moves
Final Bringer - (qcf x 2 + A/C)
- This is a stronger version of his Neck Roller special move. Unlike the special move version, this DM can be blocked but can hit jumping opponents.
- If blocked, Heidern can be punished while he is landing.
- Heidern gains around 150 damage while the opponent loses around 180 damage.
- If the light punch version is blocked, Heidern falls behind the opponent. If the heavy punch version is blocked, Heidern falls in front of the opponent.
Heidern End - (qcb, hcf + B/D)
- Heidern rushes slightly towards the opponent then stabs them with his hand. A second later, the opponent is blasted away then lands at the corner of the screen.
- The light kick version travels 1/4th screen distance while the heavy kick version travels close to a half screen distance.
- Heidern can be attacked out of his move before he reaches the opponent. It is also unsafe if blocked, and has long recovery if whiffed.
Super Desperation Moves
Final Bringer - (qcf x 2 + A+C)
- A stronger version of the DM version.
- Heidern gains around around 140 damage, while the opponent loses 320 damage.
- Hard knockdown
Heidern End - (qcb, hcf + B+D)
- A much stronger version of the DM version.
- Has the same horizontal distance as the light kick version of the DM version.
- Inflicts around 330 damage
- Hard knockdown
Hidden Super Desperation Move
Caliburn - qcf x 2 + BD
- This HSDM has two versions depending on the distance away from the opponent.
- Far version: Heidern performs the close C (heavy punch) animation to unleash a high wave of energy towards the opponent. On hit, it can inflict around 190-200 damage depending on the distance. If blocked, the chip damage can be around 100 damage. The opponent can roll but they will get hit at the end of their roll. The opponent can only Guard Cancel Roll during the last hit of the energy wave.
- Close version: This is an UNBLOCKABLE ATTACK. Heidern picks the opponent up (with the animation of close heavy punch) then blasts the opponent away dealing 350 damage. Causes a hard knockdown
Normals
Far Standing Normals
standing A
st.A
A |
---|
standing B
st.B
B |
---|
standing C
st.C
C |
---|
standing D
st.D
D |
---|
Close Standing Normals
close A
cl.A
cl.A |
---|
close B
cl.B
cl.B |
---|
close C
cl.C
cl.C |
---|
close D
cl.D
cl.D |
---|
Crouch Normals
crouching A
cr.A
2A |
---|
crouching B
cr.B
2B |
---|
crouching C
cr.C
2C |
---|
crouching D
cr.D
2D |
---|
Jump Normals
jump A
j.A
j.A |
---|
jump B
j.B
j.B |
---|
jump C
j.C
j.C |
---|
jump D
j.D
j.D |
---|
Blowback Normals
st.CD
st.CD
CD |
---|
jump CD
j.CD
j.CD |
---|
Throws
Lead Belcher
Lead Belcher
Close, b/f+C
Close, 4/6C |
---|
Backstabber
Backstabber
Close, b/f+D
Close, 4/6D |
---|
Crtical Drive
Critical Drive
Close in air, b/d/f+C
Close in air, 4/2/6C |
---|
Command Normals
Shooter Narnangel
Shooter Narnangel
f+B
6B |
---|
Special Moves
Cross Cutter
Cross Cutter
b~f + A/C
[6]8 A/C |
---|
Moon Slasher
Moon Slasher
d~u + A/C
[6]8 A/C |
---|
Storm Bringer
hcb + A/C
hcb + A/C
63214A/C |
---|
Killing Bringer
Killing Bringer
hcb + B/D
63214 B/D |
---|
Desperation Moves
Heidern End
Heidern End
qcb,hcf + B/D
214236 B/D |
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Final Bringer
Final Bringer
qcf,qcf+A/C
236236 A/C |
---|
Super Desperation Moves
Heidern End
Heidern End
qcb,hcf+BD
2141236BD |
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Final Bringer
Final Bringer
qcf,qcf+AC
236236AC |
---|
Hidden Super Desperation Move
Caliburn
Caliburn
qcf,qcf+BD
236236BD |
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Videos
External Links
Check Heidern's frame data
Discuss at 02UM Discord server
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