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The King of Fighters 2002 UM/Heidern: Difference between revisions

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added neck roller to move list, added dm final bringer landing on block info
 
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[[File:Heidern.jpg|right|frame]]
{{CharNavbox 02UM}}
<section begin="image"/>[[File:02UM Heidern Profile.png|right|thumb|x370px]]<section end="image"/>[[File:02UM Heidern 0.gif|right|x300px]]
{{TOClimit|3}}


==Movelist==
==Movelist==
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Critical Drive - close in air, [[image:bk.gif]] / [[image:dn.gif]] / [[image:fd.gif]] + [[image:c.gif]] / [[image:d.gif]]
Critical Drive - close in air, [[image:bk.gif]] / [[image:dn.gif]] / [[image:fd.gif]] + [[image:c.gif]] / [[image:d.gif]]


'''Command Moves'''
'''Command Move'''


Shooter Narnangel - [[image:bk.gif]] / [[image:fd.gif]] + [[image:b.gif]]
Shooter Narnangel - [[image:bk.gif]] / [[image:fd.gif]] + [[image:b.gif]]
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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]]
Line 45: Line 49:


== Quick Starter Combo Reference ==
== Quick Starter Combo Reference ==
 
'''[[The_King_of_Fighters_2002_UM/Controls|Notation]]'''
|-
|-
| '''0 Bar'''
| '''0 Bar'''
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|}
|}


==Normals==
== Gameplay Overview ==
{{StrengthsAndWeaknesses
| description =&nbsp;}}
 


'''Close'''
'''Close'''
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*Neutral j.B is a quick kick that swings up in front of Heidern
*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.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 [https://dreamcancel.com/wiki/index.php/The_King_of_Fighters_2002_UM/Miscellaneous#Crouching_Height medium and taller crouchers].
*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 [[The_King_of_Fighters_2002_UM/Miscellaneous#Crouching_Height|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
*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 [https://dreamcancel.com/wiki/index.php/The_King_of_Fighters_2002_UM/Miscellaneous#Crouching_Height medium and taller crouchers], slower than j.C but with more reach so better to jump away with.
*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 [[The_King_of_Fighters_2002_UM/Miscellaneous#Crouching_Height|medium and taller crouchers]], slower than j.C but with more reach so better to jump away with.




Line 130: Line 137:
* Hard knockdown
* Hard knockdown


==Command Moves==
==Command Move==


'''Shooter Narnangel [Stenier Gale]''' - b/f + B
'''Shooter Narnangel [Stenier Gale]''' - b/f + B
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* Both versions cause soft knockdown
* Both versions cause soft knockdown


* Does not have any start-up invincibility
* 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.  


'''Heidern End''' - (qcb hcf + B/D)
* 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.
* 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.
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* Hard knockdown
* Hard knockdown


'''Heidern End''' - (qcb~hcf + B+D)
'''Heidern End''' - (qcb, hcf + B+D)


* A much stronger version of the DM version.
* A much stronger version of the DM version.
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* ''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
* ''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


==Combos==
==Normals==
For the corner loop, you can use always replace the first d~u+A by a d~u+C for a harder cancel and a bit more damage.
: You can also use ''cl.C, f+B(2), BC run, cr.A'' instead of ''cl.C(2), BC run, cl.C(2)'' for a starter but the first slasher then has to be d~u+A and it's just a much harder run for 2% more.


===Far Standing Normals===
==== ====
{{FrameDataCargo-KOF02UM
|moveId=heidern_sta
|description=
<br>
A punch that is cancel-able & good for stopping incoming hops. It whiffs on crouching opponents.
<br>
|phases=
<gallery mode=packed-hover heights=250px>
File:02UM_Heidern_st.A_1.png|'''Startup'''
File:02UM_Heidern_st.A_2.png|'''Active'''
</gallery>
}}
==== ====
{{FrameDataCargo-KOF02UM
|moveId=heidern_stb
|description=
<br>
A great round kick aimed at the opponent's mid-section. Useful to use as a poke at mid-range.
<br>
|phases=
<gallery mode=packed-hover heights=250px>
File:02UM_Heidern_st.B_1.png|'''Startup'''
File:02UM_Heidern_st.B_2.png|'''Active'''
</gallery>
}}
==== ====
{{FrameDataCargo-KOF02UM
|moveId=heidern_stC
|description=
<br>
Has great reach to be used preemptively stop incoming hops or as a far poke.
<br>
|phases=
<gallery mode=packed-hover heights=250px>
File:02UM_Heidern_st.C_1.png|'''Startup'''
File:02UM_Heidern_st.C_2.png|'''Active'''
</gallery>
}}
==== ====
{{FrameDataCargo-KOF02UM
|moveId=heidern_stD
|description=
<br>
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
<br>
|phases=
<gallery mode=packed-hover heights=250px>
File:02UM_Heidern_st.D_1.png|'''Startup'''
File:02UM_Heidern_st.D_2.png|'''Active'''
</gallery>
}}
==== ====
===Close Standing Normals===
==== ====
{{FrameDataCargo-KOF02UM
|moveId=heidern_clA
|description=
<br>
A straight chop.
<br>
* Chains into itself, cr.A, cl.B & cl.C
|phases=
<gallery mode=packed-hover heights=250px>
File:02UM_Heidern_cl.A_1.png|'''Startup'''
File:02UM_Heidern_cl.A_2.png|'''Active'''
</gallery>
}}
==== ====
{{FrameDataCargo-KOF02UM
|moveId=heidern_clB
|description=
<br>
A kick that is aimed around the opponent's pelvis area.
<br>
* Chains into cr. B.</br>
|phases=
<gallery mode=packed-hover heights=250px>
File:02UM_Heidern_cl.B_1.png|'''Startup'''
File:02UM_Heidern_cl.B_2.png|'''Active'''
</gallery>
}}
==== ====
{{FrameDataCargo-KOF02UM
|moveId=heidern_clC
|description=
<br>
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.
<br>
|phases=
<gallery mode=packed-hover heights=300px>
File:02UM_Heidern_cl.C_1.png|'''Startup'''
File:02UM_Heidern_cl.C_2.png|'''Active'''
File:02UM_Heidern_cl.C_3.png|'''Active'''
</gallery>
}}
==== ====
{{FrameDataCargo-KOF02UM
|moveId=heidern_clD
|description=
<br>
A single hit knee attack that can cancel into his F+B command normal.
<br>
|phases=
<gallery mode=packed-hover heights=300px>
File:02UM_Heidern_cl.D_1.png|'''Startup'''
File:02UM_Heidern_cl.D_2.png|'''Active'''
</gallery>
}}
==== ====
===Crouch Normals===
==== ====
{{FrameDataCargo-KOF02UM
|moveId=heidern_cra
|description=
<br>
A very fast chop that has good horizontal range and can combo into his {{Hover|charge d~u+P|[2]8P}} special move.<br>
<br>
* Cancelable on hit/whiff.
<ul><li> Chains into itself {{Hover|stand A & cr.B|5A & 2B}}.</li></ul>
|phases=
<gallery mode=packed-hover heights=139px>
File:02UM_Heidern_cr.A_1.png|'''Startup'''
File:02UM_Heidern_cr.A_2.png|'''Active'''
</gallery>
}}


===0 Stock===
==== ====
{{FrameDataCargo-KOF02UM
|moveId=heidern_crb
|description=
<br>
Hits low, but not cancellable. It has great horizontal range & comes out at a decent speed to be used a low poke but it isn't a combo tool.<br>
<br>
|phases=
<gallery mode=packed-hover heights=139px>
File:02UM_Heidern_cr.B_1.png|'''Startup'''
File:02UM_Heidern_cr.B_2.png|'''Active'''
</gallery>
}}


''Anywhere''
==== ====
{{FrameDataCargo-KOF02UM
|moveId=heidern_crc
|description=
<br>
A fast swinging horizontal chop that is whiff cancel-able, but has less horizontal range than {{Hover|cr. A|2A}}.<br>
<br>
* Cancelable on hit/whiff.
|phases=
<gallery mode=packed-hover heights=139px>
File:02UM_Heidern_cr.C_1.png|'''Startup'''
File:02UM_Heidern_cr.C_2.png|'''Active'''
</gallery>
}}


&nbsp;★ '''[https://youtu.be/lPp7frKUo00 cr.A×1~2, d~u+A]'''
==== ====
: Your basic meterless conversion, you need to be point blank against most crouchers. You can use d~u+C for more damage but it has much less range and also just doesn't work on standing Mai on top of being inconsistent on <u>a lot</u> of [[The_King_of_Fighters_2002_UM/Miscellaneous#Crouching_Height|crouchers]]. Default to d~u+A on hit, and on block stop at cr.A or add a 3rd one before stopping. '''17%'''.
{{FrameDataCargo-KOF02UM
|moveId=heidern_crd
|description=
<br>
A sweep that has enormous range & is whiff cancel-able too.<br>
<br>
* Cancelable on hit/whiff.
|phases=
<gallery mode=packed-hover heights=139px>
File:02UM_Heidern_cr.D_1.png|'''Startup'''
File:02UM_Heidern_cr.D_2.png|'''Active'''
</gallery>
}}


* cl.C, f+B
==== ====
: No knockdown and less damage than the previous two but it has some worth in being easier and that it looks kinda punishable but is actually safe on hit and block against everything but Yashiro's qcfx2+A/AC so you can bait and punish a reversal. f+B isn't a true blockstring after cl.C so the opponent could mash a reversal in between, but cl.C alone is safe so you can block that reversal if you read it. '''16%'''
===Jump Normals===
==== ====
{{FrameDataCargo-KOF02UM
|moveId=heidern_ha,heidern_ja,heidern_nja
|name=jump A
|input=j.A
|description3=
<br>
A downward angled chop that is active for a good amount of time.
}}


&nbsp;★ '''[https://youtu.be/lPp7frKUo00?t=2 cl.C, f+B(1), d~u+C]'''
==== ====
: <u>Only point blank</u>. Pretty hard but good string. You need to practice to find how early you can let go f+B and start charging down. This is a good option since even if you miss, you are very safe as said above. However, this is pretty inconsistent on Bao and these [[The_King_of_Fighters_2002_UM/Miscellaneous#Inconsistent_Characters|characters]] except the st.Kyo-tier. '''25%'''
{{FrameDataCargo-KOF02UM
|moveId=heidern_hb,heidern_jb,heidern_njb
|name=jump B
|input=j.B
|description2=
<br>
An aerial side kick that has good horizontal range similar to his far B.
|description3=
<br>
A quick kick that swings up in front of Heidern.
}}


==== ====
{{FrameDataCargo-KOF02UM
|moveId=heidern_hc,heidern_jc
|name=jump C
|input=j.C
|description2=
<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.
}}


===1 Stock===
==== ====
{{FrameDataCargo-KOF02UM
|moveId=heidern_hd,heidern_jd,heidern_njd
|name=jump 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=
<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
}}


''Anywhere''
===Blowback Normals===
==== ====
{{FrameDataCargo-KOF02UM
|moveId=heidern_stcd
|description=
<br>
A very slow finger point that is aimed diagonally above and in front of Heidern's head.<br>
<br>
* Cancelable on hit/whiff.
|phases=
<gallery mode=packed-hover heights=135px>
File:02UM_Heidern_st.CD_1.png|'''Late Startup'''
File:02UM_Heidern_st.CD_2.png|'''Active'''
File:02UM_Heidern_st.CD_3.png|'''Early Recovery'''
</gallery>
}}
==== ====
{{FrameDataCargo-KOF02UM
|moveId=heidern_hcd,heidern_jcd
|name=jump CD
|input=j.CD
|description2=
<br>
A double swinging chop (that resembles a crescent moon) that hits in-front of Heidern.
}}


&nbsp;★ '''[https://youtu.be/lPp7frKUo00?t=5 cl.C, f+B(1), qcb,hcf+K]'''
==Throws==
: Best 1 bar conversion. Always use this unless you need the life gain from the corner route. '''36%'''


''Corner''
===Hachi Tetsu===
{{FrameDataCargo-KOF02UM
| moveId = heidern_cthrow
| description =
<br>
Grabs the opponent and performs a low vertical backfist. While heidern is left with a decent amount of frame advantage, the opponent is thrown fullscreen away, limiting the amount of oki heidern is granted especially against characters with fast wake-up. Furthermore it's a soft knockdown so the opponent will most likely tech it, effectively reducing to zero any oki heidern would hope to get unless the corner is very close.<br>
<br>
A fairly good throw to create space but an overall weak throw for offense.<br>
<br>
* Can be broken
}}


* cl.C, f+B(1), qcfx2+P
===Issetsu Seoi===
: Less damage than the previous version but you get 14% health back so worth considering if you are in the corner. Won't work on crouchers except for Chang, Daimon, Maxima, Seth, Whip, Xiangfei, Choi, Takuma, Chin. '''30%'''
{{FrameDataCargo-KOF02UM
| moveId = heidern_dthrow
| description =
<br>
heidern slams the opponent onto the ground then does an elbow drop. The hard knockdown gives heidern a ton of oki options, including his signature run-up hyper hop {{Hover|j.d+C|j.2C}} to cross-up and combo the opponent on wake-up. Practice timing it so that you'll catch them as soon as they get up.<br>
<br>
While this is a much better offensive throw than his C, keep in mind that mixing up the throw you use is important so the opponent has a harder time breaking it.<br>
<br>
* Can be broken
* Backturned hard knockdown
}}


==Command Normals==


===2 Stocks===
===Shooter Narnangel===
==== ====
{{FrameDataCargo-KOF02UM
|moveId=heidern_rawf+B
|image=02UM_Heidern_f+B_2_ima.png
|hitbox=02UM_Heidern_f+B_2.png
|description=
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>
* [[The_King_of_Fighters_2002_UM/Offense#Standing_Overheads|Standing Overhead]].
<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,''' <b>{{Hover|cr.A|2A}}</b> and continue the combo depending on where you are at the screen.</li></ul>
|phases=
<gallery mode=packed-hover heights=210px>
File:02UM_heidern_f+B_1.png|'''Startup'''
File:02UM_heidern_f+B_2.png|'''Active'''
File:02UM_heidern_f+B_3.png|'''Early Recovery'''
</gallery>
|description2=</div>
Like most standing overheads, canceling {{Hover|f+B out of a normal on hit/block makes it faster and cancelable although they usually don't change animation like heidern's f+B|6B out of a normal on hit/block makes it faster and cancelable although they usually don't change animation like heidern's 6B}} that then looks like his 98 Goufu You instead for some reason. It is faster but the first hit's range is tiny, whiffing on almost every non-backturned character for only the second hit to connect, although it only combos off cl.C/D on hit.<br>
It is mostly safe if it gets blocked but falls short of being a true blockstring in the first place, it's still a good frametrap but shouldn't be too relied on since the opponent can OS it with a fast invincible reversal.<br>
<br>
Both hits properly combo on the front only on Chang, standing(Shermie) and crouching(Chin, Choi, Xiangfei). Special note that against crouching Choi <b>cl.C, {{Hover|f+B, qcf+C > hcb+P > f+P > dp+P|6B, 236C > 63214P > 6P > 623P}}</b> is a true and good combo.
<br>
<br>
<ul><li> '''Combo Advice''': The go-to meterless option on hit is <b>cl.C, {{Hover|f+B, qcf+A|6B, 236A}}</b>, it's mostly very safe on block but {{Hover|qcf+A can whiff on block so using qcf+C|236A can whiff on block so using 236C}} instead is a bit less safe but more consistent. The same max bypass as with raw {{Hover|f+B|6B}} is still possible.</li></ul>
|phases2=
<gallery mode=packed-hover heights=214px>
File:02UM_Heidern_f+B_1.png|'''1st hit'''
File:02UM_Heidern_f+B_2.png|'''Gap'''
File:02UM_Heidern_raw_f+B_3.png|'''2nd hit'''
</gallery>
}}


''Anywhere''
==Special Moves==
===Cross Cutter===
==== ====
{{FrameDataCargo-KOF02UM
|moveId=heidern_b~f+A,heidern_b~f+C
|input=b~f + A/C
|input2=[6]8 A/C
|image=02UM_Heidern_b~f+A_2_ima.png
|image2=02UM_Heidern_b~f+A_3_ima.png
|hitbox=02UM_Heidern_b~f+A_2.png
|hitbox2=02UM_Heidern_b~f+A_3.png
|description=
heidern
* [[The_King_of_Fighters_2002_UM/Offense#Standing_Overheads|Standing Overhead]].
<ul><li> '''Mix-up Advice''': After {{Hover|cr.B/A, cr.A you can delay cancel into f+B to get the raw f+B|2B/A, 2A you can delay cancel into 6B to get the raw 6B}} out faster than linking it. This gives you an overhead after {{Hover|cr.A versus just canceling into df+D|2A versus just canceling into 3D}} for a low.</li>
<li> '''Combo Advice''': You can do '''BC run, cl.C''' to combo off a very close {{Hover|f+B. Off the previous mix-up, you can max bypass f+B|6B. Off the previous mix-up, you can max bypass 6B}} into <b>{{Hover|qcf+BC, [(C)qcf+A, (C)qcf+C]x1~2 (SC) qcfx2+A|236BC, [(C)236A, (C)236C]x1~2 (SC) 236236A}}</b> or <b>{{Hover|qcf+BC, [(C)qcf+A, (C)qcf+C]x2 (SC) qcb,hcf+P|236BC, [(C)236A, (C)236C]x2 (SC) 2141236P}}[[The_King_of_Fighters_2002_UM/heidern_Kusanagi/Combos#General_Notes|(Charge)]]</b> to spend 2 bars on a 36~41% conversion.</li></ul>
|phases=
<gallery mode=packed-hover heights=210px>
File:02UM_Heidern_b~f+A_2.png|'''Startup'''
File:02UM_Heidern_b~f+A_3.png|'''Active'''
File:02UM_Heidern_b~f+A_4.png|'''Early Recovery'''
</gallery>
|description2=heidern
* [[The_King_of_Fighters_2002_UM/Offense#Standing_Overheads|Standing Overhead]].
<ul><li> '''Mix-up Advice''': After {{Hover|cr.B/A, cr.A you can delay cancel into f+B to get the raw f+B|2B/A, 2A you can delay cancel into 6B to get the raw 6B}} out faster than linking it. This gives you an overhead after {{Hover|cr.A versus just canceling into df+D|2A versus just canceling into 3D}} for a low.</li>
<li> '''Combo Advice''': You can do '''BC run, cl.C''' to combo off a very close {{Hover|f+B. Off the previous mix-up, you can max bypass f+B|6B. Off the previous mix-up, you can max bypass 6B}} into <b>{{Hover|qcf+BC, [(C)qcf+A, (C)qcf+C]x1~2 (SC) qcfx2+A|236BC, [(C)236A, (C)236C]x1~2 (SC) 236236A}}</b> or <b>{{Hover|qcf+BC, [(C)qcf+A, (C)qcf+C]x2 (SC) qcb,hcf+P|236BC, [(C)236A, (C)236C]x2 (SC) 2141236P}}[[The_King_of_Fighters_2002_UM/heidern_Kusanagi/Combos#General_Notes|(Charge)]]</b> to spend 2 bars on a 36~41% conversion.</li></ul>
|phases2=
<gallery mode=packed-hover heights=210px>
File:02UM_Heidern_b~f+A_2.png|'''Startup'''
File:02UM_Heidern_b~f+A_3.png|'''Active'''
File:02UM_Heidern_b~f+A_4.png|'''Early Recovery'''
</gallery>
}}


* [https://youtu.be/lPp7frKUo00?t=18 cl.C, f+B(1), d~u+C (SC) qcb hcf+K]
===Moon Slasher===
: Best damage for 2 bar midscreen but it's <u>hard</u>. You not only need to find the right timing to charge down but also then buffer the super so d~qcb,ub+C (SC) qcf+K. '''48%'''
==== ====
{{FrameDataCargo-KOF02UM
|moveId=heidern_d~u+A,heidern_d~u+C
|input=d~u + A/C
|input2=[6]8 A/C
|image=02UM_Heidern_d~u+A_2_ima.png
|image2=02UM_Heidern_d~u+A_4_ima.png
|hitbox=02UM_Heidern_d~u+A_2.png
|hitbox2=02UM_Heidern_d~u+A_4.png
|description=
heidern
* [[The_King_of_Fighters_2002_UM/Offense#Standing_Overheads|Standing Overhead]].
<ul><li> '''Mix-up Advice''': After {{Hover|cr.B/A, cr.A you can delay cancel into f+B to get the raw f+B|2B/A, 2A you can delay cancel into 6B to get the raw 6B}} out faster than linking it. This gives you an overhead after {{Hover|cr.A versus just canceling into df+D|2A versus just canceling into 3D}} for a low.</li>
<li> '''Combo Advice''': You can do '''BC run, cl.C''' to combo off a very close {{Hover|f+B. Off the previous mix-up, you can max bypass f+B|6B. Off the previous mix-up, you can max bypass 6B}} into <b>{{Hover|qcf+BC, [(C)qcf+A, (C)qcf+C]x1~2 (SC) qcfx2+A|236BC, [(C)236A, (C)236C]x1~2 (SC) 236236A}}</b> or <b>{{Hover|qcf+BC, [(C)qcf+A, (C)qcf+C]x2 (SC) qcb,hcf+P|236BC, [(C)236A, (C)236C]x2 (SC) 2141236P}}[[The_King_of_Fighters_2002_UM/heidern_Kusanagi/Combos#General_Notes|(Charge)]]</b> to spend 2 bars on a 36~41% conversion.</li></ul>
|phases=
<gallery mode=packed-hover heights=210px>
File:02UM_Heidern_d~u+A_2.png|'''Startup'''
File:02UM_Heidern_d~u+A_3.png|'''Active'''
File:02UM_Heidern_d~u+A_4.png|'''Active'''
File:02UM_Heidern_d~u+A_5.png|'''Active'''
File:02UM_Heidern_d~u+A_6.png|'''Early Recovery'''
</gallery>
|description2=
heidern
* [[The_King_of_Fighters_2002_UM/Offense#Standing_Overheads|Standing Overhead]].
<ul><li> '''Mix-up Advice''': After {{Hover|cr.B/A, cr.A you can delay cancel into f+B to get the raw f+B|2B/A, 2A you can delay cancel into 6B to get the raw 6B}} out faster than linking it. This gives you an overhead after {{Hover|cr.A versus just canceling into df+D|2A versus just canceling into 3D}} for a low.</li>
<li> '''Combo Advice''': You can do '''BC run, cl.C''' to combo off a very close {{Hover|f+B. Off the previous mix-up, you can max bypass f+B|6B. Off the previous mix-up, you can max bypass 6B}} into <b>{{Hover|qcf+BC, [(C)qcf+A, (C)qcf+C]x1~2 (SC) qcfx2+A|236BC, [(C)236A, (C)236C]x1~2 (SC) 236236A}}</b> or <b>{{Hover|qcf+BC, [(C)qcf+A, (C)qcf+C]x2 (SC) qcb,hcf+P|236BC, [(C)236A, (C)236C]x2 (SC) 2141236P}}[[The_King_of_Fighters_2002_UM/heidern_Kusanagi/Combos#General_Notes|(Charge)]]</b> to spend 2 bars on a 36~41% conversion.</li></ul>
|phases2=
<gallery mode=packed-hover heights=210px>
File:02UM_Heidern_d~u+C_2.png|'''Startup'''
File:02UM_Heidern_d~u+C_3.png|'''Active'''
File:02UM_Heidern_d~u+C_4.png|'''Active'''
File:02UM_Heidern_d~u+C_5.png|'''Active'''
File:02UM_Heidern_d~u+C_6.png|'''Early Recovery'''
</gallery>
}}


&nbsp;★ '''cl.C(2), BC run, cl.C(2), f+B(2), qcb,hcf+B'''
===Storm Bringer===
: If you don't know what to go for midscreen, this is the answer. On the lower end for damage so the 1 bar is preferred but if you need it, it's pretty easy and very consistent which as a Heidern player you'll come to appreciate. '''40%'''.
==== ====
{{FrameDataCargo-KOF02UM
|moveId=heidern_hcb+A,heidern_hcb+C
|input=hcb + A/C
|input2=63214 A/C
|image=02UM_Heidern_hcb+A_1_ima.png
|image2=02UM_Heidern_hcb+A_2_ima.png
|hitbox=02UM_Heidern_hcb+A_1.png
|hitbox2=02UM_Heidern_hcb+A_2.png
|description=
heidern
* [[The_King_of_Fighters_2002_UM/Offense#Standing_Overheads|Standing Overhead]].
<ul><li> '''Mix-up Advice''': After {{Hover|cr.B/A, cr.A you can delay cancel into f+B to get the raw f+B|2B/A, 2A you can delay cancel into 6B to get the raw 6B}} out faster than linking it. This gives you an overhead after {{Hover|cr.A versus just canceling into df+D|2A versus just canceling into 3D}} for a low.</li>
<li> '''Combo Advice''': You can do '''BC run, cl.C''' to combo off a very close {{Hover|f+B. Off the previous mix-up, you can max bypass f+B|6B. Off the previous mix-up, you can max bypass 6B}} into <b>{{Hover|qcf+BC, [(C)qcf+A, (C)qcf+C]x1~2 (SC) qcfx2+A|236BC, [(C)236A, (C)236C]x1~2 (SC) 236236A}}</b> or <b>{{Hover|qcf+BC, [(C)qcf+A, (C)qcf+C]x2 (SC) qcb,hcf+P|236BC, [(C)236A, (C)236C]x2 (SC) 2141236P}}[[The_King_of_Fighters_2002_UM/heidern_Kusanagi/Combos#General_Notes|(Charge)]]</b> to spend 2 bars on a 36~41% conversion.</li></ul>
|phases=
<gallery mode=packed-hover heights=210px>
File:02UM_Heidern_hcb+A_1.png|'''Startup'''
File:02UM_Heidern_hcb+A_2.png|'''Active'''
File:02UM_Heidern_hcb+A_3.png|'''Early Recovery'''
</gallery>
|description2=
heidern
* [[The_King_of_Fighters_2002_UM/Offense#Standing_Overheads|Standing Overhead]].
<ul><li> '''Mix-up Advice''': After {{Hover|cr.B/A, cr.A you can delay cancel into f+B to get the raw f+B|2B/A, 2A you can delay cancel into 6B to get the raw 6B}} out faster than linking it. This gives you an overhead after {{Hover|cr.A versus just canceling into df+D|2A versus just canceling into 3D}} for a low.</li>
<li> '''Combo Advice''': You can do '''BC run, cl.C''' to combo off a very close {{Hover|f+B. Off the previous mix-up, you can max bypass f+B|6B. Off the previous mix-up, you can max bypass 6B}} into <b>{{Hover|qcf+BC, [(C)qcf+A, (C)qcf+C]x1~2 (SC) qcfx2+A|236BC, [(C)236A, (C)236C]x1~2 (SC) 236236A}}</b> or <b>{{Hover|qcf+BC, [(C)qcf+A, (C)qcf+C]x2 (SC) qcb,hcf+P|236BC, [(C)236A, (C)236C]x2 (SC) 2141236P}}[[The_King_of_Fighters_2002_UM/heidern_Kusanagi/Combos#General_Notes|(Charge)]]</b> to spend 2 bars on a 36~41% conversion.</li></ul>
|phases2=
<gallery mode=packed-hover heights=210px>
File:02UM_Heidern_hcb+A_1.png|'''Startup'''
File:02UM_Heidern_hcb+A_2.png|'''Active'''
File:02UM_Heidern_hcb+A_3.png|'''Early Recovery'''
</gallery>
}}


* cl.C, f+B(1), BC run, cl.C(2), f+B(2), qcb,hcf+B
===Killing Bringer===
: Optimized version of the previous route. The damage gain is very small but it's still that on top of being a better confirm, if you can land it, no reason not to pick this over the previous. '''42%'''
==== ====
{{FrameDataCargo-KOF02UM
|moveId=heidern_hcb+B,heidern_hcb+D
|input=hcb + B/D
|input2=63214 B/D
|image=02UM_Heidern_hcb+B_1_ima.png
|image2=02UM_Heidern_hcb+B_2_ima.png
|hitbox=02UM_Heidern_hcb+B_1.png
|hitbox2=02UM_Heidern_hcb+B_2.png
|description=
heidern
* [[The_King_of_Fighters_2002_UM/Offense#Standing_Overheads|Standing Overhead]].
<ul><li> '''Mix-up Advice''': After {{Hover|cr.B/A, cr.A you can delay cancel into f+B to get the raw f+B|2B/A, 2A you can delay cancel into 6B to get the raw 6B}} out faster than linking it. This gives you an overhead after {{Hover|cr.A versus just canceling into df+D|2A versus just canceling into 3D}} for a low.</li>
<li> '''Combo Advice''': You can do '''BC run, cl.C''' to combo off a very close {{Hover|f+B. Off the previous mix-up, you can max bypass f+B|6B. Off the previous mix-up, you can max bypass 6B}} into <b>{{Hover|qcf+BC, [(C)qcf+A, (C)qcf+C]x1~2 (SC) qcfx2+A|236BC, [(C)236A, (C)236C]x1~2 (SC) 236236A}}</b> or <b>{{Hover|qcf+BC, [(C)qcf+A, (C)qcf+C]x2 (SC) qcb,hcf+P|236BC, [(C)236A, (C)236C]x2 (SC) 2141236P}}[[The_King_of_Fighters_2002_UM/heidern_Kusanagi/Combos#General_Notes|(Charge)]]</b> to spend 2 bars on a 36~41% conversion.</li></ul>
|phases=
<gallery mode=packed-hover heights=210px>
File:02UM_Heidern_hcb+B_1.png|'''Startup'''
File:02UM_Heidern_hcb+B_2.png|'''Active'''
File:02UM_Heidern_hcb+B_3.png|'''Early Recovery'''
</gallery>
|description2=
heidern
* [[The_King_of_Fighters_2002_UM/Offense#Standing_Overheads|Standing Overhead]].
<ul><li> '''Mix-up Advice''': After {{Hover|cr.B/A, cr.A you can delay cancel into f+B to get the raw f+B|2B/A, 2A you can delay cancel into 6B to get the raw 6B}} out faster than linking it. This gives you an overhead after {{Hover|cr.A versus just canceling into df+D|2A versus just canceling into 3D}} for a low.</li>
<li> '''Combo Advice''': You can do '''BC run, cl.C''' to combo off a very close {{Hover|f+B. Off the previous mix-up, you can max bypass f+B|6B. Off the previous mix-up, you can max bypass 6B}} into <b>{{Hover|qcf+BC, [(C)qcf+A, (C)qcf+C]x1~2 (SC) qcfx2+A|236BC, [(C)236A, (C)236C]x1~2 (SC) 236236A}}</b> or <b>{{Hover|qcf+BC, [(C)qcf+A, (C)qcf+C]x2 (SC) qcb,hcf+P|236BC, [(C)236A, (C)236C]x2 (SC) 2141236P}}[[The_King_of_Fighters_2002_UM/heidern_Kusanagi/Combos#General_Notes|(Charge)]]</b> to spend 2 bars on a 36~41% conversion.</li></ul>
|phases2=
<gallery mode=packed-hover heights=210px>
File:02UM_Heidern_hcb+B_1.png|'''Startup'''
File:02UM_Heidern_hcb+B_2.png|'''Active'''
File:02UM_Heidern_hcb+B_3.png|'''Early Recovery'''
</gallery>
}}


* [https://youtu.be/lPp7frKUo00?t=11 cl.C, f+B(2), BC walk, far C, qcb,hcf+B]
==Desperation Moves==
: A bit more though still pretty average damage. It gets a pass for not requiring a max run, making it on the easier end. Walk a tiny bit before pressing far C. far C will whiff on all crouchers except for Chang, Daimon, Maxima, Seth, Whip, Xiangfei. '''44%'''
===Heidern End===
 
==== ====
''Corner''
{{FrameDataCargo-KOF02UM
 
|moveId=heidern_qcbhcf+B,heidern_qcbhcf+D
* cl.C(2), BC run, cl.C(2), f+B(1), qcfx2+P
|input=qcb,hcf + B/D
: The easy alternative if the loop below isn't your forte. Not much damage, kind of a waste of meter, but 14% health gained so worth a mention. '''33%'''
|input2=214236 B/D
 
|image=02UM_Heidern_qcbhcf+B_1_ima.png
&nbsp;★ '''[https://youtu.be/lPp7frKUo00?t=24 cl.C(2), BC run, cl.C(2), d~u+A, b~f+A, {d~u+C, (C)b~f+A, b~f+A}x2, (d~u+A (SC)) qcfx2+P]'''
|image2=02UM_Heidern_qcbhcf+B_3_ima.png
: Excellent damage for a fairly hard combo, the practice will be worth it. This route doesn't work on Yuri, Kasumi, Angel and Yamazaki, changing the second d~u+C to d~u+A is enough for Yamazaki. Does '''67%''' without the super cancel and '''71%''' with it. [https://youtu.be/lPp7frKUo00?t=76 d~u+A (SC) demo].
|hitbox=02UM_Heidern_qcbhcf+B_1.png
 
|hitbox2=02UM_Heidern_qcbhcf+B_3.png
* [https://youtu.be/lPp7frKUo00?t=64 cl.C(2), BC run, cl.C(2), d~u+A, b~f+A, d~u+C, (C)b~f+A, b~f+A, d~u+C, (C)b~f+A, delay qcb,hcf+K]
|description=
: You have to delay the super so the opponent falls on it, this does more than not doing the super cancel on the previous one but the health gain favors that one. This route doesn't work on Yuri, Kasumi, Angel and Yamazaki, changing the second d~u+C to d~u+A is enough for Yamazaki. '''69%'''
heidern
 
* [[The_King_of_Fighters_2002_UM/Offense#Standing_Overheads|Standing Overhead]].
* cl.C(2), BC run, cl.C(2), d~u+A, (C) b~f+A, d~u+C, (C) b~f+A, d~u+C, (C) b~f+A, b~f+A, (d~u+A, (SC)) qcfx2+P
<ul><li> '''Mix-up Advice''': After {{Hover|cr.B/A, cr.A you can delay cancel into f+B to get the raw f+B|2B/A, 2A you can delay cancel into 6B to get the raw 6B}} out faster than linking it. This gives you an overhead after {{Hover|cr.A versus just canceling into df+D|2A versus just canceling into 3D}} for a low.</li>
: The route you have to use against Kasumi and Angel, for Kasumi you only have to slightly delay one of the d~u+C but you need to delay both for Angel and it's an annoyingly specific timing. I recommend removing the last b~f+A to make it more consistent on Angel. Without the last b~f+A, if you then delay the last d~u+A or skip it, it'll work on Yuri too. The full route does '''68%''', without the last b~f+A it does '''64%'''
<li> '''Combo Advice''': You can do '''BC run, cl.C''' to combo off a very close {{Hover|f+B. Off the previous mix-up, you can max bypass f+B|6B. Off the previous mix-up, you can max bypass 6B}} into <b>{{Hover|qcf+BC, [(C)qcf+A, (C)qcf+C]x1~2 (SC) qcfx2+A|236BC, [(C)236A, (C)236C]x1~2 (SC) 236236A}}</b> or <b>{{Hover|qcf+BC, [(C)qcf+A, (C)qcf+C]x2 (SC) qcb,hcf+P|236BC, [(C)236A, (C)236C]x2 (SC) 2141236P}}[[The_King_of_Fighters_2002_UM/heidern_Kusanagi/Combos#General_Notes|(Charge)]]</b> to spend 2 bars on a 36~41% conversion.</li></ul>
 
|phases=
 
<gallery mode=packed-hover heights=210px>
===3 Stocks===
File:02UM_Heidern_qcbhcf+B_1.png|'''Startup'''
 
File:02UM_Heidern_qcbhcf+B_3.png|'''Active'''
* cl.C, f+B(1), qcb,hcf+BD
File:02UM_Heidern_qcbhcf+B_4.png|'''Early Recovery'''
: Easy way to just spend the meter on some damage. '''49%'''
</gallery>
 
|description2=
&nbsp;★ '''cl.C(2), BC run, cl.C(2), f+B(2), qcb,hcf+BD'''
heidern
: If you don't know what to go for midscreen, this is the answer. On the lower end for damage so the 1 bar is preferred but if you need it, it's pretty easy and very consistent which as a Heidern player you'll come to appreciate. '''53%'''.
* [[The_King_of_Fighters_2002_UM/Offense#Standing_Overheads|Standing Overhead]].
 
<ul><li> '''Mix-up Advice''': After {{Hover|cr.B/A, cr.A you can delay cancel into f+B to get the raw f+B|2B/A, 2A you can delay cancel into 6B to get the raw 6B}} out faster than linking it. This gives you an overhead after {{Hover|cr.A versus just canceling into df+D|2A versus just canceling into 3D}} for a low.</li>
* cl.C, f+B(1), BC run, cl.C(2), f+B(2), qcb,hcf+B
<li> '''Combo Advice''': You can do '''BC run, cl.C''' to combo off a very close {{Hover|f+B. Off the previous mix-up, you can max bypass f+B|6B. Off the previous mix-up, you can max bypass 6B}} into <b>{{Hover|qcf+BC, [(C)qcf+A, (C)qcf+C]x1~2 (SC) qcfx2+A|236BC, [(C)236A, (C)236C]x1~2 (SC) 236236A}}</b> or <b>{{Hover|qcf+BC, [(C)qcf+A, (C)qcf+C]x2 (SC) qcb,hcf+P|236BC, [(C)236A, (C)236C]x2 (SC) 2141236P}}[[The_King_of_Fighters_2002_UM/heidern_Kusanagi/Combos#General_Notes|(Charge)]]</b> to spend 2 bars on a 36~41% conversion.</li></ul>
: Optimized version of the previous route. The damage gain is very small but it's still that on top of being a better confirm, if you can land it, no reason not to pick this over the previous. '''55%'''
|phases2=
 
<gallery mode=packed-hover heights=210px>
''Corner''
File:02UM_Heidern_qcbhcf+B_1.png|'''Startup'''
 
File:02UM_Heidern_qcbhcf+B_3.png|'''Active'''
* cl.C, f+B(1), qcfx2+AC
File:02UM_Heidern_qcbhcf+B_4.png|'''Early Recovery'''
: Just good enough to spend the meter and get 14% health back. '''47%'''
</gallery>
 
}}
* cl.C(2), BC run, cl.C(2), f+B(1), qcfx2+P
: The easy alternative if the loop below isn't your forte. Not much damage, kind of a waste of meter, but 14% health gained so worth a mention. '''33%'''
 
* cl.C(2), BC run, cl.C(2), d~u+A, b~f+A, {d~u+C, (C)b~f+A, b~f+A}x3, qcfx2+P
: Don't do this, use the next one. '''80%'''
 
&nbsp;★ '''[https://youtu.be/lPp7frKUo00?t=92 cl.C(2), BC run, cl.C(2), d~u+A, b~f+A, {d~u+C, (C)b~f+A, b~f+A}x2, (d~u+A (SC)) qcfx2+AC]'''
: Excellent damage for a fairly hard combo, the practice will be worth it. This route doesn't work on Yuri, Kasumi, Angel and Yamazaki, changing the second d~u+C to d~u+A is enough to fix it for Yamazaki. Does '''84%''' without the super cancel and '''88%''' with it.
 
* [https://youtu.be/lPp7frKUo00?t=120 cl.C(2), BC run, cl.C(2), d~u+A, b~f+A, d~u+C, (C)b~f+A, b~f+A, d~u+C, (C)b~f+A, delay qcfx2+BD or qcb,hcf+BD]
: You have to delay the super so the opponent falls on it, this does more than not doing the super cancel on the previous one but the health gain favors that one. This route doesn't work on Yuri, Kasumi, Angel and Yamazaki, changing the second d~u+C to d~u+A is enough to fix it for Yamazaki. '''81%'''
 
* [https://www.youtube.com/watch?v=L2DYw-b_TzQ cl.C(2), BC run, cl.C(2), d~u+A, (C) b~f+A, d~u+C, (C) b~f+A, d~u+C, (C) b~f+A, b~f+A, (d~u+A, (SC)) qcfx2+AC]
: The route you have to use against Kasumi and Angel, for Kasumi you only have to slightly delay one of the d~u+C by you need to delay both for Angel and it's an annoyingly specific timing. I recommend to remove the last b~f+A to make it more consistent on Angel. Without the last b~f+A, if you then delay the last d~u+A or skip it, it'll work on Yuri too. The full route does '''86%''', without the last b~f+A it does '''81%'''
 
 
===4 Stocks===
 
* cl.C, f+B(1), d~u+C (SC) qcb hcf+BD
: Looks cool but definitely not worth the meter for how hard it is and the better options. '''60%'''
 
 
===5 Stocks===


* cl.C(2), BC run, cl.C(2), d~u+A, b~f+A, {d~u+C, (C)b~f+A, b~f+A}x3, qcfx2+AC
===Final Bringer===
: All in, worth it if you have the meter to spend. '''97%'''
==== ====
{{FrameDataCargo-KOF02UM
|moveId=heidern_qcfqcf+A,heidern_qcfqcf+C
|input=qcf,qcf + A/C
|input2=236236 A/C
|image=02UM_Heidern_qcfqcf+A_6_ima.png
|hitbox=02UM_Heidern_qcfqcf+A_6.png
|description=
heidern
* [[The_King_of_Fighters_2002_UM/Offense#Standing_Overheads|Standing Overhead]].
<ul><li> '''Mix-up Advice''': After {{Hover|cr.B/A, cr.A you can delay cancel into f+B to get the raw f+B|2B/A, 2A you can delay cancel into 6B to get the raw 6B}} out faster than linking it. This gives you an overhead after {{Hover|cr.A versus just canceling into df+D|2A versus just canceling into 3D}} for a low.</li>
<li> '''Combo Advice''': You can do '''BC run, cl.C''' to combo off a very close {{Hover|f+B. Off the previous mix-up, you can max bypass f+B|6B. Off the previous mix-up, you can max bypass 6B}} into <b>{{Hover|qcf+BC, [(C)qcf+A, (C)qcf+C]x1~2 (SC) qcfx2+A|236BC, [(C)236A, (C)236C]x1~2 (SC) 236236A}}</b> or <b>{{Hover|qcf+BC, [(C)qcf+A, (C)qcf+C]x2 (SC) qcb,hcf+P|236BC, [(C)236A, (C)236C]x2 (SC) 2141236P}}[[The_King_of_Fighters_2002_UM/heidern_Kusanagi/Combos#General_Notes|(Charge)]]</b> to spend 2 bars on a 36~41% conversion.</li></ul>
|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>
|description2=
heidern
* [[The_King_of_Fighters_2002_UM/Offense#Standing_Overheads|Standing Overhead]].
<ul><li> '''Mix-up Advice''': After {{Hover|cr.B/A, cr.A you can delay cancel into f+B to get the raw f+B|2B/A, 2A you can delay cancel into 6B to get the raw 6B}} out faster than linking it. This gives you an overhead after {{Hover|cr.A versus just canceling into df+D|2A versus just canceling into 3D}} for a low.</li>
<li> '''Combo Advice''': You can do '''BC run, cl.C''' to combo off a very close {{Hover|f+B. Off the previous mix-up, you can max bypass f+B|6B. Off the previous mix-up, you can max bypass 6B}} into <b>{{Hover|qcf+BC, [(C)qcf+A, (C)qcf+C]x1~2 (SC) qcfx2+A|236BC, [(C)236A, (C)236C]x1~2 (SC) 236236A}}</b> or <b>{{Hover|qcf+BC, [(C)qcf+A, (C)qcf+C]x2 (SC) qcb,hcf+P|236BC, [(C)236A, (C)236C]x2 (SC) 2141236P}}[[The_King_of_Fighters_2002_UM/heidern_Kusanagi/Combos#General_Notes|(Charge)]]</b> to spend 2 bars on a 36~41% conversion.</li></ul>
|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>
}}


==Videos==
==Videos==
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{{#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}}


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{{Navbox 2002UM}}
{{Navbox 2002UM}}
[[Category:The King of Fighters 2k2UM]]
[[Category:The King of Fighters 2k2UM]]
[[Category:Heidern]]

Latest revision as of 20:05, 26 September 2024

The King of Fighters 2002 UM

OverviewStrategyDataCombosReplays

Movelist

Throws

Lead Belcher - close, / +

Backstabbing - close, / +

Critical Drive - close in air, / / + /

Command Move

Shooter Narnangel - / +

Special Moves

Cross Cutter - charge ~ + /

Moon Slasher - charge ~ + /

Neck Roller - charge ~ + /

Storm Bringer - close, + /

Killing Bringer - + /

Desperation Moves

Final Bringer - + /

Heidern End - + /

Super Desperation Moves

Final Bringer - +

Heidern End - +

Hidden Super Desperation Move

Caliburn - +

Quick Starter Combo Reference

Notation

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

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
33 Mid - 4 3 11 -2 -4 -


A punch that is cancel-able & good for stopping incoming hops. It whiffs on crouching opponents.


standing B
st.B
B

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
33 Mid - 6 2 16 -6 -8 -


A great round kick aimed at the opponent's mid-section. Useful to use as a poke at mid-range.


standing C
st.C
C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
116 Mid - 10 4 24 -8 -10 -


Has great reach to be used preemptively stop incoming hops or as a far poke.


standing D
st.D
D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
125 Mid - 26 6 22 -8 -10 -


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


Close Standing Normals

close A
cl.A
cl.A

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
33 Mid - 4 3 11 -2 -4 -


A straight chop.

  • Chains into itself, cr.A, cl.B & cl.C

close B
cl.B
cl.B

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
33 Mid Special 6 4 12 -4 -6 -


A kick that is aimed around the opponent's pelvis area.

  • Chains into cr. B.

close C
cl.C
cl.C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
1st= 75 ; 2nd= 33 Mid Special(2) 6 1, (4), 5 13 1st= -3 ; 2nd= 2 1st= -5 ; 2nd= 0 -


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.


close D
cl.D
cl.D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
100 Mid - 6 3 22 -5 -7 -


A single hit knee attack that can cancel into his F+B command normal.


Crouch Normals

crouching A
cr.A
2A

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
33 Mid Special 4 2 10 0 -2 -


A very fast chop that has good horizontal range and can combo into his charge d~u+P [2]8P special move.

  • Cancelable on hit/whiff.
  • Chains into itself stand A & cr.B 5A & 2B.

crouching B
cr.B
2B

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
25 Low - 3 5 11 -4 -6 -


Hits low, but not cancellable. It has great horizontal range & comes out at a decent speed to be used a low poke but it isn't a combo tool.


crouching C
cr.C
2C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
108 Mid Special 7 3 17 0 -2 -


A fast swinging horizontal chop that is whiff cancel-able, but has less horizontal range than cr. A 2A.

  • Cancelable on hit/whiff.

crouching D
cr.D
2D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
116 Low Special 7 5 22 SKD -9 -


A sweep that has enormous range & is whiff cancel-able too.

  • Cancelable on hit/whiff.

Jump Normals

jump A
j.A
j.A

Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

hop A hop A

41 High - 6 14 - - - -

jump A jump A

50 High - 6 14 - - - -

neutral jump A neutral jump A

58 High - 3 6 - - - -


A downward angled chop that is active for a good amount of time.

jump B
j.B
j.B

Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

hop B hop B

33 High - 3 5 - - - -

jump B jump B

41 High - 3 5 - - - -


An aerial side kick that has good horizontal range similar to his far B.

neutral jump B neutral jump B

50 High - 8 7 - - - -


A quick kick that swings up in front of Heidern.

jump C
j.C
j.C

Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

hop C hop C

91 High - 4 5 - - - -

jump C jump C

100 High - 4 5 - - - -


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.

jump D
j.D
j.D

Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

hop D hop D

83 High - 6 5 - - - -

jump D jump D

91 High - 6 5 - - - -


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.

neutral jump D neutral jump D

83 High - 11 5 - - - -


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

Blowback Normals

st.CD
st.CD
CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
116 Mid Special 26 9 17 -2 -4 -


A very slow finger point that is aimed diagonally above and in front of Heidern's head.

  • Cancelable on hit/whiff.

jump CD
j.CD
j.CD

Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

hop CD hop CD

83 Mid - 9 6 - - - -

jump CD jump CD

116 Mid - 9 6 - - - -


A double swinging chop (that resembles a crescent moon) that hits in-front of Heidern.

Throws

Hachi Tetsu

No results
No results
No results


NO IMAGE FOUND

No results


Grabs the opponent and performs a low vertical backfist. While heidern is left with a decent amount of frame advantage, the opponent is thrown fullscreen away, limiting the amount of oki heidern is granted especially against characters with fast wake-up. Furthermore it's a soft knockdown so the opponent will most likely tech it, effectively reducing to zero any oki heidern would hope to get unless the corner is very close.

A fairly good throw to create space but an overall weak throw for offense.

  • Can be broken

Issetsu Seoi

No results
No results
No results


NO IMAGE FOUND

No results


heidern slams the opponent onto the ground then does an elbow drop. The hard knockdown gives heidern a ton of oki options, including his signature run-up hyper hop j.d+C j.2C to cross-up and combo the opponent on wake-up. Practice timing it so that you'll catch them as soon as they get up.

While this is a much better offensive throw than his C, keep in mind that mixing up the throw you use is important so the opponent has a harder time breaking it.

  • Can be broken
  • Backturned hard knockdown

Command Normals

Shooter Narnangel

Shooter Narnangel
f+B
6B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- High - 19 4, 3 22 2nd=-5 2nd=-7 -

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

  • Mix-up Advice: After 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 cr.B 2B to get a big damage combo if it hits.
  • Combo Advice: You can do BC run, cr.A 2A and continue the combo depending on where you are at the screen.

Special Moves

Cross Cutter

Cross Cutter
b~f + A/C
[6]8 A/C

Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

charge b~f+A charge 4~6A

- Mid - 15 - 37 -5 -7 -

heidern

  • Mix-up Advice: After cr.B/A, cr.A you can delay cancel into f+B to get the raw f+B 2B/A, 2A you can delay cancel into 6B to get the raw 6B out faster than linking it. This gives you an overhead after cr.A versus just canceling into df+D 2A versus just canceling into 3D for a low.
  • Combo Advice: You can do BC run, cl.C to combo off a very close f+B. Off the previous mix-up, you can max bypass f+B 6B. Off the previous mix-up, you can max bypass 6B into qcf+BC, [(C)qcf+A, (C)qcf+C]x1~2 (SC) qcfx2+A 236BC, [(C)236A, (C)236C]x1~2 (SC) 236236A or qcf+BC, [(C)qcf+A, (C)qcf+C]x2 (SC) qcb,hcf+P 236BC, [(C)236A, (C)236C]x2 (SC) 2141236P(Charge) to spend 2 bars on a 36~41% conversion.

Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

charge b~f+C charge 4~6C

- Mid - 15 - 39 -7 -9 -

heidern

  • Mix-up Advice: After cr.B/A, cr.A you can delay cancel into f+B to get the raw f+B 2B/A, 2A you can delay cancel into 6B to get the raw 6B out faster than linking it. This gives you an overhead after cr.A versus just canceling into df+D 2A versus just canceling into 3D for a low.
  • Combo Advice: You can do BC run, cl.C to combo off a very close f+B. Off the previous mix-up, you can max bypass f+B 6B. Off the previous mix-up, you can max bypass 6B into qcf+BC, [(C)qcf+A, (C)qcf+C]x1~2 (SC) qcfx2+A 236BC, [(C)236A, (C)236C]x1~2 (SC) 236236A or qcf+BC, [(C)qcf+A, (C)qcf+C]x2 (SC) qcb,hcf+P 236BC, [(C)236A, (C)236C]x2 (SC) 2141236P(Charge) to spend 2 bars on a 36~41% conversion.

Moon Slasher

Moon Slasher
d~u + A/C
[6]8 A/C

Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

charge d~u+A charge 2~8A

- Mid Super 7(back hit), 9(front hit) 2, 2, 2 36 -5 Stand Guard = -24, Crouch Guard = -20 -

heidern

  • Mix-up Advice: After cr.B/A, cr.A you can delay cancel into f+B to get the raw f+B 2B/A, 2A you can delay cancel into 6B to get the raw 6B out faster than linking it. This gives you an overhead after cr.A versus just canceling into df+D 2A versus just canceling into 3D for a low.
  • Combo Advice: You can do BC run, cl.C to combo off a very close f+B. Off the previous mix-up, you can max bypass f+B 6B. Off the previous mix-up, you can max bypass 6B into qcf+BC, [(C)qcf+A, (C)qcf+C]x1~2 (SC) qcfx2+A 236BC, [(C)236A, (C)236C]x1~2 (SC) 236236A or qcf+BC, [(C)qcf+A, (C)qcf+C]x2 (SC) qcb,hcf+P 236BC, [(C)236A, (C)236C]x2 (SC) 2141236P(Charge) to spend 2 bars on a 36~41% conversion.

Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

charge d~u+C charge 2~8C

- Mid Super 8(back hit), 10(front hit) 2, 2, 2 38 -5 -26 -

heidern

  • Mix-up Advice: After cr.B/A, cr.A you can delay cancel into f+B to get the raw f+B 2B/A, 2A you can delay cancel into 6B to get the raw 6B out faster than linking it. This gives you an overhead after cr.A versus just canceling into df+D 2A versus just canceling into 3D for a low.
  • Combo Advice: You can do BC run, cl.C to combo off a very close f+B. Off the previous mix-up, you can max bypass f+B 6B. Off the previous mix-up, you can max bypass 6B into qcf+BC, [(C)qcf+A, (C)qcf+C]x1~2 (SC) qcfx2+A 236BC, [(C)236A, (C)236C]x1~2 (SC) 236236A or qcf+BC, [(C)qcf+A, (C)qcf+C]x2 (SC) qcb,hcf+P 236BC, [(C)236A, (C)236C]x2 (SC) 2141236P(Charge) to spend 2 bars on a 36~41% conversion.

Storm Bringer

Storm Bringer
hcb + A/C
63214 A/C

Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

close hcb+A close 63214A

- - - 9 1 24 - - -

heidern

  • Mix-up Advice: After cr.B/A, cr.A you can delay cancel into f+B to get the raw f+B 2B/A, 2A you can delay cancel into 6B to get the raw 6B out faster than linking it. This gives you an overhead after cr.A versus just canceling into df+D 2A versus just canceling into 3D for a low.
  • Combo Advice: You can do BC run, cl.C to combo off a very close f+B. Off the previous mix-up, you can max bypass f+B 6B. Off the previous mix-up, you can max bypass 6B into qcf+BC, [(C)qcf+A, (C)qcf+C]x1~2 (SC) qcfx2+A 236BC, [(C)236A, (C)236C]x1~2 (SC) 236236A or qcf+BC, [(C)qcf+A, (C)qcf+C]x2 (SC) qcb,hcf+P 236BC, [(C)236A, (C)236C]x2 (SC) 2141236P(Charge) to spend 2 bars on a 36~41% conversion.

Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

close hcb+C close 63214C

- - - 9 1 24 - - -

heidern

  • Mix-up Advice: After cr.B/A, cr.A you can delay cancel into f+B to get the raw f+B 2B/A, 2A you can delay cancel into 6B to get the raw 6B out faster than linking it. This gives you an overhead after cr.A versus just canceling into df+D 2A versus just canceling into 3D for a low.
  • Combo Advice: You can do BC run, cl.C to combo off a very close f+B. Off the previous mix-up, you can max bypass f+B 6B. Off the previous mix-up, you can max bypass 6B into qcf+BC, [(C)qcf+A, (C)qcf+C]x1~2 (SC) qcfx2+A 236BC, [(C)236A, (C)236C]x1~2 (SC) 236236A or qcf+BC, [(C)qcf+A, (C)qcf+C]x2 (SC) qcb,hcf+P 236BC, [(C)236A, (C)236C]x2 (SC) 2141236P(Charge) to spend 2 bars on a 36~41% conversion.

Killing Bringer

Killing Bringer
hcb + B/D
63214 B/D

Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

hcb+B 63214B

- - - 17 15 23 - - -

heidern

  • Mix-up Advice: After cr.B/A, cr.A you can delay cancel into f+B to get the raw f+B 2B/A, 2A you can delay cancel into 6B to get the raw 6B out faster than linking it. This gives you an overhead after cr.A versus just canceling into df+D 2A versus just canceling into 3D for a low.
  • Combo Advice: You can do BC run, cl.C to combo off a very close f+B. Off the previous mix-up, you can max bypass f+B 6B. Off the previous mix-up, you can max bypass 6B into qcf+BC, [(C)qcf+A, (C)qcf+C]x1~2 (SC) qcfx2+A 236BC, [(C)236A, (C)236C]x1~2 (SC) 236236A or qcf+BC, [(C)qcf+A, (C)qcf+C]x2 (SC) qcb,hcf+P 236BC, [(C)236A, (C)236C]x2 (SC) 2141236P(Charge) to spend 2 bars on a 36~41% conversion.

Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

hcb+D 63214D

- - - 12 18 20 - - -

heidern

  • Mix-up Advice: After cr.B/A, cr.A you can delay cancel into f+B to get the raw f+B 2B/A, 2A you can delay cancel into 6B to get the raw 6B out faster than linking it. This gives you an overhead after cr.A versus just canceling into df+D 2A versus just canceling into 3D for a low.
  • Combo Advice: You can do BC run, cl.C to combo off a very close f+B. Off the previous mix-up, you can max bypass f+B 6B. Off the previous mix-up, you can max bypass 6B into qcf+BC, [(C)qcf+A, (C)qcf+C]x1~2 (SC) qcfx2+A 236BC, [(C)236A, (C)236C]x1~2 (SC) 236236A or qcf+BC, [(C)qcf+A, (C)qcf+C]x2 (SC) qcb,hcf+P 236BC, [(C)236A, (C)236C]x2 (SC) 2141236P(Charge) to spend 2 bars on a 36~41% conversion.

Desperation Moves

Heidern End

Heidern End
qcb,hcf + B/D
214236 B/D

Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

qcb,hcf+B 2141236B

233 Mid - - - - SKD - -

heidern

  • Mix-up Advice: After cr.B/A, cr.A you can delay cancel into f+B to get the raw f+B 2B/A, 2A you can delay cancel into 6B to get the raw 6B out faster than linking it. This gives you an overhead after cr.A versus just canceling into df+D 2A versus just canceling into 3D for a low.
  • Combo Advice: You can do BC run, cl.C to combo off a very close f+B. Off the previous mix-up, you can max bypass f+B 6B. Off the previous mix-up, you can max bypass 6B into qcf+BC, [(C)qcf+A, (C)qcf+C]x1~2 (SC) qcfx2+A 236BC, [(C)236A, (C)236C]x1~2 (SC) 236236A or qcf+BC, [(C)qcf+A, (C)qcf+C]x2 (SC) qcb,hcf+P 236BC, [(C)236A, (C)236C]x2 (SC) 2141236P(Charge) to spend 2 bars on a 36~41% conversion.

Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

qcb,hcf+D 2141236D

233 Mid - - - - SKD - -

heidern

  • Mix-up Advice: After cr.B/A, cr.A you can delay cancel into f+B to get the raw f+B 2B/A, 2A you can delay cancel into 6B to get the raw 6B out faster than linking it. This gives you an overhead after cr.A versus just canceling into df+D 2A versus just canceling into 3D for a low.
  • Combo Advice: You can do BC run, cl.C to combo off a very close f+B. Off the previous mix-up, you can max bypass f+B 6B. Off the previous mix-up, you can max bypass 6B into qcf+BC, [(C)qcf+A, (C)qcf+C]x1~2 (SC) qcfx2+A 236BC, [(C)236A, (C)236C]x1~2 (SC) 236236A or qcf+BC, [(C)qcf+A, (C)qcf+C]x2 (SC) qcb,hcf+P 236BC, [(C)236A, (C)236C]x2 (SC) 2141236P(Charge) to spend 2 bars on a 36~41% conversion.

Final Bringer

Final Bringer
qcf,qcf + A/C
236236 A/C

Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

qcf,qcf+A 236236A

- Mid - - - - SKD - -

heidern

  • Mix-up Advice: After cr.B/A, cr.A you can delay cancel into f+B to get the raw f+B 2B/A, 2A you can delay cancel into 6B to get the raw 6B out faster than linking it. This gives you an overhead after cr.A versus just canceling into df+D 2A versus just canceling into 3D for a low.
  • Combo Advice: You can do BC run, cl.C to combo off a very close f+B. Off the previous mix-up, you can max bypass f+B 6B. Off the previous mix-up, you can max bypass 6B into qcf+BC, [(C)qcf+A, (C)qcf+C]x1~2 (SC) qcfx2+A 236BC, [(C)236A, (C)236C]x1~2 (SC) 236236A or qcf+BC, [(C)qcf+A, (C)qcf+C]x2 (SC) qcb,hcf+P 236BC, [(C)236A, (C)236C]x2 (SC) 2141236P(Charge) to spend 2 bars on a 36~41% conversion.

Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

qcf,qcf+C 236236C

- Mid - - - - SKD - -

heidern

  • Mix-up Advice: After cr.B/A, cr.A you can delay cancel into f+B to get the raw f+B 2B/A, 2A you can delay cancel into 6B to get the raw 6B out faster than linking it. This gives you an overhead after cr.A versus just canceling into df+D 2A versus just canceling into 3D for a low.
  • Combo Advice: You can do BC run, cl.C to combo off a very close f+B. Off the previous mix-up, you can max bypass f+B 6B. Off the previous mix-up, you can max bypass 6B into qcf+BC, [(C)qcf+A, (C)qcf+C]x1~2 (SC) qcfx2+A 236BC, [(C)236A, (C)236C]x1~2 (SC) 236236A or qcf+BC, [(C)qcf+A, (C)qcf+C]x2 (SC) qcb,hcf+P 236BC, [(C)236A, (C)236C]x2 (SC) 2141236P(Charge) to spend 2 bars on a 36~41% conversion.

Videos

Heidern Combos by Franck Frost
Heidern - Specific Combos by Franck Frost
Nikolai-保力達 (Heidern Best Rounds)
Nikolai-保力達 (Heidern Best Rounds 2)
Dilkay Heidern best rounds KOF 2002 UM by KOFNORTHAFRICA
Heidern Master Class

External Links

Check Heidern's frame data

Discuss at 02UM Discord server

Discuss at Dream Cancel

Discuss at Orochinagi

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