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The King of Fighters '98 UMFE/Heidern: Difference between revisions

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== Introduction ==
== Introduction ==
Heidern is a pretty unique character to kof in that he's almost entirely charge based. His moveset is geared towards zoning with big projectiles and anti air moves to catch people trying to jump in on him. His normals are big and excellent for controlling space both on the ground and in the air. For up close mixups he has access to a command grab that steals health from the opponent and an overhead. He also has a command move that sends him flying into the air and it can catch people both on the ground and in the air. He also has a super version of it that steals health from the opponent if it hits. Heiderns biggest weakness is the lack of a good low confirm as his cr.B is not cancelable or chainable.


== Changes from previous versions ==
{{StrengthsAndWeaknesses
|ext=jpg
| description =Heidern is a pretty unique character to KOF in that he's almost entirely charge-based. His moveset is geared towards zoning with big projectiles and anti-air moves to catch people trying to jump in on him. His normals are big and excellent for controlling space both on the ground and in the air. For up-close mixups, he has access to a command grab that steals health from the opponent and an overhead. He also has a command move that sends him flying into the air, which can catch people both on the ground and in the air. Additionally, he also has a DM version of it that steals health from the opponent if it hits. Heidern's biggest weakness is the lack of a good low confirm, or any low meterless low combos for that matter.}}
 
== Changes from Previous Versions ==


'''98 to 98UM'''
'''98 to 98UM'''


Normals:
Normals:
* cr.A now hits all crouchers
* cr.A now hits all crouchers
* cl.C first hit can now be cancelled, second hit has 2 frames more recovery
 
* Far C 1 frame less startup
* cl.C's first hit can now be cancelled, second hit has 2 frames more recovery
* Far D 13 frames less startup
 
* st.CD hitbox increased in size
* st.C has 1 frame less startup
 
* st.D has ''13'' frames less startup
 
* st.CD has a bigger hitbox
 
* GCCD now uses his cl.C animation
* GCCD now uses his cl.C animation
* C throw no longer sideswitches
* C throw no longer sideswitches


Specials:
Specials:
* b~f+P more startup, less recovery, heavy version travels faster
 
* d~u+P less startup, hitbox size increased
* b~f+P has more startup and less recovery, and the heavy version travels faster
* hcb+B 15 frames less startup, hcb+D 18 frames less startup. both versions got 6 more active frames
 
* d~u+P has less startup and its hitbox size increased
 
* hcb+B has 15 frames less startup, hcb+D has 18 frames less startup; both versions have 6 more active frames


Supers:
Supers:
* qcb,hcf+K less startup and less recovery. light version can now connnect from lights, heavy version has less invincibility
 
* qcb,hcf+K has less startup and less recovery; B version can now connnect from lights, D version has less invincibility


'''98UM to 98UMFE'''
'''98UM to 98UMFE'''


Specials:
Specials:
* d~u+C longer invincibility, but longer recovery
==Normals==


''Format for Normals section. Be sure to add bullet points for multiple moves having a property (e.g. j. B/D cross-up; st/cr. A/B/C/D are whiff/cancelable). REMOVE AFTER WRITING IN''
* d~u+C has longer invincibility, but longer recovery
 
== Normal Moves ==


'''Close'''
'''Close'''
*cl. A:
*cl. B:
*cl. C:
*cl. D:


'''Stand'''
* cl.A: Same as st.A.
*st. A:
 
*st. B:  
* cl.B: Has a lot of recovery, so not a very useful normal. Only really chainable into cr.B. Cancelable.
*st. C:  
 
*st. D:  
* cl.C: A two-hitting normal. Your main heavy combo normal. Can also stop close-range jump outs. Both hits are cancelable.
 
* cl.D: Starts up the same speed as cl.C, but only does one hit. Has long recovery. Cancelable.


'''Crouch'''
'''Standing'''
*cr. A:
*cr. B:
*cr. C:
*cr. D:


'''Jump'''
* st.A: Good anti-hop button. Whiffs on all crouchers. Chainable.
*j. A:  
*j. B:
*j. C:
*j. D:


'''Blowback'''
* st.B : Covers about the same range as st.C but is faster. Good for stopping hops. Whiffs on regular crouchers.
*st. CD:
*j. CD:


==Throws==
* st.C: Long-ranged poke with a lot of priority. Good for catching hops or full jumps from far away. Whiffs on regular crouchers.
'''Backstabbing:''' b/f+C
* Good recovery and leaves the opponent closeby.


'''Lead Belcher:''' b/f+D
* st.D: Long-ranged preemptive anti-air tool. Has long startup but a lot of priority upwards. Whiffs on regular crouchers.
* Switches sides, but it can be recovery rolled leaving you with no advantage.


'''Critical Drive:''' air b/f+C
'''Crouching'''
* Air throw, switches sides. Can be executed with the stick in db position which allows you to charge both specials at the same time.


==Command Normals==
* cr.A: Heidern's main button for blockstrings and light combos. Has good range. Chainable and cancelable.
'''Steiner's Knuckles:''' f+B
* 2 hits, combos from heavy attacks. Normal version is overhead on both hits, cancelled version is no longer overhead, but cancellable on the first hit. Disadvantage on both hit and block (warning some chars can punish this on hit).


==Special Moves==
* cr.B: A long-ranged low poke, but can't be used for many combos as it's not chainable or cancelable. Heidern's fastest normal.
'''Cross Cutter:''' b~f+P
* Can only be comboed from s.C [1 hit]. Can be made unblockable with hcb+P. C version moves faster and has faster recovery. Disadvantage at point blank range but if it travels a slight distance first you will be at advantage. Can combo afterwards if it counterhits someone out of the air.


'''Moon Slasher:''' d~u+P
* cr.C: Good closer-ranged poke with nice priority. Cancelable on hit, block, and whiff.  
* Both versions combo from lights, moves forward slightly. Cannot be used as a reversal. Horribly unsafe on block. C version the hitbox takes longer to travel around Heidern's body thus it is better anti air but won't combo properly from lights.


'''Neck Roller:''' d~u+K
* cr.D: Long-ranged sweep. Cancelable. Especially good to cancel into his command grab to cut down on the recovery of the sweep.
* Possible to combo from s.C [1 hit] (not that you'd ever want to though). Cannot be recovery rolled. B version will bounce over the opponent if blocked. Can hit opponents out of the air but the hitbox is only near his hands so it isn't good for that. Horrible recovery on block.


'''Storm Bringer:''' hcb+P
'''Jumping'''
* Instant command throw, combos from lights. The opponent can mash to reduce the damage, but you can counteract their mashing with your own. Leeches life from the opponent.


'''Kill Bringer:''' hcb+K
* j.A: Good air-to-air normal with a lot of active frames and good forwards priority. Whiffs on short crouchers.
* Counter move. Counters anything that hits the active hitbox e.g. jumping normals, normals, command normals, physical specials and DMs. Moves forward slightly.


==DM==
* nj.A: Fast startup, and despite its short range it has good priority for air-to-airs.
'''Final Bringer:''' qcfx2+P
* Combos from light or heavy attacks with the right spacing e.g. s.C [1 hit] midscreen or anything in the corner. Leeches life from the opponent. A version bounces behind the opponent on block. Can grab the opponent from the air but again the hitbox is only near his hands.


'''Heidern End:''' qcb,hcf+K
* j.B: Very fast air-to-air with long reach and a good hitbox in front. Whiffs on regular crouchers.
* B version combos from light attacks, D and SDM versions combo from heavy attacks or f+B [1 hit]. D version runs forward slightly further before activating. Unsafe on block.


''NB: Moon Slasher Bug''
* nj.B: Good air-to-air hitbox.
* Whiffing a Moon Slasher will increase the damage dealt by both Storm Bringer and Final Bringer, but does not effect the life gained. The effect will last until you are hit or thrown (blocking attacks is fine however).
 
* j.C: Great crossup jump-in.
 
* j.D: A better regular jump-in than j.C, as it has more downwards priority. Can also crossup, but it's a lot harder than with j.C.
 
* nj.D: Long startup, but good hitbox both for air-to-airs and jump-ins.
 
'''CD Normals'''
 
* st.CD: Heidern's finger guns. Has long startup and the hitbox isn't very big, but this move does have major style points. Cancelable on hit, block, and whiff.
 
* j.CD: An amazing air-to-air normal with really fast startup for a j.CD. Essentially presents a wall of hitbox in front of Heidern. Can also be used for blockstun pressure.
 
== Throws ==
 
'''Backstabbing:''' <code>b/f+C</code>
 
* Regular throw, techable. Good recovery and leaves the opponent close by with a hard knockdown.
 
'''Lead Belcher:''' <code>b/f+D</code>
* Regular throw, techable. Switches sides, but it's a soft knockdown so it leaves you with no advantage.
 
'''Critical Drive:''' <code>b/f+C (in air)</code>
* Air throw, switches sides. Can be executed with the stick in db position, which allows you to charge both specials at the same time.
 
== Command Moves ==
 
'''Steiner's Knuckles:''' <code>f+B</code>
 
* 2 hits, combos from heavy attacks.
 
* Normal version hits overhead on both hits, canceled version is no longer overhead, but is cancelable on the first hit.
 
* If late-canceled into, acts like the raw version, so you can slip overheads into pressure.
 
* Disadvantage on both hit and block (warning: some chars can punish this on hit).
 
== Special Moves ==
 
'''Cross Cutter:''' <code>b~f+A/C</code>
 
* Heidern creates a big X-shaped projectile that travels fullscreen.
 
* A high-flying projectile, so it can be low-profiled by some characters/moves.
 
* Can only be combo-ed from cl.C's first hit.
 
* Can be made unblockable with hcb+P.
 
* C version moves faster and has faster recovery.
 
* Disadvantage at point-blank range, but if it travels a slight distance first you will be at advantage.
 
* Can combo afterwards if it counterhits someone out of the air.
 
'''Moon Slasher:''' <code>d~u+A/C</code>
* Heidern does a big arching slash over his head and around his body.
 
* Both versions combo from lights and move forward slightly.
 
* Cannot be used as a reversal.
 
* Horribly unsafe on block.
 
* The C version's hitbox takes longer to travel around Heidern's body, thus it is better anti-air but won't combo properly from lights.
 
'''Neck Roller:''' <code>d~u+B/D</code>
* Heidern launches himself into the air and tries to hit the opponent. On successful hit he spins around the opponent's neck, dealing damage and causing a hard knockdown.
 
* It is possible to combo it from cl.C's first hit (not that you'd ever want to, though).
 
* B version will bounce over the opponent if blocked. D version bounces back if blocked.
 
* Can hit opponents out of the air, but the hitbox is only near his hands, so it isn't good for that.
 
* Horrible recovery on block.
 
'''Storm Bringer:''' <code>hcb+A/C</code>
* Heidern grabs the opponent and sucks their life force out.
 
* On the slower side for a command grab, at 8-frame start-up
 
* Combos from lights and heavies.
 
* The opponent can mash to reduce the damage, but you can counteract their mashing with your own.
 
* Leeches life from the opponent, restoring Heidern's health.
 
'''Kill Bringer:''' <code>hcb+B/D</code>
 
* Heidern strikes a pose and gets ready to counter the opponent. If successful, he brings them over his head and sucks the life force out of them.
 
* Counter move. Counters anything that hits the active hitbox e.g. jumping normals, normals, command normals, physical specials, and DMs. Moves forward slightly.
 
* On succesful counter it leeches the opponent's life, similar to hcb+P.
 
* The counter is active on the second frame, so cannot be used as a reversal.
 
* The D version is identical to the B version in speed, hitboxes, and active time, except it recovers 3 frames faster, so it's best to always do hcb+D when you want to use this move.
 
== Desperation Moves ==
 
'''Final Bringer:''' <code>qcfx2+A/C</code>
* Heidern leaps forward like his d~u+K move, but then acts like hcb+P once it connects.
 
* Combos from light or heavy attacks with the right spacing; e.g. cl.C's first hit midscreen or anything in the corner.
 
* Leeches life from the opponent, similar to hcb+P.
 
* A version bounces behind the opponent on block. C version bounches forwards on block.
 
* Can grab the opponent from the air, but again, the hitbox is only near his hands.
 
* MAX version leeches more life.
 
'''Heidern End:''' <code>qcb,hcf+B/D</code>
 
* Heidern stabs the opponent in the stomach and then explodes them.
 
* B version combos from light attacks, D and SDM versions combo from heavy attacks or f+B's first hit.
 
* D version runs forward slightly further before activating. Unsafe on block.
 
* Heidern's main combo DM.
 
== Combos ==
 
'''General Notes'''
 
* In any combo with qcb,hcf+K, it can be replaced with qcb,hcf+BD if you have the resources.
 
===Meterless===
 
''Mid/Jump-In''
 
: <code>cr.Ax1-3, cr.B</code>
 
: <code>(j.C), cr.Ax2, d~u+A</code>
 
: <code>(j.C), cl.C(1), hcb+P</code>
 
===With Meter===
 
''Mid/Jump-In''
 
: <code>(j.C), cr.Ax1-2, qcb,hcf+K</code>
: You can use 2 cr.As on crossup only, on a non-crossup use only one cr.A.
 
: <code>(j.C), cl.C, f+B(1), qcb,hcf+K</code>
 
: <code>(j.C), cl.C(1), qcfx2+P</code>
: Only works on standing opponents.
 
: <code>j.C, cl.C, qcfx2+P</code>
: Requires a crossup j.C.
 
: <code>j.C, cl.C(1), f+B(1), qcfx2+P</code>
: Requires a crossup j.C.
 
''Counterhit CD Normal''
 
: <code>j.CD, qcb,hcf+B</code>
: Requires counterhit j.CD.
 
: <code>j.CD, d~u+P/qcfx2+P</code>
: Requires a counterhit j.CD in the corner.
 
''Quick Dodge''
 
: <code>f+B, AB, qcb,hcf+K</code>
 
===With Quick MAX===
 
: <code>cr.Ax2-3, ABC, cr.D</code>
 
: <code>cr.Ax2, ABC, cr.C, qcb,hcf+K</code>
 
: <code>cr.C, ABC, cr.C, qcb,hcf+K</code>


==Combos==
: <code>cr.B, ABC, cr.A, qcb,hcf+K</code>
====Normal====
* c.A, c.A, c.A, c.B
* j.C, c.A, c.A, d~u+A
* j.C, s.C [1 hit], hcb+P


====DM====
: <code>f+B(1), ABC, (f+B 2nd hit), AB, A/B/C/D, qcb,hcf+K</code>
* j.C, c.A, c.A, qcb,hcf+K DM (crossup only, on a non crossup use only one c.A)
* j.C, s.C [2 hit], f+B [1 hit], qcb,hcf+K (S)DM
* j.C, s.C [1 hit], qcfx2+P (S)DM (standing only)
* crossup j.C, s.C [2 hit], qcfx2+P (S)DM OR crossup j.C, s.C [1 hit], f+B [1 hit], qcfx2+P (S)DM
(both DM do the same damage, but qcfx2+P leeches life as well)


====Quick Max====
== Strategy & Tips ==
* c.A, c.A, c.A, QM, c.D
* c.A, c.A, QM, c.C, qcb,hcf+K (S)DM
* c.C, QM, c.C, qcb,hcf+K (S)DM
* cr.B, QM, cr.A, qcb,hcf+K (S)DM


====Quick Dodge====
'''Moon Slasher install'''
* f+B [2 hit], QD, qcb,hcf+K DM (timing/positioning is pretty difficult, so just use 1 hit to make it easier (or even possible in MAX mode).
* Whiffing a Moon Slasher will increase the damage dealt by both Storm Bringer and Final Bringer, but does not effect the life gained. The effect will last until you are hit or thrown (blocking attacks is fine however).


====Misc====
'''Safe low meaty'''
* j.CD counterhit, qcb,hcf+B midscreen or d~u+P/qcfx2+P corner


==Notes==
A move with a low hitbox, such as a crouching B, that is done from outside of Heidern's command grab range, is completely safe and doesn't lose to any of his reversals.
* far s.A/s.B/s.C/s.D and s.CD all whiff on crouchers.
* j.C is an amazing crossup and can be option selected with his air throw. j.D also crosses up.
* Despite how it looks, j.CD does not hit behind him. Regardless it is still a good AA.
* c.D is fast startup and cancellable on hit/whiff into specials/command normals.
* s.C has long active frames which makes it good for late cancel f+B (late cancel f+B also works from c.D).
* Most of his normals are poor on block, except s.C and c.C which are only at slight disadvantage.
* s.D has changed from OG 98 and now doesn't have the massive startup/step forward at the beginning.
* His GCCD animation has been changed from s.CD to s.C
* Choi & Chin can crouch under his fireballs, and Leona & Chris can run underneath them.


== Videos ==
== Videos ==

Latest revision as of 21:51, 27 October 2023


Introduction

Heidern is a pretty unique character to KOF in that he's almost entirely charge-based. His moveset is geared towards zoning with big projectiles and anti-air moves to catch people trying to jump in on him. His normals are big and excellent for controlling space both on the ground and in the air. For up-close mixups, he has access to a command grab that steals health from the opponent and an overhead. He also has a command move that sends him flying into the air, which can catch people both on the ground and in the air. Additionally, he also has a DM version of it that steals health from the opponent if it hits. Heidern's biggest weakness is the lack of a good low confirm, or any low meterless low combos for that matter.

Changes from Previous Versions

98 to 98UM

Normals:

  • cr.A now hits all crouchers
  • cl.C's first hit can now be cancelled, second hit has 2 frames more recovery
  • st.C has 1 frame less startup
  • st.D has 13 frames less startup
  • st.CD has a bigger hitbox
  • GCCD now uses his cl.C animation
  • C throw no longer sideswitches

Specials:

  • b~f+P has more startup and less recovery, and the heavy version travels faster
  • d~u+P has less startup and its hitbox size increased
  • hcb+B has 15 frames less startup, hcb+D has 18 frames less startup; both versions have 6 more active frames

Supers:

  • qcb,hcf+K has less startup and less recovery; B version can now connnect from lights, D version has less invincibility

98UM to 98UMFE

Specials:

  • d~u+C has longer invincibility, but longer recovery

Normal Moves

Close

  • cl.A: Same as st.A.
  • cl.B: Has a lot of recovery, so not a very useful normal. Only really chainable into cr.B. Cancelable.
  • cl.C: A two-hitting normal. Your main heavy combo normal. Can also stop close-range jump outs. Both hits are cancelable.
  • cl.D: Starts up the same speed as cl.C, but only does one hit. Has long recovery. Cancelable.

Standing

  • st.A: Good anti-hop button. Whiffs on all crouchers. Chainable.
  • st.B : Covers about the same range as st.C but is faster. Good for stopping hops. Whiffs on regular crouchers.
  • st.C: Long-ranged poke with a lot of priority. Good for catching hops or full jumps from far away. Whiffs on regular crouchers.
  • st.D: Long-ranged preemptive anti-air tool. Has long startup but a lot of priority upwards. Whiffs on regular crouchers.

Crouching

  • cr.A: Heidern's main button for blockstrings and light combos. Has good range. Chainable and cancelable.
  • cr.B: A long-ranged low poke, but can't be used for many combos as it's not chainable or cancelable. Heidern's fastest normal.
  • cr.C: Good closer-ranged poke with nice priority. Cancelable on hit, block, and whiff.
  • cr.D: Long-ranged sweep. Cancelable. Especially good to cancel into his command grab to cut down on the recovery of the sweep.

Jumping

  • j.A: Good air-to-air normal with a lot of active frames and good forwards priority. Whiffs on short crouchers.
  • nj.A: Fast startup, and despite its short range it has good priority for air-to-airs.
  • j.B: Very fast air-to-air with long reach and a good hitbox in front. Whiffs on regular crouchers.
  • nj.B: Good air-to-air hitbox.
  • j.C: Great crossup jump-in.
  • j.D: A better regular jump-in than j.C, as it has more downwards priority. Can also crossup, but it's a lot harder than with j.C.
  • nj.D: Long startup, but good hitbox both for air-to-airs and jump-ins.

CD Normals

  • st.CD: Heidern's finger guns. Has long startup and the hitbox isn't very big, but this move does have major style points. Cancelable on hit, block, and whiff.
  • j.CD: An amazing air-to-air normal with really fast startup for a j.CD. Essentially presents a wall of hitbox in front of Heidern. Can also be used for blockstun pressure.

Throws

Backstabbing: b/f+C

  • Regular throw, techable. Good recovery and leaves the opponent close by with a hard knockdown.

Lead Belcher: b/f+D

  • Regular throw, techable. Switches sides, but it's a soft knockdown so it leaves you with no advantage.

Critical Drive: b/f+C (in air)

  • Air throw, switches sides. Can be executed with the stick in db position, which allows you to charge both specials at the same time.

Command Moves

Steiner's Knuckles: f+B

  • 2 hits, combos from heavy attacks.
  • Normal version hits overhead on both hits, canceled version is no longer overhead, but is cancelable on the first hit.
  • If late-canceled into, acts like the raw version, so you can slip overheads into pressure.
  • Disadvantage on both hit and block (warning: some chars can punish this on hit).

Special Moves

Cross Cutter: b~f+A/C

  • Heidern creates a big X-shaped projectile that travels fullscreen.
  • A high-flying projectile, so it can be low-profiled by some characters/moves.
  • Can only be combo-ed from cl.C's first hit.
  • Can be made unblockable with hcb+P.
  • C version moves faster and has faster recovery.
  • Disadvantage at point-blank range, but if it travels a slight distance first you will be at advantage.
  • Can combo afterwards if it counterhits someone out of the air.

Moon Slasher: d~u+A/C

  • Heidern does a big arching slash over his head and around his body.
  • Both versions combo from lights and move forward slightly.
  • Cannot be used as a reversal.
  • Horribly unsafe on block.
  • The C version's hitbox takes longer to travel around Heidern's body, thus it is better anti-air but won't combo properly from lights.

Neck Roller: d~u+B/D

  • Heidern launches himself into the air and tries to hit the opponent. On successful hit he spins around the opponent's neck, dealing damage and causing a hard knockdown.
  • It is possible to combo it from cl.C's first hit (not that you'd ever want to, though).
  • B version will bounce over the opponent if blocked. D version bounces back if blocked.
  • Can hit opponents out of the air, but the hitbox is only near his hands, so it isn't good for that.
  • Horrible recovery on block.

Storm Bringer: hcb+A/C

  • Heidern grabs the opponent and sucks their life force out.
  • On the slower side for a command grab, at 8-frame start-up
  • Combos from lights and heavies.
  • The opponent can mash to reduce the damage, but you can counteract their mashing with your own.
  • Leeches life from the opponent, restoring Heidern's health.

Kill Bringer: hcb+B/D

  • Heidern strikes a pose and gets ready to counter the opponent. If successful, he brings them over his head and sucks the life force out of them.
  • Counter move. Counters anything that hits the active hitbox e.g. jumping normals, normals, command normals, physical specials, and DMs. Moves forward slightly.
  • On succesful counter it leeches the opponent's life, similar to hcb+P.
  • The counter is active on the second frame, so cannot be used as a reversal.
  • The D version is identical to the B version in speed, hitboxes, and active time, except it recovers 3 frames faster, so it's best to always do hcb+D when you want to use this move.

Desperation Moves

Final Bringer: qcfx2+A/C

  • Heidern leaps forward like his d~u+K move, but then acts like hcb+P once it connects.
  • Combos from light or heavy attacks with the right spacing; e.g. cl.C's first hit midscreen or anything in the corner.
  • Leeches life from the opponent, similar to hcb+P.
  • A version bounces behind the opponent on block. C version bounches forwards on block.
  • Can grab the opponent from the air, but again, the hitbox is only near his hands.
  • MAX version leeches more life.

Heidern End: qcb,hcf+B/D

  • Heidern stabs the opponent in the stomach and then explodes them.
  • B version combos from light attacks, D and SDM versions combo from heavy attacks or f+B's first hit.
  • D version runs forward slightly further before activating. Unsafe on block.
  • Heidern's main combo DM.

Combos

General Notes

  • In any combo with qcb,hcf+K, it can be replaced with qcb,hcf+BD if you have the resources.

Meterless

Mid/Jump-In

cr.Ax1-3, cr.B
(j.C), cr.Ax2, d~u+A
(j.C), cl.C(1), hcb+P

With Meter

Mid/Jump-In

(j.C), cr.Ax1-2, qcb,hcf+K
You can use 2 cr.As on crossup only, on a non-crossup use only one cr.A.
(j.C), cl.C, f+B(1), qcb,hcf+K
(j.C), cl.C(1), qcfx2+P
Only works on standing opponents.
j.C, cl.C, qcfx2+P
Requires a crossup j.C.
j.C, cl.C(1), f+B(1), qcfx2+P
Requires a crossup j.C.

Counterhit CD Normal

j.CD, qcb,hcf+B
Requires counterhit j.CD.
j.CD, d~u+P/qcfx2+P
Requires a counterhit j.CD in the corner.

Quick Dodge

f+B, AB, qcb,hcf+K

With Quick MAX

cr.Ax2-3, ABC, cr.D
cr.Ax2, ABC, cr.C, qcb,hcf+K
cr.C, ABC, cr.C, qcb,hcf+K
cr.B, ABC, cr.A, qcb,hcf+K
f+B(1), ABC, (f+B 2nd hit), AB, A/B/C/D, qcb,hcf+K

Strategy & Tips

Moon Slasher install

  • Whiffing a Moon Slasher will increase the damage dealt by both Storm Bringer and Final Bringer, but does not effect the life gained. The effect will last until you are hit or thrown (blocking attacks is fine however).

Safe low meaty

A move with a low hitbox, such as a crouching B, that is done from outside of Heidern's command grab range, is completely safe and doesn't lose to any of his reversals.

Videos

Tutorial Videos

King of Fighters 98 UM FE: Heidern Guide by Mash It Out

Match Videos

QQ拳皇98UMFE - 2015兩岸大師賽 - 中國UP V.S 台灣ET (Vs. Benimaru/Orochi Chris/Yuri) http://youtu.be/Z7fuvvHpOhE?t=15m11s

External Links

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyTier ListsFrame Data & Hitboxes

Characters

Andy BogardAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryBrian BattlerChang KoehanChin GentsaiChizuru KaguraChoi BoungeChrisClark StillEiji KisaragiGeese HowardGoro DaimonHeavy D!HeidernIori YagamiJoe HigashiKasumi TodohKim KaphwanKingKyo KusanagiLeona HeidernLucky GlauberMai ShiranuiMatureMr. BigRalf JonesRobert GarciaRugal BernsteinRyo SakazakiRyuji YamazakiSaisyu KusanagiShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardViceWolfgang KrauserYashiro NanakaseYuri Sakazaki

EX Characters

EX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriOrochi ChrisOrochi ShermieOrochi Yashiro