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The King of Fighters XV/Heidern/Data: Difference between revisions
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Line 5: | Line 5: | ||
| name = close A | | name = close A | ||
| input = cl.A | | input = cl.A | ||
| images = | | images = XV_Heidern_closeA_ima.png | ||
| hitboxes = XV_heidern_cla.png | | hitboxes = XV_heidern_cla.png | ||
| damage = 25 | | damage = 25 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = command | ||
| startup = 4 | | startup = 4 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 6 | ||
| hitadv = | | hitadv = +5 | ||
| blockadv = | | blockadv = +3 | ||
| invul = | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
Line 24: | Line 24: | ||
| name = close B | | name = close B | ||
| input = cl.B | | input = cl.B | ||
| images = | | images = XV_Heidern_closeB_ima.png | ||
| hitboxes = XV_heidern_clb.png | | hitboxes = XV_heidern_clb.png | ||
| damage = 30 | | damage = 30 | ||
| guard = Low | | guard = Low | ||
| cancel = | | cancel = command | ||
| startup = 5 | | startup = 5 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = 9 | ||
| hitadv = | | hitadv = +3 | ||
| blockadv = | | blockadv = +1 | ||
| invul = | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
Line 43: | Line 43: | ||
| name = close C | | name = close C | ||
| input = cl.C | | input = cl.C | ||
| images = | | images = XV_Heidern_closeC1_ima.png, XV_Heidern_closeC2_ima.png | ||
| hitboxes = XV_heidern_clc.png | | hitboxes = XV_heidern_clc.png, XV_heidern_clc2.png | ||
| damage = 35 | | damage = 70 (35+35) | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = command | ||
| startup = 8 | | startup = 8 | ||
| active = | | active = 2 (3) 4 | ||
| recovery = | | recovery = 16 | ||
| hitadv = 1 | | hitadv = 1 | ||
| blockadv = -1 | | blockadv = -1 | ||
| invul = | | invul = | ||
| stun = | | stun = 70 (35+35) | ||
| guardDamage = | | guardDamage = 120 (60+60) | ||
}} | }} | ||
Line 62: | Line 62: | ||
| name = close D | | name = close D | ||
| input = cl.D | | input = cl.D | ||
| images = | | images = XV_Heidern_closeD_ima.png | ||
| hitboxes = XV_heidern_cld.png | | hitboxes = XV_heidern_cld.png | ||
| damage = 80 | | damage = 80 | ||
| guard = Low | | guard = Low | ||
| cancel = | | cancel = command | ||
| startup = 6 | | startup = 6 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 24 | ||
| hitadv = -7 | | hitadv = -7 | ||
| blockadv = -9 | | blockadv = -9 | ||
| invul = | | invul = | ||
| stun = | | stun = 70 | ||
| guardDamage = | | guardDamage = 120 | ||
}} | }} | ||
===Far Standing Normals=== | ===Far Standing Normals=== | ||
==== | ====far A==== | ||
{{MoveData-KOFXV | character = Heidern | moveId = | {{MoveData-KOFXV | character = Heidern | moveId = heidern_fa | ||
| name = | | name = far A | ||
| input = A | | input = A | ||
| images = | | images = XV_Heidern_farA_ima.png | ||
| hitboxes = | | hitboxes = XV_heidern_fa.png | ||
| damage = 25 | | damage = 25 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = super | ||
| startup = 5 | | startup = 5 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 8 | ||
| hitadv = 3 | | hitadv = +3 | ||
| blockadv = 1 | | blockadv = +1 | ||
| invul = | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
==== | ====far B==== | ||
{{MoveData-KOFXV | character = Heidern | moveId = | {{MoveData-KOFXV | character = Heidern | moveId = heidern_fb | ||
| name = | | name = far B | ||
| input = B | | input = B | ||
| images = | | images = XV_Heidern_farB_ima.png | ||
| hitboxes = | | hitboxes = XV_heidern_fb.png | ||
| damage = | | damage = 30 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = special | ||
| startup = 7 | | startup = 7 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = 12 | ||
| hitadv = 0 | | hitadv = 0 | ||
| blockadv = -2 | | blockadv = -2 | ||
| invul = | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
==== | ====far C==== | ||
{{MoveData-KOFXV | character = Heidern | moveId = | {{MoveData-KOFXV | character = Heidern | moveId = heidern_fc | ||
| name = | | name = far C | ||
| input = C | | input = C | ||
| images = | | images = XV_Heidern_farC_ima.png | ||
| hitboxes = | | hitboxes = XV_heidern_fc.png | ||
| damage = | | damage = 70 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = super | ||
| startup = | | startup = 8 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 20 | ||
| hitadv = -3 | | hitadv = -3 | ||
| blockadv = -5 | | blockadv = -5 | ||
| invul = | | invul = | ||
| stun = | | stun = 70 | ||
| guardDamage = | | guardDamage = 120 | ||
}} | }} | ||
==== | ====far D==== | ||
{{MoveData-KOFXV | character = Heidern | moveId = | {{MoveData-KOFXV | character = Heidern | moveId = heidern_fd | ||
| name = | | name = far D | ||
| input = D | | input = D | ||
| images = | | images = XV_Heidern_farD_ima.png | ||
| hitboxes = | | hitboxes = XV_heidern_fd.png | ||
| damage = | | damage = 80 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = super | ||
| startup = 11 | | startup = 11 | ||
| active = | | active = 5 | ||
| recovery = | | recovery = 18 | ||
| hitadv = -2 | | hitadv = -2 | ||
| blockadv = -4 | | blockadv = -4 | ||
| invul = | | invul = | ||
| stun = | | stun = 70 | ||
| guardDamage = | | guardDamage = 120 | ||
}} | }} | ||
===Crouch Normals=== | ===Crouch Normals=== | ||
====crouch A==== | ====crouch A==== | ||
{{MoveData-KOFXV | character = Heidern | moveId = | {{MoveData-KOFXV | character = Heidern | moveId = heidern_2a | ||
| name = crouch A | | name = crouch A | ||
| input = | | input = 2A | ||
| images = | | images = XV_Heidern_2A_ima.png | ||
| hitboxes = | | hitboxes = XV_heidern_2a.png | ||
| damage = | | damage = 25 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = command | ||
| startup = 5 | | startup = 5 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 8 | ||
| hitadv = 3 | | hitadv = +3 | ||
| blockadv = 1 | | blockadv = +1 | ||
| invul = | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
====crouch B==== | ====crouch B==== | ||
{{MoveData-KOFXV | character = Heidern | moveId = | {{MoveData-KOFXV | character = Heidern | moveId = heidern_2b | ||
| name = crouch B | | name = crouch B | ||
| input = | | input = 2B | ||
| images = | | images = XV_Heidern_2B_ima.png | ||
| hitboxes = | | hitboxes = XV_heidern_2b.png | ||
| damage = | | damage = 15 | ||
| guard = Low | | guard = Low | ||
| cancel = | | cancel = super | ||
| startup = 5 | | startup = 5 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = 13 | ||
| hitadv = -1 | | hitadv = -1 | ||
| blockadv = -3 | | blockadv = -3 | ||
| invul = | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
====crouch C==== | ====crouch C==== | ||
{{MoveData-KOFXV | character = Heidern | moveId = | {{MoveData-KOFXV | character = Heidern | moveId = heidern_2c | ||
| name = crouch C | | name = crouch C | ||
| input = | | input = 2C | ||
| images = | | images = XV_Heidern_2C_ima.png | ||
| hitboxes = | | hitboxes = XV_heidern_2c.png | ||
| damage = | | damage = 70 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = command | ||
| startup = 8 | | startup = 8 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 20 | ||
| hitadv = -3 | | hitadv = -3 | ||
| blockadv = -5 | | blockadv = -5 | ||
| invul = | | invul = | ||
| stun = | | stun = 70 | ||
| guardDamage = | | guardDamage = 120 | ||
}} | }} | ||
====crouch D==== | ====crouch D==== | ||
{{MoveData-KOFXV | character = Heidern | moveId = | {{MoveData-KOFXV | character = Heidern | moveId = heidern_2d | ||
| name = crouch D | | name = crouch D | ||
| input = | | input = 2D | ||
| images = | | images = XV_Heidern_2D_ima.png | ||
| hitboxes = | | hitboxes = XV_heidern_2d.png | ||
| damage = | | damage = 80 | ||
| guard = Low | | guard = Low | ||
| cancel = | | cancel = command | ||
| startup = 8 | | startup = 8 | ||
| active = | | active = 6 | ||
| recovery = | | recovery = 25 | ||
| hitadv = | | hitadv = Soft Knockdown | ||
| blockadv = -12 | | blockadv = -12 | ||
| invul = | | invul = | ||
| stun = | | stun = 70 | ||
| guardDamage = | | guardDamage = 120 | ||
}} | }} | ||
Line 234: | Line 234: | ||
====hop A==== | ====hop A==== | ||
{{MoveData-KOFXV | character = Heidern | moveId = heidern_ha | {{MoveData-KOFXV | character = Heidern | moveId = heidern_ha | ||
| name | | name = hop A | ||
| header = yes | | header = yes | ||
| version | | version = hop | ||
| orderId | | orderId = 1 | ||
| input | | input = h.A | ||
| images | | images = XV_Heidern_jA_ima.png | ||
| hitboxes | | hitboxes = XV_heidern_ha.png | ||
| damage | | damage = 40 | ||
| guard | | guard = High | ||
| cancel | | cancel = | ||
| startup | | startup = 5 | ||
| active | | active = 7 | ||
| recovery | | recovery = 1 on ground | ||
| hitadv | | hitadv = | ||
| blockadv | | blockadv = | ||
| invul | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 50 | ||
}} | }} | ||
====jump A==== | ====jump A==== | ||
{{MoveData-KOFXV | character = Heidern | moveId = heidern_ja | {{MoveData-KOFXV | character = Heidern | moveId = heidern_ja | ||
| name | | name = jump A | ||
| header = no | | header = no | ||
| version | | version = jump | ||
| orderId | | orderId = 2 | ||
| input | | input = j.A | ||
| images | | images = XV_Heidern_jA_ima.png | ||
| hitboxes | | hitboxes = XV_heidern_ja.png | ||
| damage | | damage = 45 | ||
| guard | | guard = High | ||
| cancel | | cancel = | ||
| startup | | startup = 5 | ||
| active | | active = 8 | ||
| recovery | | recovery = 1 on ground | ||
| hitadv | | hitadv = | ||
| blockadv | | blockadv = | ||
| invul | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
====hop B==== | ====hop B==== | ||
{{MoveData-KOFXV | character = Heidern | moveId = heidern_hb | {{MoveData-KOFXV | character = Heidern | moveId = heidern_hb | ||
| name | | name = hop B | ||
| header = yes | | header = yes | ||
| version | | version = hop | ||
| orderId | | orderId = 1 | ||
| input | | input = h.B | ||
| images | | images = XV_Heidern_jB_ima.png | ||
| hitboxes | | hitboxes = XV_heidern_hb.png | ||
| damage | | damage = 40 | ||
| guard | | guard = High | ||
| cancel | | cancel = | ||
| startup | | startup = 5 | ||
| active | | active = 8 | ||
| recovery | | recovery = 1 on ground | ||
| hitadv | | hitadv = | ||
| blockadv | | blockadv = | ||
| invul | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 50 | ||
}} | }} | ||
====jump B==== | ====jump B==== | ||
{{MoveData-KOFXV | character = Heidern | moveId = heidern_jb | {{MoveData-KOFXV | character = Heidern | moveId = heidern_jb | ||
| name | | name = jump B | ||
| header = no | | header = no | ||
| version | | version = jump | ||
| orderId | | orderId = 2 | ||
| input | | input = j.B | ||
| images | | images = XV_Heidern_jB_ima.png | ||
| hitboxes | | hitboxes = XV_heidern_jb.png | ||
| damage | | damage = 45 | ||
| guard | | guard = High | ||
| cancel | | cancel = | ||
| startup | | startup = 5 | ||
| active | | active = 8 | ||
| recovery | | recovery = 1 on ground | ||
| hitadv | | hitadv = | ||
| blockadv | | blockadv = | ||
| invul | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
====hop C==== | ====hop C==== | ||
{{MoveData-KOFXV | character = Heidern | moveId = heidern_hc | {{MoveData-KOFXV | character = Heidern | moveId = heidern_hc | ||
| name | | name = hop C | ||
| header = yes | | header = yes | ||
| version | | version = hop | ||
| orderId | | orderId = 1 | ||
| input | | input = h.C | ||
| images | | images = XV_Heidern_jC_ima.png | ||
| hitboxes | | hitboxes = XV_heidern_hc.png | ||
| damage | | damage = 70 | ||
| guard | | guard = High | ||
| cancel | | cancel = | ||
| startup | | startup = 7 | ||
| active | | active = 5 | ||
| recovery | | recovery = 1 on ground | ||
| hitadv | | hitadv = | ||
| blockadv | | blockadv = | ||
| invul | | invul = | ||
| stun = | | stun = 70 | ||
| guardDamage = | | guardDamage = 100 | ||
}} | }} | ||
====jump C==== | ====jump C==== | ||
{{MoveData-KOFXV | character = Heidern | moveId = heidern_jc | {{MoveData-KOFXV | character = Heidern | moveId = heidern_jc | ||
| name | | name = jump C | ||
| header = no | | header = no | ||
| version | | version = jump | ||
| orderId | | orderId = 2 | ||
| input | | input = j.C | ||
| images | | images = XV_Heidern_jC_ima.png | ||
| hitboxes | | hitboxes = XV_heidern_jc.png | ||
| damage | | damage = 70 | ||
| guard | | guard = High | ||
| cancel | | cancel = | ||
| startup | | startup = 7 | ||
| active | | active = 7 | ||
| recovery | | recovery = 1 on ground | ||
| hitadv | | hitadv = | ||
| blockadv | | blockadv = | ||
| invul | | invul = | ||
| stun = | | stun = 70 | ||
| guardDamage = | | guardDamage = 120 | ||
}} | }} | ||
====hop D==== | ====hop D==== | ||
{{MoveData-KOFXV | character = Heidern | moveId = heidern_hd | {{MoveData-KOFXV | character = Heidern | moveId = heidern_hd | ||
| name | | name = hop D | ||
| header = yes | | header = yes | ||
| version | | version = hop | ||
| orderId | | orderId = 1 | ||
| input | | input = h.D | ||
| images | | images = XV_Heidern_jD_ima.png | ||
| hitboxes | | hitboxes = XV_heidern_hd.png | ||
| damage | | damage = 70 | ||
| guard | | guard = High | ||
| cancel | | cancel = | ||
| startup | | startup = 10 | ||
| active | | active = 5 | ||
| recovery | | recovery = 1 on ground | ||
| hitadv | | hitadv = | ||
| blockadv | | blockadv = | ||
| invul | | invul = | ||
| stun = | | stun = 70 | ||
| guardDamage = | | guardDamage = 100 | ||
}} | }} | ||
====jump D==== | ====jump D==== | ||
{{MoveData-KOFXV | character = Heidern | moveId = heidern_jd | {{MoveData-KOFXV | character = Heidern | moveId = heidern_jd | ||
| name | | name = jump D | ||
| header = no | | header = no | ||
| version | | version = jump | ||
| orderId | | orderId = 2 | ||
| input | | input = j.D | ||
| images | | images = XV_Heidern_jD_ima.png | ||
| hitboxes | | hitboxes = XV_heidern_jd.png | ||
| damage | | damage = 70 | ||
| guard | | guard = High | ||
| cancel | | cancel = | ||
| startup | | startup = 10 | ||
| active | | active = 5 | ||
| recovery | | recovery = 1 on ground | ||
| hitadv | | hitadv = | ||
| blockadv | | blockadv = | ||
| invul | | invul = | ||
| stun = | | stun = 70 | ||
| guardDamage = | | guardDamage = 120 | ||
}} | }} | ||
===rush Moves=== | ===rush Moves=== | ||
Line 416: | Line 418: | ||
| images = XV_heidern_rush1_ima.png | | images = XV_heidern_rush1_ima.png | ||
| hitboxes = XV_heidern_rush1.png | | hitboxes = XV_heidern_rush1.png | ||
| damage = | | damage = 48 (25+25) | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = Rush | ||
| startup = | | startup = 7 | ||
| active = | | active = | ||
| recovery = | | recovery = | ||
Line 425: | Line 427: | ||
| blockadv = -10 | | blockadv = -10 | ||
| invul = | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 120 (60+60) | ||
}} | }} | ||
Line 438: | Line 440: | ||
| images = XV_heidern_rush2_ima.png | | images = XV_heidern_rush2_ima.png | ||
| hitboxes = XV_heidern_rush2.png | | hitboxes = XV_heidern_rush2.png | ||
| damage = | | damage = 70 (25+25+25) | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = Rush | ||
| startup = | | startup = 9 | ||
| active = | | active = | ||
| recovery = | | recovery = | ||
Line 447: | Line 449: | ||
| blockadv = -6 | | blockadv = -6 | ||
| invul = | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 180 (60+60+60) | ||
}} | }} | ||
===Command normals=== | ===Command normals=== | ||
==== | ====Shooter Narnagel==== | ||
{{MoveData-KOFXV | character = Heidern | moveId = heidern_6b | |||
| name = Shooter Narnagel | |||
| input = 6B | |||
| images = XV_Heidern_6B(1)_ima.png, XV_Heidern_6B(2)_ima.png | |||
| hitboxes = XV_heidern_6b.png, XV_heidern_6b_cancel.png, XV_heidern_6b_cancel2.png | |||
| damage = 70 (40, 20) | |||
| guard = High [Mid] | |||
| cancel = super [special] | |||
| startup = 24 [15] | |||
| active = 3 [3 (1) 3] | |||
| recovery = 24 [18] | |||
| hitadv = -3 [0] | |||
| blockadv = -5 [-2] | |||
| invul = | |||
| stun = 80 (40, 20) | |||
| guardDamage = 120 [120 (80+40)] | |||
}} | |||
===Blowback=== | ===Blowback=== | ||
====Blowback==== | ====Blowback==== | ||
{{MoveData-KOFXV | character = Heidern | moveId = heidern_cd | {{MoveData-KOFXV | character = Heidern | moveId = heidern_cd | ||
| name | | name = Blowback | ||
| input | | input = CD | ||
| images | | images = XV_Heidern_CD_ima.png | ||
| hitboxes | | hitboxes = XV_heidern_cd.png | ||
| damage | | damage = 75 | ||
| guard | | guard = Mid | ||
| cancel | | cancel = special | ||
| startup | | startup = 16 | ||
| active | | active = 5 | ||
| recovery | | recovery = 21 | ||
| hitadv | | hitadv = Wall Splat (Ground hit) / Soft Knockdown (Air hit) | ||
| blockadv | | blockadv = -3 | ||
| invul | | invul = | ||
| stun = | | stun = 100 | ||
| guardDamage = | | guardDamage = 160 | ||
}} | |||
====Shatterstrike==== | |||
{{MoveData-KOFXV | character = Heidern | moveId = heidern_236cd | |||
| name = Shatterstrike | |||
| input = 236CD | |||
| images = XV_heidern_236cd_ima.png | |||
| hitboxes = XV_heidern_236cd.png, XV_heidern_236cd2.png | |||
| damage = 75 | |||
| guard = Mid | |||
| cancel = | |||
| startup = 15 | |||
| active = 6 | |||
| recovery = 27 | |||
| hitadv = Crumple (Ground Hit) / Wall Bounce (Air hit) | |||
| blockadv = -10 | |||
| invul = Armor: 4 to 14 (11 frames) | |||
| stun = 0 | |||
| guardDamage = 200 | |||
}} | }} | ||
==== | ====AdvanceStrike==== | ||
{{MoveData-KOFXV | character = Heidern | moveId = | {{MoveData-KOFXV | character = Heidern | moveId = heidern_214cd | ||
| name | | name = AdvanceStrike | ||
| input | | input = 214CD | ||
| images | | images = XV_heidern_214cd_ima.png | ||
| hitboxes | | hitboxes = XV_heidern_214cd.png, XV_heidern_214cd2.png | ||
| damage | | damage = 100 | ||
| guard | | guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | ||
| cancel | | cancel = | ||
| startup = | | startup = 28 | ||
| active = | | active = 6 | ||
| recovery = | | recovery = 37 (on whiff) / Recovers faster on hit and block. | ||
| hitadv = | | hitadv = HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit) | ||
| blockadv = | | blockadv = +3 | ||
| invul = | | invul = Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames) | ||
| stun = | | stun = 0 | ||
| guardDamage = | | guardDamage = 150 | ||
}} | }} | ||
====hop CD==== | ====hop CD==== | ||
{{MoveData-KOFXV | character = Heidern | moveId = heidern_hcd | {{MoveData-KOFXV | character = Heidern | moveId = heidern_hcd | ||
| name | | name = hop CD | ||
| header = yes | | header = yes | ||
| version | | version = hop | ||
| orderId | | orderId = 1 | ||
| input | | input = h.CD | ||
| images | | images = XV_Heidern_CDjump_ima.png | ||
| hitboxes | | hitboxes = XV_heidern_hcd.png | ||
| damage | | damage = 80 | ||
| guard | | guard = Mid | ||
| cancel | | cancel = | ||
| startup | | startup = 15 | ||
| active | | active = 6 | ||
| recovery | | recovery = 1 on ground | ||
| hitadv | | hitadv = Soft Knockdown | ||
| blockadv | | blockadv = | ||
| invul | | invul = | ||
| stun = | | stun = 80 | ||
| guardDamage = | | guardDamage = 120 | ||
}} | }} | ||
====jump CD==== | ====jump CD==== | ||
{{MoveData-KOFXV | character = Heidern | moveId = heidern_jcd | {{MoveData-KOFXV | character = Heidern | moveId = heidern_jcd | ||
| name | | name = jump CD | ||
| header = no | | header = no | ||
| version | | version = jump | ||
| orderId | | orderId = 2 | ||
| input | | input = j.CD | ||
| images | | images = XV_Heidern_CDjump_ima.png | ||
| hitboxes | | hitboxes = XV_heidern_jcd.png | ||
| damage | | damage = 90 | ||
| guard | | guard = Mid | ||
| cancel | | cancel = | ||
| startup | | startup = 15 | ||
| active | | active = 6 | ||
| recovery | | recovery = 1 on ground | ||
| hitadv | | hitadv = Soft Knockdown | ||
| blockadv | | blockadv = | ||
| invul | | invul = | ||
| stun = | | stun = 80 | ||
| guardDamage = | | guardDamage = 140 | ||
}} | }} | ||
===Throws=== | ===Throws=== | ||
==== | ====Lead belcher==== | ||
{{MoveData-KOFXV | character = Heidern | moveId = heidern_cthrow | |||
| name = Lead belcher | |||
| input = (close) 4/6C | |||
| images = XV_heidern_cthrow_ima.png | |||
| hitboxes = XV_heidern_cthrow.png | |||
| damage = 50, 50 | |||
| guard = N/A | |||
| cancel = | |||
| startup = 1 | |||
| active = 1 | |||
| recovery = 0 | |||
| hitadv = Hard Knockdown | |||
| blockadv = Unblockable | |||
| invul = | |||
| stun = 0 | |||
| guardDamage = 0 | |||
}} | |||
==== | ====Backstabbing==== | ||
{{MoveData-KOFXV | character = Heidern | moveId = heidern_dthrow | |||
| name = Backstabbing | |||
| input = (close) 4/6D | |||
| images = XV_heidern_dthrow_ima.png | |||
| hitboxes = XV_heidern_dthrow.png | |||
| damage = 100 | |||
| guard = N/A | |||
| cancel = | |||
| startup = 1 | |||
| active = 1 | |||
| recovery = 0 | |||
| hitadv = Hard Knockdown | |||
| blockadv = Unblockable | |||
| invul = | |||
| stun = 0 | |||
| guardDamage = 0 | |||
}} | |||
==Specials== | ==Specials== | ||
===Cross Cutter=== | |||
====[4]6A==== | |||
{{MoveData-KOFXV | character = Heidern | moveId = heidern_46a | |||
| name = Cross Cutter | |||
| header = yes | |||
| version = A | |||
| orderId = 1 | |||
| input = [4]6A | |||
| images = XV_Heidern_46P_ima.png | |||
| hitboxes = XV_heidern_46a.png, XV_heidern_46a2.png | |||
| damage = 60 | |||
| guard = Mid | |||
| cancel = super | |||
| startup = 16 | |||
| active = Full Screen Projectile | |||
| recovery = 35 | |||
| hitadv = -9 (Close Range) to 26 (Max Range) | |||
| blockadv = -11 (Close Range) to 24 (Max Range) | |||
| invul = | |||
| stun = 40 | |||
| guardDamage = 40 | |||
}} | |||
====[4]6C==== | |||
{{MoveData-KOFXV | character = Heidern | moveId = heidern_46c | |||
| name = Cross Cutter | |||
| header = no | |||
| version = C | |||
| orderId = 2 | |||
| input = [4]6C | |||
| images = XV_Heidern_46P_ima.png | |||
| hitboxes = XV_heidern_46a.png, XV_heidern_46a2.png | |||
| damage = 60 | |||
| guard = Mid | |||
| cancel = super | |||
| startup = 13 | |||
| active = Full Screen Projectile | |||
| recovery = 38 | |||
| hitadv = -12 (Close Range) to 23 (Max Range) | |||
| blockadv = -14 (Close Range) to 21 (Max Range) | |||
| invul = | |||
| stun = 40 | |||
| guardDamage = 40 | |||
}} | |||
====[4]6AC==== | |||
{{MoveData-KOFXV | character = Heidern | moveId = heidern_46ac | |||
| name = Cross Cutter | |||
| header = no | |||
| version = AC | |||
| orderId = 3 | |||
| input = [4]6AC | |||
| images = XV_Heidern_46P_ima.png | |||
| hitboxes = XV_heidern_46ac.png | |||
| damage = 85 (30*3) | |||
| guard = Mid | |||
| cancel = | |||
| startup = 22 | |||
| active = Full Screen Projectile | |||
| recovery = 38 | |||
| hitadv = KD (+29) | |||
| blockadv = -6 | |||
| invul = | |||
| stun = 0 | |||
| guardDamage = 100 (30+30+40) | |||
}} | |||
===Moon Slasher=== | |||
====[2]8A==== | |||
{{MoveData-KOFXV | character = Heidern | moveId = heidern_28a | |||
| name = Moon Slasher | |||
| header = yes | |||
| version = A | |||
| orderId = 1 | |||
| input = [2]8A | |||
| images = XV_Heidern_28P_ima.png | |||
| hitboxes = XV_heidern_28a.png, XV_heidern_28a2.png, XV_heidern_28a3.png, XV_heidern_28a4.png | |||
| damage = 80 | |||
| guard = Mid | |||
| cancel = super | |||
| startup = 5 (Air), 7 (In front) | |||
| active = 7 | |||
| recovery = 54 | |||
| hitadv = Soft Knockdown (+11) | |||
| blockadv = -40 | |||
| invul = Full Body: 1 to 2 (2 Frames), Upper Body: 3 to 11 (9 Frames) | |||
| stun = 80 | |||
| guardDamage = 100 | |||
}} | |||
====[2]8C==== | |||
{{MoveData-KOFXV | character = Heidern | moveId = heidern_28c | |||
| name = Moon Slasher | |||
| header = no | |||
| version = C | |||
| orderId = 2 | |||
| input = [2]8C | |||
| images = XV_Heidern_28P_ima.png | |||
| hitboxes = XV_heidern_28c.png, XV_heidern_28c2.png, XV_heidern_28c3.png | |||
| damage = 90 | |||
| guard = Mid | |||
| cancel = super | |||
| startup = 7 (Air), 9 (In front) | |||
| active = 7 | |||
| recovery = 57 | |||
| hitadv = Soft Knockdown (+11) | |||
| blockadv = -43 | |||
| invul = Full Body: 1 to 8 (8 Frames), Upper Body: 9 to 13 (5 Frames) | |||
| stun = 80 | |||
| guardDamage = 100 | |||
}} | |||
====[2]8AC==== | |||
{{MoveData-KOFXV | character = Heidern | moveId = heidern_28ac | |||
| name = Moon Slasher | |||
| header = no | |||
| version = AC | |||
| orderId = 3 | |||
| input = [2]8AC | |||
| images = XV_Heidern_28P_ima.png | |||
| hitboxes = XV_heidern_28ac.png, XV_heidern_28ac2.png, XV_heidern_28ac3.png | |||
| damage = 120 | |||
| guard = Mid | |||
| cancel = | |||
| startup = 5 (Air), 8 (In front) | |||
| active = 10 | |||
| recovery = 42 | |||
| hitadv = Soft Knockdown (+32) | |||
| blockadv = -30 | |||
| invul = Full Body: 1 to 8 (8 Frames), Upper Body: 9 to 14 (6 Frames) | |||
| stun = 0 | |||
| guardDamage = 160 | |||
}} | |||
===Storm Bringer=== | |||
====63214A==== | |||
{{MoveData-KOFXV | character = Heidern | moveId = heidern_63214a | |||
| name = Storm Bringer | |||
| header = yes | |||
| version = A | |||
| orderId = 1 | |||
| input = 63214A | |||
| images = XV_heidern_63214a_ima.png | |||
| hitboxes = XV_heidern_63214a.png | |||
| damage = 100 (20+7*11+3)<br>126 (22+9*11+5)<br>152 (24+11*11+7) | |||
| guard = Unblockable | |||
| cancel = | |||
| startup = 7 | |||
| active = 1 | |||
| recovery = 23 | |||
| hitadv = Hard Knockdown (+47) | |||
| blockadv = Unblockable | |||
| invul = Full Body: 7 (1 Frame) | |||
| stun = 0 | |||
| guardDamage = 0 | |||
}} | |||
====63214C==== | |||
{{MoveData-KOFXV | character = Heidern | moveId = heidern_63214c | |||
| name = Storm Bringer | |||
| header = no | |||
| version = C | |||
| orderId = 2 | |||
| input = 63214C | |||
| images = XV_heidern_63214c_ima.png | |||
| hitboxes = XV_heidern_63214c.png | |||
| damage = 137 (50+19+6*11+2)<br>144 (32+20+8*11+4)<br>172 (34+22+10*11+6) | |||
| guard = Mid | |||
| cancel = | |||
| startup = 15 | |||
| active = 2 | |||
| recovery = 30 | |||
| hitadv = Hard Knockdown (+47) | |||
| blockadv = -13 | |||
| invul = Full Strike: 15 to 16 (2 Frames) | |||
| stun = 0 | |||
| guardDamage = 0 | |||
}} | |||
====63214AC==== | |||
{{MoveData-KOFXV | character = Heidern | moveId = heidern_63214ac | |||
| name = Storm Bringer | |||
| header = no | |||
| version = AC | |||
| orderId = 3 | |||
| input = 63214AC | |||
| images = XV_heidern_63214c_ima.png | |||
| hitboxes = XV_heidern_63214ac.png, XV_heidern_63214ac2.png | |||
| damage = 140 (30+5*22)<br>186 (32+7*22)<br>232 (34+9*22) | |||
| guard = Mid | |||
| cancel = | |||
| startup = 6 | |||
| active = 2 | |||
| recovery = 30 | |||
| hitadv = Hard Knockdown (+51) | |||
| blockadv = -13 | |||
| invul = Full Strike: 3 to 7 (5 Frames) | |||
| stun = 0 | |||
| guardDamage = 0 | |||
}} | |||
===Stinger=== | |||
====623A==== | |||
{{MoveData-KOFXV | character = Heidern | moveId = heidern_623a | |||
| name = Stinger | |||
| header = yes | |||
| version = A | |||
| orderId = 1 | |||
| input = 623A | |||
| images = XV_Heidern_623P_ima.png | |||
| hitboxes = XV_heidern_623a.png | |||
| damage = 80 | |||
| guard = Mid | |||
| cancel = super | |||
| startup = 12 | |||
| active = 3 | |||
| recovery = 30 | |||
| hitadv = Hard Knockdown (+64) | |||
| blockadv = -16 | |||
| invul = | |||
| stun = 60 | |||
| guardDamage = 80 | |||
}} | |||
====623C==== | |||
{{MoveData-KOFXV | character = Heidern | moveId = heidern_623c | |||
| name = Stinger | |||
| header = no | |||
| version = C | |||
| orderId = 2 | |||
| input = 623C | |||
| images = XV_Heidern_623P_ima.png | |||
| hitboxes = XV_heidern_623c.png, XV_heidern_623c2.png | |||
| damage = 90 | |||
| guard = Mid | |||
| cancel = super | |||
| startup = 22 | |||
| active = 5 | |||
| recovery = 23 | |||
| hitadv = Hard Knockdown (+66) | |||
| blockadv = -9 | |||
| invul = Upper Body Armor Frames: 15 to 19 (5 frames)/Full body against physical air strike: 1 to 26 (26 Frames) | |||
| stun = 80 | |||
| guardDamage = 100 | |||
}} | |||
====623AC==== | |||
{{MoveData-KOFXV | character = Heidern | moveId = heidern_623ac | |||
| name = Stinger | |||
| header = no | |||
| version = AC | |||
| orderId = 3 | |||
| input = 623AC | |||
| images = XV_Heidern_623P_ima.png | |||
| hitboxes = XV_heidern_623ac.png, XV_heidern_623ac2.png | |||
| damage = 100 | |||
| guard = Mid | |||
| cancel = | |||
| startup = 13 | |||
| active = 2 | |||
| recovery = 30 | |||
| hitadv = Wall Bounce (+90~+105) | |||
| blockadv = -13 | |||
| invul = | |||
| stun = 0 | |||
| guardDamage = 160 | |||
}} | |||
===Assault Saber=== | |||
====214B==== | |||
{{MoveData-KOFXV | character = Heidern | moveId = heidern_214b | |||
| name = Assault Saber | |||
| header = yes | |||
| version = B | |||
| orderId = 1 | |||
| input = 214B | |||
| images = XV_heidern_214b_ima.png | |||
| hitboxes = XV_heidern_214b.png, XV_heidern_214b2.png | |||
| damage = 70 | |||
| guard = Mid | |||
| cancel = super | |||
| startup = 26 | |||
| active = 6 | |||
| recovery = 26 | |||
| hitadv = Soft Knockdown (+43) | |||
| blockadv = -10 | |||
| invul = | |||
| stun = 60 | |||
| guardDamage = 80 | |||
}} | |||
====214D==== | |||
{{MoveData-KOFXV | character = Heidern | moveId = heidern_214d | |||
| name = Assault Saber | |||
| header = no | |||
| version = D | |||
| orderId = 2 | |||
| input = 214D | |||
| images = XV_heidern_214d_ima.png | |||
| hitboxes = XV_heidern_214b.png, XV_heidern_214b2.png | |||
| damage = 70 | |||
| guard = Mid | |||
| cancel = super | |||
| startup = 35 | |||
| active = 6 | |||
| recovery = 18 | |||
| hitadv = Soft Knockdown (+51) | |||
| blockadv = -2 | |||
| invul = | |||
| stun = 60 | |||
| guardDamage = 80 | |||
}} | |||
====214BD==== | |||
{{MoveData-KOFXV | character = Heidern | moveId = heidern_214bd | |||
| name = Assault Saber | |||
| header = no | |||
| version = BD | |||
| orderId = 3 | |||
| input = 214BD | |||
| images = XV_heidern_214d_ima.png | |||
| hitboxes = XV_heidern_214bd.png, XV_heidern_214bd2.png | |||
| damage = 90 | |||
| guard = Mid | |||
| cancel = | |||
| startup = 21 | |||
| active = 6 | |||
| recovery = 29 | |||
| hitadv = Soft Knockdown (+39) | |||
| blockadv = -2 | |||
| invul = Lower hurtbox: 5 to 20 (15 Frames) | |||
| stun = 0 | |||
| guardDamage = 100 | |||
}} | |||
==Supers== | ==Supers== | ||
===Heidern End=== | |||
====2141236B==== | |||
{{MoveData-KOFXV | character = Heidern | moveId = heidern_2141236b | |||
| name = Heidern End | |||
| header = yes | |||
| version = B | |||
| orderId = 1 | |||
| input = 2141236B | |||
| images = XV_heidern_21412346b_ima.png | |||
| hitboxes = XV_heidern_2141236b.png, XV_heidern_2141236b2.png | |||
| damage = 185 (85+100) | |||
| guard = Mid | |||
| cancel = advanced, climax | |||
| startup = 13 | |||
| active = 5 | |||
| recovery = 36 | |||
| hitadv = Hard Knockdown (+5) | |||
| blockadv = -22 | |||
| invul = Full Body: 1 to 5 (5 Frames), Low Body: 6 to 12 (7 Frames) | |||
| stun = 0 | |||
| guardDamage = 0 | |||
}} | |||
====2141236D==== | |||
{{MoveData-KOFXV | character = Heidern | moveId = heidern_2141236d | |||
| name = Heidern End | |||
| header = no | |||
| version = D | |||
| orderId = 2 | |||
| input = 2141236D | |||
| images = XV_heidern_21412346b_ima.png | |||
| hitboxes = XV_heidern_2141236d.png, XV_heidern_2141236d2.png | |||
| damage = 185 (85+100) | |||
| guard = Mid | |||
| cancel = advanced, climax | |||
| startup = 17 | |||
| active = 5 | |||
| recovery = 36 | |||
| hitadv = Hard Knockdown (+5) | |||
| blockadv = -22 | |||
| invul = Full Body: 1 to 3 (3 Frames), Low Body: 4 to 13 (10 Frames) | |||
| stun = 0 | |||
| guardDamage = 0 | |||
}} | |||
====2141236BD==== | |||
{{MoveData-KOFXV | character = Heidern | moveId = heidern_2141236bd | |||
| name = Heidern End | |||
| header = no | |||
| version = BD | |||
| orderId = 3 | |||
| input = 2141236BD | |||
| images = XV_heidern_21412346b_ima.png | |||
| hitboxes = XV_heidern_2141236bd.png | |||
| damage = 340 (90+20*4+70+100) Min: 190 | |||
| guard = Mid | |||
| cancel = climax | |||
| startup = 8 | |||
| active = 5 | |||
| recovery = 36 | |||
| hitadv = Hard Knockdown (+24) | |||
| blockadv = -22 | |||
| invul = Full Body: 1 to 9 (9 Frames) | |||
| stun = | |||
| guardDamage = | |||
}} | |||
===Heidern Slash=== | |||
====214214A==== | |||
{{MoveData-KOFXV | character = Heidern | moveId = heidern_214214a | |||
| name = Heidern Slash | |||
| header = yes | |||
| version = A | |||
| orderId = 1 | |||
| input = 214214A | |||
| images = XV_heidern_214214a_ima.png | |||
| hitboxes = XV_heidern_214214a.png | |||
| damage = 109 | |||
| guard = Mid | |||
| cancel = advanced, climax | |||
| startup = 35 | |||
| active = 118 | |||
| recovery = 1 | |||
| hitadv = Juggle (+84) | |||
| blockadv = +22 | |||
| invul = Full Body: 1 to 3 (3 Frames) | |||
| stun = 0 | |||
| guardDamage = 0 | |||
}} | |||
====214214C==== | |||
{{MoveData-KOFXV | character = Heidern | moveId = heidern_214214c | |||
| name = Heidern Slash | |||
| header = no | |||
| version = C | |||
| orderId = 2 | |||
| input = 214214C | |||
| images = XV_heidern_214214a_ima.png | |||
| hitboxes = XV_heidern_214214c.png | |||
| damage = 109 | |||
| guard = Mid | |||
| cancel = advanced, climax | |||
| startup = 35 | |||
| active = 116 | |||
| recovery = 0 | |||
| hitadv = Juggle (+84) | |||
| blockadv = +22 | |||
| invul = Full Body: 1 to 3 (3 Frames) | |||
| stun = 0 | |||
| guardDamage = 0 | |||
}} | |||
====214214AC==== | |||
{{MoveData-KOFXV | character = Heidern | moveId = heidern_214214ac | |||
| name = Heidern Slash | |||
| header = no | |||
| version = AC | |||
| orderId = 3 | |||
| input = 214214AC | |||
| images = XV_heidern_214214a_ima.png | |||
| hitboxes = XV_heidern_214214ac.png | |||
| damage = 201 | |||
| guard = Mid | |||
| cancel = climax | |||
| startup = 24 | |||
| active = 279 | |||
| recovery = 0 | |||
| hitadv = Juggle (+84) | |||
| blockadv = +22 | |||
| invul = Full Body: 1 to 6 (6 Frames) | |||
| stun = 0 | |||
| guardDamage = 0 | |||
}} | |||
===Climax super=== | ===Climax super=== | ||
====2141236CD==== | |||
{{MoveData-KOFXV | character = Heidern | moveId = heidern_2141236cd | |||
| name = Gae Bolg | |||
| input = 2141236CD | |||
| images = XV_heidern_21412346cd_ima.png | |||
| hitboxes = XV_heidern_2141236cd.png, XV_heidern_2141236cd2.png | |||
| damage = 433 (150+85+198) Min: 230 | |||
| guard = High* | |||
| cancel = | |||
| startup = 13 | |||
| active = 9 | |||
| recovery = 66 (53 on ground) | |||
| hitadv = Hard Knockdown (+31) | |||
| blockadv = Unblockable | |||
| invul = Full Body: 1 to 15 (15 Frames) | |||
| stun = 0 | |||
| guardDamage = 0 | |||
}} | |||
[[Category:The King of Fighters XV]][[Category:{{#titleparts:{{BASEPAGENAME}}|2|2}}]] | [[Category:The King of Fighters XV]][[Category:{{#titleparts:{{BASEPAGENAME}}|2|2}}]] |
Latest revision as of 22:55, 14 September 2024
Close Standing Normals
close A
Heidern heidern_cla | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.A
cl.A close 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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
25 | Mid | command | 4 | 4 | 6 | +5 | +3 | - | 30 | 60 |
close B
Heidern heidern_clb | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.B
cl.B close 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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
30 | Low | command | 5 | 3 | 9 | +3 | +1 | - | 30 | 60 |
close C
Heidern heidern_clc | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.C
cl.C close 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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 (35+35) | Mid | command | 8 | 2 (3) 4 | 16 | 1 | -1 | - | 70 (35+35) | 120 (60+60) |
close D
Heidern heidern_cld | ||||||||||
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cl.D
cl.D close 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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
80 | Low | command | 6 | 4 | 24 | -7 | -9 | - | 70 | 120 |
Far Standing Normals
far A
Heidern heidern_fa | ||||||||||
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A
A far 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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
25 | Mid | super | 5 | 4 | 8 | +3 | +1 | - | 30 | 60 |
far B
Heidern heidern_fb | ||||||||||
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B
B far 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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
30 | Mid | special | 7 | 3 | 12 | 0 | -2 | - | 30 | 60 |
far C
Heidern heidern_fc | ||||||||||
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C
C far 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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | Mid | super | 8 | 4 | 20 | -3 | -5 | - | 70 | 120 |
far D
Heidern heidern_fd | ||||||||||
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D
D far 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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | super | 11 | 5 | 18 | -2 | -4 | - | 70 | 120 |
Crouch Normals
crouch A
Heidern heidern_2a | ||||||||||
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2A
2A crouch 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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
25 | Mid | command | 5 | 4 | 8 | +3 | +1 | - | 30 | 60 |
crouch B
Heidern heidern_2b | ||||||||||
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2B
2B crouch 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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
15 | Low | super | 5 | 3 | 13 | -1 | -3 | - | 30 | 60 |
crouch C
Heidern heidern_2c | ||||||||||
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2C
2C crouch 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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | Mid | command | 8 | 4 | 20 | -3 | -5 | - | 70 | 120 |
crouch D
Heidern heidern_2d | ||||||||||
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2D
2D crouch 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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
80 | Low | command | 8 | 6 | 25 | Soft Knockdown | -12 | - | 70 | 120 |
jump normals
hop A
Heidern heidern_ha | ||||||||||
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h.A
h.A hop 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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
40 | High | - | 5 | 7 | 1 on ground | - | - | - | 30 | 50 |
jump A
Heidern heidern_ja | ||||||||||
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j.A
j.A jump 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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
45 | High | - | 5 | 8 | 1 on ground | - | - | - | 30 | 60 |
hop B
Heidern heidern_hb | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
h.B
h.B hop 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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
40 | High | - | 5 | 8 | 1 on ground | - | - | - | 30 | 50 |
jump B
Heidern heidern_jb | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
j.B
j.B jump 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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
45 | High | - | 5 | 8 | 1 on ground | - | - | - | 30 | 60 |
hop C
Heidern heidern_hc | ||||||||||
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h.C
h.C hop 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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | High | - | 7 | 5 | 1 on ground | - | - | - | 70 | 100 |
jump C
Heidern heidern_jc | ||||||||||
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j.C
j.C jump 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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | High | - | 7 | 7 | 1 on ground | - | - | - | 70 | 120 |
hop D
Heidern heidern_hd | ||||||||||
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h.D
h.D hop 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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | High | - | 10 | 5 | 1 on ground | - | - | - | 70 | 100 |
jump D
Heidern heidern_jd | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
j.D
j.D jump 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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | High | - | 10 | 5 | 1 on ground | - | - | - | 70 | 120 |
rush Moves
rush 1
Heidern heidern_rush1 | ||||||||||
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cl.AA
cl.AA rush 1 | ||||||||||
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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
48 (25+25) | Mid | Rush | 7 | - | - | -8 | -10 | - | 30 | 120 (60+60) |
rush 2
Heidern heidern_rush2 | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.AAX
cl.AAX rush 2 | ||||||||||
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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 (25+25+25) | Mid | Rush | 9 | - | - | -4 | -6 | - | 30 | 180 (60+60+60) |
Command normals
Shooter Narnagel
Heidern heidern_6b | ||||||||||
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6B
6B Shooter Narnagel | ||||||||||
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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 (40, 20) | High [Mid] | super [special] | 24 [15] | 3 [3 (1) 3] | 24 [18] | -3 [0] | -5 [-2] | - | 80 (40, 20) | 120 [120 (80+40)] |
Blowback
Blowback
Heidern heidern_cd | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
CD
CD Blowback | ||||||||||
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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
75 | Mid | special | 16 | 5 | 21 | Wall Splat (Ground hit) / Soft Knockdown (Air hit) | -3 | - | 100 | 160 |
Shatterstrike
Heidern heidern_236cd | ||||||||||
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236CD
236CD Shatterstrike | ||||||||||
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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
75 | Mid | - | 15 | 6 | 27 | Crumple (Ground Hit) / Wall Bounce (Air hit) | -10 | Armor: 4 to 14 (11 frames) | 0 | 200 |
AdvanceStrike
Heidern heidern_214cd | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
214CD
214CD AdvanceStrike | ||||||||||
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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
100 | Mid | - | 28 | 6 | 37 (on whiff) / Recovers faster on hit and block. | HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit) | +3 | Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames) | 0 | 150 |
hop CD
Heidern heidern_hcd | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
h.CD
h.CD hop 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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | - | 15 | 6 | 1 on ground | Soft Knockdown | - | - | 80 | 120 |
jump CD
Heidern heidern_jcd | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
j.CD
j.CD jump 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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
90 | Mid | - | 15 | 6 | 1 on ground | Soft Knockdown | - | - | 80 | 140 |
Throws
Lead belcher
Heidern heidern_cthrow | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
(close) 4/6C
(close) 4/6C Lead belcher | ||||||||||
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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
50, 50 | N/A | - | 1 | 1 | 0 | Hard Knockdown | Unblockable | - | 0 | 0 |
Backstabbing
Heidern heidern_dthrow | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
(close) 4/6D
(close) 4/6D Backstabbing | ||||||||||
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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
100 | N/A | - | 1 | 1 | 0 | Hard Knockdown | Unblockable | - | 0 | 0 |
Specials
Cross Cutter
[4]6A
Heidern heidern_46a | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
[4]6A
[4]6A Cross Cutter | ||||||||||
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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
60 | Mid | super | 16 | Full Screen Projectile | 35 | -9 (Close Range) to 26 (Max Range) | -11 (Close Range) to 24 (Max Range) | - | 40 | 40 |
[4]6C
Heidern heidern_46c | ||||||||||
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[4]6C
[4]6C Cross Cutter | ||||||||||
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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
60 | Mid | super | 13 | Full Screen Projectile | 38 | -12 (Close Range) to 23 (Max Range) | -14 (Close Range) to 21 (Max Range) | - | 40 | 40 |
[4]6AC
Heidern heidern_46ac | ||||||||||
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[4]6AC
[4]6AC Cross Cutter | ||||||||||
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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
85 (30*3) | Mid | - | 22 | Full Screen Projectile | 38 | KD (+29) | -6 | - | 0 | 100 (30+30+40) |
Moon Slasher
[2]8A
Heidern heidern_28a | ||||||||||
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[2]8A
[2]8A Moon Slasher | ||||||||||
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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | super | 5 (Air), 7 (In front) | 7 | 54 | Soft Knockdown (+11) | -40 | Full Body: 1 to 2 (2 Frames), Upper Body: 3 to 11 (9 Frames) | 80 | 100 |
[2]8C
Heidern heidern_28c | ||||||||||
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[2]8C
[2]8C Moon Slasher | ||||||||||
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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
90 | Mid | super | 7 (Air), 9 (In front) | 7 | 57 | Soft Knockdown (+11) | -43 | Full Body: 1 to 8 (8 Frames), Upper Body: 9 to 13 (5 Frames) | 80 | 100 |
[2]8AC
Heidern heidern_28ac | ||||||||||
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[2]8AC
[2]8AC Moon Slasher | ||||||||||
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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
120 | Mid | - | 5 (Air), 8 (In front) | 10 | 42 | Soft Knockdown (+32) | -30 | Full Body: 1 to 8 (8 Frames), Upper Body: 9 to 14 (6 Frames) | 0 | 160 |
Storm Bringer
63214A
Heidern heidern_63214a | ||||||||||
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63214A
63214A Storm Bringer | ||||||||||
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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
100 (20+7*11+3) 126 (22+9*11+5) 152 (24+11*11+7) | Unblockable | - | 7 | 1 | 23 | Hard Knockdown (+47) | Unblockable | Full Body: 7 (1 Frame) | 0 | 0 |
63214C
Heidern heidern_63214c | ||||||||||
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63214C
63214C Storm Bringer | ||||||||||
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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
137 (50+19+6*11+2) 144 (32+20+8*11+4) 172 (34+22+10*11+6) | Mid | - | 15 | 2 | 30 | Hard Knockdown (+47) | -13 | Full Strike: 15 to 16 (2 Frames) | 0 | 0 |
63214AC
Heidern heidern_63214ac | ||||||||||
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63214AC
63214AC Storm Bringer | ||||||||||
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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
140 (30+5*22) 186 (32+7*22) 232 (34+9*22) | Mid | - | 6 | 2 | 30 | Hard Knockdown (+51) | -13 | Full Strike: 3 to 7 (5 Frames) | 0 | 0 |
Stinger
623A
Heidern heidern_623a | ||||||||||
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623A
623A Stinger | ||||||||||
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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | super | 12 | 3 | 30 | Hard Knockdown (+64) | -16 | - | 60 | 80 |
623C
Heidern heidern_623c | ||||||||||
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623C
623C Stinger | ||||||||||
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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
90 | Mid | super | 22 | 5 | 23 | Hard Knockdown (+66) | -9 | Upper Body Armor Frames: 15 to 19 (5 frames)/Full body against physical air strike: 1 to 26 (26 Frames) | 80 | 100 |
623AC
Heidern heidern_623ac | ||||||||||
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623AC
623AC Stinger | ||||||||||
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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
100 | Mid | - | 13 | 2 | 30 | Wall Bounce (+90~+105) | -13 | - | 0 | 160 |
Assault Saber
214B
Heidern heidern_214b | ||||||||||
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214B
214B Assault Saber | ||||||||||
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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | Mid | super | 26 | 6 | 26 | Soft Knockdown (+43) | -10 | - | 60 | 80 |
214D
Heidern heidern_214d | ||||||||||
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214D
214D Assault Saber | ||||||||||
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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | Mid | super | 35 | 6 | 18 | Soft Knockdown (+51) | -2 | - | 60 | 80 |
214BD
Heidern heidern_214bd | ||||||||||
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214BD
214BD Assault Saber | ||||||||||
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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
90 | Mid | - | 21 | 6 | 29 | Soft Knockdown (+39) | -2 | Lower hurtbox: 5 to 20 (15 Frames) | 0 | 100 |
Supers
Heidern End
2141236B
Heidern heidern_2141236b | ||||||||||
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2141236B
2141236B Heidern End | ||||||||||
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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
185 (85+100) | Mid | advanced, climax | 13 | 5 | 36 | Hard Knockdown (+5) | -22 | Full Body: 1 to 5 (5 Frames), Low Body: 6 to 12 (7 Frames) | 0 | 0 |
2141236D
Heidern heidern_2141236d | ||||||||||
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2141236D
2141236D Heidern End | ||||||||||
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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
185 (85+100) | Mid | advanced, climax | 17 | 5 | 36 | Hard Knockdown (+5) | -22 | Full Body: 1 to 3 (3 Frames), Low Body: 4 to 13 (10 Frames) | 0 | 0 |
2141236BD
Heidern heidern_2141236bd | ||||||||||
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2141236BD
2141236BD Heidern End | ||||||||||
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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
340 (90+20*4+70+100) Min: 190 | Mid | climax | 8 | 5 | 36 | Hard Knockdown (+24) | -22 | Full Body: 1 to 9 (9 Frames) | - | - |
Heidern Slash
214214A
Heidern heidern_214214a | ||||||||||
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214214A
214214A Heidern Slash | ||||||||||
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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
109 | Mid | advanced, climax | 35 | 118 | 1 | Juggle (+84) | +22 | Full Body: 1 to 3 (3 Frames) | 0 | 0 |
214214C
Heidern heidern_214214c | ||||||||||
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214214C
214214C Heidern Slash | ||||||||||
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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
109 | Mid | advanced, climax | 35 | 116 | 0 | Juggle (+84) | +22 | Full Body: 1 to 3 (3 Frames) | 0 | 0 |
214214AC
Heidern heidern_214214ac | ||||||||||
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214214AC
214214AC Heidern Slash | ||||||||||
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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
201 | Mid | climax | 24 | 279 | 0 | Juggle (+84) | +22 | Full Body: 1 to 6 (6 Frames) | 0 | 0 |
Climax super
2141236CD
Heidern heidern_2141236cd | ||||||||||
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2141236CD
2141236CD Gae Bolg | ||||||||||
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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
433 (150+85+198) Min: 230 | High* | - | 13 | 9 | 66 (53 on ground) | Hard Knockdown (+31) | Unblockable | Full Body: 1 to 15 (15 Frames) | 0 | 0 |