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The King of Fighters 2002 UM/Heidern/Data: Difference between revisions
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Line 11: | Line 11: | ||
| images = 02UM_Heidern_cl.A_2_ima.png | | images = 02UM_Heidern_cl.A_2_ima.png | ||
| hitboxes = 02UM_Heidern_cl.A_2.png | | hitboxes = 02UM_Heidern_cl.A_2.png | ||
| damage = | | damage = 33 | ||
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]] | | guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]] | ||
| cancel = | | cancel = | ||
Line 27: | Line 27: | ||
| images = 02UM_Heidern_cl.B_2_ima.png | | images = 02UM_Heidern_cl.B_2_ima.png | ||
| hitboxes = 02UM_Heidern_cl.B_2.png | | hitboxes = 02UM_Heidern_cl.B_2.png | ||
| damage = | | damage = 33 | ||
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]] | | guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]] | ||
| cancel = [[The_King_of_Fighters_2002_UM/Gauges#Special_Cancel|Special]] | | cancel = [[The_King_of_Fighters_2002_UM/Gauges#Special_Cancel|Special]] | ||
Line 43: | Line 43: | ||
| images = 02UM_Heidern_cl.C_2_ima.png,02UM_Heidern_cl.C_3_ima.png | | images = 02UM_Heidern_cl.C_2_ima.png,02UM_Heidern_cl.C_3_ima.png | ||
| hitboxes = 02UM_Heidern_cl.C_2.png,02UM_Heidern_cl.C_3.png | | hitboxes = 02UM_Heidern_cl.C_2.png,02UM_Heidern_cl.C_3.png | ||
| damage = | | damage = '''1st=''' 75 ; '''2nd=''' 33 | ||
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]] | | guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]] | ||
| cancel = [[The_King_of_Fighters_2002_UM/Gauges#Special_Cancel|Special]](2) | | cancel = [[The_King_of_Fighters_2002_UM/Gauges#Special_Cancel|Special]](2) | ||
Line 59: | Line 59: | ||
| images = 02UM_Heidern_cl.D_2_ima.png | | images = 02UM_Heidern_cl.D_2_ima.png | ||
| hitboxes = 02UM_Heidern_cl.D_2.png | | hitboxes = 02UM_Heidern_cl.D_2.png | ||
| damage = | | damage = 100 | ||
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]] | | guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]] | ||
| cancel = | | cancel = | ||
Line 78: | Line 78: | ||
| images = 02UM_Heidern_st.A_2_ima.png | | images = 02UM_Heidern_st.A_2_ima.png | ||
| hitboxes = 02UM_Heidern_st.A_2.png | | hitboxes = 02UM_Heidern_st.A_2.png | ||
| damage = | | damage = 33 | ||
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]] | | guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]] | ||
| cancel = | | cancel = | ||
Line 95: | Line 95: | ||
| images = 02UM_Heidern_st.B_2_ima.png | | images = 02UM_Heidern_st.B_2_ima.png | ||
| hitboxes = 02UM_Heidern_st.B_2.png | | hitboxes = 02UM_Heidern_st.B_2.png | ||
| damage = | | damage = 33 | ||
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]] | | guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]] | ||
| cancel = | | cancel = | ||
Line 112: | Line 112: | ||
| images = 02UM_Heidern_st.C_2_ima.png | | images = 02UM_Heidern_st.C_2_ima.png | ||
| hitboxes = 02UM_Heidern_st.C_2.png | | hitboxes = 02UM_Heidern_st.C_2.png | ||
| damage = | | damage = 116 | ||
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]] | | guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]] | ||
| cancel = | | cancel = | ||
Line 129: | Line 129: | ||
| images = 02UM_Heidern_st.D_2_ima.png | | images = 02UM_Heidern_st.D_2_ima.png | ||
| hitboxes = 02UM_Heidern_st.D_2.png | | hitboxes = 02UM_Heidern_st.D_2.png | ||
| damage = | | damage = 125 | ||
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]] | | guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]] | ||
| cancel = | | cancel = | ||
Line 148: | Line 148: | ||
| images = 02UM_Heidern_cr.A_2_ima.png | | images = 02UM_Heidern_cr.A_2_ima.png | ||
| hitboxes = 02UM_Heidern_cr.A_2.png | | hitboxes = 02UM_Heidern_cr.A_2.png | ||
| damage = | | damage = 33 | ||
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]] | | guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]] | ||
| cancel = [[The_King_of_Fighters_2002_UM/Gauges#Special_Cancel|Special]] | | cancel = [[The_King_of_Fighters_2002_UM/Gauges#Special_Cancel|Special]] | ||
Line 165: | Line 165: | ||
| images = 02UM_Heidern_cr.B_2_ima.png | | images = 02UM_Heidern_cr.B_2_ima.png | ||
| hitboxes = 02UM_Heidern_cr.B_2.png | | hitboxes = 02UM_Heidern_cr.B_2.png | ||
| damage = | | damage = 25 | ||
| guard = [[The_King_of_Fighters_2002_UM/Defense#Low|Low]] | | guard = [[The_King_of_Fighters_2002_UM/Defense#Low|Low]] | ||
| cancel = | | cancel = | ||
Line 182: | Line 182: | ||
| images = 02UM_Heidern_cr.C_2_ima.png | | images = 02UM_Heidern_cr.C_2_ima.png | ||
| hitboxes = 02UM_Heidern_cr.C_2.png | | hitboxes = 02UM_Heidern_cr.C_2.png | ||
| damage = | | damage = 108 | ||
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]] | | guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]] | ||
| cancel = [[The_King_of_Fighters_2002_UM/Gauges#Special_Cancel|Special]] | | cancel = [[The_King_of_Fighters_2002_UM/Gauges#Special_Cancel|Special]] | ||
Line 199: | Line 199: | ||
| images = 02UM_Heidern_cr.D_2_ima.png | | images = 02UM_Heidern_cr.D_2_ima.png | ||
| hitboxes = 02UM_Heidern_cr.D_2.png | | hitboxes = 02UM_Heidern_cr.D_2.png | ||
| damage = | | damage = 116 | ||
| guard = [[The_King_of_Fighters_2002_UM/Defense#Low|Low]] | | guard = [[The_King_of_Fighters_2002_UM/Defense#Low|Low]] | ||
| cancel = [[The_King_of_Fighters_2002_UM/Gauges#Special_Cancel|Special]] | | cancel = [[The_King_of_Fighters_2002_UM/Gauges#Special_Cancel|Special]] | ||
Line 214: | Line 214: | ||
{{MoveData-KOF02UM | character = Heidern | moveId = heidern_ha | {{MoveData-KOF02UM | character = Heidern | moveId = heidern_ha | ||
| name = hop A | | name = hop A | ||
| header = yes | |||
| version = hop A | |||
| orderId = 1 | |||
| input = h.A | | input = h.A | ||
| images = 02UM_Heidern_h.A_1_ima.png | | images = 02UM_Heidern_h.A_1_ima.png | ||
| hitboxes = 02UM_Heidern_h.A_1.png | | hitboxes = 02UM_Heidern_h.A_1.png | ||
| damage = | | damage = 41 | ||
| guard = [[The_King_of_Fighters_2002_UM/Defense#High|High]] | | guard = [[The_King_of_Fighters_2002_UM/Defense#High|High]] | ||
| cancel = | | cancel = | ||
Line 231: | Line 234: | ||
{{MoveData-KOF02UM | character = Heidern | moveId = heidern_ja | {{MoveData-KOF02UM | character = Heidern | moveId = heidern_ja | ||
| name = jump A | | name = jump A | ||
| header = no | |||
| version = jump A | |||
| orderId = 2 | |||
| input = j.A | | input = j.A | ||
| images = | | images = 02UM_Heidern_h.A_1_ima.png | ||
| hitboxes = 02UM_Heidern_j.A_1.png | | hitboxes = 02UM_Heidern_j.A_1.png | ||
| damage = | | damage = 50 | ||
| guard = [[The_King_of_Fighters_2002_UM/Defense#High|High]] | | guard = [[The_King_of_Fighters_2002_UM/Defense#High|High]] | ||
| cancel = | | cancel = | ||
Line 248: | Line 254: | ||
{{MoveData-KOF02UM | character = Heidern | moveId = heidern_nja | {{MoveData-KOF02UM | character = Heidern | moveId = heidern_nja | ||
| name = neutral jump A | | name = neutral jump A | ||
| header = no | |||
| version = neutral jump A | |||
| orderId = 3 | |||
| input = nj.A | | input = nj.A | ||
| images = 02UM_Heidern_nj.A_1_ima.png | | images = 02UM_Heidern_nj.A_1_ima.png | ||
| hitboxes = 02UM_Heidern_nj.A_1.png | | hitboxes = 02UM_Heidern_nj.A_1.png | ||
| damage = | | damage = 58 | ||
| guard = [[The_King_of_Fighters_2002_UM/Defense#High|High]] | | guard = [[The_King_of_Fighters_2002_UM/Defense#High|High]] | ||
| cancel = | | cancel = | ||
Line 265: | Line 274: | ||
{{MoveData-KOF02UM | character = Heidern | moveId = heidern_hb | {{MoveData-KOF02UM | character = Heidern | moveId = heidern_hb | ||
| name = hop B | | name = hop B | ||
| header = yes | |||
| version = hop B | |||
| orderId = 1 | |||
| input = h.B | | input = h.B | ||
| images = 02UM_Heidern_h.B_1_ima.png | | images = 02UM_Heidern_h.B_1_ima.png | ||
| hitboxes = 02UM_Heidern_h.B_1.png | | hitboxes = 02UM_Heidern_h.B_1.png | ||
| damage = | | damage = 33 | ||
| guard = [[The_King_of_Fighters_2002_UM/Defense#High|High]] | | guard = [[The_King_of_Fighters_2002_UM/Defense#High|High]] | ||
| cancel = | | cancel = | ||
Line 282: | Line 294: | ||
{{MoveData-KOF02UM | character = Heidern | moveId = heidern_jb | {{MoveData-KOF02UM | character = Heidern | moveId = heidern_jb | ||
| name = jump B | | name = jump B | ||
| header = no | |||
| version = jump B | |||
| orderId = 2 | |||
| input = j.B | | input = j.B | ||
| images = | | images = 02UM_Heidern_h.B_1_ima.png | ||
| hitboxes = 02UM_Heidern_j.B_1.png | | hitboxes = 02UM_Heidern_j.B_1.png | ||
| damage = | | damage = 41 | ||
| guard = [[The_King_of_Fighters_2002_UM/Defense#High|High]] | | guard = [[The_King_of_Fighters_2002_UM/Defense#High|High]] | ||
| cancel = | | cancel = | ||
Line 299: | Line 314: | ||
{{MoveData-KOF02UM | character = Heidern | moveId = heidern_njb | {{MoveData-KOF02UM | character = Heidern | moveId = heidern_njb | ||
| name = neutral jump B | | name = neutral jump B | ||
| header = no | |||
| version = neutral jump B | |||
| orderId = 3 | |||
| input = nj.B | | input = nj.B | ||
| images = 02UM_Heidern_nj.B_1_ima.png | | images = 02UM_Heidern_nj.B_1_ima.png | ||
| hitboxes = 02UM_Heidern_nj.B_1.png | | hitboxes = 02UM_Heidern_nj.B_1.png | ||
| damage = | | damage = 50 | ||
| guard = [[The_King_of_Fighters_2002_UM/Defense#High|High]] | | guard = [[The_King_of_Fighters_2002_UM/Defense#High|High]] | ||
| cancel = | | cancel = | ||
Line 316: | Line 334: | ||
{{MoveData-KOF02UM | character = Heidern | moveId = heidern_hc | {{MoveData-KOF02UM | character = Heidern | moveId = heidern_hc | ||
| name = hop C | | name = hop C | ||
| header = yes | |||
| version = hop C | |||
| orderId = 1 | |||
| input = h.C | | input = h.C | ||
| images = | | images = 02UM_Heidern_j.C_1_ima.png | ||
| hitboxes = 02UM_Heidern_h.C_1.png | | hitboxes = 02UM_Heidern_h.C_1.png | ||
| damage = | | damage = 91 | ||
| guard = [[The_King_of_Fighters_2002_UM/Defense#High|High]] | | guard = [[The_King_of_Fighters_2002_UM/Defense#High|High]] | ||
| cancel = | | cancel = | ||
Line 333: | Line 354: | ||
{{MoveData-KOF02UM | character = Heidern | moveId = heidern_jc | {{MoveData-KOF02UM | character = Heidern | moveId = heidern_jc | ||
| name = jump C | | name = jump C | ||
| header = no | |||
| version = jump C | |||
| orderId = 2 | |||
| input = j.C | | input = j.C | ||
| images = 02UM_Heidern_j.C_1_ima.png | | images = 02UM_Heidern_j.C_1_ima.png | ||
| hitboxes = 02UM_Heidern_j.C_1.png | | hitboxes = 02UM_Heidern_j.C_1.png | ||
| damage = | | damage = 100 | ||
| guard = [[The_King_of_Fighters_2002_UM/Defense#High|High]] | | guard = [[The_King_of_Fighters_2002_UM/Defense#High|High]] | ||
| cancel = | | cancel = | ||
Line 367: | Line 374: | ||
{{MoveData-KOF02UM | character = Heidern | moveId = heidern_hd | {{MoveData-KOF02UM | character = Heidern | moveId = heidern_hd | ||
| name = hop D | | name = hop D | ||
| header = yes | |||
| version = hop D | |||
| orderId = 1 | |||
| input = h.D | | input = h.D | ||
| images = 02UM_Heidern_h.D_1_ima.png | | images = 02UM_Heidern_h.D_1_ima.png | ||
| hitboxes = 02UM_Heidern_h.D_1.png | | hitboxes = 02UM_Heidern_h.D_1.png | ||
| damage = | | damage = 83 | ||
| guard = [[The_King_of_Fighters_2002_UM/Defense#High|High]] | | guard = [[The_King_of_Fighters_2002_UM/Defense#High|High]] | ||
| cancel = | | cancel = | ||
Line 384: | Line 394: | ||
{{MoveData-KOF02UM | character = Heidern | moveId = heidern_jd | {{MoveData-KOF02UM | character = Heidern | moveId = heidern_jd | ||
| name = jump D | | name = jump D | ||
| header = no | |||
| version = jump D | |||
| orderId = 2 | |||
| input = j.D | | input = j.D | ||
| images = | | images = 02UM_Heidern_h.D_1_ima.png | ||
| hitboxes = 02UM_Heidern_j.D_1.png | | hitboxes = 02UM_Heidern_j.D_1.png | ||
| damage = | | damage = 91 | ||
| guard = [[The_King_of_Fighters_2002_UM/Defense#High|High]] | | guard = [[The_King_of_Fighters_2002_UM/Defense#High|High]] | ||
| cancel = | | cancel = | ||
| startup = 6 | | startup = 6 | ||
| active = 5 | |||
| recovery = | |||
| hitadv = | |||
| blockadv = | |||
| invul = | |||
}} | |||
====nj.D==== | |||
{{MoveData-KOF02UM | character = Heidern | moveId = heidern_njd | |||
| name = neutral jump D | |||
| header = no | |||
| version = neutral jump D | |||
| orderId = 3 | |||
| input = nj.D | |||
| images = 02UM_Heidern_nj.D_ima.png | |||
| hitboxes = 02UM_Heidern_nj.D.png | |||
| damage = 83 | |||
| guard = [[The_King_of_Fighters_2002_UM/Defense#High|High]] | |||
| cancel = | |||
| startup = 11 | |||
| active = 5 | | active = 5 | ||
| recovery = | | recovery = | ||
Line 399: | Line 432: | ||
===Blowback Normals=== | ===Blowback Normals=== | ||
==st.CD== | ====st.CD==== | ||
{{MoveData-KOF02UM | character = Heidern | moveId = heidern_stcd | {{MoveData-KOF02UM | character = Heidern | moveId = heidern_stcd | ||
| name = st.CD | | name = st.CD | ||
Line 406: | Line 439: | ||
| images = 02UM_Heidern_st.CD_2_ima.png | | images = 02UM_Heidern_st.CD_2_ima.png | ||
| hitboxes = 02UM_Heidern_st.CD_2.png | | hitboxes = 02UM_Heidern_st.CD_2.png | ||
| damage = | | damage = 116 | ||
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]] | | guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]] | ||
| cancel = [[The_King_of_Fighters_2002_UM/Gauges#Special_Cancel|Special]] | | cancel = [[The_King_of_Fighters_2002_UM/Gauges#Special_Cancel|Special]] | ||
Line 414: | Line 447: | ||
| hitadv = -2 | | hitadv = -2 | ||
| blockadv = -4 | | blockadv = -4 | ||
| invul = | |||
}} | |||
====j.CD==== | |||
{{MoveData-KOF02UM | character = Heidern | moveId = heidern_hcd | |||
| name = hop CD | |||
| header = yes | |||
| version = hop CD | |||
| orderid = 1 | |||
| input = h.CD | |||
| images = 02UM_Heidern_h.CD_1_ima.png | |||
| hitboxes = 02UM_Heidern_h.CD_1.png | |||
| damage = 83 | |||
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]] | |||
| cancel = | |||
| startup = 9 | |||
| active = 6 | |||
| recovery = | |||
| hitadv = | |||
| blockadv = | |||
| invul = | |||
}} | |||
{{MoveData-KOF02UM | character = Heidern | moveId = heidern_jcd | |||
| name = jump CD | |||
| header = no | |||
| version = jump CD | |||
| orderid = 2 | |||
| input = j.CD | |||
| images = 02UM_Heidern_h.CD_1_ima.png | |||
| hitboxes = 02UM_Heidern_j.CD_1.png | |||
| damage = 116 | |||
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]] | |||
| cancel = | |||
| startup = 9 | |||
| active = 6 | |||
| recovery = | |||
| hitadv = | |||
| blockadv = | |||
| invul = | | invul = | ||
}} | }} | ||
Line 420: | Line 490: | ||
====f+B==== | ====f+B==== | ||
{{MoveData-KOF02UM | character = Heidern | moveId = heidern_rawf+b | {{MoveData-KOF02UM | character = Heidern | moveId = heidern_rawf+b | ||
| name = | | name = Shooter Narnangel | ||
| input = f+B | | input = f+B | ||
| input2 = 6B | | input2 = 6B | ||
Line 429: | Line 499: | ||
| cancel = | | cancel = | ||
| startup = 19 | | startup = 19 | ||
| active = 4 | | active = 4, 3 | ||
| recovery = 22 | | recovery = 22 | ||
| hitadv = '''2nd='''-5 | | hitadv = '''2nd='''-5 | ||
Line 435: | Line 505: | ||
| invul = | | invul = | ||
}} | }} | ||
====f+B==== | |||
{{MoveData-KOF02UM | character = Heidern | moveId = heidern_cancelf+b | |||
| name = Shooter Narnangel | |||
| input = f+B | |||
| input2 = 6B | |||
| images = 02UM_Heidern_raw_f+B_2_ima.png, 02UM_Heidern_raw_f+B_3_ima.png | |||
| hitboxes = 02UM_Heidern_raw_f+B_2.png, 02UM_Heidern_raw_f+B_3.png | |||
| damage = | |||
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]] | |||
| cancel = | |||
| startup = 19 | |||
| active = 4, 3 | |||
| recovery = 22 | |||
| hitadv = '''2nd='''-5 | |||
| blockadv = '''2nd='''-7 | |||
| invul = | |||
}} | |||
==Special Moves== | |||
===charge b~f+P=== | |||
{{MoveData-KOF02UM | character = Heidern | moveId = heidern_b~f+A | |||
| name = Cross Cutter | |||
| version = charge b~f+A | |||
| version2 = charge 4~6A | |||
| orderId = 1 | |||
| input = charge b~f+A | |||
| input2 = charge 4~6A | |||
| images = 02UM_Heidern_b~f+A_2_ima.png, 02UM_Heidern_b~f+A_3_ima.png | |||
| hitboxes = 02UM_Heidern_b~f+A_2.png, 02UM_Heidern_b~f+A_3.png | |||
| damage = | |||
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]] | |||
| cancel = | |||
| startup = 15 | |||
| active = | |||
| recovery = 37 | |||
| hitadv = -5 | |||
| blockadv = -7 | |||
| invul = | |||
}} | |||
{{MoveData-KOF02UM | character = Heidern | moveId = heidern_b~f+C | |||
| name = Cross Cutter | |||
| version = charge b~f+C | |||
| version2 = charge 4~6C | |||
| orderId = 2 | |||
| input = charge b~f+C | |||
| input2 = charge 4~6C | |||
| images = 02UM_Heidern_b~f+C_2_ima.png, 02UM_Heidern_b~f+C_3_ima.png | |||
| hitboxes = 02UM_Heidern_b~f+C_2.png, 02UM_Heidern_b~f+C_3.png | |||
| damage = | |||
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]] | |||
| cancel = | |||
| startup = 15 | |||
| active = | |||
| recovery = 39 | |||
| hitadv = -7 | |||
| blockadv = -9 | |||
| invul = | |||
}} | |||
===charge d~u+P=== | |||
{{MoveData-KOF02UM | character = Heidern | moveId = heidern_d~u+A | |||
| name = Moon Slasher | |||
| version = charge d~u+A | |||
| version2 = charge 2~8A | |||
| orderId = 1 | |||
| input = charge d~u+A | |||
| input2 = charge 2~8A | |||
| images = 02UM_Heidern_d~u+A_3_ima.png, 02UM_Heidern_d~u+A_4_ima.png | |||
| hitboxes = 02UM_Heidern_d~u+A_3.png, 02UM_Heidern_d~u+A_4.png | |||
| damage = | |||
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]] | |||
| cancel = [[The_King_of_Fighters_2002_UM/Gauges#Super_Cancel_.28SC.29|Super]] | |||
| startup = 7(back hit), 9(front hit) | |||
| active = 2, 2, 2 | |||
| recovery = 36 | |||
| hitadv = -5 | |||
| blockadv = '''Stand Guard =''' -24, '''Crouch Guard =''' -20 | |||
| invul = | |||
}} | |||
{{MoveData-KOF02UM | character = Heidern | moveId = heidern_d~u+C | |||
| name = Moon Slasher | |||
| version = charge d~u+C | |||
| version2 = charge 2~8C | |||
| orderId = 2 | |||
| input = charge d~u+C | |||
| input2 = charge 2~8C | |||
| images = 02UM_Heidern_d~u+C_3_ima.png, 02UM_Heidern_d~u+C_4_ima.png | |||
| hitboxes = 02UM_Heidern_d~u+C_3.png, 02UM_Heidern_d~u+C_4.png | |||
| damage = | |||
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]] | |||
| cancel = [[The_King_of_Fighters_2002_UM/Gauges#Super_Cancel_.28SC.29|Super]] | |||
| startup = 8(back hit), 10(front hit) | |||
| active = 2, 2, 2 | |||
| recovery = 38 | |||
| hitadv = -5 | |||
| blockadv = -26 | |||
| invul = | |||
}} | |||
===hcb+P=== | |||
{{MoveData-KOF02UM | character = Heidern | moveId = heidern_hcb+A | |||
| name = Storm Bringer | |||
| version = close hcb+A | |||
| version2 = close 63214A | |||
| orderId = 1 | |||
| input = close hcb+A | |||
| input2 = close 63214A | |||
| images = 02UM_Heidern_hcb+A_2_ima.png | |||
| hitboxes = 02UM_Heidern_hcb+A_2.png | |||
| damage = | |||
| guard = | |||
| cancel = | |||
| startup = 9 | |||
| active = 1 | |||
| recovery = 24 | |||
| hitadv = | |||
| blockadv = | |||
| invul = | |||
}} | |||
{{MoveData-KOF02UM | character = Heidern | moveId = heidern_hcb+C | |||
| name = Storm Bringer | |||
| version = close hcb+C | |||
| version2 = close 63214C | |||
| orderId = 2 | |||
| input = close hcb+C | |||
| input2 = close 63214C | |||
| images = 02UM_Heidern_hcb+A_2_ima.png | |||
| hitboxes = 02UM_Heidern_hcb+A_2.png | |||
| damage = | |||
| guard = | |||
| cancel = | |||
| startup = 9 | |||
| active = 1 | |||
| recovery = 24 | |||
| hitadv = | |||
| blockadv = | |||
| invul = | |||
}} | |||
===hcb+K=== | |||
{{MoveData-KOF02UM | character = Heidern | moveId = heidern_hcb+B | |||
| name = Killing Bringer | |||
| version = hcb+B | |||
| version2 = 63214B | |||
| orderId = 1 | |||
| input = hcb+B | |||
| input2 = 63214B | |||
| images = 02UM_Heidern_hcb+B_2_ima.png | |||
| hitboxes = 02UM_Heidern_hcb+B_2.png | |||
| damage = | |||
| guard = | |||
| cancel = | |||
| startup = 17 | |||
| active = 15 | |||
| recovery = 23 | |||
| hitadv = | |||
| blockadv = | |||
| invul = | |||
}} | |||
{{MoveData-KOF02UM | character = Heidern | moveId = heidern_hcb+D | |||
| name = Killing Bringer | |||
| version = hcb+D | |||
| version2 = 63214D | |||
| orderId = 2 | |||
| input = hcb+D | |||
| input2 = 63214D | |||
| images = 02UM_Heidern_hcb+B_2_ima.png | |||
| hitboxes = 02UM_Heidern_hcb+B_2.png | |||
| damage = | |||
| guard = | |||
| cancel = | |||
| startup = 12 | |||
| active = 18 | |||
| recovery = 20 | |||
| hitadv = | |||
| blockadv = | |||
| invul = | |||
}} | |||
==Desperation Moves== | |||
===qcb,hcf+K=== | |||
{{MoveData-KOF02UM | character = Heidern | moveId = heidern_qcbhcf+b | |||
| name = Heidern End | |||
| version = qcb,hcf+B | |||
| version2 = 2141236B | |||
| orderId = 1 | |||
| input = qcb,hcf+B | |||
| input2 = 2141236B | |||
| images = 02UM_Heidern_qcbhcf+B_1_ima.png, 02UM_Heidern_qcbhcf+B_3_ima.png | |||
| hitboxes = 02UM_Heidern_qcbhcf+B_1.png, 02UM_Heidern_qcbhcf+B_3.png | |||
| damage = 233 | |||
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]] | |||
| cancel = | |||
| startup = | |||
| active = | |||
| recovery = | |||
| hitadv = [[The_King_of_Fighters_2002_UM/Miscellaneous#Soft_Knockdown_.28SKD.29|SKD]] | |||
| blockadv = | |||
| invul = | |||
}} | |||
{{MoveData-KOF02UM | character = Heidern | moveId = heidern_qcbhcf+D | |||
| name = Heidern End | |||
| version = qcb,hcf+D | |||
| version2 = 2141236D | |||
| orderId = 2 | |||
| input = qcb,hcf+D | |||
| input2 = 2141236d | |||
| images = 02UM_Heidern_qcbhcf+B_1_ima.png, 02UM_Heidern_qcbhcf+B_3_ima.png | |||
| hitboxes = 02UM_Heidern_qcbhcf+B_1.png, 02UM_Heidern_qcbhcf+B_3.png | |||
| damage = 233 | |||
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]] | |||
| cancel = | |||
| startup = | |||
| active = | |||
| recovery = | |||
| hitadv = [[The_King_of_Fighters_2002_UM/Miscellaneous#Soft_Knockdown_.28SKD.29|SKD]] | |||
| blockadv = | |||
| invul = | |||
}} | |||
===qcf,qcf+P=== | |||
{{MoveData-KOF02UM | character = Heidern | moveId = heidern_qcfqcf+a | |||
| name = Final Bringer | |||
| version = qcf,qcf+A | |||
| version2 = 236236A | |||
| orderId = 1 | |||
| input = qcf,qcf+A | |||
| input2 = 236236A | |||
| images = 02UM_Heidern_qcfqcf+A_1_ima.png, 02UM_Heidern_qcfqcf+A_3_ima.png, 02UM_Heidern_qcfqcf+A_6_ima.png | |||
| hitboxes = 02UM_Heidern_qcfqcf+A_1.png, 02UM_Heidern_qcfqcf+A_3.png, 02UM_Heidern_qcfqcf+A_6.png | |||
| damage = | |||
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]] | |||
| cancel = | |||
| startup = | |||
| active = | |||
| recovery = | |||
| hitadv = [[The_King_of_Fighters_2002_UM/Miscellaneous#Soft_Knockdown_.28SKD.29|SKD]] | |||
| blockadv = | |||
| invul = | |||
}} | |||
{{MoveData-KOF02UM | character = Heidern | moveId = heidern_qcfqcf+C | |||
| name = Final Bringer | |||
| version = qcf,qcf+C | |||
| version2 = 236236C | |||
| orderId = 1 | |||
| input = qcf,qcf+C | |||
| input2 = 236236C | |||
| images = 02UM_Heidern_qcfqcf+A_1_ima.png, 02UM_Heidern_qcfqcf+A_3_ima.png, 02UM_Heidern_qcfqcf+A_6_ima.png | |||
| hitboxes = 02UM_Heidern_qcfqcf+A_1.png, 02UM_Heidern_qcfqcf+A_3.png, 02UM_Heidern_qcfqcf+A_6.png | |||
| damage = | |||
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]] | |||
| cancel = | |||
| startup = | |||
| active = | |||
| recovery = | |||
| hitadv = [[The_King_of_Fighters_2002_UM/Miscellaneous#Soft_Knockdown_.28SKD.29|SKD]] | |||
| blockadv = | |||
| invul = | |||
}} | |||
==Super Desperation Moves== | |||
===qcb,hcf+BD=== | |||
{{MoveData-KOF02UM | character = Heidern | moveId = heidern_qcbhcf+BD | |||
| name = Heidern End | |||
| version = qcb,hcf+BD | |||
| version2 = 2141236BD | |||
| orderId = 1 | |||
| input = qcb,hcf+BD | |||
| input2 = 2141236BD | |||
| images = 02UM_Heidern_qcbhcf+B_1_ima.png, 02UM_Heidern_qcbhcf+B_3_ima.png | |||
| hitboxes = 02UM_Heidern_qcbhcf+B_1.png, 02UM_Heidern_qcbhcf+B_3.png | |||
| damage = 233 | |||
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]] | |||
| cancel = | |||
| startup = | |||
| active = | |||
| recovery = | |||
| hitadv = [[The_King_of_Fighters_2002_UM/Miscellaneous#Hard_Knockdown_.28HKD.29|HKD]] | |||
| blockadv = | |||
| invul = | |||
}} | |||
{{CharNavbox 02UM}} | {{CharNavbox 02UM}} | ||
{{Navbox 2002UM}} | {{Navbox 2002UM}} | ||
[[Category:The King of Fighters 2k2UM]][[Category:Heidern]] | [[Category:The King of Fighters 2k2UM]][[Category:Heidern]] |
Latest revision as of 02:05, 5 July 2024
Normals
Close Standing Normals
cl.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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
33 | Mid | - | 4 | 3 | 11 | -2 | -4 | - |
cl.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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
33 | Mid | Special | 6 | 4 | 12 | -4 | -6 | - |
cl.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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
1st= 75 ; 2nd= 33 | Mid | Special(2) | 6 | 1, (4), 5 | 13 | 1st= -3 ; 2nd= 2 | 1st= -5 ; 2nd= 0 | - |
cl.D
Heidern heidern_cld | ||||||||
---|---|---|---|---|---|---|---|---|
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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
100 | Mid | - | 6 | 3 | 22 | -5 | -7 | - |
Far Standing Normals
st.A
Heidern heidern_sta | ||||||||
---|---|---|---|---|---|---|---|---|
st.A
A standing A | ||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
33 | Mid | - | 4 | 3 | 11 | -2 | -4 | - |
st.B
Heidern heidern_stb | ||||||||
---|---|---|---|---|---|---|---|---|
st.B
B standing B | ||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
33 | Mid | - | 6 | 2 | 16 | -6 | -8 | - |
st.C
Heidern heidern_stc | ||||||||
---|---|---|---|---|---|---|---|---|
st.C
C standing C | ||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
116 | Mid | - | 10 | 4 | 24 | -8 | -10 | - |
st.D
Heidern heidern_std | ||||||||
---|---|---|---|---|---|---|---|---|
st.D
D standing D | ||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
125 | Mid | - | 26 | 6 | 22 | -8 | -10 | - |
Crouch Normals
cr.A
Heidern heidern_cra | ||||||||
---|---|---|---|---|---|---|---|---|
cr.A
2A crouching A | ||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
33 | Mid | Special | 4 | 2 | 10 | 0 | -2 | - |
cr.B
Heidern heidern_crb | ||||||||
---|---|---|---|---|---|---|---|---|
cr.B
2B crouching B | ||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
25 | Low | - | 3 | 5 | 11 | -4 | -6 | - |
cr.C
Heidern heidern_crc | ||||||||
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cr.C
2C crouching C | ||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
108 | Mid | Special | 7 | 3 | 17 | 0 | -2 | - |
cr.D
Heidern heidern_crd | ||||||||
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cr.D
2D crouching D | ||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
116 | Low | Special | 7 | 5 | 22 | SKD | -9 | - |
Jump Normals
h.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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
41 | High | - | 6 | 14 | - | - | - | - |
j.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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
50 | High | - | 6 | 14 | - | - | - | - |
nj.A
Heidern heidern_nja | ||||||||
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nj.A
nj.A neutral 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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
58 | High | - | 3 | 6 | - | - | - | - |
h.B
Heidern heidern_hb | ||||||||
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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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
33 | High | - | 3 | 5 | - | - | - | - |
j.B
Heidern heidern_jb | ||||||||
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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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
41 | High | - | 3 | 5 | - | - | - | - |
nj.B
Heidern heidern_njb | ||||||||
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nj.B
nj.B neutral 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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
50 | High | - | 8 | 7 | - | - | - | - |
h.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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
91 | High | - | 4 | 5 | - | - | - | - |
j.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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
100 | High | - | 4 | 5 | - | - | - | - |
h.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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
83 | High | - | 6 | 5 | - | - | - | - |
j.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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
91 | High | - | 6 | 5 | - | - | - | - |
nj.D
Heidern heidern_njd | ||||||||
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nj.D
nj.D neutral 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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
83 | High | - | 11 | 5 | - | - | - | - |
Blowback Normals
st.CD
Heidern heidern_stcd | ||||||||
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st.CD
CD st.CD | ||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
116 | Mid | Special | 26 | 9 | 17 | -2 | -4 | - |
j.CD
Heidern heidern_hcd | ||||||||
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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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
83 | Mid | - | 9 | 6 | - | - | - | - |
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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
116 | Mid | - | 9 | 6 | - | - | - | - |
Command Normals
f+B
Heidern heidern_rawf+b | ||||||||
---|---|---|---|---|---|---|---|---|
f+B
6B Shooter Narnangel | ||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
- | High | - | 19 | 4, 3 | 22 | 2nd=-5 | 2nd=-7 | - |
f+B
Heidern heidern_cancelf+b | ||||||||
---|---|---|---|---|---|---|---|---|
f+B
6B Shooter Narnangel | ||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
- | Mid | - | 19 | 4, 3 | 22 | 2nd=-5 | 2nd=-7 | - |
Special Moves
charge b~f+P
Heidern heidern_b~f+A | ||||||||
---|---|---|---|---|---|---|---|---|
charge b~f+A
charge 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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
- | Mid | - | 15 | - | 37 | -5 | -7 | - |
Heidern heidern_b~f+C | ||||||||
---|---|---|---|---|---|---|---|---|
charge b~f+C
charge 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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
- | Mid | - | 15 | - | 39 | -7 | -9 | - |
charge d~u+P
Heidern heidern_d~u+A | ||||||||
---|---|---|---|---|---|---|---|---|
charge d~u+A
charge 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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
- | Mid | Super | 7(back hit), 9(front hit) | 2, 2, 2 | 36 | -5 | Stand Guard = -24, Crouch Guard = -20 | - |
Heidern heidern_d~u+C | ||||||||
---|---|---|---|---|---|---|---|---|
charge d~u+C
charge 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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
- | Mid | Super | 8(back hit), 10(front hit) | 2, 2, 2 | 38 | -5 | -26 | - |
hcb+P
Heidern heidern_hcb+A | ||||||||
---|---|---|---|---|---|---|---|---|
close hcb+A
close 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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
- | - | - | 9 | 1 | 24 | - | - | - |
Heidern heidern_hcb+C | ||||||||
---|---|---|---|---|---|---|---|---|
close hcb+C
close 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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
- | - | - | 9 | 1 | 24 | - | - | - |
hcb+K
Heidern heidern_hcb+B | ||||||||
---|---|---|---|---|---|---|---|---|
hcb+B
63214B Killing 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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
- | - | - | 17 | 15 | 23 | - | - | - |
Heidern heidern_hcb+D | ||||||||
---|---|---|---|---|---|---|---|---|
hcb+D
63214D Killing 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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
- | - | - | 12 | 18 | 20 | - | - | - |
Desperation Moves
qcb,hcf+K
Heidern heidern_qcbhcf+b | ||||||||
---|---|---|---|---|---|---|---|---|
qcb,hcf+B
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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
233 | Mid | - | - | - | - | SKD | - | - |
Heidern heidern_qcbhcf+D | ||||||||
---|---|---|---|---|---|---|---|---|
qcb,hcf+D
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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
233 | Mid | - | - | - | - | SKD | - | - |
qcf,qcf+P
Heidern heidern_qcfqcf+a | ||||||||
---|---|---|---|---|---|---|---|---|
qcf,qcf+A
236236A Final 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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
- | Mid | - | - | - | - | SKD | - | - |
Heidern heidern_qcfqcf+C | ||||||||
---|---|---|---|---|---|---|---|---|
qcf,qcf+C
236236C Final 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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
- | Mid | - | - | - | - | SKD | - | - |
Super Desperation Moves
qcb,hcf+BD
Heidern heidern_qcbhcf+BD | ||||||||
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qcb,hcf+BD
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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
233 | Mid | - | - | - | - | HKD | - | - |