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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 = 0
| 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 = 02UM_Heidern_j.A_1_ima.png
| 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 = 02UM_Heidern_j.B_1_ima.png
| 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 = 02UM_Heidern_h.C_1_ima.png
| 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]]
| cancel =
| startup = 4
| active = 5
| recovery =
| hitadv =
| blockadv =
| invul =
}}
 
====nj.C====
{{MoveData-KOF02UM | character = Heidern | moveId = heidern_njc
| name = neutral jump C
| input = nj.C
| images = 02UM_Heidern_nj.C_1_ima.png
| hitboxes = 02UM_Heidern_nj.C_1.png
| damage =
| 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 = 02UM_Heidern_j.D_1_ima.png
| 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 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 425: Line 458:
| images = 02UM_Heidern_h.CD_1_ima.png
| images = 02UM_Heidern_h.CD_1_ima.png
| hitboxes = 02UM_Heidern_h.CD_1.png
| hitboxes = 02UM_Heidern_h.CD_1.png
| damage =  
| damage = 83
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
| cancel =  
| cancel =  
Line 436: Line 469:
}}
}}
{{MoveData-KOF02UM | character = Heidern | moveId = heidern_jcd
{{MoveData-KOF02UM | character = Heidern | moveId = heidern_jcd
| name = j.CD
| name = jump CD
| header    = no
| header    = no
| version  = jump CD
| version  = jump CD
| orderid  = 1
| orderid  = 2
| input = j.CD
| input = j.CD
| images = 02UM_Heidern_j.CD_1_ima.png
| images = 02UM_Heidern_h.CD_1_ima.png
| hitboxes = 02UM_Heidern_j.CD_1.png
| hitboxes = 02UM_Heidern_j.CD_1.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 456: Line 489:
===Command Normals===
===Command Normals===
====f+B====
====f+B====
{{MoveData-KOF02UM | character = Heidern | moveId = heidern_f+b
{{MoveData-KOF02UM | character = Heidern | moveId = heidern_rawf+b
| name = f+B
| name = Shooter Narnangel
| input = f+B
| input = f+B
| input2 = 6B
| input2 = 6B
Line 464: Line 497:
| damage =  
| damage =  
| guard = [[The_King_of_Fighters_2002_UM/Defense#High|High]]
| guard = [[The_King_of_Fighters_2002_UM/Defense#High|High]]
| cancel =
| startup = 19
| active = 4, 3
| recovery = 22
| hitadv = '''2nd='''-5
| blockadv = '''2nd='''-7
| 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 =  
| cancel =  
| startup = 19
| startup = 19
Line 473: Line 523:
}}
}}


===Special Moves===
==Special Moves==
====b~f+P====
===charge b~f+P===
{{MoveData-KOF02UM | character = Heidern | moveId = heidern_b~f+A
{{MoveData-KOF02UM | character = Heidern | moveId = heidern_b~f+A
| name = Cross Cutter
| name = Cross Cutter
| version = b~f+A
| version = charge b~f+A
| version2 = 4~6A
| version2 = charge 4~6A
| orderId = 1
| orderId = 1
| input = b~f+A
| input = charge b~f+A
| input2  = 4~6A
| input2  = charge 4~6A
| images = 02UM_Heidern_b~f+A_2_ima.png, 02UM_Heidern_b~f+A_3_ima.png
| 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
| hitboxes = 02UM_Heidern_b~f+A_2.png, 02UM_Heidern_b~f+A_3.png
Line 492: Line 542:
| hitadv = -5
| hitadv = -5
| blockadv = -7
| 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 =  
| invul =  
}}
}}

Latest revision as of 02:05, 5 July 2024

The King of Fighters 2002 UM

OverviewStrategyDataCombosReplays

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.
33Mid-4311-2-4-


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.
33MidSpecial6412-4-6-


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= 33MidSpecial(2)61, (4), 5131st= -3 ; 2nd= 21st= -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.
100Mid-6322-5-7-


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.
33Mid-4311-2-4-


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.
33Mid-6216-6-8-


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.
116Mid-10424-8-10-


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.
125Mid-26622-8-10-


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.
33MidSpecial42100-2-


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.
25Low-3511-4-6-


cr.C

Heidern
heidern_crc
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.
108MidSpecial73170-2-


cr.D

Heidern
heidern_crd
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.
116LowSpecial7522SKD-9-


Jump Normals

h.A

Heidern
heidern_ha
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.
41High-614----


j.A

Heidern
heidern_ja
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.
50High-614----


nj.A

Heidern
heidern_nja
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.
58High-36----


h.B

Heidern
heidern_hb
h.B
h.B
hop B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special 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.
33High-35----


j.B

Heidern
heidern_jb
j.B
j.B
jump B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special 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.
41High-35----


nj.B

Heidern
heidern_njb
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.
50High-87----


h.C

Heidern
heidern_hc
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.
91High-45----


j.C

Heidern
heidern_jc
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.
100High-45----


h.D

Heidern
heidern_hd
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.
83High-65----


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.
91High-65----


nj.D

Heidern
heidern_njd
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.
83High-115----


Blowback Normals

st.CD

Heidern
heidern_stcd
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.
116MidSpecial26917-2-4-


j.CD

Heidern
heidern_hcd
h.CD
h.CD
hop CD
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special 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.
83Mid-96----



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.
116Mid-96----


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-194, 3222nd=-52nd=-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-194, 3222nd=-52nd=-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.
-MidSuper7(back hit), 9(front hit)2, 2, 236-5Stand 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.
-MidSuper8(back hit), 10(front hit)2, 2, 238-5-26-


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.
---9124---



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.
---9124---


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.
---171523---



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.
---121820---


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.
233Mid----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.
233Mid----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
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.
233Mid----HKD--


The King of Fighters 2002 UM

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