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The King of Fighters XIV/Heidern: Difference between revisions

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'''Lead Belcher''' -  (b/f+C) close
'''Lead Belcher''' -  (b/f+C) close


* (description)
* Heidern grabs the opponent, swings them to the ground, then chops them in the mid-section
* Heidern recovers before the opponent wakes up which makes this throw optimal for okizeme options
* Can be broken
* Can be broken
* (soft or hard knockdown)
* Hard knockdown
 


'''Backstabbing''' - (b/f+D) close  
'''Backstabbing''' - (b/f+D) close  
* (description)
 
* Heidern quickly spins behind the opponent, then stabs them in the back. The opponent lands at the corner of the screen. Best used to return the gameplay to a netural situation.
* Can be broken
* Can be broken
* (soft or hard knockdown)
* Soft knockdown


=Command Moves=
=Command Moves=

Revision as of 14:19, 29 June 2018


Movelist

(*) = EX OK

(!) = MAX OK

Throws

Lead Belcher - close / +

Backstabbing - close / +

Command Normals

Shooter Narnagel - +

Special Moves

Cross Cutter - then + / (*)

Moon Slasher - then + / (*)

Storm Bringer - + / (*)

Stinger - + / (*)

Assault Saber - + / (*)


Super Special Moves

Heidern End - + / (!)

Heidern Slash - + / (!)

Climax Super Special Move

Gae Bolg - +

Quick Combo Reference

Quick Combo Reference

Notation

0 Meter

Low, Anywhere
Anywhere
Close, Anywhere

(combo here) = xxx dmg
(combo here) = xxx dmg
(combo here) = xxx dmg

1 Meter

Anywhere
Anywhere

(combo here) = xxx dmg
(combo here) = xxx dmg

2 Meters

Anywhere
Anywhere

(combo here) = xxx dmg
(combo here) = xxx dmg


Gameplay Overview

Health: 1050

Normals

Standing

  • st. A: A quick chop that can stop incoming hops. Chains into his other standing and crouching light normals. Whiffs on crouching opponents.
  • st. B: This kick aimed at the opponents’ upper thigh chains from his standing and crouching light normals. Best used as a close range poke.
  • st. C: A hand stab aimed at the opponent’s head. Can stop incoming hops early on, and can be used as a close ranged poke. Whiffs on crouching opponents.
  • st. D: Heidern tries to kick God. Very high height that can stop jumps and hops early on. Whiffs on crouching opponents.


Close

  • cl. A: An elbow jab. Special cancel-able and can chain into his other crouching and standing light normals.
  • cl. B: Hits low. Can chain into st. A and cr. A. Special cancel-able.
  • cl. C: Heidern performs a uppercut chop. Hits twice & stands the opponent up. Can be easily confirmed into f+B
  • cl. D: Hits low: More damage than cl.C but doesn’t stand the opponent up.


Crouching

  • cr. A: Crouching chain-able and special cancel-able chops. Best used when confirming from crouch B (or itself) into his other standing and crouching light normals or into his Moon Slasher.
  • cr. B: Hits low. Lowers Heidern’s body quite a bit. Best used for a low hit confirm into his other standing and crouching light normals. Can’t chain into itself.
  • cr. C: This fierce crouching chop has great horizontal range & can be easily confirmed into f+B.
  • cr. D: Hits low: This sweep strinks Heidern very low to the ground and moves him forward quite a bit.


Jumping

  • j. A: A short horizontal ranged jumping chop attack that has a sharp downward angle. Best used for jump-in attacks or for an early air-to-air approach.
  • j. B: A short ranged knee that can cross-up standing and crouching opponents at the correct range.
  • j. C: Great to use to easily cross-up standing and crouching opponents, and as a jump-in confirm.
  • j. D: This jumping side kick has the same angle direction as j.A but aims lower vertically and has a longer horizontal range. Best used as a jump-in attack, or to be used defensively either neutral jumping or jumping away.


Blowback

  • st. CD: Long ranged horizontal side kick aimed at the opponents stomach. Causes wall-splat on hit.
  • j. CD: This fierce jumping chop has a wide range both vertically and horizontally in front of him. Good to use as an early air-to-air or to start pressure by jumping in.

Throws

Lead Belcher - (b/f+C) close

  • Heidern grabs the opponent, swings them to the ground, then chops them in the mid-section
  • Heidern recovers before the opponent wakes up which makes this throw optimal for okizeme options
  • Can be broken
  • Hard knockdown


Backstabbing - (b/f+D) close

  • Heidern quickly spins behind the opponent, then stabs them in the back. The opponent lands at the corner of the screen. Best used to return the gameplay to a netural situation.
  • Can be broken
  • Soft knockdown

Command Moves

Shooter Narnagel - (f+B)

  • (description here)

Special Moves

Cross Cutter - (charge briefly back, then towards + A/C)

  • (description here)
  • (description here)
  • (description here)

EX: (description here)


Moon Slasher - (charge briefly down then up + A/C)

  • (description here)
  • (description here)
  • (description here)

EX: (description here)


Storm Bringer - (hcb + A/C)

  • (description here)
  • (description here)
  • (description here)

EX: (description here)


Stinger - (dp + A/C)

  • (description here)
  • (description here)
  • (description here)

EX: (description here)


Assault Saber - (qcb + B/D)

  • (description here)
  • (description here)
  • (description here)

EX: (description here)

Super Special Moves

Heidern End - (qcb~hcf + B/D)

  • (description here)
  • (description here)
  • (description here)

Max:

Heidern Slash - (qcb, qcb + A/C)

  • (description here)
  • (description here)
  • (description here)

Max: [back, neutral, towards]

Climax Super Special Moves

Gae Bolg - (motion here qcf, qcf + A+C)

  • (description here)
  • (description here)
  • (description here)

Combos

  • (any special information about the character combos if needed)

Notation

Rush Auto Combo

Meterless: description here

1 Meter: description here

EX: description here

0 meter

  • (place combo here) = (place damage amount here)

(place combo description here)

1 meter

  • (place combo here) = (place damage amount here)

(place combo description here)

2 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

3 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

4 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

5 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

Misc

Videos

Contributors

External Links

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Discussion Threads

Discuss at http://dreamcancel.com/forum/index.php/board,173.0.html

The King of Fighters XIV
System

NotationFrame DataMovementDefensive SystemsOffensive SystemsThe Power Gauge

Characters

AliceAndy BogardAngelAntonovAthena AsamiyaBandeiras HattoriBenimaruBilly KaneBlue MaryChang KoehanChin GentsaiChoi BoungeClarkGang-IlGeese HowardGoro DaimonHeidernHeinIori YagamiJoe HigashiK'Kim KaphwanKing of DinosaursKingKukriKula DiamondKyo KusanagiLeona HeidernLove HeartLuongMai ShiranuiMatureMaximaMeitenkunMianMui MuiNajdNakoruruNelsonOswaldRalf JonesRamonRobert GarciaRock HowardRyo SakazakiShun'eiSie KensouSylvie Paula PaulaTerry BogardTung Fu RueVanessaVerseViceWhipXanaduYamazakiYuri SakazakiZarina