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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 | ||
* | * 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 | ||
* | * Hard knockdown | ||
'''Backstabbing''' - (b/f+D) close | '''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 | * Can be broken | ||
* | * Soft knockdown | ||
=Command Moves= | =Command Moves= |
Revision as of 14:19, 29 June 2018
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Super Special Moves
Climax Super Special Move
Quick Combo Reference
0 Meter |
Low, Anywhere |
(combo here) = xxx dmg |
1 Meter |
Anywhere |
(combo here) = xxx dmg |
2 Meters |
Anywhere |
(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)
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
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