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The King of Fighters XIV/Heidern

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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)

  • First hit is an overhead, second hit is a mid. Second hit is cancel-able by any means and is very unsafe if blocked.

Special Moves

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

  • Heidern launches a shiny mid-air projectile towards the opponent.
  • Light version (A) travels slowly but makes Heidern recover quickly, the heavy version ( C ) travels towards the opponent faster but has Heidern recovering slowly.
  • To super cancel, make sure the Cross Cutter is launched as early as possible, then cancel into a super/DM

EX: Heidern launches two Cross Cutters. After the slow launch, the Cross Cutters stay stationary (hitting 3 times) briefly, then travel at a speed towards the opponent in between the normal light and heavy version speeds.


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

  • Heidern slices the air into a circular shape
  • Light version (A) has fast start-up but not much invincibility, while the heavy punch version has more start-up but more invincibility and pushes back more on block.
  • Best used during combos or as anti-air. Can be used as a reversal, but doesn’t have full body invincibility forever. After the full body invincibility runs out (check his frame data for more info), he has only upper body invincibility which can cut through jump attacks or attacks aimed at the upper body.
  • Soft knockdown

EX: Much faster start-up, more full body invincibility and more horizontal range. The opponent is in a juggle-able state as well.


Storm Bringer - (hcb + A/C)

  • Heidern sucks the power and lifeforce of the the opponent by grabbing them in the mid-section, then throwing them behind him in the middle of the screen.
  • This is a delayed unblockable command throw
  • Steals 100 dmg away from the opponent (a bit more if you whiff a Moon Slasher beforehand), and gains a small amount of meter too. The opponent gain meter as well.
  • Heidern recovers before the opponent stands up after being thrown. A good distance and opportunity for okizeme options.

EX: Sucks more health from the opponent, and steals a bit of meter. Not a unblockable, but can be used in combos and cancel-able and connected after cancel-able normals. Has a small amount of full body invincibility. The opponent lands and wakes up in a similar distance and fashion has a non-ex Storm Bringer.


Stinger - (dp + A/C)

  • This move’s animation was Heidern’s st. CD attack from previous KOF games. He points his index finger at the sky diagonally.
  • Light punch version (A) can combo after Heidern’s close standing and crouching cancel-able heavy normals (except for his cr. D sweep) and can nullify mid-air projectiles. The heavy punch version can’t combo after cancel-able normals similarly like the light punch version (has more start-up) but has 10 more damage point, and features some late upper body auto guard frames.
  • This move is best used at the end of combos, as filler while the opponent is stuck in Heidern Slash, to nullify projectiles, or to just build meter if whiffed.
  • Whiffs on crouching opponents
  • Hard knockdown
  • Super cancel-able

EX: Faster start-up, much earlier auto-guard & projectile nullification frames, causes wall-bounce and keeps its hard knockdown ability.


Assault Saber - (qcb + B/D)

  • Heidern runs through the opponent then slices them from behind. The dash looks similar to his normal run, but is slightly different. The slash is not a low attack. The slash activations when the opponent is in the range of the dash. If whiffed, no slash is released. Heidern is not invincibile at all during this move.
  • Can be punished if blocked
  • No difference between the light and heavy version except range. The heavy version travels almost full screen (stopping in front of the opponent if both players are at the corners of the screen) while the light version travels at a mid-screen distance.
  • Super Cancel-able

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

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The King of Fighters XIV
System

NotationFrame DataMovementDefensive SystemsOffensive SystemsThe Power Gauge

Characters

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