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The King of Fighters XIV/Heidern
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)
- Heidern performs a long ranged inverted roundhouse kick.
- First hit is an overhead, second hit is a mid. Second hit is super cancel-able only 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)
- Heidern rushes slightly towards the opponent then stabs them with his hand. A second later, the opponent is blasted away then lands at the corner of the screen.
- The light kick version keeps Heidern stationary while the heavy kick version travels close to 1/ 4th screen distance.
- Has a small amount of full body invincibility at the start that leads into a few lower body invincibility frames.
- Hard knockdown
Max: Faster start-up (with a fair amount of full body invincibility frames), higher damage, with around the same distance towards the opponent to the heavy kick version of the DM version.
Heidern Slash - (qcb, qcb + A/C)
- Heidern hurls a circular wheel version of his Cross Cutter that stays on the screen in a stationary position for a while. The opponent can Guard Cancel AB (Roll) out anytime while in block stun.
- Light version is placed ¼ screen distance in front of Heidern. The heavy kick version goes half screen.
- Heidern instantly recovers after the projectile is released to hit the opponent while they are grinded.
- The projectile can lose to Max DM projectiles and ranbu DMs with invincibility.
Max: The player can choose a different landing position where the Heidern Slash may end up by either keeping the joystick/pad direction neutral, away from the opponent or towards the opponent. Neutral keeps the Heidern Slash at the same distance position as the heavy kick DM version. Holding away (or back) will bring the Heidern Slash at the same position as the light kick version but will slowly travel towards the opponent. Pressing towards (or forward) will bring the Heidern Slash at a ¾ screen distance.
Climax Super Special Moves
Gae Bolg - (motion here qcf, qcf + A+C)
- This climax is a throwback to Heidern’s DM of Gae Bolg from older KOF games.
- Heidern leaps towards the opponent, snaps their neck, then stabs them in the back.
- Heidern can grab a grounded opponent at any range on the screen
- Unblockable
- The opponent can jump to evade the grab during the super flash if not in the middle of an animation of a move
- Invincible start-up, not invincible while in the air
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
Midscreen
- cr. B, cr. Ax2, charge down~up+P, qcb~hcf+BD = 395 DMG
(you may need to charge down, then swing to up-back then complete the hcf motion to get the super released after the moon slasher)
- j. D, cl. D, f+B (2), qcb~hcf+BD = 479 DMG
- j.D, cl. D, f+B (2) [BC] cl.D, f+B (1), dp+AC, dp+C (SC) qcb~hcf+K = 577 DMG
(less damage if you swap out cl. D with cl.C (2). Be sure the qcb~hcf+P is inputted cleanly and quickly as possible to make sure if cancels properly from dp+C)
- cr. B, cr. Ax2, far B, [BC] cr. C, dp+AC, dp+C (SC) qcb~hcf+K = 463 DMG
(similar to the above combo but starts low)
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
Frame Data
Heidern KOFXIV Frama Data Link
Videos
Contributors
External Links
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