Difference between revisions of "The King of Fighters 2002 UM/Heidern/Data"

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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
Line 220: Line 223:
| guard = [[The_King_of_Fighters_2002_UM/Defense#High|High]]
| guard = [[The_King_of_Fighters_2002_UM/Defense#High|High]]
| cancel =  
| cancel =  
| startup =  
| startup = 6
| active =  
| active = 14
| recovery =  
| recovery =  
| hitadv =  
| hitadv =  
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 =  
| guard = [[The_King_of_Fighters_2002_UM/Defense#High|High]]
| guard = [[The_King_of_Fighters_2002_UM/Defense#High|High]]
| cancel =  
| cancel =  
| startup =  
| startup = 6
| active =  
| active = 14
| recovery =  
| recovery =  
| hitadv =  
| hitadv =  
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
Line 254: Line 263:
| guard = [[The_King_of_Fighters_2002_UM/Defense#High|High]]
| guard = [[The_King_of_Fighters_2002_UM/Defense#High|High]]
| cancel =  
| cancel =  
| startup = 8
| startup = 3
| active = 6
| active = 6
| recovery =  
| recovery =  
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
Line 271: Line 283:
| guard = [[The_King_of_Fighters_2002_UM/Defense#High|High]]
| guard = [[The_King_of_Fighters_2002_UM/Defense#High|High]]
| cancel =  
| cancel =  
| startup =  
| startup = 3
| active =  
| active = 5
| recovery =  
| recovery =  
| hitadv =  
| hitadv =  
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 =  
| guard = [[The_King_of_Fighters_2002_UM/Defense#High|High]]
| guard = [[The_King_of_Fighters_2002_UM/Defense#High|High]]
| cancel =  
| cancel =  
| startup =  
| startup = 3
| active =  
| active = 5
| recovery =  
| recovery =  
| hitadv =  
| hitadv =  
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
Line 305: Line 323:
| guard = [[The_King_of_Fighters_2002_UM/Defense#High|High]]
| guard = [[The_King_of_Fighters_2002_UM/Defense#High|High]]
| cancel =  
| cancel =  
| startup =  
| startup = 8
| active =  
| active = 7
| recovery =  
| recovery =  
| hitadv =  
| hitadv =  
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 =  
| guard = [[The_King_of_Fighters_2002_UM/Defense#High|High]]
| guard = [[The_King_of_Fighters_2002_UM/Defense#High|High]]
| cancel =  
| cancel =  
| startup =  
| startup = 4
| active =  
| active = 5
| recovery =  
| recovery =  
| hitadv =  
| hitadv =  
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
Line 339: Line 363:
| guard = [[The_King_of_Fighters_2002_UM/Defense#High|High]]
| guard = [[The_King_of_Fighters_2002_UM/Defense#High|High]]
| cancel =  
| cancel =  
| startup =  
| startup = 4
| active =  
| 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]]
| cancel =
| startup =
| active =
| recovery =  
| recovery =  
| hitadv =  
| hitadv =  
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
Line 373: Line 383:
| guard = [[The_King_of_Fighters_2002_UM/Defense#High|High]]
| guard = [[The_King_of_Fighters_2002_UM/Defense#High|High]]
| cancel =  
| cancel =  
| startup =  
| startup = 6
| active =  
| active = 5
| recovery =  
| recovery =  
| hitadv =  
| hitadv =  
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 =  
| guard = [[The_King_of_Fighters_2002_UM/Defense#High|High]]
| guard = [[The_King_of_Fighters_2002_UM/Defense#High|High]]
| cancel =  
| cancel =  
| startup =  
| startup = 6
| active =  
| 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 =
| guard = [[The_King_of_Fighters_2002_UM/Defense#High|High]]
| cancel =
| startup = 11
| active = 5
| recovery =
| hitadv =
| blockadv =
| invul =
}}
 
===Blowback Normals===
====st.CD====
{{MoveData-KOF02UM | character = Heidern | moveId = heidern_stcd
| name = st.CD
| input = st.CD
| input2 = CD
| images = 02UM_Heidern_st.CD_2_ima.png
| hitboxes = 02UM_Heidern_st.CD_2.png
| damage =
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
| cancel = [[The_King_of_Fighters_2002_UM/Gauges#Special_Cancel|Special]]
| startup = 26
| active = 9
| recovery = 17
| hitadv = -2
| blockadv = -4
| invul =
}}
====j.CD====
{{MoveData-KOF02UM | character = Heidern | moveId = heidern_hcd
| name = hop CD
| header    = yes
| version  = hop CD
| orderid  = 1
| input = h.CD
| images = 02UM_Heidern_h.CD_1_ima.png
| hitboxes = 02UM_Heidern_h.CD_1.png
| damage =
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
| cancel =
| startup = 9
| active = 6
| recovery =
| hitadv =
| blockadv =
| invul =
}}
{{MoveData-KOF02UM | character = Heidern | moveId = heidern_jcd
| name = jump CD
| header    = no
| version  = jump CD
| orderid  = 2
| input = j.CD
| images = 02UM_Heidern_h.CD_1_ima.png
| hitboxes = 02UM_Heidern_j.CD_1.png
| damage =
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
| cancel =
| startup = 9
| active = 6
| recovery =  
| recovery =  
| hitadv =  
| hitadv =  
Line 401: Line 490:
====f+B====
====f+B====
{{MoveData-KOF02UM | character = Heidern | moveId = heidern_rawf+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 410: Line 499:
| cancel =  
| cancel =  
| startup = 19
| startup = 19
| active = 4, (3), 3
| active = 4, 3
| recovery = 22
| recovery = 22
| hitadv = '''2nd='''-5
| hitadv = '''2nd='''-5
Line 416: Line 505:
| invul =  
| 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 =
| startup = 19
| active = 4, 3
| recovery = 22
| hitadv = '''2nd='''-5
| blockadv = '''2nd='''-7
| invul =
}}
==Special Moves==
===charge b~f+P===
{{MoveData-KOF02UM | character = Heidern | moveId = heidern_b~f+A
| name = Cross Cutter
| version = charge b~f+A
| version2 = charge 4~6A
| orderId = 1
| input = charge b~f+A
| input2  = charge 4~6A
| 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
| damage =
| guard = [[The_King_of_Fighters_2002_UM/Defense#Mid|Mid]]
| cancel =
| startup = 15
| active =
| recovery = 37
| hitadv = -5
| 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 =
}}
{{CharNavbox 02UM}}
{{CharNavbox 02UM}}
{{Navbox 2002UM}}
{{Navbox 2002UM}}
[[Category:The King of Fighters 2k2UM]][[Category:Heidern]]
[[Category:The King of Fighters 2k2UM]][[Category:Heidern]]

Revision as of 18:15, 24 May 2023

The King of Fighters 2002 UM

OverviewStrategyDataCombosReplays

Normals

Close Standing Normals

cl.A

Heidern
heidern_cla
cl.A
cl.A
close A
02UM Heidern cl.A 2 ima.png02UM Heidern cl.A 2.png
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-4311-2-4-


cl.B

Heidern
heidern_clb
cl.B
cl.B
close B
02UM Heidern cl.B 2 ima.png02UM Heidern cl.B 2.png
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.
-MidSpecial6412-4-6-


cl.C

Heidern
heidern_clc
cl.C
cl.C
close C
02UM Heidern cl.C 2 ima.png
02UM Heidern cl.C 3 ima.png02UM Heidern cl.C 2.png
02UM Heidern cl.C 3.png
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.
0MidSpecial(2)61, (4), 5131st= -3 ; 2nd= 21st= -5 ; 2nd= 0-


cl.D

Heidern
heidern_cld
cl.D
cl.D
close D
02UM Heidern cl.D 2 ima.png02UM Heidern cl.D 2.png
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-6322-5-7-


Far Standing Normals

st.A

Heidern
heidern_sta
st.A
A
standing A
02UM Heidern st.A 2 ima.png02UM Heidern st.A 2.png
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-4311-2-4-


st.B

Heidern
heidern_stb
st.B
B
standing B
02UM Heidern st.B 2 ima.png02UM Heidern st.B 2.png
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-6216-6-8-


st.C

Heidern
heidern_stc
st.C
C
standing C
02UM Heidern st.C 2 ima.png02UM Heidern st.C 2.png
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-10424-8-10-


st.D

Heidern
heidern_std
st.D
D
standing D
02UM Heidern st.D 2 ima.png02UM Heidern st.D 2.png
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-26622-8-10-


Crouch Normals

cr.A

Heidern
heidern_cra
cr.A
2A
crouching A
02UM Heidern cr.A 2 ima.png02UM Heidern cr.A 2.png
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.
-MidSpecial42100-2-


cr.B

Heidern
heidern_crb
cr.B
2B
crouching B
02UM Heidern cr.B 2 ima.png02UM Heidern cr.B 2.png
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.
-Low-3511-4-6-


cr.C

Heidern
heidern_crc
cr.C
2C
crouching C
02UM Heidern cr.C 2 ima.png02UM Heidern cr.C 2.png
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.
-MidSpecial73170-2-


cr.D

Heidern
heidern_crd
cr.D
2D
crouching D
02UM Heidern cr.D 2 ima.png02UM Heidern cr.D 2.png
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.
-LowSpecial7522SKD-9-


Jump Normals

h.A

Heidern
heidern_ha
h.A
h.A
hop A
02UM Heidern h.A 1 ima.png02UM Heidern h.A 1.png
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-614----


j.A

Heidern
heidern_ja
j.A
j.A
jump A
02UM Heidern h.A 1 ima.png02UM Heidern j.A 1.png
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-614----


nj.A

Heidern
heidern_nja
nj.A
nj.A
neutral jump A
02UM Heidern nj.A 1 ima.png02UM Heidern nj.A 1.png
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-36----


h.B

Heidern
heidern_hb
h.B
h.B
hop B
02UM Heidern h.B 1 ima.png02UM Heidern h.B 1.png
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-35----


j.B

Heidern
heidern_jb
j.B
j.B
jump B
02UM Heidern h.B 1 ima.png02UM Heidern j.B 1.png
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-35----


nj.B

Heidern
heidern_njb
nj.B
nj.B
neutral jump B
02UM Heidern nj.B 1 ima.png02UM Heidern nj.B 1.png
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-87----


h.C

Heidern
heidern_hc
h.C
h.C
hop C
02UM Heidern j.C 1 ima.png02UM Heidern h.C 1.png
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-45----


j.C

Heidern
heidern_jc
j.C
j.C
jump C
02UM Heidern j.C 1 ima.png02UM Heidern j.C 1.png
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-45----


h.D

Heidern
heidern_hd
h.D
h.D
hop D
02UM Heidern h.D 1 ima.png02UM Heidern h.D 1.png
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-65----


j.D

Heidern
heidern_jd
j.D
j.D
jump D
02UM Heidern h.D 1 ima.png02UM Heidern j.D 1.png
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-65----


nj.D

Heidern
heidern_njd
nj.D
nj.D
neutral jump D
02UM Heidern nj.D ima.png02UM Heidern nj.D.png
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-115----


Blowback Normals

st.CD

Heidern
heidern_stcd
st.CD
CD
st.CD
02UM Heidern st.CD 2 ima.png02UM Heidern st.CD 2.png
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.
-MidSpecial26917-2-4-


j.CD

Heidern
heidern_hcd
h.CD
h.CD
hop CD
02UM Heidern h.CD 1 ima.png02UM Heidern h.CD 1.png
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-96----



Heidern
heidern_jcd
j.CD
j.CD
jump CD
02UM Heidern h.CD 1 ima.png02UM Heidern j.CD 1.png
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-96----


Command Normals

f+B

Heidern
heidern_rawf+b
f+B
6B
Shooter Narnangel
02UM Heidern raw f+B 2 ima.png
02UM Heidern raw f+B 3 ima.png02UM Heidern raw f+B 2.png
02UM Heidern raw f+B 3.png
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
02UM Heidern raw f+B 2 ima.png
02UM Heidern raw f+B 3 ima.png02UM Heidern raw f+B 2.png
02UM Heidern raw f+B 3.png
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
02UM Heidern b~f+A 2 ima.png
02UM Heidern b~f+A 3 ima.png02UM Heidern b~f+A 2.png
02UM Heidern b~f+A 3.png
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
02UM Heidern b~f+C 2 ima.png
02UM Heidern b~f+C 3 ima.png02UM Heidern b~f+C 2.png
02UM Heidern b~f+C 3.png
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
02UM Heidern d~u+A 3 ima.png
02UM Heidern d~u+A 4 ima.png02UM Heidern d~u+A 3.png
02UM Heidern d~u+A 4.png
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
02UM Heidern d~u+C 3 ima.png
02UM Heidern d~u+C 4 ima.png02UM Heidern d~u+C 3.png
02UM Heidern d~u+C 4.png
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
02UM Heidern hcb+A 2 ima.png02UM Heidern hcb+A 2.png
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
02UM Heidern hcb+A 2 ima.png02UM Heidern hcb+A 2.png
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
02UM Heidern hcb+B 2 ima.png02UM Heidern hcb+B 2.png
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
02UM Heidern hcb+B 2 ima.png02UM Heidern hcb+B 2.png
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---


The King of Fighters 2002 UM

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