Difference between revisions of "XV Broken/Heidern"

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==Normals==
==Normals==
===Far Standing Normals===
===Far Standing Normals===
====Far A====
====Far A====
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=heidern_sta
|caption=
|description=
|name=Far A
* Placeholder
|data=
{{AttackData-KOFXV
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
}}
====Far B====
====Far B====
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=heidern_stb
|caption=
|description=
|name=Far B
* Placeholder
|data=
{{AttackData-KOFXV
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*  
*
}}
}}
}}
====Far C====
====Far C====
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=heidern_stc
|caption=
|description=
|name=Far C
* Placeholder
|data=
{{AttackData-KOFXV
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
}}
====Far D====
====Far D====
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=heidern_std
|caption=
|description=
|name=Far D
* Placeholder
|data=
{{AttackData-KOFXV
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=  
|description= * Enter move description here.
*  
*
*
}}
}}
}}




===Close Standing Normals===
===Close Standing Normals===
====Close A====
====Close A====
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=heidern_cla
|caption=
|description=
|name=Close A
* Placeholder
|data=
{{AttackData-KOFXV
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
}}
====Close B====
====Close B====
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=heidern_clb
|caption=
|description=
|name=Close B
* Placeholder
|data=
{{AttackData-KOFXV
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
}}


====Close C====
====Close C====
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=heidern_clc
|caption=
|description=
|name=Close C
* Placeholder
|data=
{{AttackData-KOFXV
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*  
*
}}
}}
}}


====Close D====
====Close D====
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=heidern_cld
|caption=
|description=
|name=Close D
* Placeholder
|data=
{{AttackData-KOFXV
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
}}
}}
}}


===Crouch Normals===
===Crouch Normals===
====Crouch A====
====Crouch A====
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=heidern_cra
|caption=
|description=
|name=Crouch A
* Placeholder
|data=
{{AttackData-KOFXV
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*  
*
}}
}}
}}
====Crouch B====
====Crouch B====
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=heidern_crb
|caption=
|description=
|name=Crouch B
* Placeholder
|data=
}}
{{AttackData-KOFXV
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
 
====Crouch C====
====Crouch C====
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=heidern_crc
|caption=
|description=
|name=Crouch C
* Placeholder
|data=
}}
{{AttackData-KOFXV
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*  
*
}}
}}
 
====Crouch D====
====Crouch D====
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=heidern_crd
|caption=
|description=
|name=Crouch D
* Placeholder
|data=
{{AttackData-KOFXV
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
}}


===Jump Normals===
===Jump Normals===
====Jump A====
====Jump A====
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=heidern_jha,heidern_ja
|caption=
|name=jump A
|name=Jump A
|input=j.A
|data=
|description2=* Placeholder
{{AttackData-KOFXV
|version=jump
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
}}
{{AttackData-KOFXV
|version=hop
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
}}
====Jump B====
====Jump B====
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=heidern_jhb,heidern_jb
|caption=
|name=jump B
|name=Jump B
|input=j.B
|data=
|description2=* Placeholder
{{AttackData-KOFXV
|version=jump
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
}}
{{AttackData-KOFXV
|version=hop
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
}}
====Jump C====
====Jump C====
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=heidern_jhc,heidern_jc
|caption=
|name=jump C
|name=Jump C
|input=j.C
|data=
|description2=* Placeholder
{{AttackData-KOFXIV
|version=jump
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
}}
{{AttackData-KOFXIV
|version=hop
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
}}
====Jump D====
====Jump D====
{{MoveData
{{FrameDataCargo-KOFXV
|image=
|moveId=heidern_jhd,heidern_jd
|caption=
|name=jump D
|name=Jump D
|input=j.D
|data=
|description2=* Placeholder
{{AttackData-KOFXV
|version=jump
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
}}
{{AttackData-KOFXV
|version=hop
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
}}


===Blowback===
===Blowback===
{{MoveData
====Blowback====
|image=
{{FrameDataCargo-KOFXV
|caption=
|moveId=heidern_cd
|name=Stand CD
|description=
|data=
* Placeholder
{{AttackData-KOFXV
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
}}


====ShatterStrike====
{{FrameDataCargo-KOFXV
|moveId=heidern_236cd
|description=
*Placeholder
}}


{{MoveData
====jump CD====
|image=
{{FrameDataCargo-KOFXV
|caption=
|moveId=heidern_jhcd,heidern_jcd
|name=Jump CD
|name=jump CD
|data=
|input=j.CD
{{AttackData-KOFXV
|description2=* Placeholder
|version=jump
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
}}
{{AttackData-KOFXV
|version=hop
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= * Enter move description here.
*
*
}}
}}
}}



Revision as of 02:29, 17 February 2022

KOFXV Heidern Profile.png

Introduction

Heidern commands the mercenary unit in which Ralf and Clark belong. He fights his enemies using a combination of martial arts and self-taught assassination techniques. Naturally, he maintains a cold and strict demeanor, much like any hardened soldier.

He joins forces with Isla and Dolores this KOF to find out the mystery behind the strange being known as Verse.

Movelist

Throws

Command Normals

Special Moves

Super Special Moves

Quick Combo Reference

Quick Combo Reference

Notation

0 Meter

Placeholder
Placeholder

( = dmg
( = dmg

1 Meter

Placeholder
Placeholder

( = dmg
( = dmg

2 Meters

Placeholder
Placeholder

( = dmg
( = dmg

Gameplay Overview

Normals

Far Standing Normals

Far A

No results
No results
No results


NO IMAGE FOUND

No results
  • Placeholder

Far B

No results
No results
No results


NO IMAGE FOUND

No results
  • Placeholder

Far C

No results
No results
No results


NO IMAGE FOUND

No results
  • Placeholder

Far D

No results
No results
No results


NO IMAGE FOUND

No results
  • Placeholder


Close Standing Normals

Close A

close A
cl.A
cl.A
XV Heidern closeA ima.png
XV heidern cla.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 hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 4 4 6 +5 +3 - 30 60
  • Placeholder

Close B

close B
cl.B
cl.B
XV Heidern closeB ima.png
XV heidern clb.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 hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Low command 5 3 9 +3 +1 - 30 60
  • Placeholder

Close C

close C
cl.C
cl.C
XV Heidern closeC1 ima.png
XV Heidern closeC2 ima.png
XV heidern clc.png
XV heidern clc2.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 hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 (35+35) Mid command 8 2 (3) 4 16 1 -1 - 70 (35+35) 120 (60+60)
  • Placeholder

Close D

close D
cl.D
cl.D
XV Heidern closeD ima.png
XV heidern cld.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 hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Low command 6 4 24 -7 -9 - 70 120
  • Placeholder

Crouch Normals

Crouch A

No results
No results
No results


NO IMAGE FOUND

No results
  • Placeholder

Crouch B

No results
No results
No results


NO IMAGE FOUND

No results
  • Placeholder

Crouch C

No results
No results
No results


NO IMAGE FOUND

No results
  • Placeholder

Crouch D

No results
No results
No results


NO IMAGE FOUND

No results
  • Placeholder

Jump Normals

Jump A

jump A
j.A
j.A


NO IMAGE FOUND

No results

jump jump

45 High - 5 8 1 on ground - - - 30 60
  • Placeholder

Jump B

jump B
j.B
j.B


NO IMAGE FOUND

No results

jump jump

45 High - 5 8 1 on ground - - - 30 60
  • Placeholder

Jump C

jump C
j.C
j.C


NO IMAGE FOUND

No results

jump jump

70 High - 7 7 1 on ground - - - 70 120
  • Placeholder

Jump D

jump D
j.D
j.D


NO IMAGE FOUND

No results

jump jump

70 High - 10 5 1 on ground - - - 70 120
  • Placeholder

Blowback

Blowback

Blowback
CD
CD
XV Heidern CD ima.png
XV heidern cd.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 hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid special 16 5 21 Wall Splat (Ground hit) / Soft Knockdown (Air hit) -3 - 100 160
  • Placeholder

ShatterStrike

Shatterstrike
236CD
236CD
XV heidern 236cd ima.png
XV heidern 236cd.png
XV heidern 236cd2.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 hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid - 15 6 27 Crumple (Ground Hit) / Wall Bounce (Air hit) -10 Armor: 4 to 14 (11 frames) 0 200
  • Placeholder

jump CD

jump CD
j.CD
j.CD


NO IMAGE FOUND

No results

jump jump

90 Mid - 15 6 1 on ground Soft Knockdown - - 80 140
  • Placeholder

Throws

Command Moves

Special Moves

Super Special Moves

Misc

Videos

Heidern Reveal Trailer

Navigation

The King of Fighters XV

OverviewStrategyDataCombosReplays

Navigation

The King of Fighters XV
System

      FAQControlsMovementOffenseDefenseMeters and GaugesPatch NotesMiscellaneous

Characters