Changes

Jump to navigation Jump to search

Hein (XIV)

2,495 bytes added, 22:20, 12 December 2016
Normals
'''Standing'''
* st. A: One of his hop stoppers and his most consistent. Tends to whiff on crouchers. 5 frame startup and -3 on Block.
* st. B: Has good range and can be used as a poke. Does enough hit-stun to lead into MAX MODE combos. 6 frame start up and -2 on block.
* st. C: Range is lacking, so not a good poke or anti air. Speed and angle make it decent at stopping hops though. 6 frame start up and -2 on block.
* st. D: Slow startup and angle make it almost exclusively an anti air. Tends to whiff on crouchers. 11 frame start up and -6 on block.
'''Close'''
* cl. A: Close chop with decent range. Special Cancel-able. cl. B is better overall. 5 frame startup and -3 on block.
* cl. B: Hits low. You can employ this after an empty hops as it starts up faster than his cr.B, combos into Bayonet and is Special Cancel-able. 4 frame start up and -1 on block.
* cl. C: Combo filler. Cancels into Bayonet and Special Cancel-able. 8 frame start up and 0 on block. * cl. D: Starts up a frame faster than cl.C. Cancels into Bayonet and Special Cancel-able. Seems to activate farther out cl.C. Does same damage as cl.C.
* cl. D
'''Crouching'''
* cr. A: Good poke with fast start up. Chains into cr.B and Bayonet. Special Cancel-able. 4 frame start up and only -1 on block.
* cr. B: Another good poke for him and his main combo starter. Chains into itself and combos into Bayonet. Hits low. Special Cancel-able but combos into nothing without Bayonet's help. Depending on Hein's spacing, you may have to cut a cr. B or two out of your combos in order for Bayonet to hit. 5 frame start up and only -1 on block
* cr. C: Another poke. Has nice range though not as nice as the animation would suggest. Doesn't hit low. Special Cancel-able. Good to cancel into '''Rook''' or maybe even A Bayonet. 9 frame start up and +1 on block.
* cr. D: Sweep with good range. Special Cancel-able.
'''Jumping'''
* j. A: Can be used for pressure in the corner alongside j.D. 5 frame startup
* j. B: Quick air to air. Whiffs on crouchers, so not a good jump in. 7 frame startup
* j. C: Whiffs on a lot of crouchers, so tends to work better as a slow air to air. 9 frame start up
* j. D: Good jump in for starting pressure or combos. Hits at a good angle, though can sometimes whiff if mistimed. 7 frame start up.
'''Blowback'''
* st. CD: Good range but slow start up. Special Cancel-able. You can get stuff like '''King''' or MAX '''King''' mid-screen and longer combos in the corner.
* j. CD: Works great as an air to air. Also good in pressure because it causes a lot of blockstun. If it hits, it pushes the opponent toward the corner, which is great for Hein. Only thing to watch out for is the slow start up, which is 12 frames.
=Throws=

Navigation menu