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Hein (XIV)

2,738 bytes added, 01:19, 27 December 2018
* cl. C: Combo filler. Cancels into '''Bayonet''' and Special Cancel-able. 8 frame start up and 0 on block.
* cl. D: Hits low. 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.
* 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 '''BayonetPawn'''. 9 frame start up and +1 on block.
* cr. D: Sweep with good range. Special Cancel-able.
* 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. A common tactic is to extend A Pawn’s range by whiff cancelling it from st. CD.
* 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.
* '''Skewer''' - (Throw descriptionb/f+C)close
* Hein twists the opponent arm around their back then palm thrusts them. The opponent is knocked away near the corner.
* Hard knockdown   '''Pin''' - (Throw descriptionb/f+D)close * Hein swings the opponent around him, then hits them twice, knocking them towards the middle of the screen * Soft knockdown
=Command Moves=
'''Bayonet''' - (f+A)
* Command Normal. Combo filler. Will combo from his heavies and does enough hitstun to combo into most of his specials/supers. Range is quite short though, so tends to whiff depending on Hein's spacing/the amount of hits you add to a combo. 10 frame start up and is even on block. If canceled into, it loses a frame of start up but becomes -2 on block. * As of 3.0, the move’s range has extended slightly, so it is easier to combo into from farther ranges and from more hits.
=Special Moves=
'''Notation KeyPawn'''- (qcf + A/C) * Hein twists around quickly to perform a straight thrusted stab with his fingers * LP (A) version hits once. -3F on block. * HP (C)version hits twice, inflicts more damage & has more horizontal range. -13 on block * Both versions super cancel-able during the 1st or 2nd hit '''EX''': Similar to HP (C) version but has faster start-up and safe on block. Soft knockdown. Juggles into A Pawn everywhere and Tiger Knee '''Bishop''' in the corner as of 3.0, amazing reset tool in the corner leading into cl.D qcb+AC meaty.  '''Knight''' - (dp + B/D) (*) * Hein flips over the opponent to grab & slams their head to the ground * Delayed command throw * Connects on crouching opponents within range * LK (B) version & HK (D) versions has the same damage but D version has a much farther flip arch (close to half-screen distance) than the B version * Can be evaded by rolling on reaction or jumping away from Hein '''EX''': Goes full screen distance, faster start-up has no invincibility  '''Bishop''' - (qcb + B/D) (in air) (*) * Hein’s dive kick * LK (B) version has a much steeper angle than the HK (D) version * Both versions can cross-up standing and crouching opponents at the correct spacing and timing * Can be canceled from f+B on hit or on block (3F on block). Bishop can only connect on cornered opponents in this way. '''EX''': Has an attack angle in between the range of the LK and HK versions. Faster start-up and causes a soft knockdown on hit. '''Rook''' - (qcb + A/C) (*) =  * * * '''EX OK''':
:∟'''Castling''' - [Rook] (!hcf + B/D) = MAX OK
=Super Special Moves=
'''Queen''' - (qcf~hcb + A/C)
'''MAX:''' The last hit of MAX Queen does 75 damage regardless of where it is placed in the combo.
'''King''' - (qcbx2 + B/D)
=Climax Super Special Moves=
Domination - (hcbx2 + A/C)
* Any combo that involves MAX into j.D xx j.qcb+B+D only works on standing opponents.
* Any combo that ends in qcb+A+C is a reset. The damage listed will be without the qcb+A+C chip included.
[ Notation]
===Rush Auto Combo===
'''Meterless:''' description here
'''1 Meter:''' description here
'''EX:''' description here
==0 meter==
* cr.B (place combo herecr.B) , cr.A, f+A, qcf+A= (place damage amount here)(place combo description here)148/170 DMG
==1 meter==
==Frame Data==
[ Hein KOFXIV Frama Data Link]
'''Hein Combos ver.3.1➤ KOF14'''
'''Hein: Full Character Tutorial'''

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