Difference between revisions of "The King of Fighters '98 UMFE/Heidern"

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== Introduction ==
== Introduction ==
Heidern is a pretty unique character to kof in that he's almost entirely charge based. His moveset is geared towards zoning with big projectiles and anti air moves to catch people trying to jump in on him. His normals are big and excellent for controlling space both on the ground and in the air. For up close mixups he has access to a command grab that steals health from the opponent and an overhead. He also has a command move that sends him flying into the air and it can catch people both on the ground and in the air. He also has a super version of it that steals health from the opponent if it hits. Heiderns biggest weakness is the lack of a good low confirm as his cr.B is not cancelable or chainable.


== Changes from previous versions ==
{{StrengthsAndWeaknesses
|ext=jpg
| description =Heidern is a pretty unique character to KOF in that he's almost entirely charge-based. His moveset is geared towards zoning with big projectiles and anti-air moves to catch people trying to jump in on him. His normals are big and excellent for controlling space both on the ground and in the air. For up-close mixups, he has access to a command grab that steals health from the opponent and an overhead. He also has a command move that sends him flying into the air, which can catch people both on the ground and in the air. Additionally, he also has a DM version of it that steals health from the opponent if it hits. Heidern's biggest weakness is the lack of a good low confirm, or any low meterless low combos for that matter.}}
 
== Changes from Previous Versions ==


'''98 to 98UM'''
'''98 to 98UM'''


Normals:
Normals:
* cr.A now hits all crouchers
* cr.A now hits all crouchers
* cl.C first hit can now be cancelled, second hit has 2 frames more recovery
 
* Far C 1 frame less startup
* cl.C's first hit can now be cancelled, second hit has 2 frames more recovery
* Far D 13 frames less startup
 
* st.CD hitbox increased in size
* st.C has 1 frame less startup
 
* st.D has ''13'' frames less startup
 
* st.CD has a bigger hitbox
 
* GCCD now uses his cl.C animation
* GCCD now uses his cl.C animation
* C throw no longer sideswitches
* C throw no longer sideswitches


Specials:
Specials:
* b~f+P more startup, less recovery, heavy version travels faster
 
* d~u+P less startup, hitbox size increased
* b~f+P has more startup and less recovery, and the heavy version travels faster
* hcb+B 15 frames less startup, hcb+D 18 frames less startup. both versions got 6 more active frames
 
* d~u+P has less startup and its hitbox size increased
 
* hcb+B has 15 frames less startup, hcb+D has 18 frames less startup; both versions have 6 more active frames


Supers:
Supers:
* qcb,hcf+K less startup and less recovery. light version can now connnect from lights, heavy version has less invincibility
 
* qcb,hcf+K has less startup and less recovery; B version can now connnect from lights, D version has less invincibility


'''98UM to 98UMFE'''
'''98UM to 98UMFE'''


Specials:
Specials:
* d~u+C longer invincibility, but longer recovery
 
==Normals==
* d~u+C has longer invincibility, but longer recovery
 
== Normal Moves ==


'''Close'''
'''Close'''
*cl. A: same as st.A
*cl. B: has a lot of recovery so not a very useful normal. Only really chainable into cr.B. Cancelable.
*cl. C: a two hitting normal. Your main heavy combo normal. can stop close range jump outs. Both hits are cancelable.
*cl. D: Cancelable. Starts up the same speed as cl.C but only does one hit. Has long recovery. Cancelable.


'''Stand'''
* cl.A: Same as st.A.
*st. A: good anti hop button. Whiffs on all crouchers. Chainable.
 
*st. B : Covers about the same range as st.C but is faster. good for stopping hops. Whiffs on regular crouchers.
* cl.B: Has a lot of recovery, so not a very useful normal. Only really chainable into cr.B. Cancelable.
*st. C: Long ranged poke with a lot of priority. Good for catching hops or full jumps from far away. Whiffs on regular crouchers.
 
*st. D: long ranged preemptive anti air tool. Has long startup but a lot of priority upwards. Whiffs on regular crouchers.
* cl.C: A two-hitting normal. Your main heavy combo normal. Can also stop close-range jump outs. Both hits are cancelable.
 
* cl.D: Starts up the same speed as cl.C, but only does one hit. Has long recovery. Cancelable.
 
'''Standing'''
 
* st.A: Good anti-hop button. Whiffs on all crouchers. Chainable.
 
* st.B : Covers about the same range as st.C but is faster. Good for stopping hops. Whiffs on regular crouchers.
 
* st.C: Long-ranged poke with a lot of priority. Good for catching hops or full jumps from far away. Whiffs on regular crouchers.
 
* st.D: Long-ranged preemptive anti-air tool. Has long startup but a lot of priority upwards. Whiffs on regular crouchers.
 
'''Crouching'''
 
* cr.A: Heidern's main button for blockstrings and light combos. Has good range. Chainable and cancelable.
 
* cr.B: A long-ranged low poke, but can't be used for many combos as it's not chainable or cancelable. Heidern's fastest normal.
 
* cr.C: Good closer-ranged poke with nice priority. Cancelable on hit, block, and whiff.
 
* cr.D: Long-ranged sweep. Cancelable. Especially good to cancel into his command grab to cut down on the recovery of the sweep.
 
'''Jumping'''
 
* j.A: Good air-to-air normal with a lot of active frames and good forwards priority. Whiffs on short crouchers.
 
* nj.A: Fast startup, and despite its short range it has good priority for air-to-airs.
 
* j.B: Very fast air-to-air with long reach and a good hitbox in front. Whiffs on regular crouchers.
 
* nj.B: Good air-to-air hitbox.
 
* j.C: Great crossup jump-in.
 
* j.D: A better regular jump-in than j.C, as it has more downwards priority. Can also crossup, but it's a lot harder than with j.C.
 
* nj.D: Long startup, but good hitbox both for air-to-airs and jump-ins.
 
'''CD Normals'''


'''Crouch'''
* st.CD: Heidern's finger guns. Has long startup and the hitbox isn't very big, but this move does have major style points. Cancelable on hit, block, and whiff.
*cr. A: Heiderns main button for blockstrings and light combos. Has good range. Chainable. Cancelable.
*cr. B: a long ranged low poke but can't be used for many combos as it's not cancelable. Heiderns fastest normal.
*cr. C: good closer ranged poke with nice priority. Cancelable on contact and on whiff.
*cr. D: long ranged sweep. Cancelable. Especially good to cancel into his command grab to cut down on the recovery of the sweep.


'''Jump'''
* j.CD: An amazing air-to-air normal with really fast startup for a j.CD. Essentially presents a wall of hitbox in front of Heidern. Can also be used for blockstun pressure.
*j. A: good air to air normal with a lot of active frames and good forwards priority. whiffs on short crouchers.
*neutral j.A: fast startup and while it's range is low it has good priority for air to airs.
*j. B: very fast air to air with long reach and a good hitbox in front. whiffs on regular crouchers.
neutral j.B: good air to air hitbox.
*j. C: great crossup jumpin.
*j. D: a better regular jumpin than j.C as it has more downwards priority. Can also crossup but it's a lot harder than with j.C
* neutral j.D: long startup but good hitbox both for air to airs and air to ground,


'''Blowback'''
== Throws ==
*st. CD: Heiderns finger guns. has long startup and the hitbox isn't very big, but this move does have major style points. cancelable on contact or whiff.
*j. CD: An amazing air to air normal with really fast startup for a j.CD. Essentially presents an air to air wall in front of Heidern. can also be used for blockstun pressure.


==Throws==
'''Backstabbing:''' <code>b/f+C</code>
'''Backstabbing:''' b/f+C
* regular throw, techable. Good recovery and leaves the opponent closeby with a hard knockdown.


'''Lead Belcher:''' b/f+D
* Regular throw, techable. Good recovery and leaves the opponent close by with a hard knockdown.
* regular throw, techable. Switches sides, but it's a soft knockdown so it leaves you with no advantage.


'''Critical Drive:''' air b/f+C  
'''Lead Belcher:''' <code>b/f+D</code>
* Air throw, switches sides. Can be executed with the stick in db position which allows you to charge both specials at the same time.
* Regular throw, techable. Switches sides, but it's a soft knockdown so it leaves you with no advantage.
 
'''Critical Drive:''' <code>b/f+C (in air)</code>
* Air throw, switches sides. Can be executed with the stick in db position, which allows you to charge both specials at the same time.
 
== Command Moves ==
 
'''Steiner's Knuckles:''' <code>f+B</code>


==Command Normals==
'''Steiner's Knuckles:''' f+B
* 2 hits, combos from heavy attacks.  
* 2 hits, combos from heavy attacks.  


* Normal version is overhead on both hits, cancelled version is no longer overhead, but cancellable on the first hit.
* Normal version hits overhead on both hits, canceled version is no longer overhead, but is cancelable on the first hit.
 
* If late-canceled into, acts like the raw version, so you can slip overheads into pressure.
 
* Disadvantage on both hit and block (warning: some chars can punish this on hit).
 
== Special Moves ==
 
'''Cross Cutter:''' <code>b~f+A/C</code>


* Disadvantage on both hit and block (warning some chars can punish this on hit).
* Heidern creates a big X-shaped projectile that travels fullscreen.


==Special Moves==
* A high-flying projectile, so it can be low-profiled by some characters/moves.
'''Cross Cutter:''' b~f+P
* Heidern creates a big X shaped projectile that travels full screen.


* a high flying projectile so it can be low profiled by some characters/moves.
* Can only be combo-ed from cl.C's first hit.
* Can only be comboed from s.C [1 hit].


* Can be made unblockable with hcb+P.
* Can be made unblockable with hcb+P.
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* C version moves faster and has faster recovery.
* C version moves faster and has faster recovery.


* Disadvantage at point blank range but if it travels a slight distance first you will be at advantage.
* Disadvantage at point-blank range, but if it travels a slight distance first you will be at advantage.


* Can combo afterwards if it counterhits someone out of the air.
* Can combo afterwards if it counterhits someone out of the air.


'''Moon Slasher:''' d~u+P
'''Moon Slasher:''' <code>d~u+A/C</code>
* Heiderns does a big arching slash over his head and around his body.
* Heidern does a big arching slash over his head and around his body.


* Both versions combo from lights, moves forward slightly.  
* Both versions combo from lights and move forward slightly.  


* Cannot be used as a reversal.
* Cannot be used as a reversal.
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* Horribly unsafe on block.
* Horribly unsafe on block.


* C version the hitbox takes longer to travel around Heidern's body thus it is better anti air but won't combo properly from lights.
* The C version's hitbox takes longer to travel around Heidern's body, thus it is better anti-air but won't combo properly from lights.


'''Neck Roller:''' d~u+K
'''Neck Roller:''' <code>d~u+B/D</code>
* Heidern launches himself into the air and tries to hit the opponent. On successful hit he spins around the opponents neck dealing damage.
* Heidern launches himself into the air and tries to hit the opponent. On successful hit he spins around the opponent's neck, dealing damage and causing a hard knockdown.


* Possible to combo from s.C [1 hit] (not that you'd ever want to though).
* It is possible to combo it from cl.C's first hit (not that you'd ever want to, though).


* Cannot be recovery rolled.
* B version will bounce over the opponent if blocked. D version bounces back if blocked.


* B version will bounce over the opponent if blocked. D versions bounces back if blocked.
* Can hit opponents out of the air, but the hitbox is only near his hands, so it isn't good for that.
 
Can hit opponents out of the air but the hitbox is only near his hands so it isn't good for that.


* Horrible recovery on block.
* Horrible recovery on block.


'''Storm Bringer:''' hcb+P
'''Storm Bringer:''' <code>hcb+A/C</code>
* Heidern grabs the opponent and sucks their life force out.
* Heidern grabs the opponent and sucks their life force out.


* 1 frame command throw
* 1-frame command throw.


combos from lights and heavies.
* Combos from lights and heavies.


* The opponent can mash to reduce the damage, but you can counteract their mashing with your own.
* The opponent can mash to reduce the damage, but you can counteract their mashing with your own.


* Leeches life from the opponent.
* Leeches life from the opponent, restoring Heidern's health.
 
'''Kill Bringer:''' <code>hcb+B/D</code>


'''Kill Bringer:''' hcb+K
* Heidern strikes a pose and gets ready to counter the opponent. If successful, he brings them over his head and sucks the life force out of them.
* Heidern strikes a pose and gets ready to counter the opponent. If successful he brings them over his head and sucks the life force out of them.


* Counter move. Counters anything that hits the active hitbox e.g. jumping normals, normals, command normals, physical specials and DMs. Moves forward slightly.
* Counter move. Counters anything that hits the active hitbox e.g. jumping normals, normals, command normals, physical specials, and DMs. Moves forward slightly.


* on succesfull counter it leeches the opponents life.
* On succesful counter it leeches the opponent's life, similar to hcb+P.


* The counter is active at the second frame so can not be used as a reversal.
* The counter is active on the second frame, so cannot be used as a reversal.


==DM==
== Desperation Moves ==
'''Final Bringer:''' qcfx2+P
* Heidern does a high jumping attack towards the opponent.


* Combos from light or heavy attacks with the right spacing e.g. s.C [1 hit] midscreen or anything in the corner.
'''Final Bringer:''' <code>qcfx2+A/C</code>
* Heidern leaps forward like his d~u+K move, but then acts like hcb+P once it connects.


* Leeches life from the opponent.
* Combos from light or heavy attacks with the right spacing; e.g. cl.C's first hit midscreen or anything in the corner.
 
* Leeches life from the opponent, similar to hcb+P.


* A version bounces behind the opponent on block. C version bounches forwards on block.
* A version bounces behind the opponent on block. C version bounches forwards on block.


* Can grab the opponent from the air but again the hitbox is only near his hands.
* Can grab the opponent from the air, but again, the hitbox is only near his hands.


* Max versions leeches more life.
* MAX version leeches more life.
 
'''Heidern End:''' <code>qcb,hcf+B/D</code>


'''Heidern End:''' qcb,hcf+K
* Heidern stabs the opponent in the stomach and then explodes them.
* Heidern stabs the opponent in the stomach and then explodes them.


* B version combos from light attacks, D and SDM versions combo from heavy attacks or f+B [1 hit].
* B version combos from light attacks, D and SDM versions combo from heavy attacks or f+B's first hit.


* D version runs forward slightly further before activating. Unsafe on block.
* D version runs forward slightly further before activating. Unsafe on block.


* Heiderns main combo super.
* Heidern's main combo DM.
 
== Combos ==
 
'''General Notes'''


''NB: Moon Slasher Bug''
* In any combo with qcb,hcf+K, it can be replaced with qcb,hcf+BD if you have the resources.
* Whiffing a Moon Slasher will increase the damage dealt by both Storm Bringer and Final Bringer, but does not effect the life gained. The effect will last until you are hit or thrown (blocking attacks is fine however).
 
===Meterless===
 
''Mid/Jump-In''
 
: <code>cr.Ax1-3, cr.B</code>
 
: <code>(j.C), cr.Ax2, d~u+A</code>
 
: <code>(j.C), cl.C(1), hcb+P</code>
 
===With Meter===
 
''Mid/Jump-In''
 
: <code>(j.C), cr.Ax1-2, qcb,hcf+K</code>
: You can use 2 cr.As on crossup only, on a non-crossup use only one cr.A.
 
: <code>(j.C), cl.C, f+B(1), qcb,hcf+K</code>
 
: <code>(j.C), cl.C(1), qcfx2+P</code>
: Only works on standing opponents.
 
: <code>j.C, cl.C, qcfx2+P</code>
: Requires a crossup j.C.
 
: <code>j.C, cl.C(1), f+B(1), qcfx2+P</code>
: Requires a crossup j.C.
 
''Counterhit CD Normal''
 
: <code>j.CD, qcb,hcf+B</code>
: Requires counterhit j.CD.
 
: <code>j.CD, d~u+P/qcfx2+P</code>
: Requires a counterhit j.CD in the corner.
 
''Quick Dodge''
 
: <code>f+B, AB, qcb,hcf+K</code>
 
===With Quick MAX===
 
: <code>cr.Ax2-3, ABC, cr.D</code>


==Combos==
: <code>cr.Ax2, ABC, cr.C, qcb,hcf+K</code>
====Normal====
* cr.Ax1~3, cr.B
* j.C, cr.Ax2, d~u+A
* j.C, cl.C [1 hit], hcb+P


====DM====
: <code>cr.C, ABC, cr.C, qcb,hcf+K</code>
* j.C, cr.Ax1~2, qcb,hcf+K DM (you can use 2 cr.A's on crossup only, on a non crossup use only one cr.A)
* j.C, cl.C [2 hits], f+B [1 hit], qcb,hcf+K (S)DM
* j.C, cl.C [1 hit], qcfx2+P (S)DM (standing only)
* crossup j.C, cl.C [2 hits], qcfx2+P (S)DM OR crossup j.C, cl.C [1 hit], f+B [1 hit], qcfx2+P (S)DM
(both DM do the same damage, but qcfx2+P leeches life as well)


====Quick Max====
: <code>cr.B, ABC, cr.A, qcb,hcf+K</code>
* cr.Ax2~3, ABC, cr.D
* cr.Ax2, ABC, cr.C, qcb,hcf+K (S)DM
* cr.C, ABC, cr.C, qcb,hcf+K (S)DM
* cr.B, ABC, cr.A, qcb,hcf+K (S)DM


====Quick Dodge====
: <code>f+B(1), ABC, (f+B 2nd hit), AB, A/B/C/D, qcb,hcf+K</code>
* f+B [2 hit], AB, qcb,hcf+K DM (timing/positioning is pretty difficult, so just use 1 hit to make it easier (or even possible in MAX mode).


====Misc====
== Notes ==
* j.CD counterhit, qcb,hcf+B midscreen or d~u+P/qcfx2+P corner


==Notes==
''NB: Moon Slasher Bug''
* far s.A/s.B/s.C/s.D and s.CD all whiff on crouchers.
* Whiffing a Moon Slasher will increase the damage dealt by both Storm Bringer and Final Bringer, but does not effect the life gained. The effect will last until you are hit or thrown (blocking attacks is fine however).
* j.C is an amazing crossup and can be option selected with his air throw. j.D also crosses up.
* Despite how it looks, j.CD does not hit behind him. Regardless it is still a good AA.
* c.D is fast startup and cancellable on hit/whiff into specials/command normals.
* s.C has long active frames which makes it good for late cancel f+B (late cancel f+B also works from c.D).
* Most of his normals are poor on block, except s.C and c.C which are only at slight disadvantage.
* s.D has changed from OG 98 and now doesn't have the massive startup/step forward at the beginning.
* His GCCD animation has been changed from s.CD to s.C
* Choi & Chin can crouch under his fireballs, and Leona & Chris can run underneath them.


== Videos ==
== Videos ==

Revision as of 20:16, 25 September 2022

Kyo98umfeheidern.jpg

Notationkof.png
Kof98umfeheidernmovelist.png


Introduction

Heidern is a pretty unique character to KOF in that he's almost entirely charge-based. His moveset is geared towards zoning with big projectiles and anti-air moves to catch people trying to jump in on him. His normals are big and excellent for controlling space both on the ground and in the air. For up-close mixups, he has access to a command grab that steals health from the opponent and an overhead. He also has a command move that sends him flying into the air, which can catch people both on the ground and in the air. Additionally, he also has a DM version of it that steals health from the opponent if it hits. Heidern's biggest weakness is the lack of a good low confirm, or any low meterless low combos for that matter.

Changes from Previous Versions

98 to 98UM

Normals:

  • cr.A now hits all crouchers
  • cl.C's first hit can now be cancelled, second hit has 2 frames more recovery
  • st.C has 1 frame less startup
  • st.D has 13 frames less startup
  • st.CD has a bigger hitbox
  • GCCD now uses his cl.C animation
  • C throw no longer sideswitches

Specials:

  • b~f+P has more startup and less recovery, and the heavy version travels faster
  • d~u+P has less startup and its hitbox size increased
  • hcb+B has 15 frames less startup, hcb+D has 18 frames less startup; both versions have 6 more active frames

Supers:

  • qcb,hcf+K has less startup and less recovery; B version can now connnect from lights, D version has less invincibility

98UM to 98UMFE

Specials:

  • d~u+C has longer invincibility, but longer recovery

Normal Moves

Close

  • cl.A: Same as st.A.
  • cl.B: Has a lot of recovery, so not a very useful normal. Only really chainable into cr.B. Cancelable.
  • cl.C: A two-hitting normal. Your main heavy combo normal. Can also stop close-range jump outs. Both hits are cancelable.
  • cl.D: Starts up the same speed as cl.C, but only does one hit. Has long recovery. Cancelable.

Standing

  • st.A: Good anti-hop button. Whiffs on all crouchers. Chainable.
  • st.B : Covers about the same range as st.C but is faster. Good for stopping hops. Whiffs on regular crouchers.
  • st.C: Long-ranged poke with a lot of priority. Good for catching hops or full jumps from far away. Whiffs on regular crouchers.
  • st.D: Long-ranged preemptive anti-air tool. Has long startup but a lot of priority upwards. Whiffs on regular crouchers.

Crouching

  • cr.A: Heidern's main button for blockstrings and light combos. Has good range. Chainable and cancelable.
  • cr.B: A long-ranged low poke, but can't be used for many combos as it's not chainable or cancelable. Heidern's fastest normal.
  • cr.C: Good closer-ranged poke with nice priority. Cancelable on hit, block, and whiff.
  • cr.D: Long-ranged sweep. Cancelable. Especially good to cancel into his command grab to cut down on the recovery of the sweep.

Jumping

  • j.A: Good air-to-air normal with a lot of active frames and good forwards priority. Whiffs on short crouchers.
  • nj.A: Fast startup, and despite its short range it has good priority for air-to-airs.
  • j.B: Very fast air-to-air with long reach and a good hitbox in front. Whiffs on regular crouchers.
  • nj.B: Good air-to-air hitbox.
  • j.C: Great crossup jump-in.
  • j.D: A better regular jump-in than j.C, as it has more downwards priority. Can also crossup, but it's a lot harder than with j.C.
  • nj.D: Long startup, but good hitbox both for air-to-airs and jump-ins.

CD Normals

  • st.CD: Heidern's finger guns. Has long startup and the hitbox isn't very big, but this move does have major style points. Cancelable on hit, block, and whiff.
  • j.CD: An amazing air-to-air normal with really fast startup for a j.CD. Essentially presents a wall of hitbox in front of Heidern. Can also be used for blockstun pressure.

Throws

Backstabbing: b/f+C

  • Regular throw, techable. Good recovery and leaves the opponent close by with a hard knockdown.

Lead Belcher: b/f+D

  • Regular throw, techable. Switches sides, but it's a soft knockdown so it leaves you with no advantage.

Critical Drive: b/f+C (in air)

  • Air throw, switches sides. Can be executed with the stick in db position, which allows you to charge both specials at the same time.

Command Moves

Steiner's Knuckles: f+B

  • 2 hits, combos from heavy attacks.
  • Normal version hits overhead on both hits, canceled version is no longer overhead, but is cancelable on the first hit.
  • If late-canceled into, acts like the raw version, so you can slip overheads into pressure.
  • Disadvantage on both hit and block (warning: some chars can punish this on hit).

Special Moves

Cross Cutter: b~f+A/C

  • Heidern creates a big X-shaped projectile that travels fullscreen.
  • A high-flying projectile, so it can be low-profiled by some characters/moves.
  • Can only be combo-ed from cl.C's first hit.
  • Can be made unblockable with hcb+P.
  • C version moves faster and has faster recovery.
  • Disadvantage at point-blank range, but if it travels a slight distance first you will be at advantage.
  • Can combo afterwards if it counterhits someone out of the air.

Moon Slasher: d~u+A/C

  • Heidern does a big arching slash over his head and around his body.
  • Both versions combo from lights and move forward slightly.
  • Cannot be used as a reversal.
  • Horribly unsafe on block.
  • The C version's hitbox takes longer to travel around Heidern's body, thus it is better anti-air but won't combo properly from lights.

Neck Roller: d~u+B/D

  • Heidern launches himself into the air and tries to hit the opponent. On successful hit he spins around the opponent's neck, dealing damage and causing a hard knockdown.
  • It is possible to combo it from cl.C's first hit (not that you'd ever want to, though).
  • B version will bounce over the opponent if blocked. D version bounces back if blocked.
  • Can hit opponents out of the air, but the hitbox is only near his hands, so it isn't good for that.
  • Horrible recovery on block.

Storm Bringer: hcb+A/C

  • Heidern grabs the opponent and sucks their life force out.
  • 1-frame command throw.
  • Combos from lights and heavies.
  • The opponent can mash to reduce the damage, but you can counteract their mashing with your own.
  • Leeches life from the opponent, restoring Heidern's health.

Kill Bringer: hcb+B/D

  • Heidern strikes a pose and gets ready to counter the opponent. If successful, he brings them over his head and sucks the life force out of them.
  • Counter move. Counters anything that hits the active hitbox e.g. jumping normals, normals, command normals, physical specials, and DMs. Moves forward slightly.
  • On succesful counter it leeches the opponent's life, similar to hcb+P.
  • The counter is active on the second frame, so cannot be used as a reversal.

Desperation Moves

Final Bringer: qcfx2+A/C

  • Heidern leaps forward like his d~u+K move, but then acts like hcb+P once it connects.
  • Combos from light or heavy attacks with the right spacing; e.g. cl.C's first hit midscreen or anything in the corner.
  • Leeches life from the opponent, similar to hcb+P.
  • A version bounces behind the opponent on block. C version bounches forwards on block.
  • Can grab the opponent from the air, but again, the hitbox is only near his hands.
  • MAX version leeches more life.

Heidern End: qcb,hcf+B/D

  • Heidern stabs the opponent in the stomach and then explodes them.
  • B version combos from light attacks, D and SDM versions combo from heavy attacks or f+B's first hit.
  • D version runs forward slightly further before activating. Unsafe on block.
  • Heidern's main combo DM.

Combos

General Notes

  • In any combo with qcb,hcf+K, it can be replaced with qcb,hcf+BD if you have the resources.

Meterless

Mid/Jump-In

cr.Ax1-3, cr.B
(j.C), cr.Ax2, d~u+A
(j.C), cl.C(1), hcb+P

With Meter

Mid/Jump-In

(j.C), cr.Ax1-2, qcb,hcf+K
You can use 2 cr.As on crossup only, on a non-crossup use only one cr.A.
(j.C), cl.C, f+B(1), qcb,hcf+K
(j.C), cl.C(1), qcfx2+P
Only works on standing opponents.
j.C, cl.C, qcfx2+P
Requires a crossup j.C.
j.C, cl.C(1), f+B(1), qcfx2+P
Requires a crossup j.C.

Counterhit CD Normal

j.CD, qcb,hcf+B
Requires counterhit j.CD.
j.CD, d~u+P/qcfx2+P
Requires a counterhit j.CD in the corner.

Quick Dodge

f+B, AB, qcb,hcf+K

With Quick MAX

cr.Ax2-3, ABC, cr.D
cr.Ax2, ABC, cr.C, qcb,hcf+K
cr.C, ABC, cr.C, qcb,hcf+K
cr.B, ABC, cr.A, qcb,hcf+K
f+B(1), ABC, (f+B 2nd hit), AB, A/B/C/D, qcb,hcf+K

Notes

NB: Moon Slasher Bug

  • Whiffing a Moon Slasher will increase the damage dealt by both Storm Bringer and Final Bringer, but does not effect the life gained. The effect will last until you are hit or thrown (blocking attacks is fine however).

Videos

Tutorial Videos

King of Fighters 98 UM FE: Heidern Guide by Mash It Out

Match Videos

QQ拳皇98UMFE - 2015兩岸大師賽 - 中國UP V.S 台灣ET (Vs. Benimaru/Orochi Chris/Yuri) http://youtu.be/Z7fuvvHpOhE?t=15m11s

External Links

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyFrame Data & Hitboxes

Characters

Andy BogardAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryBrian BattlerChang KoehanChin GentsaiChizuru KaguraChoi BoungeChrisClark StillEiji KisaragiGeese HowardGoro DaimonHeavy D!HeidernIori YagamiJoe HigashiKasumi TodohKim KaphwanKingKyo KusanagiLeona HeidernLucky GlauberMai ShiranuiMatureMr. BigRalf JonesRobert GarciaRugal BernsteinRyo SakazakiRyuji YamazakiSaisyu KusanagiShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardViceWolfgang KrauserYashiro NanakaseYuri Sakazaki

EX Characters

EX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriOrochi ChrisOrochi ShermieOrochi Yashiro