The King of Fighters '98/Heidern: Difference between revisions

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* j.C, cr.C > Moon Slasher (d u + C)
* j.C, cr.C > Moon Slasher (d u + C)
* cl.C (2 hits) > Cross Cutter (b f + P)





Revision as of 16:59, 2 November 2018

this jacket is so itchy

Introduction

Heidern is on Dadteam because he's a dad.

Colors

Snka.gif Snkb.gif Snkc.gif Snkd.gif
Heidern98 colorA.png Heidern98 colorB.png Heidern98 colorC.png Heidern98 colorD.png

Gameplay Overview

He is a low tier character focused on zoning and counters, it has a lot of nerfs from 95 but its still a decent characters.

In-depth Analysis

Movelist

Frames Advantage Cancel Block Hitbox Notes
Standing Close
Snka.gif 3/3/11 -3/-5 C HL
Heidern98 stA.png
Identical to st.A
Snkb.gif 5/4/12 -4/-6 C HL
*poot*
Used to links into Storm Bringer (hcb + P).
Snkc.gif 5/1(4)5/13 +2/0 -/C HL/HL
Heidern98 clC1.png
Heidern98 clC2.png
Main combo starter with cr.A
Snkd.gif 5/3/22 -5/-7 C HL
Heidern98 clD.png
Standing Far
Snka.gif 3/3/11 -3/-5 - HL
Heidern98 stA.png
good vs short-hop
Snkb.gif 5/2/16 -6/-8 - HL
Heidern98 stB.png
Heidern's best long range poke (fast, wider hitbox and best recovery).
Snkc.gif 9/4/24 -8/-10 - HL
Heidern98 stC.png
Outclassed by Heidern's st.B.
Snkd.gif 25/6/22 -8/-10 - HL
Heidern98 stD.png
Snkc.gif+Snkd.gif 25/9/17 KD/-4 S HL
Heidern98 stCD.png
Good move to cd counter. Can be used as a meaty.
Crouching
Snka.gif 3/2/10 -2/-4 C HL
Heidern98 crA.png
combo starter and footsie move.
Snkb.gif 2/5/11 -4/-6 - L
Heidern98 crB.png
footsie move.
Snkc.gif 6/3/17 0/-2 C HL
Heidern98 crC.png
Snkd.gif 6/5/22 KD/-9 C L
Heidern98 crD.png
Cancelable sweep.
Jump
Snka.gif 6/14 -/- - H
Heidern98 jA.png
Snkb.gif 3/5 -/- - H
Heidern98 jB.png
Very good vs air-to-air cause great priority.
Snkc.gif 4/5 -/- - H
Heidern98 jC.png
Cross-up. Heidern's main jump-in.
Snkd.gif 6/5 -/- - H
Heidern98 jD.png
Good jump-in.
Snkc.gif+Snkd.gif 9/6 KD/- - HL
Heidern98 jCD.png
Great priority. Useful on air-to-air.
Neutral Jump
Snka.gif 3/6 -/- - H
Heidern98 njA.png
Snkb.gif 8/7 -/- - H
Heidern98 njB.png
Snkd.gif 11/5 -/- - H
Heidern98 njD.png
Command Normals
f+Snkb.gif 18/4+3/22 -/- -/- H/H
Heidern98 fB1.png
Heidern98 fB2.png
f+Snkb.gif
(cancel)
18/4+3/22 -/- S/- HL/HL

Normal Throws

b or f+C -

b or f+D -

In air, b / d / f + C / D -

Special Moves

Cross Cutter (Charge b,f + P) - Heidern cross his hands in his front for a Sonic Boom style charge projectile that is very useful to keep your opponent at middle distance, but had a slow startup,A version travels slow and C is faster, only comboable with a standing opponent.

Moon Slasher (Charge d,u + P) - Heidern motion his arms like a circle to the head of his opponent, A fast startup anti air for jump in attacks, use it for punish and low combo enders.

There is a bug related to this move: if you wiff this move, the next Storm Bringer (hcf + P), Killing Bringer (hcb + K) or Final Bringer (qcf qcf + P) will deal much more damage. The buff ends if you are hit ou if the Final Bringer/Killing Bringer/Storm Bringer misses or is blocked.

Neck Rolling (Charge d,u + K) - A blockable grab that its a good anti air for far distance, use it after a Cross Cutter but beware if opponent block because its unsafe, recommended agaisnt projectile spammers.

Storm Bringer (hcb + P) - A great Command Grab to drain your opponent's health, its a good combo ender for standing opponents, Moon Slasher glitch bonus.

Killing Bringer (hcb + K) - A Counter Move, use B for DMs, Specials and Jump In attacks, and D version for low ones, Moon Slasher glitch bonus .

Desperation Moves

Final Bringer (qcf x 2 + P) - An upgraded version of his Storm Bringer that drains opponent's health that its more unsafe on block, use it as a surprise move for combo enders and rolling opponents. Moon Slasher glitch bonus.

Heidern End (qcb,hcf + K) - Its his main Super combo Ender, more safe than Final Bringer but with a slow animation.

Combos

  • cr.A x 2 > d u + C


  • cr.A, cr.B


  • cr.A / cl.B > Storm Bringer (hcb + P)


  • j.C, cr.C > Moon Slasher (d u + C)


  • A Cross Cutter (b f + A), Neck Rolling (d u + K) / qcf qcf + P

Far from opponent.


  • Corner: j.C, cl.C (2 hits) > Final Bringer (qcf qcf + P)


  • j.C, cl.C (2 hits) > Shooter Narnagel (f + B)(1 hit) > Heidern End (qcb hcf + B)


  • cr.C > qcb hcf + B

Out of close range.


  • Far from opponent & conner: A Cross Cutter with A (b f + A), qcf hcb + D / (run, [any combo])