The King of Fighters '94/Heidern

From SuperCombo Wiki

Kof94heidern.png

Introduction

Strengths Weaknesses
  • placeholder
  • placeholder

Movelist

Normals

Close Range Normals

cl.A
Kof.lp.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid 0 - - - - - - - - -

cl.B
Kof.lk.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid 0 - - - - - - - - -

cl.C
Kof.sp.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid 0 - - - - - - - - -

cl.D
Kof.sk.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid 0 - - - - - - - - -

Far Normals

st.A
Kof.lp.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid 0 - - - - - - - - -

st.B
Kof.lk.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid 0 - - - - - - - - -

st.C
Kof.sp.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid 0 - - - - - - - - -

st.D
Kof.sk.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid 0 - - - - - - - - -

Crouching Normals

cr.A
D.pngKof.lp.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid 0 - - - - - - - - -

cr.B
D.pngKof.lk.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Low - - - - - - - - - -

cr.C
D.pngKof.sp.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid 0 - None - - - - - - -

cr.D
D.pngKof.sk.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Low 0 - - - - - - KD - -

Neutral Jumping Normals

nj.A
U.pngKof.lp.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Overhead 0 - - - - - - - - -

nj.B
U.pngKof.lk.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Overhead 0 - - - - - - - - -

nj.C
U.pngKof.sp.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Overhead 0 - - - - - - - - -

nj.D
U.pngKof.sk.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Overhead 0 - - - - - - - - -

Diagonal Jump Normals

dj.A
Ub.png/Uf.png+Kof.lp.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Overhead 0 - - - - - - - - -

dj.B
Ub.png/Uf.png+Kof.lk.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Overhead 0 - - - - - - - - -

dj.C
Ub.png/Uf.png+Kof.sp.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Overhead 0 - - - - - - - - -

dj.D
Ub.png/Uf.png+Kof.sk.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Overhead 0 - - - - - - - - -

Throws

B.png/F.png+Kof.sp.png/Kof.sk.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Throw - - - - - - - - - -

Jump (any direction but U.png) + Kof.sp.png/Kof.sk.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Throw - - - - - - - - - -
  • Air throw

Special Moves

Cross Cutter
Charge B.png~F.pngP.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - 0 - - - - - - - - -

Moon Slasher
Charge D.png~U.pngP.png
Version Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Kof.lp.png - - 0 - - - - - - - - -
Version Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Kof.sp.png - - 0 - - - - - - - - -

Neck Roller
Charge D.png~U.pngK.png
Version Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Kof.lk.png - - 0 - - - - - - - - -
Version Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Kof.sk.png - - 0 - - - - - - - - -

Storm bringer
Hcb.pngKof.sp.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - 0 - - - - - - - - -

Super Moves

Final Bringer
Charge [4]~128 Kof.lk.pngKof.sp.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - 0 - - - - - - - - -

Combos

  • cl.C(1), hcb C, [walk forward a little, dash forwards, hcb C]xN
The Team Brazil infinite combo. Only possible if an attack connects with an opponent first, and is then cancelled into the command grab. Without that, the glitch that allows command grabs off an OTG does not work. For every rep of the command grab done, in order to correctly time the next rep, the following command grab must connect right as the opponent lands from their fall. In other words, after throwing the opponent, walk forwards a bit, dash forwards, and then time the command grab to hit right as the opponent land the second time from bouncing on the ground. You do not need to be right next to the opponent, but still relatively close.
Heidern has it the easiest with landing a consistent infinite as eventually, the opponent will likely end up in the corner which greatly reduces the amount of walking distance needed to continue the infinite. If they're already in the corner, then the infinite is made much easier as Heidern no longer needs to dash.
Video example can be found here.

Strategy

Basics

Advanced

Moon Slasher Bug

  • Whiffing a Moon Slasher during Max Mode will cause your Storm Bringer to deplete your opponent's health bar to 10-0% from full health or instant kill with Final Bringer. It does normal damage if you get hit, attack the opponent with anything else before Storm Bringer, or whiff another attack, so it's a risky strategy. It does not matter if you've already hit the opponent beforehand or how much damage they've taken before the Moon Slasher, as long as you do not attack until Storm Bringer comes out.
(It is likely a programmer oversight involving the game's health remaining based damage scaling)

Trade with Moon Slasher Bug

  • During Max Mode if your Moon Slasher trades hits with an attack besides another Max Mode Moon Slasher/DM/SDM, it will do massive damage to the opponent than it usually does and less to you.

Game Navigation

General
Controls
Notation
HUD
System
FAQ
Characters
Andy Bogard
Athena Asamiya
Benimaru Nikaido
Brian Battler
Chang Koehan
Chin Gentsai
Choi Bounge
Clark Still
Goro Daimon
Heavy D!
Heidern
Joe Higashi
Sie Kensou
Kim Kaphwan
King
Kyo Kusanagi
Lucky Glauber
Mai Shiranui
Ralf Jones
Robert Garcia
Ryo Sakazaki
Takuma Sakazaki
Terry Bogard
Yuri Sakazaki
Boss Only
Rugal Bernstein