The King of Fighters '98: Ultimate Match/Heavy D!: Difference between revisions
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{{KOF98CharacterBox| KOF98_heavyd_small.png}} | {{KOF98CharacterBox| KOF98_heavyd_small.png}} | ||
Heavy D! is a black boxer/actor/rap artist from the U.S.A. The D in his name is a mystery. | Heavy D! is a black boxer/actor/rap artist from the U.S.A. The D in his name is a mystery (But it obviously doesn't stand for Dick). | ||
{{Nutshell| | {{Nutshell| | ||
Heavy D! is a combo/poking/mixup-based character with some decent mid-range pokes and the fastest backdash in the game. He is not such a good character for beginners | Heavy D! is a combo/poking/mixup-based character with some decent mid-range pokes and the fastest backdash in the game. He is not such a good character for beginners since nothing he has is really abusable; playing Heavy D requires fast execution and good knowledge of matchups and his normal's properties to make him shine. | ||
}} | }} | ||
===Colors=== | ===Colors=== | ||
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==Final Edition Change List== | ==Final Edition Change List== | ||
[[image:Kof98umfe00.png]] | [[image:Kof98umfe00.png]] | ||
* | *Close C - Has less recovery, no longer whiffs on short characters. | ||
*d,d+P - | *d,d+P (Shadow) - After powering up, as long as you don't do any powered up specials, you won't lose the effect upon being hit. | ||
*QCF+A - | *QCF+A (Light Rolling Soul Diver)- While powered up, the startup is faster and will connect from light attacks. | ||
*QCFx2+K - | *QCFx2+K (D. Magnum) - Animation completes during the super flash so you can move as soon as it ends. | ||
*MAX QCFx2+K - | *MAX QCFx2+K or QCFx2+KK (Super D. Magnum) - Effect lasts until the end of the round. | ||
=Move List (At A Glance)= | |||
=== Normal Throws === | |||
{{MoveListRow | Stomach Buster | {{f}} or {{b}} + {{kof.sp}} (While Close) | |}} | |||
{{MoveListRow | Reverse Stomach Buster | {{f}} or {{b}} + {{kof.sk}} (While Close) | |}} | |||
=== Unique Attacks === | |||
{{MoveListRow | Rock Crush | {{f}} + {{kof.lp}} | |}} | |||
=== Special Moves === | |||
{{MoveListRow | Rolling Soul Diver | {{qcf}} + {{p}} | |}} | |||
{{MoveListRow | Blast Upper | {{qcf}} + {{k}} | |}} | |||
{{MoveListRow | Ducking Combination | {{qcb}} + {{p}} , {{qcb}} + {{p}} | |}} | |||
{{MoveListRow | Soul Flower | {{qcb}} + {{k}} | |}} | |||
{{MoveListRow | Dancing Beat | {{dp}} + {{p}} | |}} | |||
{{MoveListRow | Shadow | {{d}} {{d}} + {{p}} | |}} | |||
=== Desperation Moves === | |||
{{MoveListRow | D. Crazy | {{qcb}} Hcf + {{p}} | |}} | |||
{{MoveListRow | D. Magnum | {{qcf}} {{qcf}} + {{p}} | |}} | |||
{{MoveListRow | D. Shadow | {{qcf}} {{hcf}} + {{k}} | |}} | |||
=In-depth Analysis= | =In-depth Analysis= | ||
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'''b or f+C''' - Forward knockdown, face forward, rollable. | '''b or f+C''' - Forward knockdown, face forward, rollable. | ||
'''b or f+D''' - Reverse knockdown, back turned, | '''b or f+D''' - Reverse knockdown, back turned, rollable. | ||
===[[ | ===[[The King of Fighters 2002/Normals Guide|Movelist]]=== | ||
{|border="1" | {|border="1" | ||
! | ! | ||
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|valign="bottom" style="border-right:0px;"| [[image:HeavyD98_stD1.png|center]] | |valign="bottom" style="border-right:0px;"| [[image:HeavyD98_stD1.png|center]] | ||
|valign="bottom" style="border-left:0px;"| [[image:HeavyD98_stD2.png|center]] | |valign="bottom" style="border-left:0px;"| [[image:HeavyD98_stD2.png|center]] | ||
| | | Maybe don't try to anti air with this move. You've got better options, especially in FE, and in general you'll find that this move, while maybe seeming like an okay choice, is not as fast and does not reach as high/far as you'd want for an anti air. | ||
|- | |- | ||
! [[image:snkc.gif]]+[[image:snkd.gif]] | ! [[image:snkc.gif]]+[[image:snkd.gif]] | ||
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|align="center"| H | |align="center"| H | ||
|rowspan="2" colspan="2"| [[image:HeavyD98_fA.png|center]] | |rowspan="2" colspan="2"| [[image:HeavyD98_fA.png|center]] | ||
|rowspan="2"| Fast overhead when done alone, faster cancelable non-overhead when chained. Good for late-canceling from cr.A/C (ie chaining the f+A a little late to have it retain it's non-chained properties). | |rowspan="2"| Fast overhead when done alone, faster cancelable non-overhead when chained. Good for late-canceling from cr.A/C (ie chaining the f+A a little late to have it retain it's non-chained properties). Does a hard knockdown when done on a jumping opponent on Counter Hit. | ||
|- | |- | ||
! f+[[image:snka.gif]] (cancel) | ! f+[[image:snka.gif]] (cancel) | ||
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|align="center"|- | |align="center"|- | ||
|colspan="2" | [[image:example.png|center]] | |colspan="2" | [[image:example.png|center]] | ||
|Your main combo ender in meter combos, | |Your main combo ender in meter combos. Kind of safe on block but not really, however if your opponent is not on point with their punish timing it might as well be totally safe. Even if they try to go for a punish if you feel like being an asshole you can always go for a Soul Flower reversal anyways, or another D. Crazy. '''WARNING: SDM version WILL drop on backturn crouching!''' | ||
|- | |- | ||
|align="center"|'''D. Magnum (qcf,qcf+P)''' | |align="center"|'''D. Magnum (qcf,qcf+P)''' | ||
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|align="center"|- | |align="center"|- | ||
|colspan="2" | [[image:example.png|center]] | |colspan="2" | [[image:example.png|center]] | ||
|The MAX version will combo off his powered-up Dancing Beat (good luck landing that), but other than that it's not very useful. You can charge it I guess. Best used as a fireball counter, but it's | |The MAX version will combo off his powered-up Dancing Beat (good luck landing that, it's actually very strict and chances are you will go right under the launched opponent), but other than that it's not very useful. You can charge it I guess. Best used as a fireball counter, but it's bad. | ||
|- | |- | ||
|align="center"|'''D. Shadow (qcf,qcf+K)''' | |align="center"|'''D. Shadow (qcf,qcf+K)''' | ||
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|align="center"|- | |align="center"|- | ||
|colspan="2" | [[image:example.png|center]] | |colspan="2" | [[image:example.png|center]] | ||
|An install super putting you in Shadow mode for | |An install super putting you in Shadow mode for 5 moves rather than a single move. Very fast recovery, almost instant, allowing you to cancel normals and still link off of them. or use this to stop the game for a second so you can get more reaction times for jump-ins and such. Normal version lasts for about 10 seconds, but the MAX version lasts for '''the rest of the round''' also will be infinite charge. As close to Dark Phoenix as KoF will ever get. Start of the round MAX activate Install is a valid strategy. | ||
|} | |} | ||
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*cr.B, cr.C xx RSD (qcf+P)/D Blast Upper (qcf+D) | *cr.B, cr.C xx RSD (qcf+P)/D Blast Upper (qcf+D) | ||
*(Extra guage) f+A (meaty), abc, cr.A or cr.C, RSD (qcf+P) / D. Crazy (qcb,hcf+P) | |||
===Shadow Combos=== | ===Shadow Combos=== | ||
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*cl.C/cr.B, cr.A xx Dancing Beat (dp+P), f.A/CD xx Shadow (d,d+P) | *cl.C/cr.B, cr.A xx Dancing Beat (dp+P), f.A/CD xx Shadow (d,d+P) | ||
*(Extra guage) Dancing Beat (dp+P), abc at final hit, D. Magnum (qcf qcf+A) / both normal and max version of D. Magnum work | |||
*Soul Flower (qcb+K) , st.C or Shadow RSD (qcf+A) | |||
=Basic Strategy= | =Basic Strategy= | ||
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=Advanced Strategy= | =Advanced Strategy= | ||
{{ | {{The King of Fighters '98: Ultimate Match}} | ||
[[Category:The King of Fighters '98: Ultimate Match]] | [[Category:The King of Fighters '98: Ultimate Match]] |
Latest revision as of 02:34, 9 December 2020
Heavy D!
Heavy D! is a black boxer/actor/rap artist from the U.S.A. The D in his name is a mystery (But it obviously doesn't stand for Dick).
In a nutshell
Heavy D! is a combo/poking/mixup-based character with some decent mid-range pokes and the fastest backdash in the game. He is not such a good character for beginners since nothing he has is really abusable; playing Heavy D requires fast execution and good knowledge of matchups and his normal's properties to make him shine.
Colors
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Final Edition Change List
- Close C - Has less recovery, no longer whiffs on short characters.
- d,d+P (Shadow) - After powering up, as long as you don't do any powered up specials, you won't lose the effect upon being hit.
- QCF+A (Light Rolling Soul Diver)- While powered up, the startup is faster and will connect from light attacks.
- QCFx2+K (D. Magnum) - Animation completes during the super flash so you can move as soon as it ends.
- MAX QCFx2+K or QCFx2+KK (Super D. Magnum) - Effect lasts until the end of the round.
Move List (At A Glance)
Normal Throws
Stomach Buster



Reverse Stomach Buster



Unique Attacks
Rock Crush


Special Moves
Rolling Soul Diver


Blast Upper


Ducking Combination




Soul Flower


Dancing Beat


Shadow



Desperation Moves
D. Crazy


D. Magnum



D. Shadow



In-depth Analysis
Normal Throws
b or f+C - Forward knockdown, face forward, rollable.
b or f+D - Reverse knockdown, back turned, rollable.
Movelist
Combos
Most important combos listed at the top. He has a lot of different variations on things so experiment!
- cr.B(xN), cr.A,f+A xx RSD (qcf+P)
- The BnB. Essential Heavy D! combo.
- cr.B(xN), cr.A xx D. Crazy (qcb,hcf+P)
- The meter BnB. Additionally essential.
- cr.C/cl.C, f+A xx RSD (qcf+P)/Blast Upper (qcf+D)
- cl.D (2 hits) xx RSD (qcf+P)/Blast Upper (qcf+D)/D. Crazy (qcb,hcf+P)
- cr.B, cr.C xx RSD (qcf+P)/D Blast Upper (qcf+D)
- (Extra guage) f+A (meaty), abc, cr.A or cr.C, RSD (qcf+P) / D. Crazy (qcb,hcf+P)
Shadow Combos
- cr.B(xN), cr.A xx RSD A (qcf+A)
- cl.C/cr.B, cr.A xx Dancing Beat (dp+P), f.A/CD xx Shadow (d,d+P)
- (Extra guage) Dancing Beat (dp+P), abc at final hit, D. Magnum (qcf qcf+A) / both normal and max version of D. Magnum work
- Soul Flower (qcb+K) , st.C or Shadow RSD (qcf+A)