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=Introduction=
=Introduction=
Heavy D! is a black boxer/actor/rap artist from the U.S.A. The D in his name is a mystery, but fellow fighting game expert min masters thinks it stands for "Dongs".
Heavy D! is a black boxer/actor/rap artist from the U.S.A. The D in his name is a mystery, but fellow fighting game expert Min Masters thinks it stands for "Dongs".


Since KOF98 takes place in an alternate universe where there is no affirmative action, Heavy D! is a low tier character.
Since KOF98 takes place in an alternate universe where there is no affirmative action, Heavy D! is a low tier character.

Revision as of 23:37, 26 December 2007

Introduction

Heavy D! is a black boxer/actor/rap artist from the U.S.A. The D in his name is a mystery, but fellow fighting game expert Min Masters thinks it stands for "Dongs".

Since KOF98 takes place in an alternate universe where there is no affirmative action, Heavy D! is a low tier character.

Gameplay Overview

Heavy D! (this is the last time I'm going to type the exclamation point) is a combo/poking/mixup-based character with some decent mid-range pokes and the fastest backdash in the game. He is on the low end of the tier list, but he still has all the tools to win and is only really lacking a good reversal. 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.

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 Rolling Soul Diver (qcf+P)

cr.B(xN),cr.A xx D. Crazy (qcb,hcf+P)

cl.D xx Rolling Soul Diver (qcf+P)/Blast Upper (qcf+D)/D. Crazy (qcb,hcf+P)

cr.B, cr.C xx D Blast Upper (qcf+D)

In-depth analysis

Normal Moves

Standing A - Great anti-air vs short hop.

Standing B - Slower than A, but connects on crouching opponents and is cancelable. You can use this to substitute cr.A in combos or block strings.

Standing C - Decent speed/reach mid poke.

Close D - Decently fast and cancelable on 2nd hit, so it makes for easy comboing/hit-confirms.

Crouching A - Very long range for a standard cr.A. You can hit-confirm his super from a couple of these from a pretty good range, or even whiff-punish with a single cr.A into super.

Crouching B - Your fastest low, of course. Chainable into itself, cr.A, st.A, or st.B. Links into cr.C.

Crouching C - Very fast and high priority move for anti-air as well as on the ground. It has bad horizontal range/recovery, but you can cancel this into a special on hit or on whiff with the same timing. Learn to do this so you don't ever whiff it raw.

Jumping A - Awesome jump-in. Similar to Kyo's j.B or Yashiro's j.A.

Jumping B - Awesome cross-up. Hits mostly behind him, but can hit from the front as well.

Jumping C - 2-hit jump-in move. Personally I don't like it. Depending on when they stand up it will change the timing for comboing because the 1st hit might whiff. I suppose it's good if you are trying to super safejump in and they are likely to stand block, but why not use j.CD instead? More blockstun. The only reason I can think of to use this move is for 1. maximum damage off a dizzy or something or 2. the extra hit could help with a guard break.

Jumping CD - Decent speed, long reach. Good for air-to-air or air-to-ground. Try using it off a hyper hop where the tip of his fist will barely reach the opponent.

Command Normals

f+A - 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).

Special Moves