The King of Fighters '98: Ultimate Match/Heavy D!: Difference between revisions
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|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!''' | ||
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|align="center"|'''D. Magnum (qcf,qcf+P)''' | |align="center"|'''D. Magnum (qcf,qcf+P)''' | ||
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|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. | ||
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|align="center"|'''D. Shadow (qcf,qcf+K)''' | |align="center"|'''D. Shadow (qcf,qcf+K)''' |
Revision as of 02:27, 6 November 2016
Heavy D!
Heavy D! is a black boxer/actor/rap artist from the U.S.A. The D in his name is a mystery.
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 - less recovery, no longer whiffs on short characters.
- d,d+P - 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 - while powered up, startup is faster and will connect from light attacks.
- QCFx2+K - animation completes during the super flash so you can move as soon as it ends.
- MAX QCFx2+K - effect lasts until the end of the round.
Move List
At A Glance
Normal throw | |
---|---|
Stomach Buster | (throw) f/b + C |
Reverse Stomach Buster | (throw) f/b + D |
Command moves | |
Rock Crush | f + A |
Special moves | |
Rolling Soul Diver | qcf + p |
Blast Upper | qcf + k |
Rocket Tackle | dp+ p |
Ducking Combination | qcb + p,qcb + p |
Soul Flower | qcb + k |
Dancing Beat | dp + p |
Shadow | d,d + p |
Super special moves | |
D. Crazy | qcb hcf + p |
D. Magnum | qcf qcf + p |
D. Shadow | qcf hcf + k |
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)
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)