The King of Fighters '98: Ultimate Match/Heavy D!

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HeavyD98 stance.gif

Heavy D!

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 (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.


Snka.gif Snkb.gif Snkc.gif Snkd.gif
HeavyD98 colorA.png HeavyD98 colorB.png HeavyD98 colorC.png HeavyD98 colorD.png

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
F.png or B.png + Kof.sp.png (While Close)
Reverse Stomach Buster
F.png or B.png + (While Close)

Unique Attacks

Rock Crush
F.png + Kof.lp.png

Special Moves

Rolling Soul Diver
Qcf.png + P.png
Blast Upper
Qcf.png + K.png
Ducking Combination
Qcb.png + P.png , Qcb.png + P.png
Soul Flower
Qcb.png + K.png
Dancing Beat
Dp.png + P.png
D.png D.png + P.png

Desperation Moves

D. Crazy
Qcb.png Hcf + P.png
D. Magnum
Qcf.png Qcf.png + P.png
D. Shadow
Qcf.png Hcf.png + K.png

In-depth Analysis

Normal Throws

b or f+C - Forward knockdown, face forward, rollable.

b or f+D - Reverse knockdown, back turned, rollable.


Frames Advantage Cancel Block Hitbox Notes
Standing Close
Snka.gif 2/5/8 HL
HeavyD98 clA.png
Snkb.gif 4/4/6 HL
HeavyD98 clB.png
Snkc.gif 5/8/9 HL
HeavyD98 clC.png
No longer whiffs on short characters, so it's a much better punish tool.
Snkd.gif 4/3*3/21 HL
HeavyD98 clD1.png
HeavyD98 clD2.png
Decently fast and cancelable on 2nd hit, so it makes for easy comboing/hit-confirms.
Standing Far
Snka.gif 3/3/8 HL
HeavyD98 stA.png
Great anti-air vs short hop.
Snkb.gif 4/4/9 HL
HeavyD98 stB.png
Slower than A, but connects on crouching opponents and is cancelable. You can use this to substitute cr.A in combos or block strings.
Snkc.gif 9/4/19 HL
HeavyD98 stC.png
Decent speed/reach midrange poke.
Snkd.gif 8/2+3/13 HL
HeavyD98 stD1.png
HeavyD98 stD2.png
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.
Snkc.gif+Snkd.gif 18/4/17 HL
HeavyD98 stCD.png
Good normal to poke with, solid whiff cancel move.
Snka.gif 3/4/5 HL
HeavyD98 crA.png
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.
Snkb.gif 3/2/6 L
HeavyD98 crB.png
Your fastest low, of course. Chainable into itself, cr.A, st.A, or st.B. Links into cr.C.
Snkc.gif 3/2+4/22 HL
HeavyD98 crC1.png
HeavyD98 crC2.png
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.
Snkd.gif 7/4/16 L
HeavyD98 crD.png
Surprising range and whiff/hit cancel. Great whiff punish move since you can cancel into ducking to close the distance.
Snka.gif 5/12 -/- H
HeavyD98 jA.png
Awesome jump-in. Similar to Kyo's j.B or Yashiro's j.A.
Snkb.gif 5/12 -/- H
HeavyD98 jB.png
Awesome cross-up. Hits mostly behind him, but can hit from the front as well.
Snkc.gif 6/2*3/17 -/- H
HeavyD98 jC1.png
HeavyD98 jC2.png
2-hit jump-in move. You can time it like a normal just-in and just use the 1st hit, which looks the same as his jumping A. If you use both hits, depending on when they stand up it can change the timing for comboing because the 1st hit might whiff, but it is possible to hit most crouchers with both hits. The extra hit can help with a guard break.
Snkd.gif 7/5 -/- H
HeavyD98 jD.png
Solid air to air normal, kind of like a shorter range version of Kyo j.D.
Snkc.gif+Snkd.gif 16/4 KD/- HL
HeavyD98 jCD.png
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.
Neutral Jump
Snkb.gif 5/12 -/- H
HeavyD98 njB.png
Pretty good air-to-air.
Command Normals


15/5/16 H
HeavyD98 fA.png
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+Snka.gif (cancel) 9/5/16 C,S,Su HL
Special Moves
RSD aka Rolling Soul Diver (qcf+P) -/-/- -/- - - Your main combo ender in meterless combos, lots of range so it won't ever miss. Both versions will combo from the same things, but A vesion has better recovery. On block it is punishable by fast long range moves like Iori's A rekkas, so be careful. All versions knock down in FE, so you really need to be doing this more if you weren't already. Shadow versions do more damage, A Shadow version combos from lights.
Blast Upper (qcf+K) -/-/- -/- - - D version is preferred due to range. A good safe move to end block strings with. It's also a good combo ender, but it's range is quite a bit less than RSD so it won't connect from that much stuff. The powered-up versions do 2 hits. As long as you space it right, qcf+D is safe on block.
Ducking Combination (qcb+P~qcb+P) -/-/- -/- - - The first hit has invincibly as he's moving forward, so you can use this to go through fireballs or bait CD counters. A version is faster/less invincibility, C version slower/more invincibility. The followup qcb+P can be overhead (A version) or low (C version). Note that the C followup is a bit faster and will combo from the first qcb+P, but the overhead won't. The Shadow versions do additional hits and knockdown for both the first hits and the followup (depending if you stop at the first hit or not).
Soul Flower (qcb+K) -/-/- -/- - - Made much, MUCH better in FE. Still not the most invincible move on the block, but a halfway not terrible anti air and a much better anti-meaty reversal. Shadow version hits twice.
Dancing Beat (dp+P) -/-/- -/- - - A proximity unblockable. The Shadow version does more hits and lets you juggle from it.
Shadow (d,d+P) -/-/- -/- - - Powers up all of Heady D's specials, making them do more hits/damage/safer etc. It also powers up itself, becoming a combo tool. This only powers moves up for one use, it's not stackable, but no longer wears off if you get hit in FE. Go nuts with it.
Desperation Moves
D. Crazy (qcb,hcf+P) -/-/- -/- - - 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!
D. Magnum (qcf,qcf+P) -/-/- -/- - - 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.
D. Shadow (qcf,qcf+K) -/-/- -/- - - 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.


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)

Basic Strategy

Advanced Strategy