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楼主: Schelfaniel

[ARC] KOF98资料全书【Heavy D】

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 楼主| 发表于 2009-11-20 23:26 | 显示全部楼层
Ranges (how much reach a move has):
-----------------------------------
(Note: One Screen-Length is approximately Five [5] character-widths.)

CHARACTER-WIDTH = the onscreen width of a midsized,
or 'Medium,' character like Kyo or Kim
SCREEN-LENGTH = the length of the entire screen
CLOSE = up close, about 1/4 character-width
THROW = up very close, normal throw-range,
about 1/5 character-width
FULL-SCREEN = hits all the way across the screen
> = slightly more than
< = slightly less than
> 2/3 SCREEN-LENGTH = slightly more than two-thirds the screen's length
< 1/2 CHARACTER-WIDTH = slightly less than half a character-width


===============================
II.) Quotes, Taunt, Poses, etc.
===============================
THE LITTLE THINGS


Win Quote:
"Slow. Your attack is too slow. I read
you like a storybook."

Taunt:
Heavy D! holds up his hands, and sneers "Kakattekoiyo!"
("C'mon and fight!")

Colors (Palette-swaps):
Heavy D! is available in 4 different color schemes;
simply select him using button A,B,C or D.:

A-button: Dark'n'lovely wearing grey/black-on-white
jacket with light red fringes. Grey/black trunks.
B-button: Heavy D!'s old KoF '94 A-button palette of
black-and-white jacket with red fringes.
Black trunks.
C-button: Heavy D!'s old KoF '94 D-button palette of
brown-and-white jacket with dark green
fringes. Brown trunks.
D-button: Navy blue/white with jacket light green
fringes. Navy blue trunks.

First Round Intro:
Heavy D! pulls off his shades and tucks
them away in his jacket, as he did in '94.

Normal Round Intro:
Heavy D! extends an outstretched fist to his
opponent as a token gesture of respect and
says "Machi kubi daze"( )

Against Brian, Lucky Intro:
Heavy D! starts with his hand in his pocket,
pulls his hand out of his pocket and points
at his opponent, grins and says "Katadaze morauze"( )

Win Poses:
(selected after winning a round by pressing
and holding the appropriate button)

A-button: His old KoF '94 win pose, totally redrawn.
Heavy D! turns away from his opponent and
tosses away his leather jacket, revealing
the huge bald eagle tattoo on his back.
In '94, he said "No good!" (a now somewhat
[in]famous line often misquoted as "No shit!"
or "No shirt!")

B-button: Heavy D! stands tall, clenches his fist,
closes his eyes and growls something,
then glances up.

C-button: Heavy D! shadow-boxes, tossing out a couple
of jabs at air, then ends with his big ole
nasty KoF '94 D-button cross (where is that
punch this year, anyway ), says "Sore ga
shoushi da! Kono ...[ ] de yatsuda!" ("That
was pathetic!"...[ ]) then pulls back and
behind his fighting stance.

D-button: Heavy D! turns away and rubs the back of his
neck, then waves his hand absently at his
fallen opponent, muttering "Yare yare...
tsumannaize..." ("Oh well...that was boring...")
 楼主| 发表于 2009-11-20 23:26 | 显示全部楼层
==============
III.) Movelist
==============
NOW SHOW ME WHAT YOU GOT


Command Attacks:
----------------
Rock Crush:
fwd + A (overhead when not chained)
(bufferable when chained)

Special Moves:
--------------
R.S.D (abbreviation for "Rolling Soul Driver")
qcf + A/C

Blast Upper[cut]
qcf + B/D

Soul Flower
qcb + B/D

Shadow (Doubles the power of certain special moves)
(dwn x 2) + A/C

Dancing Beat (unblockable)
fwd, dwn, dwn-fwd + A/C near opponent

Ducking Combination (can be done twice; first Ducking Combination
(qcb + A/C) x 2 acts as a "teleport" as well as an attack)

DM's:
-----
D! Crazy
qcb, hcf + A/C

D! Magnum (can be "held" by holding down
(qcf x 2) + A/C punch button)


====================================================
IV.) Normal Moves, Command Attacks, Normal Throws
====================================================
THE SWEET SCIENCE


Though Heavy D! got his start on the streets, he fights with at
least as much style and form as any classically-trained boxer. He
uses a full complement of different boxing punches that might
as well have come straight out of a textbook; Uppercuts, Undercuts,
Straights, Jabs, Hooks, Crosses; it's all there. Heavy D! has closed
up his form to an even tighter defensive stance than back in the
'94 day, with accordingly short-ranged, quick, powerful punches that
leave few openings in his guard; now he covers his face completely
with his fists and tucks in his chest under his forearms. When he's
not tossing out his usual fast uppercuts or powerful hooks, he
tends to stylistically favor his Jabs (A- and B-button), which are
fast, versatile and very useful.

In keeping with tradition, each normal move is rated on a system
of 5 *'s, with ***** being the Highest (indicating an exceptionally
powerful and/or useful move) and * being the Lowest (indicates
that a move is more or less useless) ratings, respectively. Unless
otherwise noted, each normal only delivers one (1) hit. Also,
unless otherwise noted, each normal move may not be avoided by
crouching under it.


Ratings Key:

------------------------------------------------------------------------------
Move Name
Can Be Blocked Where: which way this move can be blocked

High: this move may be blocked by pulling
the joystick straight-back
Low: this move may be blocked by pulling
the joystick down-back

[Moves that can be ducked under are also noted:
-Medium Characters can crouch under:
midsized, Short and Very Short characters can avoid
this attack by crouching
-Short Characters can crouch under:
Short and Very Short characters can avoid this
attack by crouching
-Very Short Characters can crouch under:
Very Short characters can avoid this attack by crouching]

(See Section VIII. Additional Notes for
a list of Tall, Normal, Short and Very Short Characters)

Range:

Rating: <1 to 5 *'s, rated overall for usefulness, range, power,
speed, damage and priority, with ***** being the
Highest and * being the lowest>
(Brief description of move's appearance)

Notes on Uses and Properties of Move
------------------------------------------------------------------------------


TABLE OF BUFFERABLE NORMALS:
Y = bufferable
N = not bufferable
-- = not applicable

A B C D CD

far standing Y Y N N Y

close standing Y Y Y Y/Y Y

low Y N Y N --

jump N N N N N


NOTES:
There is only one CD attack on the ground, and it
must be performed standing [same for close or far].
It is bufferable (Y).

Heavy D!'s close standing D is a two-hit move.
Both hits are bufferable (Y/Y).


FAR STANDING NORMALS:

Far Standing A:
Can Be Blocked Where: either High or Low
[Medium Characters can crouch under]
Range: < 1 CHARACTER-WIDTH
Rating: **
(Heavy D! tosses out a quick straight jab with his far hand.)

Heavy D!'s far standing A is fairly fast, bufferable
and has decent range. Relatively speaking, it's not nearly
as useful overall as the low A (which comes out as fast and
also has more range), since the far standing A whiffs over
most crouching opponents, while the low A doesn't. In addition,
Heavy D!'s low A's and low B's are more useful in an advancing
poking game, since walking forwards and performing a far
standing A will overlap with his fwd + A.

The far standing A can be linked into cleanly from practically
any of Heavy D!'s other A- or B-button jabs, and when used
within the proper range, chains cleanly into the fwd + A Rock
Crush for Rush: 2. (Heavy D! can then combo the fwd + A into an
R.S.D. or D! Crazy.) As with all of Heavy D!'s other bufferable
jabs, the far standing A can also be comboed directly into
an A-button D! Crazy S/DM.

The far standing A's main use seems to be against cornered
opponents who are attempted to jump their way out of the
corner; if used early, the fast, long-ranged jab can be put to
some effect in plucking those opponents out of the air and
sending them back to the corner. It's also mildly useful as
a faraway poke (provided the opponent isn't crouching) as
well as in a jab linkup combo as described above.


Far Standing B:
Can Be Blocked Where: either High or Low
[Short Characters can crouch under]
Range: 1 CHARACTER-WIDTH
Rating: **
(Heavy D! tosses out a quick straight jab with his near hand.)

The far standing B resembles the far standing A in that it is
a quick, bufferable straight jab. It is different, however,
since it is has slightly more forward reach, and is delivered
at about mid-level, which makes it impossible to duck under
completely (except for short characters), and because it comes
out a bit more slowly.

As with the far standing A, the far standing B can be
linked into from basically any of Heavy D!'s A- or B-button
jabs, and chained into a fwd + A for Rush: 2, or simply
comboed directly into an A-button D! Crazy S/DM.

The slower speed of the far standing B compromises its usefulness
a bit, though like the far standing A, it can be used against
cornered opponents to keep them grounded. Its slightly better
reach also makes it a fair candidate for the occasional faraway poke.


Far standing C:
Can Be Blocked Where: either High or Low
[Short Characters can crouch under]
Range: 1.5 CHARACTER-WIDTHS
Rating: ***
(Heavy D! reaches out and delivers a powerful straight punch
with his near hand.)

The far standing C comes out a bit more slowly than Heavy D!'s
other punches. It hits quite high, and can be ducked and punished
by several Short characters. This vulnerability is balanced out
somewhat by the far standing C's excellent reach; it's Heavy D!'s
longest-ranged normal attack on the ground.

The far standing C is most useful as a quick punishing blow
against an opponent who has made a small mistake. It is
also somewhat useful as early air-defense from a distance,
as well as a poking attack against a non-small, non-ducking
opponent. If used early it can, as with Heavy D!'s far standing
jabs and low A, also be useful in preventing a cornered opponent
from hopping his/her way out.


Far standing D:
Can Be Blocked Where: either High or Low
[Very Short Characters can crouch under]
Range: 1/2 CHARACTER-WIDTH
Rating: *
(Heavy D! swivels away from the player's view and
swings out a slow cross uppercut.)

The far standing D comes out slowly and hits very high.
Its only purpose seems to be early air-defense against
a jumping opponent, and even so, Heavy D! has better
options for air-defense (low C, Soul Flower, Blast Upper).
 楼主| 发表于 2009-11-20 23:27 | 显示全部楼层
CLOSE STANDING NORMALS:

Close standing A:
Can Be Blocked Where: either High or Low
[Medium Characters can crouch under]
Range: CLOSE
Rating: *
(Heavy D! flicks out a very short-ranged jab with
his far hand.)

The close standing A hits about as high as the far version,
and like the far version, will whiff over the heads of most
opponents. Though Heavy D!'s close standing A can be used in
jab linkups with just about any A- or B-button jabs, it isn't
terribly useful in any other situation, because attempting to
perform the close standing A while walking forwards will overlap
with the fwd + A command attack, and because either a low A or
low B (neither of which can be ducked under) is guaranteed to
hit at this close a range, and is usually more practical.


Close standing B:
Can Be Blocked Where: either High or Low
[Very Short Characters can crouch under]
Range: CLOSE
Rating: *
(Heavy D! pokes out a very short-ranged jab with
his near hand.)

Functionally, the close standing B is analogous to
the far standing B: it's bufferable too, but comes
out a bit slower than its A-button counterpart.
In a jab linkup, it doesn't push the opponent as
far away as a close standing A, so you can link up
to three of these together when up very close and
not on MAX. Though it can't be ducked under except by
Very Short Characters, at this close a range the faster,
more damaging low B is more practical.


Close standing C:
Can Be Blocked Where: either High or Low
[Short Characters can crouch under]
Range: CLOSE
Rating: **
(Heavy D! pauses briefly, leans into the opponent and delivers
a powerful bodyblow.)

The close standing C is somewhat useful because it is a
strong hit and bufferable as a combo into pretty much all
of Heavy D!'s combo-able specials and DM's, as well as his
fwd + A for a Rush: 2 chain combo.

There are two major problems with the close standing C:
there is a slight delay at the beginning; if you attempt
to dash forward and use the close standing C to punish your
opponent's mistake, this brief delay can cost you that combo
opportunity since the opponent may be able to recover before
the punch actually comes out. The faster close standing D
(2 hit) is therefore much better for running up and punishing
mistakes, at least in Advanced Mode.

A more severe problem with the close standing C is the fact that
it whiffs over Short characters when they crouch, which makes
it an even worse choice for punishing mistakes (many opponents will
instinctively crouch-block after making a mistake). It is also
possible to cleanly miss a Short opponent with the close standing C,
even after a deep jump-in attack(!); therefore it is preferrable
to follow jump-in attacks with the more reliable low C, low
jabs, or close standing D [from a very deep jump-in].


Close Standing D: (2 hits)
Can Be Blocked Where: either High or Low
[Cannot be crouched under]
Range: CLOSE
Rating: ****
(Heavy D! hits the opponent with a fast 2-hit undercut
with his near hand.)

The close standing D has poor range, and can easily be
mistaken in appearance for the nearly useless far
standing D. Its use is mainly limited to combos up close,
especially in punishing larger mistakes. When used correctly
in this way, it is strong, fast, and delivers two big hits,
each of which is bufferable. When used on a forward dash in
Advanced Mode, it is the first and last word in punishing your
opponent's larger mistakes. It is rarely advisable to buffer
the first hit, since you can and should use the brief delay
as both hits connect to figure out what to buffer afterwards.

If Heavy D! does land the close standing D deep enough, as he
usually does from an Advanced mode forward dash or a well-placed
crossup attack, he can chain the second hit(!) into a fwd + A
for Rush: 3(!), then combo the fwd + A into an R.S.D. or D! Crazy
(this is tremendously damaging, especially on MAX).


Standing CD:
Can Be Blocked Where: either High or Low
[Cannot be crouched under]
Range: 1 CHARACTER-WIDTH
Rating: **
(Heavy D! pulls back, then swings a powerful hook with his far hand.)

Though the standing CD is strong and bufferable, it comes
out very slowly. It looks like it might whiff over the heads
of shorter characters, but it doesn't; it can and will connect
cleanly against the shortest characters, even when they crouch.
You may be able to use this optical illusion to your advantage
against a less experienced opponent who thinks s/he can crouch
under the standing CD.

The standing CD can be used to consistently juggle after a
Shadowed Dancing Beat for decent damage. It can also be used
as very early air-defense; the short startup delay can and
should be used to watch for a Counter message (from a standing
CD Counter, Heavy D! can juggle afterwards with just about
anything, though damage-wise a Blast Upper or D! Magnum are
usually the best choices). Unfortunately, since the standing
CD comes out too slowly to be of much use for anything else,
it should otherwise be used sparingly.
 楼主| 发表于 2009-11-20 23:27 | 显示全部楼层
LOW NORMALS (joystick in the dwn, dwn-bk or dwn-fwd position)
Note: None of Heavy D!'s low normals may be crouched under.

Low A:
Can Be Blocked Where: either High or Low
Range: 1 CHARACTER-WIDTH
Rating: *****
(Heavy D! tosses out a quick straight jab at the opponent's knees.)

The low A is quite possibly Heavy D!'s best normal attack,
and is tremendously useful for a number of reasons. It links
into and can be linked from nearly any of Heavy D!'s other A-
and B-button jabs; most notably his quick low B's, as well
as itself (he can link 2-3 rapid-fire low A's together).
In addition, as with his other bufferable jabs, if he connects
the low A at close enough range, Heavy D! can chain his fwd + A
command attack from a low A for a Rush: 2 combo; then, as usual,
buffer the fwd + A into an R.S.D. or D! Crazy DM afterwards.

The low A has outstanding reach; just about one entire
character-width(!). This excellent range makes the low A
an excellent poking attack, as wells as a great way to keep
grappler opponents at bay. Heavy D! can also tag his A-version
D! Crazy DM at literally the very end of the low A's reach,
which can turn a moderately damaging set of jabs into some
serious hurt.

The low A is also very fast, and has very good priority.
Its long, high hit range makes it an excellent way to
keep an opponent stuck in the corner, as a very early
low A will not only outprioritize many of your opponent's
poke attacks, but will also often pluck a hopping opponent
right out of the air [and back into the corner].

There are only two drawbacks to the low A: that it doesn't
hit low (it can be blocked either High or Low); and that
it is very weak; it deals very little damage (only about
1/2 that of a low B) and contributes very little to a
Guard Crush if blocked. However, the other uses of the low A
more than make up for these few disadvantages. You will be
using this move quite a bit.


Low B:
Can Be Blocked Where: Low ONLY
Range: > 1/2 CHARACTER-WIDTH
Rating: *****
(Heavy D! shoots out a lightning-fast diagonal jab to the shins.)

The low B isn't bufferable, which is essentially its only
drawback. It comes out quickly and has good priority,
so it's excellent at close quarters; it also hits low, so
it will hit a high-blocking opponent.

The low B can be linked into and from just about any of Heavy D's
other A- and B-button jabs; since it hardly pushes the opponent
away at all, it can be linked into itself 6(!) times for Rush: 6
(and can then be linked into a low A for Rush: 7, followed by a
D! Crazy DM[!!]). (Note: This low B x 6 linkup cannot be performed
on MAX.)

The low B deals about twice as much damage as the low A, so
when attacking or punishing mistakes at very close quarters,
it can be advantageous to link multiple low B's into one final
low A to deal more damage overall (as opposed to a barrage of
less damaging low A's).


Low C:
Can Be Blocked Where: either High or Low
Range: 1/2 CHARACTER-WIDTH
Rating: *****
(Heavy D! performs a fast and powerful uppercut cross punch.)

Heavy D!'s low C is extremely useful, since it comes out very
quickly, does good damage, and is bufferable as a combo into
practically all of his comboable specials and DM's. The low C
also has slightly more horizontal range than either the close
standing C or D, so it's a more reliable followup to a jump-in
attack than either. As if all that weren't enough, the low C is
excellent air-defense against jumping opponents and is outstanding
against hopping opponents when timed to hit early.

There are a few caveats for the low C: it comes out so quickly
that it can be difficult to combo into specials and DM's with
complex motions (something that can be overcome with time and
practice). Also: the low C pushes the opponent back a bit; often
too far to successfully connect a chained fwd + A (this is always
the case after a normal short hop or normal jump-in attack from
the front; only a super-jump short hop attack will allow you to
follow up with a low C -> fwd + A). Otherwise, the low C is an
excellent normal attack and should be used often.


Low D:
Bufferable : No
Can Be Blocked Where: Low ONLY
Range: < 1.5 CHARACTER-WIDTHS
Rating: ***
(Heavy D! pulls out a low hook to the shins that can sweep
an opponent off his/her feet.)

Heavy D!'s low D is similar to his old low D from The King
of Fighters '94; it has about the same horizontal reach
of slightly more than one character-width. As in '94, the
low D is unbufferable, but is a strong low hit and a knockdown,
and has good horizontal reach. Useful every so often as a poking
attack, and good as a quick punishing attack from a short
distance, especially against short characters who might otherwise
duck under your attacks. Note that Heavy D! recovers very quickly
from a low D; so quickly that it is usually safe to immediately
follow a low D with a Shadow.


JUMP ATTACKS:

(Heavy D!'s jump attacks are the same, on a vertical [straight-up]
jump or horizontal [backwards or forwards] jump.)

Jump A:
Can Be Blocked Where: High ONLY
Range: CLOSE
Rating: **
(Heavy D! does a quick downward-angled jab that resembles
his low B.)

The jump A has mediocre priority and does poor damage.
It can be used occasionally on a jump-in as a setup for
a Dancing Beat 'tick throw,' but doesn't seem all that
useful otherwise.


Jump B:
Can Be Blocked Where: High ONLY
Range: CLOSE
Rating: **
(Heavy D! does a very steeply downward-angled
jab that looks similar to his old jump C from KoF '94.)

Heavy D!'s jump B has a very steep downward angle,
so it has very poor horizontal range and is not to
be used against jumping opponents. It can, however,
be used to cross up if Heavy D! can get a clear jump
over his opponent's head. Doing so is difficult to
say the least, given Heavy D!'s great size and the
very poor horizontal range of the jump B, so it's
not a tactic to be attempted often.


Jump C: (2 hits)
Can Be Blocked Where: High ONLY
Range: 1/2 CHARACTER-WIDTH
Rating: *****
(Heavy D! does a powerful downward one-two punch
combination for 2 hits.)

This is Heavy D!'s best jump attack, plain and simple,
and one of his better normal attacks overall. The jump C
is a powerful double-hit move; the first punch of the
jump C comes out very quickly and has excellent priority;
both as a jump-in attack against ground opponents, and when
done early as air-to-air defense against jumpers who are
already airborne and below Heavy D!. When used in the latter
fashion, the jump C has a very nasty habit of cleanly
outprioritizing an opponent's jump attack for a "Counter"
message, which allows the second punch to connect as a
Counter juggle for an aerial Rush: 2 combo. (Note, however,
that the jump C isn't nearly as good against jumping opponents
who are higher in the air than Heavy D!.)

In addition, the jump C is an excellent and powerful jump-in
attack for combos when done slightly late; an inexperienced
opponent will often take the second hit if s/he wasn't expecting
it. When followed with either a low B or fwd + A overhead
attack, the jump C sets up a fairly useful high-low trap
(see Section VII, Strategy). Against a Tall opponent (Goro, Chang,
Brian, or another Heavy D!), the jump C is your best option for a
crossup attack.
 楼主| 发表于 2009-11-20 23:27 | 显示全部楼层
Heavy D! can follow a well-timed deep jump-in C most
easily with a low C; though the close standing D (2 hit),
low B and low A can also be used; all of these followups
are either bufferable or linkable into a bufferable attack,
which can then be followed with a 2-in-1 combo.


Jump D:
Can Be Blocked Where: High ONLY
Range: 1/2 CHARACTER-WIDTH
Rating: **
(Heavy D! sticks out his far arm in a weak-looking
horizontal straight punch.)

The jump D doesn't seem all that great, really.
It doesn't have enough downward range to be used
as a good air-to-ground jump-in attack; though it
seems mildly useful as air-to-air defense against
jumpers who are at the same height as or higher in
the air than Heavy D!.


Jump CD:
Can Be Blocked Where: High ONLY
Range: 1 CHARACTER-WIDTH
Rating: ****
(Heavy D! leans forward and extends his body until
his torso is almost horizontal, and, after a
short pause, swings a powerful downward hook with
his near hand.)

Heavy D!'s jump CD's range is angled too far
downwards and comes out too slowly to be of
any practical use as air-to-air defense against
an airborne opponent. However, the jump CD is a
fairly good offensive attack, especially when used
on a horizontal jump or hop against an opponent at
some distance away. Heavy D! can also practically always
follow a blocked jump CD with a safe B-button Blast
Upper for easy block damage.

You can and should use the delay at the startup to
watch for a Counter or Guard Crush message; if such
a message pops up, be prepared to juggle with a D!
Magnum S/DM [if you have stock or full POW] or a
Blast Upper [if you don't].


COMMAND ATTACKS:
Rock Crush (fwd + A)
Can Be Blocked Where: if not chained: High ONLY (overhead)
if chained: either High or Low
[Cannot be crouched under]
Range: < 1 CHARACTER-WIDTH
Rating: *****
(Heavy D! turns and lunges downward with his near fist.)

The Rock Crush (fwd + A) is a fantastic command
attack. When not chain-comboed from a bufferable
normal attack, it is a fairly fast overhead with
almost one character-width's range. When used immediately
after Heavy D!'s fast two-hit hop-jump C (both hits of
which must be blocked high), the fwd + A becomes part
of a nasty high-low game: follow a hop-jump C with
either a low B (which must be blocked low, and can be
linked into a bufferable low A with dire consequences
for your opponent) or immediately do a fwd + A (which
must be blocked high).
____________ _______ _______
| | | | | |
| hop jump C | ----> | low B | ----> | low A | ----> painful combo
| (2 hit) | | (low) | | |
|____________| |_______| |_______|
|
| _________
-------------> | |
| fwd + A |
| (high) |
|_________|

This high-low trap isn't inescapable, but can cause your
opponents a good bit of grief, especially if you can
corner them with it.

When chain-comboed from a bufferable normal attack,
the Rock Crush (fwd + A) becomes a powerful combo
extender. Note that since it has about one character-width
of horizontal range, it can easily be tacked onto just
about any of Heavy D!'s bufferable normal moves, provided
he is not already about one-character width away. That is,
when attempting to chain-combo the fwd + A, take note of
the distance between Heavy D! and his opponent; if it is
already nearly a character-width, as it may be at the very
end of a low A or low C, the fwd + A will almost certainly
either whiff or push your opponent too far away, which ruins
any hope of a combo. Try to make sure that Heavy D! is well
within a character-width of his opponent if you plan to chain
the fwd + A.

When chained, the fwd + A can then be comboed flawlessly
into either an R.S.D. (both A- and C-button versions) or
a D! Crazy S/DM.


DODGE-INTERRUPT ATTACK: (Extra Mode Only)
Reverse Hook (dodge with AB, then press A/B/C/D)
Bufferable : Yes
Can Be Blocked Where: either High or Low
[Medium characters can crouch under]
Range: < 1 CHARACTER-WIDTH
Rating: **

(Heavy D! turns and throws a high hook punch.)

This rather slow dodge-interrupt attack is
made worse by the fact that so many characters
can duck under it. It is bufferable and can
be comboed into any of Heavy D!'s specials,
as well as into D! Crazy, but the fact that
it whiffs over the heads of so many characters
puts strict limits on its usefulness.
 楼主| 发表于 2009-11-20 23:27 | 显示全部楼层
NORMAL THROWS:

Gut Punches
C-button Throw (fwd or bk + C, tap A/C)
Range: THROW
Rating: *
(Heavy D! grabs his opponent with his far hand and
pummels his opponent with several undercuts with
his near hand, then tosses his opponent down
in front of him. The gut punches look a bit like
Heavy D!'s close and far standing D's, done repeatedly.)

The C-throw is a very weak throw, as it can be escaped by
an opponent mashing the buttons and rolling the joystick,
or by an assist attack. It only does its full damage if you
tap A and C like mad; and for some reason never seems to
finish off an opponent with very little life left (Heavy D!
always tosses the opponent away before he can deliver enough
damage). The Dancing Beat (see Section V.:Special Moves/DMs,
below), for all intents and purposes, -is- your normal throw,
and you should stick to it.


Reverse Gut Punches
D-button Throw (fwd or bk + D, tap B/D)
Range: THROW
Rating: *
(Heavy D! does the exact same thing as the
C-throw, but finishes by tossing his opponent
in the opposite direction.)

Aside from the fact that it changes sides with the
opponent, the D-throw isn't worth mentioning. Again,
stick to the Dancing Beat.
------------------------------------------------------------------------------

ATTACK RANGES:

The "stick figure" on the left is Heavy D!
(diagram is not completely to scale, obviously).
This diagram approximately indicates ranges of normal
moves with Heavy D! facing right.

Key:

|======================| is about 1 character-width
|=====================| is slightly less than 1 character-width

|===============| is slightly more than 2/3 character-width
|==============| is about 2/3 character-width
|=============| is slightly less than 2/3 character-width

|===========| is slightly more than 1/2 character-width
|==========| is about 1/2 character-width
|=========| is slightly less than 1/2 character-width

|==| is Close
|=| is Throw

OO far standing A, fwd + A, dodge interrupt
OOOO |=====================|
OOOO
OO far standing B, low A, standing CD, jump CD
|| |======================|
--------
/---||---\ far standing C
/-----||-----\ |==================================|
/ || \
/ || \ low D
|| |=================================|
||
|| low C, jump C, jump D, far standing D
|| |==========|
/ \
/ \ low B
/ \ |===========|
/ \
/ \ close standing attacks, jump A, jump B
/ \ |==|

|======================||======================||======================|
\ / \ / \ /
1 character-width 1 character-width 1 character-width


=====================
V.) Special Moves/DMs
=====================
style VERSUS SUBSTANCE

Heavy D! has a powerful arsenal of distinctive special
moves that range from being mere curiosities to being
deadly weapons. Furthermore, one of Heavy D!'s specials, the
Shadow (dwn x 2 + A/C) enhances each of his other specials
(including itself), in many cases adding raw power to his
usual finesse. In order to succeed, you can and should make
frequent use of many of Heavy D!'s specialties...if nothing
else, you'll look damn cool doing so.

As with the normal moves, Heavy D!'s special moves and
DM's are rated on a scale of 1 to 5 *'s. Unless otherwise noted,
no special move may be avoided by crouching under it.


Ratings Key:

------------------------------------------------------------------------------
Move Name
Can Be Blocked Where: 《which way this move can be blocked》

High: this move may be blocked by pulling
the joystick straight-back
Low: this move may be blocked by pulling
the joystick down-back

[Moves that can be ducked under are also noted:
-Medium Characters can crouch under:
midsized, Short and Very Short characters can avoid
this attack by crouching
-Short Characters can crouch under:
Short and Very Short characters can avoid this
attack by crouching
-Very Short Characters can crouch under:
Very Short characters can avoid this attack by crouching]

(See Section VIII. Additional Notes for
a list of Short and Very Short characters)

# Hits, Normal: 《how many times this move hits on the Rush Meter》
# Hits, Shadowed: 《how many times this move hits after
Heavy D! performs a Shadow》
# Hits, DM: 《how many times this DM hits on DM level》
# Hits, SDM: 《how many times this DM hits on SDM level》

Range: 《how much horizontal range this move has》

Rating: 《1 to 5 *'s, rated overall for usefulness, range, power,
speed, damage and priority, with ***** being the
Highest and * being the lowest》
(un-Shadowed: 《Brief description of move's appearance when
performed without a Shadow [dwn x 2] + A/C》

(When Shadowed: 《Brief description of move's appearance if
performed after a Shadow, [dwn x 2] + A/C》

Notes on Uses and Properties of Move
 楼主| 发表于 2009-11-20 23:28 | 显示全部楼层
R.S.D (abbreviation for "Rolling Soul Driver")
Move Input: qcf + A/C
Can Be Blocked Where: either High or Low
[Very Short Characters can crouch under]

# Hits, Regular: (A-version): 1
(C-version): 3
# Hits, Shadowed: (A-version): 3
(C-version): 5

Range: (A-version) 1/3 SCREEN-LENGTH
(C-version) 1/2 SCREEN-LENGTH

Rating: *****
(un-Shadowed: Heavy D! leaves himself uncharacteristically open
as he slides forward and delivers a powerful straight
punch with swirling "Soul" coils billowing about his fist.)

(When Shadowed: the R.S.D. becomes a one-two punch;
Heavy D! follows up the first attack with a second
straight-punch R.S.D. with his near fist that resembles
his far standing C.)

The R.S.D., aside from looking extremely cool, is
very useful and more or less Heavy D!'s standard
bread-and-butter attack. The C-version is also Heavy D!'s
most damaging special attack. The forward 'slide' on
the R.S.D. is extremely useful for covering distance,
especially in Extra Mode where forward movement is
limited to walking or forward-hops.

The A-version of the R.S.D. is completely safe if blocked in
pretty much any situation (whether buffered from a normal
move or not, and whether Shadowed or not). The C-version is
completely safe if blocked when it is buffered from a strong
normal (button C or D) or from the fwd + A as a chain combo;
however, it isn't always safe if buffered from a weak attack
or performed up close without buffering at all.

The R.S.D. is the only special move with enough speed and
forward reach to combo consistently from a chained fwd + A;
this is why Heavy D!'s:

jump C (2 hits) -> low B -> low A -> fwd + A -> C-button R.S.D.

combo is a standard combo that is useful in keeping
the pressure on.

An excellent and useful ploy that takes advantage of
the little-to-no end-lag of the R.S.D. is to constantly
Shadow, then perform a Shadowed R.S.D. more or less
immediately afterwards. After a few of these, your
opponent may come to expect the second Shadowed punch;
now toss out an un-Shadowed R.S.D. and, as your opponent
is blocking and awaiting the second Shadowed punch that
will never come out, dash or hop forwards and hit your
opponent with an unblockable Dancing Beat.

Overall, the R.S.D. is a fast, often safe move that is
easy to combo from just about any strong hit.
------------------------------------------------------------------------------

------------------------------------------------------------------------------
Blast Upper
Move Input: qcf + B/D
Can Be Blocked Where: either High or Low

# Hits, Regular: (both versions): 1
# Hits, Shadowed: (both versions): 2

Range: (B-version) 1/3 SCREEN-LENGTH
(D-version) < 1/2 SCREEN-LENGTH

Rating: ***
(un-Shadowed: Heavy D! pulls out a blindingly fast
uppercut with his near arm, kicking up what appears
to be streaks of air and dust in front of him.)

(When Shadowed: Heavy D! follows the first Blast
Upper with a second swing with his far arm
that resembles his low C.)

The Blast Upper is a fairly useful move, since it
is very fast and has great priority if performed
early. Its forward-and-upward range makes it excellent
as air-defense against an opponent's jump-in attacks
if done early enough. Blast Upper also combos easily
from any of Heavy D!'s bufferable strong hits (close
standing C, low C, close standing D [2 hits]), or any
bufferable jab up close; and it has the handy property of
being able to snuff out most projectile special attacks.

There are a few things to remember about the Blast Upper:
for instance, there is a little bit of lag on this move at
the end; if blocked or whiffed up close, the Blast Upper will
leave Heavy D! vulnerable.

Also, though the Blast Upper has good range, it has less range
than it seems to (the outside edge of the blast does not hit);
Blast Upper -always- whiffs after a chained fwd + A. It is
therefore important to learn the range on the Blast Upper, since
misjudging the distance will cause it to whiff and leave Heavy D!
open to counterattack.

(You can actually use the range on the Blast Upper to your advantage
somewhat by pulling off a trick similar to the one described above
for the R.S.D.: perform a Shadow, then Blast Upper an opponent who
is just barely within range. The second blast will usually push
your opponent back too far to retaliate. Repeat a few times until
you think your opponent might have gotten used to blocking both
blasts; then perform an un-Shadowed B-Blast Upper, and, as your
opponent is patiently blocking and waiting for a second blast that
will never come, dash/hop forwards and hit 'em with a Dancing Beat.)
 楼主| 发表于 2009-11-20 23:28 | 显示全部楼层
Soul Flower
Move Input: qcb + B/D
Can Be Blocked Where: either High or Low

# Hits, Regular: (both versions): 1
# Hits, Shadowed: (both versions): 2

Range: SHORT

Rating: **
(un-Shadowed: Heavy D! kneels and hammers the ground with
his fist, leaving behind a brief fiery explosion.)

(When Shadowed: The explosion hits twice.)

The Soul Flower may look a little stronger than
it did in '94, but it seems quite a bit weaker now.
It used to have very good horizontal range both
in front and in back; now the Soul Flower barely
covers Heavy D!'s front or back, and is not normally
comboable from any of Heavy D!'s bufferable normals.

The Soul Flower's main use is as air-defense, since it
has good vertical range above Heavy D!, has decent
enough priority, and does a nice bit damage when used as such.
Note that the B-version of the Soul Flower comes out more
quickly, but doesn't stay out nearly as long as the D-version;
which comes out more slowly, but stays out longer. If used very
early, the D-Soul Flower is nearly flawless air-defense against
jumpers who are directly or almost directly above Heavy D!. The
B-Soul Flower can be used as less reliable air-defense if timed
to hit slightly late (a little later than if you were using the
D-version). Though the timing is trickier, if the B-Soul Flower
triggers a Counter message, Heavy D! can tack on a Blast Upper
juggle for a neat little Rush: 2 combo.

The Soul Flower can also be used to cancel out projectile
attacks if it is done early enough, though this ability only
seems useful against opponents who use projectile attacks as
setups to dash forwards or jump-in.
------------------------------------------------------------------------------

------------------------------------------------------------------------------
Shadow (Doubles the power of certain special moves)
Move Input: (dwn x 2) + A/C
Can Be Blocked Where: either High or Low
[Short Characters can crouch under Shadowed Shadow]

# Hits, Regular: (both versions): n/a
# Hits, Shadowed: (both versions): 5

Range: (after Shadowing)
(both versions) 1/2 CHARACTER-WIDTH

Rating: *****
(un-Shadowed: Heavy D! does what appears to be a taunt;
he tosses out two quick fake jabs, and beckons his
opponent closer.)

(When Shadowed: the jabs hit a total of 5 times;
then Heavy D! beckons the opponent closer.)

The Shadow is a very interesting move to be sure;
at first, it seems like nothing more than an alternate
taunt. It certainly comes out quickly; enough to follow
a low D knockdown safely (the low D isn't bufferable, so
perform a low D, recover and Shadow...it's that fast). It
also adds POW to an Advanced mode meter. However, what Shadow
really does is 'power-up' the next special move Heavy D!
performs (including the Shadow itself!). The 'power-up' effect
lasts indefinitely, or until Heavy D!:

-performs a special move [Shadowed]
-performs a S/DM
-gets hit
-gets cleanly thrown for damage

(Taking block damage will not negate the Shadow.)

Here's a move-by-move breakdown from the Professor himself:
 楼主| 发表于 2009-11-20 23:28 | 显示全部楼层
Date: Thu, 06 Aug 1998 17:17:48
From: Henry Moriarty
Subject: [KOF] Heavy D!'s SHADOW, if you don't know
about it yet...!!!

People are asking "how do you do that double QCF + P attack "
"How Do you do that Double Blast Uppercut "---

The answer is quite simple, do his Shadow first.
If Heavy D! does his shadow (D x 2 + P) and executes
his command move before he gets hit, a powered up version
comes out instead. You can even power up the Shadow itself,
which then hits.

What happens to what-

RSD
Does both left and right hand punch

Ducking Combination
Hits 3 times/ Finishes with blast upper

Blast Upper
Does double Blast Upper

Soul Flower
Comes out twice

Dancing Beat
Can afterattack with Blast upper after last hit

[Author's Notes:
-The first qcb + P ends with an extra uppercut punch.
-The second qcb + P, if done with button A, ends
in the overhead swat followed by an R.S.D..
-The second qcb + P, if done with button C, ends
with the low-hitting swipe, then juggles with
a Blast Upper.]

Shadow
Punches hit (like Joe Higashi's explosion punches)

""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""

Strategically, the Shadow can be an excellent setup
for mind-games. As described above, performing lots
of Shadows can throw off a careless opponent to the
point where s/he might simply sit still and block
the second part of a Shadowed move that isn't coming
(and be vulnerable to a quick Dancing Beat); or perhaps
the same careless opponent might lose track of all
the Shadows and attempt to punish what looks like a
regular special move, only to blunder directly into
the second Shadowed part.

If the Shadow is used after a Shadow ("Shadowed Shadow"),
Heavy D! performs a fast, very cool-looking 5-hit jab
combination which has just enough range to be able to combo
cleanly from his close standing C, close standing D (both hits),
low C, or any of his bufferable jabs; though it will always whiff
if performed after a chained fwd + A. The Shadowed Shadow is
mainly a style move, since most other specials are more powerful
when Shadowed, and since a Shadowed Shadow will whiff over the head
of a Short opponent. In a fast-paced fight, if you lose track of
whether or not you are Shadowed (though you never should), the main
visual differences between the Shadowed and Unshadowed Shadow are
that on the Shadowed Shadow, Heavy D! tosses out the jabs a bit more
slowly and adds two extra jabs at the end.
------------------------------------------------------------------------------

------------------------------------------------------------------------------
Dancing Beat (unblockable)
fwd, dwn, dwn-fwd + A/C near opponent
Can Be Blocked Where: n/a

# Hits, Regular: (both versions): 5
# Hits, Shadowed: (both versions): 6 (can juggle afterwards)

Range: (both versions) CLOSE

Rating: *****
(un-Shadowed: Heavy D! tosses out a uppercut that
crushes his opponent's guard, then pummels his
opponent with a fast jab combination.)

(When Shadowed: Heavy D! tosses out the same
fast uppercut followed by the same fast combination,
but ends with another uppercut that resembles his
Blast Upper. This uppercut sets up a juggle.)

This seems to be a modified version of Heavy D!'s
old D-button throw from KoF '94, which was
unblockable at point-blank range, but blockable
otherwise (Heavy D! would perform the combination
punches against the blocking opponent anyway).
In terms of its properties, it seems similar to
Ryo's "Punch Dance" special attack, in that:

-it's completely unblockable at
point-blank range

-it's comboable from any close-up
bufferable normal attack

-it sets up a juggle [in Heavy D!'s case,
only when Shadowed];

-it has no whiff animation if missed
(Heavy D! will Option-Select, performing an R.S.D.
instead because of move overlap.)

The above are all tremendously useful properties that
essentially allow Heavy D! to use the Dancing Beat in
the same way other characters would usually use a normal
throw, including full use as an offensive tick-throw and a
defensive counterthrow. Given that Heavy D!'s normal throws
are tremendously weak and easily escapable by assist attack,
the Dancing Beat, by virtue of its higher damage, longer range
(1/4 character-width; slightly larger than the usual 1/5
character-width normal throw range) and total inescapability
is nearly always a much better alternative.

Since the Dancing Beat counts as a special move as well,
it's also a powerful offensive attack for both Advanced
and Extra Mode players, since both forward dashes (Advanced)
and forward hops (Extra) can be buffered directly into special
moves. Performing a Dancing Beat from a forward dash/hop is
especially effective if set up with a quick low B/low A or two
as a tick to force your opponent to block first.

When Shadowed, the Dancing Beat becomes a juggle
setup, and can be followed easily with a Standing CD,
Blast Upper (B/D), or an SDM D! Magnum (the latter inflicts
grievous damage).

The best way to take advantage of the Option-Select on
the Dancing Beat is to always to use the A-button version;
if for some reason the Dancing Beat doesn't come out (you
misjudged the distance, your opponent moved out of the way
too quickly, etc.), Heavy D! will usually do an R.S.D. (qcf + P)
instead. The A-version of the R.S.D. is, as mentioned earlier,
pretty much completely safe if blocked.

Given all of its properties -- especially its ability to be
used as a powerful, long-ranged throw -- the Dancing Beat is a
fantastic special move that should be used often.
 楼主| 发表于 2009-11-20 23:28 | 显示全部楼层
Ducking Combination (can be done twice; first Ducking Combination
(qcb + A/C) x 2 acts as a "teleport" as well as an attack)

Can Be Blocked Where:

qcb + A/C: -> qcb + A:
either High or Low High ONLY (overhead)

qcb + A/C: -> qcb + C:
either High or Low Low ONLY

# Hits, Regular: (qcb + A): 1
(qcb + C): 1
(qcb + A/C --> qcb + A): 1,1
(qcb + A/C --> qcb + C): 2

# Hits, Shadowed: (qcb + A): 3
(qcb + C): 3
(qcb + A/C --> qcb + A): 1,4
(qcb + A/C --> qcb + C): 3

Range: (A-version) 1/3 SCREEN-LENGTH
(C-version) 1/2 SCREEN-LENGTH
Rating: ****

(un-Shadowed:
-On the first qcb + A/C, Heavy D! pauses, then slides
forward, "phasing out" briefly then reappears a short
distance ahead and takes a quick swipe at his opponent's
chest for one hit.
-If Heavy D! follows the first qcb + A/C with a qcb + A,
he performs a fast downward swat at the opponent's
face that must be blocked high [overhead]. This overhead
does -not- string together as a combo.
-If Heavy D! follows the first qcb + A/C with a qcb + C,
he performs a quick low swipe at the opponent's
ankles that must be blocked low. This low swipe -does-
connect flawlessly after the first hit for a Rush: 2 combo.)

(When Shadowed:
-On the first qcb + A/C, Heavy D! pauses, then slides forward,
"phasing out" briefly, then reappears a short distance
ahead and takes a quick swipe at his opponent's chest
for one hit. If the first hit of this first qcb + A/C
is not cancelled immediately into another qcb + A/C,
Heavy D! finishes with a two-hit uppercut for 3 hits
total (Rush: 3).
-If Heavy D! follows the first hit of the first qcb + A/C
with a qcb + A, he performs a fast downward swat that must
be blocked high, [overhead] automatically followed by an
R.S.D. for an additional 3 hits. Note that this second qcb + A
does -not- combo after the first, though if the second qcb + A
does hit, it automatically does 4 hits total (Rush: 4).
-If Heavy D! follows the first hit of the first qcb + A/C
with a qcb + C, he performs a quick low swipe that must be
blocked low, then follows the swipe with a Blast Upper juggle.
Note that this second qcb + C -does- combo after the first
for 3 hits total (Rush: 3).)

The Ducking Combination is an interesting move, since it can
be used to "teleport" through [and cleanly avoid] just
about any sort of attack short of a normal throw or command
throw(!), then emerge on the other side and hit the opponent.
This "phasing" ability is especially useful against opponents
who like to toss out repeated projectile specials or long-ranged
pokes to keep you out.

When the first qcb + A/C is blocked, the Ducking Combination
turns into its own high/low guessing game. Use the initial
startup delay of the first qcb + A/C to see which way your
opponent is blocking; if s/he is blocking low, finish with
a qcb + A. If s/he is blocking high, finish with a qcb + C.
Note that if you actually hit with the first qcb + A/C,
you should always perform the second hit with a qcb + C, since the
C-version will always cleanly combo after the first.

The Ducking Combination comes out a bit too slowly to combo
after anything. The first qcb + C does have enough range to tag
the opponent after a chained fwd + A, but is too slow to
actually string together as a combo (your opponent will be
able to block). Doing so can still be very useful, however,
since if your opponent does block the first qcb + C, you can
play the high-low game with the second hit.

The two versions of the Ducking Combination also have
different startup times; if the first hit is done with
the qcb + A version, it comes out relatively quickly, but
as a result, has far fewer frames of invulnerability.
If the first hit is performed as a qcb + C, there is a
noticeably longer startup time, though that additional
startup is nearly all invulnerability frames.

Note also that the distance across which Heavy D! phases is more
or less pre-set, which means that this move isn't very useful at
all at very close quarters. If you need to, go ahead and backdash
to gain the proper distance.
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