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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 23:28 | 显示全部楼层
DM's:
------------------------------------------------------------------------------
D! Crazy
Move Input: qcb, hcf + A/C
Can Be Blocked Where: either High or Low

# Hits, DM: (both versions): 7
# Hits, SDM: (both versions): 18

Range: (of first hit)
(A-version, DM) 1/2 SCREEN-LENGTH
(C-version, DM) 2/3 SCREEN-LENGTH
(both versions, SDM) 2/3 SCREEN-LENGTH

Rating: *****
(Heavy D! sneers "Mou akitaze![ ]", makes a huge
lunge forward and unleashes a furious flurry of
punches on his opponent, ending with an uppercut;
on SDM, Heavy D! punches up his opponent with even
more hits, ending with a Shadowed R.S.D..)

D! Crazy dates back to KoF '94 (it was his old DM).
The both the DM and SDM version start with a huge
forward lunge, which can be darned useful in gaining
ground to punish an opponent who has made a mistake
at a distance -- especially when you are playing
Heavy D! in Extra Mode and don't have the luxury of
dashing forwards.

The C-version is comboable from any of Heavy D!'s strong
bufferable hits (low C, close standing C, close standing D)
as well as from a connected fwd + A chain, even
when chained from an A- or B-button jab.

The A-version is comboable from any of Heavy D!'s bufferable
hits...and I mean -any- of them. It is easiest to combo from a
fwd + A chain combo, but the A-version of D-Crazy can be tacked
onto the outermost fringe of a low A as easily as it can be comboed
from a 2-hit close standing D. The D! Crazy is therefore Heavy D!'s
DM of choice for performing combos.
------------------------------------------------------------------------------

------------------------------------------------------------------------------
D! Magnum (can be "held" by holding down
Move Input: (qcf x 2) + A/C punch button)
Can Be Blocked Where: either High or Low
[Short Characters can duck up close]
[Very Short Characters can duck
except at full-screen range]

# Hits, DM: (both versions): 1
# Hits, SDM: (both versions): 1

Range: (both versions, S/DM) FULL-SCREEN

Rating: ***
(Heavy D! faces front and pauses briefly while holding up his
far fist, which shimmers with an angry white glow; then turns
and delivers a fast straight punch with his far fist
that shoots out a thick R.S.D. coil with a shotgun's
impact and an accompanying cloud of dust. On SDM, the
D! Magnum shoots out an even thicker cloud of dust
and a shower of colored sparks.)

The D! Magnum has full-screen range, which makes it Heavy D!'s
longest-ranged attack (and the longest-ranged non-projectile
attack in the entire game). It is -not- normally comboable
from a bufferable normal attack or fwd + A chain combo in any
circumstance, though it is fast enough to buffer from a CD
Counter juggle. It really only has a few uses, none of which is
intuitively obvious.

Each of these uses, however, is downright nasty.

First, it can be used on SDM to juggle after a Shadowed
Dancing Beat; this juggle itself does a whopping 60% damage.
(That's not even taking into consideration the possibility of
comboing that Shadowed Dancing Beat from something first.)

Second, it is excellent for punishing mistakes from literally
all the way across the screen; a property that comes in especially
handy when you are playing Heavy D! in Extra Mode and can't
cover distance as well. Even better, the D! Magnum deals additional
bonus damage if it triggers a Counter. You can "hold" the D! Magnum
by holding down the punch button to make sure your timing is correct
(though "holding" it doesn't result in any additional damage).

Third, the D! Magnum can be used to immediately follow up
a CD attack that triggers a Counter. If you used a standing
CD to Counter, cancel it immediately into a D! Magnum; if
you used a jump CD to Counter, follow it immediately on the
ground into a D! Magnum.

Lastly, its full-screen range and bonus Counter damage
functionally make D! Magnum into the full-screen projectile from
Hell, though the D! Magnum is technically -not- a projectile,
and cannot be cancelled or reflected by a projectile-snuffing or
projectile-reflecting attack. If used very, very early (more or
less always on anticipation) the D! Magnum can be used to punch
right through nearly anything. If used correctly in this way, the
D! Magnum has a wonderfully nasty habit of triggering a Counter
[which deals bonus Counter damage]. HOWEVER...note that unless the
D! Magnum is performed extremely early when used this way, it can
and nearly always will cause Heavy D! to step forward and blunder
into the very attack he was trying to snuff...in such a case,
Heavy D! will be the one to take Counter damage.

When attempting to use the D! Magnum, remember its shortcomings:
it has a brief startup lag, which does not allow you to whip it out
instantaneously (though the Magnum would be far too powerful if you
could). Also, don't forget that D! Magnum whiffs completely over Short
and Very Short characters at close range: note that Heavy D!'s arm
extends a bit more than 1/3 screen-length from where he was standing.
Short and Very short characters can duck cleanly under Heavy D!'s arm
and punish him immediately. Very Short characters can duck under almost
the entire length of D! Magnum except at completely full-screen range.
Needless to say, when not being used as in a Dancing Beat juggle
or to punish an opponent left vulnerable by an obvious mistake, the
D! Magnum should definitely be restricted to at least 1/2 to 2/3
screen-length against most characters.

Though the D! Magnum isn't normally comboable, it's fast and
very dangerous if used correctly.
 楼主| 发表于 2009-11-20 23:29 | 显示全部楼层
Miscellaneous Moves:

Backdash (not an attack)
Move Input: tap joystick bk, hold joystick bk
Blocking/# Hits/Shadowed: N/A
Range: 1/2 SCREEN-LENGTH (backwards)
Rating: *****
(Heavy D! leans backwards, then suddenly appears
about 1/2 screen's length back from his original position.)

You might not think that a standard option like a backdash would
be important enough to be ranked as a special move. This isn't
your ordinary backdash, though.

Heavy D!'s backdash is, as mentioned, lightning-fast, and swings
him back a full 1/2 screen in a flash. The speed and distance
covered by the backdash make it an excellent (and obvious) defensive
option when things are getting too hot up close; and of particular
importance in Extra Mode, in which getting clear is crucial to
charging up your POW meter safely. However, the backdash also
complements to Heavy D!'s range game beautifully, since Heavy D!
can use it from up close to suddenly step back and immediately use
a normal or special/DM attack that hits from a longer range (D! Magnum
being the obvious example); when playing Heavy D!, you should either
be aggressively attacking your opponent or zoning him/her; and if
you're having trouble herding your opponent to a certain distance,
you can create that distance yourself with a quick backdash; this is
ideal for use with 1/2-screen-and-longer-ranged special attacks and
DM's, like the C-button Ducking Combination or the D! Magnum. In addition,
the backdash is also an excellent means to get clear from your
opponent to Shadow yourself for your next attack.
------------------------------------------------------------------------------

ATTACK RANGES

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

Key:

|======================================================================|
is one screen-length

|==============================================| is 2/3 screen-length

|===================================| is 1/2 screen-length
|=================================| is slightly less than 1/2 screen-length

is 1/3 screen-length

|====| is 1/2 character-width

|=| is Close (about 1/4 character-width)

 

ONE SCREEN LENGTH
|======================================================================|
ONE SCREEN LENGTH

A-R.S.D., A-Ducking Combination, B-Blast Upper, A-D! Crazy (DM)
|======================|

C-R.S.D., C-Ducking Combination
|===================================|

D-Blast Upper
|=================================|

(--)
\/
------
/ || \
/ || \
||
/ \
/ \
/ \

C-D! Crazy (DM), SDM D! Crazy
|==============================================|

Shadowed Shadow
|====|

Dancing Beat
|=|

D! Magnum
|======================================================================|

ONE SCREEN LENGTH
|======================================================================|
ONE SCREEN LENGTH
------------------------------------------------------------------------------


===========
VI.) Combos
===========
FLOAT LIKE A BUTTERFLY, KICK ASS

Notes: Heavy D! has all kinds of weird combos that involve
his jab linkups. I have tried to include as many as I
can, focusing on the most useful or the coolest-looking
ones; however, the following is by no means an
exhaustive list of all his combos.

Abbreviation Key:
(Rush: #) = indicates the hit count on a particular combo
(Rush: 2 or 3) = indicates that this combo can do either
2 or 3 hits, depending on which version of
which move is used at the end
DM = use DM (upPOWed) version of DM in this combo
SDM = use SDM (POWed) version of DM in this combo
S/DM = can use either DM or SDM version in this combo


I can vouch for all of these combos, since I've
done them all myself.
 楼主| 发表于 2009-11-20 23:29 | 显示全部楼层
LINK and CHAIN COMBOS:

------------------------------------------------------------------------------
Except for those marked with a "+", the following links/chains can be
performed any time, on MAX or not, and can be followed by an A-button D!
Crazy S/DM combo.

close standing A/B -> far standing A (Rush: 2)
close standing A/B -> far standing B (Rush: 2)

close standing A/B -> low A (Rush: 2)
close standing A/B -> low B (Rush: 2) (not bufferable)

far standing A/B -> low A (Rush: 2)

low A/B -> far standing A (Rush: 2)
low A/B -> far standing B (Rush: 2)

close standing Ax2 -> far standing A (Rush: 3)
close standing Bx2 -> far standing B (Rush: 3)
close standing Ax2 -> far standing B (Rush: 3)
close standing Bx2 -> far standing B (Rush: 3)

low B -> low A (Rush: 2)
low Bx2 -> low A (Rush: 3)
low Bx3 -> low A (Rush: 4) +

+ Cannot follow with anything
------------------------------------------------------------------------------
The following links/chains can be performed any time, on MAX or not,
and can be followed by an A-button D! Crazy S/DM combo or
an R.S.D. (either version).

close standing A -> far standing A -> fwd + A (Rush: 3)
close standing B -> far standing A -> fwd + A (Rush: 3)
close standing A -> far standing B -> fwd + A (Rush: 3)
close standing A -> far standing B -> fwd + A (Rush: 3)

low B -> low A -> fwd + A (Rush: 3)
------------------------------------------------------------------------------
The following links/chains can only be performed when -NOT- on
MAX, and can be followed by an A-button D! Crazy S/DM combo.

close standing A/B -> far standing A -> low A (Rush: 3)

close standing A/B -> low B -> low A (Rush: 3)

close standing A x 2 -> far standing A -> low A (Rush: 4)
close standing B x 3 -> far standing A -> low A (Rush: 5)

close standing A/B x 2 -> low B -> low A (Rush: 4)
close standing A/B x 2 -> low B -> far standing A/B (Rush: 4)

close standing B -> close standing A/B -> far standing A (Rush: 3)
close standing A/B -> close standing A/B
-> far standing A -> far standing B (Rush: 4)

low Bx2 -> far standing A (Rush: 3)
low Bx2 -> far standing B (Rush: 3)

low B x 4 -> low A (Rush: 5)
------------------------------------------------------------------------------
The following links/chains can only be performed when -NOT- on
MAX, and can be followed by an A-button D! Crazy S/DM combo
or an R.S.D. (A/C)

close standing Ax2 -> far standing A -> fwd + A (Rush: 4)
close standing Bx2 -> far standing A -> fwd + A (Rush: 4)
close standing Ax2 -> far standing B -> fwd + A (Rush: 4)
close standing Bx2 -> far standing B -> fwd + A (Rush: 4)

close standing Bx3 -> far standing A -> fwd + A (Rush: 5)

low B -> far standing A -> fwd + A (Rush: 3)
low B -> far standing B -> fwd + A (Rush: 3)

far standing A/B -> fwd + A (Rush: 2)
close standing A/B -> fwd + A (Rush: 2)
low A -> fwd + A (Rush: 2)
------------------------------------------------------------------------------
ADDITIONAL CHAIN COMBOS:
Any of these chains can be followed by either an
A-button S/DM D! Crazy or an R.S.D. (A/C).

close standing C --> fwd + A (Rush: 2)
close standing D (1 hit) --> fwd + A (Rush: 2)
close standing D (2 hit) --> fwd + A (Rush: 2) (must be very close)
low A/C --> fwd + A (Rush: 2)
close standing A/B --> fwd + A (Rush: 2)
far standing A/B --> fwd + A (Rush: 2)
------------------------------------------------------------------------------
2-IN-1 COMBOS:

GROUND COMBOS
------------------------------------------------------------------------------
On the ground, Heavy D! can reliably perform the following
2-in-1 combos (taking into account the height of his opponent
and whether or not his opponent is ducking)

=START WITH:=
close standing C...
low C...
close standing D (1 hit)

...into: R.S.D. (A- or C-button)
Blast Upper (B- or D-button)
D! Crazy S/DM (A- or C-button)
Dancing Beat (A- or C-button, Shadowed or not)

...or chain into a fwd + A, then combo into...

...R.S.D. (A- or C-button)
...D! Crazy S/DM (A- or C-button)

=OR START WITH:=
close standing D (2 hit)...

...into: R.S.D. (A- or C-button)
Blast Upper (B- or D-button)
D! Crazy S/DM (A- or C-button)

...or chain into a fwd + A, then combo into...

...R.S.D. (A- or C-button)
...D! Crazy S/DM (A- or C-button)

=OR START WITH:=
low A...

...into: D! Crazy S/DM (A- or C-button)
Blast Upper (B-button)
(cannot do if low A is linked into beforehand)

...or chain into a fwd + A, then...

...R.S.D. (A- or C-button)
...D! Crazy S/DM (A- or C-button)
 楼主| 发表于 2009-11-20 23:29 | 显示全部楼层
JUMP-IN COMBOS (front)
------------------------------------------------------------------------------
Heavy D! can perform jump-in combos with a deep jump A or
jump C (2-hit) from the front. He can follow with these jabs:

=START WITH:=
deep jump A or C...

...low Bx1-3
...low Ax1-2 -> low B
...close standing A/B -> low B
------------------------------------------------------------------------------
or Heavy D! can follow a deep jump A or C (2 hit),
with these jabs, then...

=START WITH:=
deep jump A or C...

...low Bx1-2 -> low A...
...close standing A/B -> low A...
...close standing A/B -> far standing A...
...close standing A/B -> far standing B...

...combo into an A-button D! Crazy S/DM.
------------------------------------------------------------------------------
or Heavy D! can follow a deep jump A or C (2 hit), then...

=START WITH:=
deep jump A or C...

...low C
...close standing C
...close standing D (1 hit)
...close standing D (2 hit) (cannot combo Shadowed Shadow afterwards)

...combo into: -R.S.D. (A- or C-button)
-Blast Upper (B- or D-button)
-D! Crazy S/DM (A-button)
-Shadowed Shadow (A- or C-button)
------------------------------------------------------------------------------
or Heavy D! can follow a deep jump A or C (2 hit), then...

=START WITH:=
deep jump A or C...

...low B -> low A -> fwd + A...
...low B -> far standing A -> fwd + A...
...low B -> far standing B -> fwd + A...
...close standing D (2 hit)...
...close standing D (1 hit) -> fwd + A...
...close standing C -> fwd + A...

...combo into an A- or C-button R.S.D. or A-button D! Crazy S/DM.
------------------------------------------------------------------------------
In the corner, Heavy D! can follow a deep jump A/C with...

=START WITH:=
deep jump A or C...

...close standing A/B -> Dancing Beat
...low A -> Dancing Beat

(if the Dancing Beat is Shadowed, Heavy D! can juggle with:
-standing CD
-A- or C-button R.S.D
-B- or D-button Blast Upper
-A- or C-button D! Magnum SDM only)
------------------------------------------------------------------------------
On a super-jump short hop A/C from the front, Heavy D! can combo

=START WITH:=
super-jump short hop A or C...

...low C -> fwd + A...

...into an A- or C-button R.S.D. or A-button D! Crazy DM.
------------------------------------------------------------------------------
After a crossup jump B or C, Heavy D! can follow with practically
any of the above, plus...

=START WITH:=
crossup jump B or C...

...low B x 1-6 -> low A -> A-button D! Crazy DM only

...close standing C -> Dancing Beat
...close standing D (1 hit) -> Dancing Beat
...low C -> Dancing Beat
...close standing Ax1-2 -> Dancing Beat
...close standing Bx1-2 -> Dancing Beat

(if the Dancing Beat is Shadowed, Heavy D! can juggle with:
-standing CD
-A- or C-button R.S.D
-B- or D-button Blast Upper
-A- or C-button D! Magnum SDM only)

------------------------------------------------------------------------------

==============
VII.) Strategy
==============
A THINKING MAN'S GAME


At a glance, Heavy D! seems like a limited character
with very short-ranged normal attacks and a no-brainer
R.S.D.. On closer inspection, however, you'll find that
Heavy D! can operate comfortably both at close quarters
and as far away as 1/2 up to a full screen's length. Moves
that virtually extend his overall reach include the Blast
Upper, the far standing C and the low D; which give him
a bit more range, and the Ducking Combination Punch,
C-button R.S.D. and the D! Magnum; which give him a
whole lot more. Heavy D!'s short ranged normal moves
(which imply a need to get in close), loads of linkup
combos, overhead command attack and unblockable special
move give him the basic framework of a powerful and
intuitively obvious offensive game. Nevertheless, Heavy D!
also commands a fair-sized defensive arsenal: he can use
his low C, Soul Flower or Blast Upper as air-defense
against jumpers; his Blast Upper again to snuff out
projectile specials; his far standing C, low D and R.S.D.
as good pokes; and his Ducking Combination Punch as an
excellent counterattack on anticipation. When he's not
attacking or defending, he can quickly perform a Shadow
to power up his next special move as well. Toss into
the mix a speedy backdash, an unblockable Dancing Beat,
and a DM that clears the entire screen's length and you
wind up with a character well-rounded enough to be played
both aggressively [best in Advanced] or more conservatively
[as in Extra Mode].


I WANT YOU TO GET IN THAT GUY'S FACE, AND STAY THERE (AS LONG AS YOU CAN)
 楼主| 发表于 2009-11-20 23:29 | 显示全部楼层
In Advanced Mode, Heavy D! really does seem strongest when
he is on the offensive. To this end, he can use a variety of
attacks to close any distance between himself and his opponent:
at farther ranges, Heavy D! can usually get away with a
forward hop-jump CD, an A-button Ducking Combination or
even the slide on a C-button R.S.D. At closer ranges,
Heavy D! can and should consider either using his powerful
2-hit jump C punch on a forward hop, or simply dashing
in and stopping just within low A range (1 character-width);
tossing out a few quick jabs when in range if the opponent
attempts to counterattack. Don't be in too much of a hurry
to get in close; being at a distance does provide the
advantage of being able to Shadow safely, make full use of
the long-ranged D! Magnum DM, or charge up POW safely in
Extra Mode.

When at a distance and playing it defensively, especially
in Extra Mode, use early Soul Flowers and Blast Uppers to
keep your opponent from jumping at you. At a distance, you
may be able to safely Shadow; handy for Extra Mode players,
since many of Heavy D!'s Shadowed specials (R.S.D., Blast
Upper, Ducking Combination) allow Heavy D! to advance forwards
even farther than they normally would.

----------------------------------------------------------------------------
(Attack Flowchart) --At a distance:--
----------------------------------------------------------------------------
______________ _____________ ____________________________
| | | | | |
| *hop jump CD | --> | *low C | --> | *R.S.D (A/C) |
| (deep) | | *standing D | | *Ducking Combination (A/C) |
|______________| | (2 hits) | |____________________________|
| | |_____________|
| | _____________ /|\
| | | | |
| |-----------> | *standing D | ---------|
| | | (1st hit) | |
| | |_____________| \|/
| | _____________ __________ _________________
| | | | | | | |
| -----------> | *standing A | --> | *fwd + A | -> | *R.S.D. (A/C) |
| | *low A | |__________| | *D! Crazy (A/C) |
| |_____________| |_________________|
| _____________
| | | /|\
--> | *standing B | |
| *standing A | |
| *low B |-------
| *low A |
|_____________|

----------------------------------------------------------------------------
______________ ______________ _____________
| | | | | |
| *hop jump CD |---> | *standing CD | ---> | *R.S.D. (C) |
| (shallow) | |______________| |_____________|
|______________|
| | | _________________
| | | | |
| | ------> | *far standing C |
| | |_________________|
| | ________
| | | |
| -----> | *low D |
| |________|
|
| _____________
| | |
----> | *fwd + A |
| (overhead) |
|_____________|

----------------------------------------------------------------------------
___________ ______________ ________ _____________
| | | | | | | |
| *dash |-----> | *stop just |----> | *low A |---> | *R.S.D. (A) |
| forwards | | within | |________| |_____________|
|___________| | low A range |
| |______________|
|
| _______________
| | |
-----------> | *R.S.D. (A/C) |
|_______________|

----------------------------------------------------------------------------
__________________________________________
| |
| Or, just do a R.S.D. (C) from a distance |
|__________________________________________|

----------------------------------------------------------------------------

UP CLOSE AND PERSONAL

When up close, Heavy D! can apply some real pressure
with the simple high-low trap of a hop jump C followed
by either a low B or an unchained [overhead] fwd + A;
this trick isn't unbeatable or inescapable by any means,
but can land a static opponent in a rut, especially if
that opponent is sitting in the corner. This trap can
land an opponent in a whole lot of trouble if Heavy D!
connects or Guard Crushes with either his jump C or
his low B, since he can easily follow his jump C with
a low C -> any special move/D! Crazy S/DM combo and
his low B with a linkup into a low A -> fwd + A ->
R.S.D/D! Crazy S/DM combo. Alternately, Heavy D! can opt
for pressure combos against a blocking opponent, including
this standard hop-in attack:

hop C (2 hit) -> low C -> C-R.S.D. -> low A -> D-Blast Upper

When he's not hopping, Heavy D! should make sure to keep his opponent
grounded with an early low C/Blast Upper as air-defense, blocking
with a barrage of jabs, and honest with an occasional walk-up
fwd + A overhead (most effective if used after a low B or two)
or unblockable Dancing Beat. The power and utility of his jabs
become very important up close; remember that just about any linkup
combination of jabs [high or low] can be ended in a low A [which
cannot be crouched under, and can be buffered into a D! Crazy DM].
If you have sufficient POW, in the form of a fully-charged Extra
Mode meter or an Advanced Mode stock, don't hesitate to tack on a
D! Crazy after a successfully-connected low A. Punish any and all
openings with combo attacks (Section VI).
 楼主| 发表于 2009-11-20 23:30 | 显示全部楼层
(Attack Flowchart) --Up close:--
----------------------------------------------------------------------------
HIGH-LOW TRAP:

____________ _______ _______
| | | | | |
| hop jump C |------> | low B |------> | low A |-----> painful combo
| (2 hit) | | (low) | | |
|____________| |_______| |_______|
|
| _________
-------------> | |
| fwd + A |
| (high) |
|_________|

OTHER PRESSURE ATTACKS:
____________ _______ __________
| | | | | |
| hop jump C |-----> | low C |-----> | C-R.S.D. |
| (2 hit) | |_______| |__________|
|____________| |
|
\|/
_______ _______________
| | | |
| low A |----> | D-Blast Upper |
|_______| |_______________|
_______ _________ __________
| | | | | |
| low A |----> | fwd + A |----> | R.S.D. |
|_______| |_________| | (A or C) |
|__________|

_______ ________ __________ __________
| | | | | | | |
| low B |----> | low A |-----> | fwd + A |----> | R.S.D. |
|_______| | (link) | |__________| | (A or C) |
|________| |__________|
|
| _________________
\ | |
--------> | A-button R.S.D. |
|_________________|

__________________
| | _________ __________
| close standing C | | | | |
| close standing D |----> | fwd + A |----> | R.S.D. |
| low C | |_________| | (A or C) |
|__________________| |__________|
|
| _____________
\ | |
------------> | Blast Upper |
| (B or D) |
|_____________|

_______________________________________
| |
| If opponent jumps, defend with: |
| |
| -early low C | ____________________________
| -early Blast Upper | | |
| -early D-Soul Flower | | if B-Soul Flower Counters, |
| -less than early B-Soul Flower |---> | juggle with B-Blast Upper |
|_______________________________________| |____________________________|

----------------------------------------------------------------------------

MIDDLE GROUND

If playing Heavy D! in Extra Mode, you may find
yourself playing at extremes: extremely far
distances or extremely close ones. In Advanced
Mode, however, the freedom to dash forwards
will set you up at mid-range often enough, especially
against opponents you have cornered (and who are
fighting to get out).

Take into account the ranges on Heavy D!'s normals
and specials. Heavy D! has many excellent normal
attacks that have about 1 character's width of
reach (far standing C, low A, low D), and Heavy D!'s
short- to mid-ranged specials (A-button R.S.D.,
Ducking Combination, Blast Upper), as well as his
fwd + A Rock Crush, which is an overhead if not
chained, and moves Heavy D! forwards. Poke at a
stationary opponent with low A's and D's; close
distance with the R.S.D. and pluck jumpers out of
the sky with a Blast Upper. Force slow opponents
to block the first hit of a Ducking Combination, then
make them eat the second by changing up the second
hit from an overhead to a low hit, and back again.
Wake up sleeping opponents with the occasional
unchained fwd + A; excellent after a low B or two
to trick your opponent into blocking low.

At mid-range, Extra Mode players will definitely
want to take advantage of the long ranges on Heavy D!'s
poking normals (far standing C, low D, low A), as well
as use those special attacks/DM's that move Heavy D!
forwards a set distance (R.S.D., Ducking Combination,
D! Crazy) in order to close distance quickly while
attacking, or a quick backdash to retreat to the safety
of the other edge of the screen in order to charge POW
safely or tap out a Shadow. Heavy D!'s few reliable knockdown
attacks (Blast Upper, low D) become a bit more important to
him in Extra Mode, as Heavy D! can and should use the brief
instant while his opponent is down to charge up the POW meter.

It should be clear to most who have played as him that
Heavy D!'s A- and B-button jabs are tremendously useful;
they are fast, long-ranged, and most are bufferable.
The usefulness of Heavy D!'s jabs has its price, however.
It isn't realistic to expect to consistently deal enormous
amounts of damage in short amounts of time, since excessive
use of jabs will usually find you jabbing the opponent into
block-stun. As a result, a heavy reliance on Heavy D!'s jabs
tends to keep Heavy D! from dealing out frequent Guard Crushes
as well as huge chunks of damage. To offset this weakness,
Heavy D! has an unblockable special attack (Dancing Beat) and
two extremely powerful DM's, respectively, though he also has
many excellent strong normals, including his far standing C
poke, low D knockdown, and extremely fast and useful low C.
 楼主| 发表于 2009-11-20 23:30 | 显示全部楼层
STICK AND MOVE

Playing as Heavy D!, you will come to discover his
fistful or so of defensive options. Depending on
how Heavy D! is played, these defenses can be used
either to quickly recover when thrown off-balance,
or to form the basis of a turtling strategy. In
Advanced Mode, after beating the opponent back a bit,
Heavy D! should try to take the offensive again, if
possible. In Extra Mode, Heavy D! may find himself
hampered offensively by the inability to dash or
gain access to DM's readily, and therefore may want
to hang back every so often, using special moves/DM's
that automatically move Heavy D! forwards to strike,
then retreat with a quick backdash.

Up close, Heavy D! can simply use his fast and effective
jabs to turn simple pushback into a linkup -> chain combo
with his fwd + A. He can also use an early Blast Upper or
an early low C as on-the-fly air-defense against a jumper
or hopper who is getting a bit too close for comfort. You
can keep that opponent back some more with a far standing C
poke, an unbufferable [but still decent] low D poke or even
an early standing CD. Against the more ambitious full-jumpers,
use a slightly-less-than-early Soul Flower to sit them down
and tag on a B-Blast Upper if you pull up a Counter.

Punishing mistakes can be something of a problem for
Heavy D!, especially when in the hands of a player
who is used to characters with longer-ranged normals.
Small mistakes at point blank range can and should
be tagged with a jab linkup -> fwd + A chain combo.
Small mistakes at short distances can usually be taken
care of with Heavy D!'s far standing C or low D. Larger
mistakes can and should be punished with heftier
combos; Advanced Mode players shouldn't have many
problems punishing whiffed uppercuts and laggy
attacks with a dash-in close standing D for 2 powerful
[and bufferable] hits, ending in the combo of your
choice. At a longer distance, you may not want to
make that kind of risky maneuver; the C-button R.S.D.
will travel forwards enough to nail your opponent
for a quick (though weak) couple of hits. If you can
perform a S/DM with a full Extra Mode POW meter or Advanced
Mode POW Stock(s), you can also make use of the D! Magnum
S/DM to punish a larger mistake at a distance; you can
"hold it in" by holding down the punch button until
you're sure your attack will cleanly connect. For smaller
mistakes, Extra Mode players may want to stick with
Heavy D!'s knockdown attacks (Blast Upper, low D) for
quick punishing counterattacks, since the knockdown
will allow for a quick POW chargeup, as mentioned above.


JACK IT UP!

In Advanced Mode, an even remotely dynamic Heavy D!
should have little to no problem filling up a POW stock
or two. When up close, attack. Fill up your POW meter.
When far away, tap out a Shadow. Fill up your POW meter.
Performing any of Heavy D!'s specials -- including the
Shadow -- pumps up his meter, as does tapping an opponent
with a jab or three. Heavy D! can work well both MAXed and
unMAXed. On MAX, his powerful specials and combos deal extra
damage, and if he has an extra stock available, he can juggle
after a Shadowed Dancing Beat with an SDM D! Magnum, but be
warned; on MAX, as with all characters, Heavy D!'s normal and
special attacks push his opponents away farther than they normally
would; this eliminates any possibility of putting together
any kind of long jab linkup (more than 3 jabs is unrealistic).

In Extra Mode, you may find yourself a bit harder pressed
to charge up to full POW. Knockdown attacks, such as
the Blast Upper and low D, allow Heavy D! to briefly
charge up his POW meter (and are therefore that much more
useful in Extra Mode).


=======================
VIII.) Additional Notes
=======================
THE TALL, THE SHORT, AND THE VERY SHORT

In KoF '98, some characters are real tall. Others
can duck down low, but let's face it, some are downright
Short (and some are Very Short).


VERY SHORT Characters may duck under Heavy D!'s:
-far standing A/B/C
-close standing A/B/C
-R.S.D.
-D! Magnum up close (no one can duck under it at a full-screen's distance)

SHORT Characters may duck under Heavy D!'s:
-far standing A/B/C
-close standing A/C

MEDIUM Characters may duck under Heavy D!'s:
-far standing A
-close standing A

TALL Characters may not duck under -any- of Heavy D!'s attacks!


VERY SHORT:
===========
Chin
Choi

SHORT:
======
Benimaru Andy Joe
Yuri Leona Athena
Kensou Mai Kim
Yashiro(!) Chris Yamazaki(!)
Billy Iori Mature
Vice

MEDIUM:
=======
Kyo Terry Ryo
Robert Ralf Clark
Chizuru King Shermie
Mary Heidern Takuma
Saishyu Lucky Rugal
Shingo

TALL:
=====
Goro Chang Heavy D!
Brian

==========================================
IX.) Misc. Notes: Version History, Credits
==========================================
...DAMN LEGALESE
 楼主| 发表于 2009-11-20 23:30 | 显示全部楼层
Version History:
----------------
1.0 Completed 12/14/98
(Huge overhaul on the Guide: now that I have
the cart, I have made many changes, including:

-many of the ratings on the Normal and Special
moves because of all the new discoveries I've made
-more info on Normal and Special moves, especially
ranges
-lots of new gameplay information added including Attack
Flowcharts added to Strategy section
-many, many errors corrected, including Heavy D!'s
close and far standing normals and bufferable jabs
-Dancing Beat and D! Magnum info
-some Extra Mode info, strategy
-TALL/SHORT character tables

Hopefully I haven't made too many mistakes this time
around, and got all the old ones. If you see something
that needs correcting, or don't see something worth
mentioning, feel free to contact me.)


0.10 Completed 8/17/98
(Corrected handful of spelling/usage errors.
Minor formatting and miscellaneous changes.)


0.00 Completed 8/13/98
(First and very rough version based on marathon
sessions at Sunnyvale. Includes Movelist,
introductory discussion of Normal, Special and
Desperation Moves as well as preliminary Combo
list and Strategy Section.)


Currently Missing From Guide:
-----------------------------
-more Extra Mode strategies
-Exact phrases of what is said in win poses
-Translations of those win pose phrases
-Anything else appropriate to or missing
from this Guide

Credits:
--------
This guide comes to you with the help of the following:

The Professor, Howlin' Mad Hank Moriarity
madmanscafe@deathsdoor.com
http://mmcafe.telnet.or.jp/
(Creator of the first movelist/FAQ which was sourced
exclusively for this Guide, also provided exact explanation
of what the Shadow [dwn x 2 + P] does.)

The Good Folks At Sunnyvale Golfland
Arcade, Miniature Golf Course and
Family Amusement Center
Phone: (408) 245-8434
(For taking the time and trouble to bring in KoF '98
to their fine establishment as quickly and efficiently
as they did, as well as for going the extra mile by
installing brand-spanking-new state-of-the-art
joysticks in the cabinet shortly thereafter. When you
go, don't forget to stop by the snack bar for some
delicious treats.)

Ray Leung
rleung8@ucla.edu
(He clued me in to the fact that Heavy D!'s low D
isn't bufferable. Good going, Ray!)

Tony Wedd
miku@camtech.net.au
(He clued me in to a handful of embarrassing
typographical errors I made...the same sort
of embarrassing errors I had in the earlier
versions of last year's Kim Guide. Tony also
suggested the "flowchart" approach to the
strategy section, which will hopefully make
the more convoluted parts of that section
a little easier to grasp. You can find Tony's
latest guide [for '98 Chris] at
http://www.adelaide.net.au/~miku/chris.txt)

KrispyToad
(KrispyToad@aol.com)
(For the devious Shadowed R.S.D./Dancing Beat changeup)

Yasakani
(iori@chez.com)
(For pointing out the speed and usefulness of Heavy D!'s backdash.
For all the latest KoF news and bulletin board discussion,
head to Yasakani's KoF Forever at:
http://i.am/kof)

Abe Belonio
(hiryu33@hotmail.com)
(For blatantly stealing the format and much of the contents
of the original version of this Guide, without so much
as a mention of either me or this Guide as a source.
Abe, you can't really put in a copyright notice in 'your'
Guide if you stole so much of it from an uncredited source.
Credit your sources or leave Guide-writing to those who can.)

SNK Corporation
http://www.neogeo.co.jp/ (Japan)
http://www.snkusa.com/ (USA)
(For bringing Heavy D! back from his four-year retirement
into KoF '98: a very cool character in a very cool game.)

===============================================================
King of Fighters '98 Heavy D! Guide v1.00
by EX Andy (asp@slip.net)
This document is intended for entertainment purposes only.
This document may NOT be distributed for any commercial charge;
copying or reproducing any part of this Guide for financial
profit is strictly forbidden. On the other hand, prospective
Guide writers are encouraged to use the format/layout of this
Guide and/or take direct excerpts from it, PROVIDED THAT the
above is observed and proper credit is given to the original
author (that would be me).

The King of Fighters '98, its characters (including Heavy D!),
and all likenesses thereof are copyright 1998, SNK Corporation
发表于 2010-1-21 21:30 | 显示全部楼层
美国队都是运动员.
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