============================================================================== ============================================================================== /HH /HH /EEEEEE /AAAAA /VV /VV /YY /YY /DDDDD /!! /HH /HH /EE / /AA /AA /VV /VV / YY /YY /DD /DD /!! /HHHHHHH /EEEEEE /AAAAAAA /VV /VV /YY/ /DD /DD /!! /HH /HH /EE / /AA /AA /VV /V /YY /DD /DD /HH /HH /EEEEEE /AA /AA /VV /YY /DDDDDDDD /!! ============================================================================== ============================================================================== The King of Fighters '98 ======================== Heavy D! Character Guide ======================== version 1.0 by EX Andy (asp@slip.net) (NOTE: VERSION 1.0 IS A HUGE OVERHAUL. THERE ARE LOTS OF CHANGES.) Contents: I.) Introduction (Character Profile, Basic Fighting System) II.) Quotes, Taunt, Poses, etc. III.) Movelist IV.) Normal Moves, Command Attacks, Normal Throws, Attack Ranges V.) Special Moves/DMs, Attack Ranges VI.) Combos VII.) Strategy VIII.) Additional Notes IX .) Misc. Notes: Version History, Credits ================ I.) Introduction ================ WHO 'DAT? This is the latest version of the character guide to Heavy D!, the tall, dark and Heavy boxer who returns from The King of Fighters '94 with his teammates Lucky Glauber and Brian Battler to re-form the USA Sports Heroes Team in The King of Fighters '98. To begin with, Heavy D! was definitely one cool [and tough] customer back in '94, but he's undergone several changes and learned a few new tricks. Now, 4 years later, Heavy D! dons his trademark "number 55" leather jacket (seems to have taken off the American Flag patches, though) once again and makes a career comeback: tougher, classier, and better than ever. SWINGIN' EITHER WAY I'll be honest: even though I've been playing the KoF series since it started in 1994 and own '94, '95, '97 and '98 on Neo*Geo home cartridge, I'm very much an Advanced Mode player. As I see it, Heavy D! seems strongest in Advanced Mode, as he can fill up his POW meter easily with any of his special moves (including Shadow), and has more frequent access to the more powerful SDM versions of his DM's; this is particularly useful in performing the devastating Dancing Beat -> SDM D! Magnum juggle described in the Combos Section. Still, now that I own '98 on cart, I've had some time to mess with Heavy D! in Extra Mode; and it turns out that he can be almost as formidable in Extra as Advanced; if you're an Extra Mode player, you should definitely consider adding Heavy D! to your team; he has a very fast forward hop that covers half the screen in an instant; two very useful special attacks (R.S.D and Ducking Combination) that can also be used to advance forwards; an unblockable special attack (Dancing Beat) that can be used as a command throw to some extent; and DM's that range from 1/2 screen's range to full-screen; as well as a tight defensive game if the going gets rough. Control Setup and Common Terms Joystick: (directions indicated while character is facing right) up-bk up up-fwd O O O BUTTONS: \ | / bk O- n -O fwd A B C D / | \ Light Light Heavy Heavy O O O Punch Kick Punch Kick dwn-bk dwn dwn-fwd Abbreviations Key: n = joystick "neutral" (centered) A, B, C, D: Buttons A,B,C,D up = joystick up dwn = joystick down bk = joystick back fwd = joystick forward up-bk = diagonally up-back up-fwd = diagonally up-forward dwn-bk = diagonally down-back dwn-fwd = diagonally down-forward qcf = quarter-circle forward (dwn, dwn-fwd, fwd) qcb = quarter-circle back (dwn, dwn-bk, bk) hcf = half-circle forward (bk, dwn-bk, dwn, dwn-fwd, fwd) hcb = half-circle back (fwd, dwn-fwd, dwn, dwn-bk, bk) fwd, dwn, dwn-fwd = forward, neutral, down, down-forward bk, dwn, dwn-bk = back, neutral, down, down-back P = Punch button (A or C) K = Kick button (B or D) (something x2) = do something twice n/a = not applicable 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...") ============== 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: 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). 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. 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. 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. 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: # Hits, Shadowed: # Hits, DM: # Hits, SDM: Range: 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: Notes on Uses and Properties of Move ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 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.) ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 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: """""""""""""""""""""""""""""""""""""""""""""""""""""""""""""" 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. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 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. ------------------------------------------------------------------------------ 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. ------------------------------------------------------------------------------ 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. ------------------------------------------------------------------------------ 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) ------------------------------------------------------------------------------ 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) 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). ---------------------------------------------------------------------------- (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. 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 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 END OF FILE