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The King of Fighters '98 UMFE/Heavy D!: Difference between revisions
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== Normal Moves == | == Normal Moves == | ||
'''Standing''' | |||
* st.A : Standard far standing jab meant for anti-airing hops. Has extremely fast startup and lots of reach, so it can also function as a poke in some situations. Whiffs on crouching characters. | |||
* st.B : Slower and way less safe than far standing A, with the tradeoff being that it doesn't whiff on crouching characters. However, crouching A also doesn't whiff on crouching characters and doesn't have these downsides. Don't use this button. | |||
* st.C : Gigantic poke with tons of range. Decent preemptive anti-air against hops. | |||
* st.D : It's supposed to be an anti-air, but it's really slow and range-dependent, and the priority isn't great. Heavy D! has way better anti-airs, don't bother with this. | |||
'''Close''' | |||
* cl.A : Solid, lightning-fast combo filler. Has a really nice hitbox. | |||
* cl.B : Interchangeable with close standing A in combos. Also has a really nice hitbox. | |||
* cl.C : Fantastic punish material. Comes out fast and combos into everything combo-able, including Dancing Beat at close enough range. | |||
* cl.D : Basically a little self-contained hit-confirm. Hits twice, with both hits being cancelable. Won't combo into Dancing Beat. Does the same damage as close standing C. | |||
'''Crouching''' | |||
* cr.A : Has insane range for a crouching A, and is otherwise pretty much identical to far standing A (except that it hits crouchers). Great for picking up combos after you chain a bunch of crouching Bs in a row. | |||
* cr.B : Heavy D!'s low combo starter. Range is pretty small, but it can chain into itself a ridiculous number of times for excellent confirms. | |||
* cr.C : Excellent anti-air with a ton of priority and nice speed. | |||
* cr.D : Sweep with a surprising amount of range. | |||
'''Jumping''' | |||
* j.A : Good all-purpose jump-in. Good priority and not much pushback. | |||
* j.B : The most crossup button imaginable. Ambiguous as hell and with barely any pushback, allowing for lots of followup chain combos. | |||
* nj.B : Decent air-to-air. | |||
* j.C : Two-hit normal that does the most damage out of all of Heavy D!'s jump-ins. | |||
* j.D : Far-reaching jump-in and air-to-air. | |||
'''CD Attacks''' | |||
* st.CD : Nice poke that knocks down. Fairly slow. | |||
* j.CD : Covers basically the same range as jumping D, but with a little more range and priority. | |||
== Throws == | == Throws == |
Revision as of 01:33, 27 October 2020
Introduction
Normal Moves
Standing
- st.A : Standard far standing jab meant for anti-airing hops. Has extremely fast startup and lots of reach, so it can also function as a poke in some situations. Whiffs on crouching characters.
- st.B : Slower and way less safe than far standing A, with the tradeoff being that it doesn't whiff on crouching characters. However, crouching A also doesn't whiff on crouching characters and doesn't have these downsides. Don't use this button.
- st.C : Gigantic poke with tons of range. Decent preemptive anti-air against hops.
- st.D : It's supposed to be an anti-air, but it's really slow and range-dependent, and the priority isn't great. Heavy D! has way better anti-airs, don't bother with this.
Close
- cl.A : Solid, lightning-fast combo filler. Has a really nice hitbox.
- cl.B : Interchangeable with close standing A in combos. Also has a really nice hitbox.
- cl.C : Fantastic punish material. Comes out fast and combos into everything combo-able, including Dancing Beat at close enough range.
- cl.D : Basically a little self-contained hit-confirm. Hits twice, with both hits being cancelable. Won't combo into Dancing Beat. Does the same damage as close standing C.
Crouching
- cr.A : Has insane range for a crouching A, and is otherwise pretty much identical to far standing A (except that it hits crouchers). Great for picking up combos after you chain a bunch of crouching Bs in a row.
- cr.B : Heavy D!'s low combo starter. Range is pretty small, but it can chain into itself a ridiculous number of times for excellent confirms.
- cr.C : Excellent anti-air with a ton of priority and nice speed.
- cr.D : Sweep with a surprising amount of range.
Jumping
- j.A : Good all-purpose jump-in. Good priority and not much pushback.
- j.B : The most crossup button imaginable. Ambiguous as hell and with barely any pushback, allowing for lots of followup chain combos.
- nj.B : Decent air-to-air.
- j.C : Two-hit normal that does the most damage out of all of Heavy D!'s jump-ins.
- j.D : Far-reaching jump-in and air-to-air.
CD Attacks
- st.CD : Nice poke that knocks down. Fairly slow.
- j.CD : Covers basically the same range as jumping D, but with a little more range and priority.
Throws
Stomach Buster: (close) b/f + C
Reverse Stomach Buster: (close) b/f + D
both are untechable throw. mashing buttons and direction inputs make it do more damage, opp can mash as well to take less damage. D throw is hard knockdown.
Command Moves
Rock Crush: f + A
- hits overhead. causes hard knockdown against air borne.
Special Moves
Ducking Combination: qcb + A/C (up to 2 times)
- A version hits mid then overhead, while the C version hits mid then low. has short invulnerability on start up. allowing him to go through projectiles.
Dancing Beat: (close) dp + A/C
- a proximity unblock.
Soul Flower: qcb + B/D
- a delayed invulnerability move. can nullify one projectile.
RDS: qcf + A/C
Blast Upper: qcf + B/D
- can nullify one projectile.
Shadow: down, down + A/C
- adds a bonus move after his Ducking Combination, an extra punch after one qcb + A/C, a third punch after two qcb + A/C's, or a Blast Upper if you do two qcb + A/C's then qcf + A/C
- adds an extra attack after Blast Upper (qcf+K), RDS (qcf+P). light RDS(qcf+A)'s startup becomes way faster that you can combo into it from crouch light punch.
- adds juggle property on Dancing Beat(dp+P) and Sould Flower(qcb+K)
Desperation Move
D. Crazy: qcb, hcf + A/C
- a ranbu type super. has short invulnerability on start up.
D. Magnum: qcf, qcf + A/C (push down to hold)
- big super projectile.
D. Shadow: qcf, qcf + B/D
- super version of shadow special. has 0f start up and recovery. so is a great reversal tool, since you can see what is coming during super freeze. and works as free cancel from any button.
- normal version will stack 5. and will disappear over time. max version will last until next round.