The King of Fighters '98 UMFE/Heavy D!

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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

Untechable mash throw. Opponent can mash to take away some of the hits, you can mash to do the hits faster before that happens. Doesn't switch sides. Soft knockdown.

Reverse Stomach Buster: (close) b/f + D

Another untechable mash throw. Opponent can mash to take away some of the hits, you can mash to do the hits faster before that happens. Switches sides. Hard knockdown.

Command Moves

Rock Crush: f + A

Extremely standard KoF command normal. By itself, it's a decently fast overhead. When canceled into, it combos from just about any normal and combos into Rolling Soul Diver or D. Crazy, although it's no longer an overhead. If you juggle into it, it's not damage-optimal but does give a hard knockdown with your opponent right next to you. Good for some useful conversions from lights.

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.

Combos

Strategy & Tips

Videos

External Links

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyFrame Data & Hitboxes

Characters

Andy BogardAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryBrian BattlerChang KoehanChin GentsaiChizuru KaguraChoi BoungeChrisClark StillEiji KisaragiGeese HowardGoro DaimonHeavy D!HeidernIori YagamiJoe HigashiKasumi TodohKim KaphwanKingKyo KusanagiLeona HeidernLucky GlauberMai ShiranuiMatureMr. BigRalf JonesRobert GarciaRugal BernsteinRyo SakazakiRyuji YamazakiSaisyu KusanagiShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardViceWolfgang KrauserYashiro NanakaseYuri Sakazaki

EX Characters

EX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriOrochi ChrisOrochi ShermieOrochi Yashiro