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    Heavy D! by EX Andy

    Version: 1.0 | Updated: 01/01/70 | Search Guide | Bookmark Guide

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         /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    /!!
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    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: <which way this move can be blocked: 
    
     High: this move may be blocked by pulling
           the joystick straight-back
     Low:  this move may be blocked by pulling
           the joystick down-back
     
     [Moves that can be ducked under are also noted:
      -Medium Characters can crouch under: 
           midsized, Short and Very Short characters can avoid 
           this attack by crouching
      -Short Characters can crouch under:
           Short and Very Short characters can avoid this 
           attack by crouching
      -Very Short Characters can crouch under: 
           Very Short characters can avoid this attack by crouching]
    
     (See Section VIII. Additional Notes for
      a list of Tall, Normal, Short and Very Short Characters)
    
    Range: <how much horizontal range this move has>
    
    Rating: <1 to 5 *'s, rated overall for usefulness, range, power,
    		speed, damage and priority, with ***** being the
    		Highest and * being the lowest>
    (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: <which way this move can be blocked: 
    
     High: this move may be blocked by pulling
           the joystick straight-back
     Low:  this move may be blocked by pulling
           the joystick down-back
     
     [Moves that can be ducked under are also noted:
      -Medium Characters can crouch under: 
           midsized, Short and Very Short characters can avoid 
           this attack by crouching
      -Short Characters can crouch under:
           Short and Very Short characters can avoid this 
           attack by crouching
      -Very Short Characters can crouch under: 
           Very Short characters can avoid this attack by crouching]
    
     (See Section VIII. Additional Notes for
      a list of Short and Very Short characters)
    
    # Hits, Normal:   <how many times this move hits on the Rush Meter>
    # Hits, Shadowed: <how many times this move hits after
    		   Heavy D! performs a Shadow>
    # Hits, DM:  <how many times this DM hits on DM level>
    # Hits, SDM: <how many times this DM hits on SDM level>
    
    Range: <how much horizontal range this move has>
    
    Rating: <1 to 5 *'s, rated overall for usefulness, range, power,
    		speed, damage and priority, with ***** being the
    		Highest and * being the lowest>
    (un-Shadowed:   <Brief description of move's appearance when
    		 performed without a Shadow [dwn x 2] + A/C)
    
    (When Shadowed: <Brief description of move's appearance if
    		 performed after a Shadow, [dwn x 2] + A/C>
    
    Notes on Uses and Properties of Move
    ------------------------------------------------------------------------------
    
    
    ------------------------------------------------------------------------------
    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
    

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