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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 ([email protected])

(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
[email protected]
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
[email protected]
(He clued me in to the fact that Heavy D!'s low D
isn't bufferable. Good going, Ray!)

Tony Wedd
[email protected]
(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
([email protected])
(For the devious Shadowed R.S.D./Dancing Beat changeup)

Yasakani
([email protected])
(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
([email protected])
(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 ([email protected])
 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