[UM] Heavy D!

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[UM] Heavy D!

Post by PenPen » Sat Mar 22, 2008 20:27

Quite a few changes for the man. A good thing (and bad for his opponents), he's still the king of pokes into super.

qcf+P will knock away the opponent if it connects.
qcf+K armpit splash is safer to use now.
qcb+K has increased invincibility, but has more lag now.

New DM/SDM, qcfx2+K, if you remember in a vid before, this will power up all of Heavy D!'s specials until the move ends.

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Post by Fuu » Mon Mar 24, 2008 19:18

How much does the effect of the new DM last?
Also is the original special move gone?

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Post by PenPen » Thu Mar 27, 2008 14:32

I really can't tell, about 5 seconds I guess.

The original d,d+P is still around for normal powerups. But if you did the DM/SDM, then the d,d+P will actually hit someone just like 98.

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Post by PenPen » Sat Apr 12, 2008 09:57

Q.Max combo.
f+A -> ABC -> low A -> qcb,hcf+P

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Post by AcidicEnema » Wed May 28, 2008 09:03

From the wiki:

(After d,d+A) dp+P> Q.Max> qcfX2+P

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Post by Divemans » Sat Jun 07, 2008 17:56

Any new combo using the shadow DM powerups?

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Post by frionel » Sun Jun 08, 2008 04:13

qcf x 2 K, then (corner) --> Jump C, A, dp C, qcb D, qcb D, qcf B, cr C

It's from an old preview video, but it's still the best combo I know in this mode.

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Post by Divemans » Mon Jun 09, 2008 05:02

thanks man


hey frionel, i´ve seen your vids of KoF XI and 98UM, you guys are pretty good :salute:

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Post by Kane317 » Thu Jun 26, 2008 11:55

I can't believe it has not been mentioned yet, his Dwn+D is now cancellable!

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Post by Gojira » Sun Jun 29, 2008 13:43

Hopping D can hit people who are crouching. Also I believe his far C was sped up.

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Post by Kane317 » Tue Jul 01, 2008 01:20

Gojira wrote:Hopping D can hit people who are crouching.
Nope. I tested it on Kyo (which is as common as it gets), Iori and Yamazaki and it misses. Maybe if they try a d.C or something, but otherwise it misses.

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Post by Gojira » Tue Jul 01, 2008 06:20

Well, then at least the hit area was lowered or lengthened. I used to have a lot more trouble getting it to hit people who weren't jumping.

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"Bun" has renewed my interest in Heavy D!...

Post by Kane317 » Thu Sep 04, 2008 10:48

-Turns out that Heavy D!'s power-up DM (qcfx2+K) in extra mode (or Ult-Extra) has added attributes when performed on red health without the gauge--the "cool-down" effect of the flashing red health doesn't begin until after the power-up DM is over. That means, you are essentially performing two DMs for the price of one: the power-up DM and the Rush DM (qcf~hcb+P) or the Cannon DM (qcfx2+P).

-If use just the gauge for the power up DM, you cannot do another DM if you're not in red health.

-The Power-Up SDM also has the same property allowing you to do another DM, but only at the DM level.

-Basically, when in the aforementioned conditions (red health, no gauge), you should always do the power-up DM because of the free DM property.

-Note if you do the power-up DM from red health, you cannot charge your gauge manually (via ABC or getting hit) until the DM wears off.

-Hence, if you wanna do the fancy combo: power-up'ed dp+P > QMAX > Cannon (S)DM...you have to power up via dwn~dwn+P and not the DM.

---
Basics:

-d.Bx2-3, d.A > f.A > qcf+C

-Choose your poison: d.Bx5, d.A > Rush DM vs d.Bx3, s.A, > f.A > Rush DM does ¤almost¤ the same damage.

-Power-Up'ed ground slam qcb+K > s.C

-d.B, d.A > dp+P > ...

-Power Up DM~(d.B), d.A > dp+P > qcb+B > s.C (This easy combo does around 35%)

-Don't forget to add a crossup C or B before all combos.

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