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[UM] Heavy D!
Posted: Sat Mar 22, 2008 20:27
by PenPen
Quite a few changes for the man. A good thing (and bad for his opponents), he's still the king of pokes into super.
+P will knock away the opponent if it connects.
+K armpit splash is safer to use now.
+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.
Posted: Mon Mar 24, 2008 19:18
by Fuu
How much does the effect of the new DM last?
Also is the original special move gone?
Posted: Thu Mar 27, 2008 14:32
by PenPen
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.
Posted: Sat Apr 12, 2008 09:57
by PenPen
Q.Max combo.
f+A -> ABC -> low A ->
,hcf+P
Posted: Wed May 28, 2008 09:03
by AcidicEnema
From the wiki:
(After d,d+A)
+P> Q.Max> qcfX2+P
Posted: Sat Jun 07, 2008 17:56
by Divemans
Any new combo using the shadow DM powerups?
Posted: Sun Jun 08, 2008 04:13
by frionel
x 2 K, then (corner) --> Jump C, A,
C,
D,
D,
B, cr C
It's from an old preview video, but it's still the best combo I know in this mode.
Posted: Mon Jun 09, 2008 05:02
by Divemans
thanks man
hey frionel, i´ve seen your vids of KoF XI and 98UM, you guys are pretty good
Posted: Thu Jun 26, 2008 11:55
by Kane317
I can't believe it has not been mentioned yet, his Dwn+D is now cancellable!
Posted: Sun Jun 29, 2008 13:43
by Gojira
Hopping D can hit people who are crouching. Also I believe his far C was sped up.
Posted: Tue Jul 01, 2008 01:20
by Kane317
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.
Posted: Tue Jul 01, 2008 06:20
by Gojira
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.
"Bun" has renewed my interest in Heavy D!...
Posted: Thu Sep 04, 2008 10:48
by Kane317
-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
+P > QMAX > Cannon (S)DM...you have to power up via
~dwn+P and not the DM.
---
Basics:
-d.Bx2-3, d.A > f.A >
+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
+K > s.C
-d.B, d.A >
+P > ...
-Power Up DM~(d.B), d.A >
+P >
+B > s.C (This easy combo does around 35%)
-Don't forget to add a crossup C or B before all combos.