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发表于 2009-11-20 23:26
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The King of Fighters '98
========================
Heavy D! Character Guide
========================
version 1.0
by EX Andy (asp@slip.net)
(NOTE: VERSION 1.0 IS A HUGE OVERHAUL.
THERE ARE LOTS OF CHANGES.)
Contents:
I.) Introduction (Character Profile,
Basic Fighting System)
II.) Quotes, Taunt, Poses, etc.
III.) Movelist
IV.) Normal Moves, Command Attacks, Normal Throws,
Attack Ranges
V.) Special Moves/DMs, Attack Ranges
VI.) Combos
VII.) Strategy
VIII.) Additional Notes
IX .) Misc. Notes: Version History, Credits
================
I.) Introduction
================
WHO 'DAT
This is the latest version of the character guide to Heavy D!, the
tall, dark and Heavy boxer who returns from The King of Fighters '94
with his teammates Lucky Glauber and Brian Battler to re-form the
USA Sports Heroes Team in The King of Fighters '98. To begin with,
Heavy D! was definitely one cool [and tough] customer back in '94,
but he's undergone several changes and learned a few new tricks.
Now, 4 years later, Heavy D! dons his trademark "number 55" leather
jacket (seems to have taken off the American Flag patches, though)
once again and makes a career comeback: tougher, classier, and
better than ever.
SWINGIN' EITHER WAY
I'll be honest: even though I've been playing the KoF series
since it started in 1994 and own '94, '95, '97 and '98 on
Neo*Geo home cartridge, I'm very much an Advanced Mode player.
As I see it, Heavy D! seems strongest in Advanced Mode, as he
can fill up his POW meter easily with any of his special moves
(including Shadow), and has more frequent access to the more powerful
SDM versions of his DM's; this is particularly useful in performing
the devastating Dancing Beat -> SDM D! Magnum juggle described
in the Combos Section.
Still, now that I own '98 on cart, I've had some time to
mess with Heavy D! in Extra Mode; and it turns out that he
can be almost as formidable in Extra as Advanced; if you're
an Extra Mode player, you should definitely consider adding
Heavy D! to your team; he has a very fast forward hop
that covers half the screen in an instant; two very useful
special attacks (R.S.D and Ducking Combination) that can
also be used to advance forwards; an unblockable special attack
(Dancing Beat) that can be used as a command throw to some extent;
and DM's that range from 1/2 screen's range to full-screen; as well
as a tight defensive game if the going gets rough.
Control Setup and Common Terms
Joystick: (directions indicated while character is facing right)
up-bk up up-fwd
O O O BUTTONS:
\ | /
bk O- n -O fwd A B C D
/ | \ Light Light Heavy Heavy
O O O Punch Kick Punch Kick
dwn-bk dwn dwn-fwd
Abbreviations Key:
n = joystick "neutral" (centered) A, B, C, D: Buttons A,B,C,D
up = joystick up dwn = joystick down
bk = joystick back fwd = joystick forward
up-bk = diagonally up-back up-fwd = diagonally up-forward
dwn-bk = diagonally down-back dwn-fwd = diagonally down-forward
qcf = quarter-circle forward (dwn, dwn-fwd, fwd)
qcb = quarter-circle back (dwn, dwn-bk, bk)
hcf = half-circle forward (bk, dwn-bk, dwn, dwn-fwd, fwd)
hcb = half-circle back (fwd, dwn-fwd, dwn, dwn-bk, bk)
fwd, dwn, dwn-fwd = forward, neutral, down, down-forward
bk, dwn, dwn-bk = back, neutral, down, down-back
P = Punch button (A or C) K = Kick button (B or D)
(something x2) = do something twice
n/a = not applicable |
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