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发表于 2009-11-20 23:26
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==============
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:
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). |
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