- UID
- 9
- 阅读权限
- 80
- 精华
- 魅力
-
- 信用
-
- 注册时间
- 2007-2-22
- 在线时间
- 小时
- 最后登录
- 1970-1-1
|
楼主 |
发表于 2009-11-20 23:28
|
显示全部楼层
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. |
|