Duck King(KOFXI): Unterschied zwischen den Versionen

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== Quick Guide ==
:Duck King is a strong, rushdown-based character with strong pressure.
:His defensive option and attack range are limited.
:He has good synergy for stun combos due to his chain combos, but is generally bad in juggle combos.
'''Neutral'''<br>
:On range, try to approach with smalljump or normal jump D, or use sliding (dash 3C), which is completely invulnerable, except to throws.
:To avoid coming predictable, use j.22 (the air stop) from time to time. This is also useful to bait opponents into jumping or attempting to anti-air.
'''Offense'''<br>
:Once close, attack with a mix j.D, 2A, the 2A>5B string and the occasional 2B>2A (since you need to throw low hits in). 2A gives massive frame advantage and enables further pressure. 2A>5B gives +0, but since Duck's 2A is so fast, the chain can be repeated right after again.
:3B can be used at the very end of blockstrings, once Duck has pushed himself away enough for the opponent to act again. Even then 3B is unsafe, so use it sparringly.
:The bnb combo of choice from 2A is 2A>5B>6C> then 214B or Beat Rush (632146P).
:on 2P-side only, make sure to use 236C on block, it gives at least +1 and guarantees an uninterrupted 2A, unless the opponent reversals.
:Duck's Break Spiral command throw has a difficult input (12369,2+K), but is useful in opening up the opponent. use it from an empty small jump, or with a delay after blocked 2A>5B chain, or after short sliding (eg 2A>3C,grab)
'''Defense'''<br>
:Use 2A & 5A mash to break free of pressure.
:5A and sometimes even 5C(c) can be used against small jumps.
:5D(f) is a passable anti-air against obvious jump-in attempts.
:3B can be used as anti air as it low profiles.
:Duck can use both Duck Dance and Break Spiral as reversals. Duck Dance will almost always not hit fully and lead to a full punish and should therefore be avoided.


== Colors ==
== Colors ==
19.117

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