Duck King(KOFXI): Unterschied zwischen den Versionen

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Zeile 16: Zeile 16:


'''Neutral'''<br>
'''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.
:On range, try to approach with smalljump or normal jump D, or use Duck Feint (dashing 3C), which is completely invulnerable, except to throws.
:j.B is fast and has a strong air-to-air hitbox, making it a useful tool to approach against opponents who you expect to jump or smalljump at you.
:To avoid becoming 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.
:To avoid becoming 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.


Zeile 23: Zeile 24:
:The 2A>5B chain gives ~+0 on guard, but since Duck's 2A is so fast, the chain can be repeated right after again.
:The 2A>5B chain gives ~+0 on guard, 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 sparingly.
: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 sparingly.
:The bnb combo of choice from 2A is 2A>5B>6C> then 214B or Beat Rush (632146P).
:instant (small-)j.A can be used to stop opponents from jumping out as you end a blockstring, since it is nicely angled downwards and very fast.
:The bnb combo of choice from 2A is 2A>5B>6C> then 214B or Beat Rush (632146P) or Quick Shift.
: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.
: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)
: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)
Zeile 33: Zeile 35:
:3B can be used as anti air as it low profiles.
: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, which leads to receiving a full punish, and should therefore be avoided.
:Duck can use both Duck Dance and Break Spiral as reversals. Duck Dance will almost always not hit fully, which leads to receiving a full punish, and should therefore be avoided.
:If all else fails, remember, P-chan is there to cheer you on[[P-Chan(KOFXI)|.]]


== Colors ==
== Colors ==
{{KOF XI Colors
{{KOF XI Colors
|square=[[Datei:KOFXI duck S.jpg]]
|square=[[Datei:KOFXI duck S.png]]
|cross=[[Datei:KOFXI duck X.jpg]]
|cross=[[Datei:KOFXI duck X.png]]
|triangle=[[Datei:KOFXI duck T.jpg]]
|triangle=[[Datei:KOFXI duck T.png]]
|circle=[[Datei:KOFXI duck C.jpg]]
|circle=[[Datei:KOFXI duck C.png]]
|R1+square=[[Datei:KOFXI duck R1S.jpg]]
|R1+square=[[Datei:KOFXI duck R1S.png]]
|R1+cross=[[Datei:KOFXI duck R1X.jpg]]
|R1+cross=[[Datei:KOFXI duck R1X.png]]
|R1+triangle=[[Datei:KOFXI duck R1T.jpg]]
|R1+triangle=[[Datei:KOFXI duck R1T.png]]
|R1+circle=[[Datei:KOFXI duck R1C.jpg]]
|R1+circle=[[Datei:KOFXI duck R1C.png]]
|L1+square=[[Datei:KOFXI duck L1S.jpg]]
|L1+square=[[Datei:KOFXI duck L1S.png]]
|L1+cross=[[Datei:KOFXI duck L1X.jpg]]
|L1+cross=[[Datei:KOFXI duck L1X.png]]
|L1+triangle=[[Datei:KOFXI duck L1T.jpg]]
|L1+triangle=[[Datei:KOFXI duck L1T.png]]
|L1+circle=[[Datei:KOFXI duck L1C.jpg]]
|L1+circle=[[Datei:KOFXI duck L1C.png]]
}}
}}


==Frame Data==
==Frame Data==
''Note: all advantage/disadvantage numbers need to be revised, they are likely ~1 frame off.''
 
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
|+Short List
|-
! Move !! S!! A!! Hit!! Grd!! Note
|-
| 5A(c) || 5 || 3|| <span style="color: blue;">+5</span>|| <span style="color: blue;">+4</span> ||
|-
| 5A(f) || 5 || 2|| <span style="color: blue;">+5</span>|| <span style="color: blue;">+4</span> ||
|-
| 5B(c) || 5 || 3|| <span style="color: blue;">+1</span>|| <span style="color: blue;">+0</span> ||Low Hit
|-
| 5B(f) || 7 || 28|| <span style="color: red;">-23</span>/<span style="color: blue;">+3</span>*|| <span style="color: red;">-24</span>/<span style="color: blue;">+0</span>* ||Can be cancelled into j.22 or j.214P. *=close/max range.
|-
| 5C(c) || 6 || 3|| <span style="color: blue;">+4</span>|| <span style="color: blue;">+3</span> ||
|-
| 5C(f) || 14 || 5|| <span style="color: blue;">+0</span>|| <span style="color: red;">-1</span> ||Whiffs against crouching opponents.
|-
| 5D(c) || 6 || 3+2|| <span style="color: red;">-2</span>|| <span style="color: red;">-3</span> ||Both hits have cancel.
|-
| 5D(f) || 12 || 4|| <span style="color: red;">-1</span>|| <span style="color: red;">-2</span> ||F3-8 Invul on feet.
|-
| 5E || 17 || 5|| KD|| <span style="color: blue;">+0</span> ||
|-
| GC || 7 || 3|| KD|| <span style="color: red;">-13</span> ||
|-
| 6A || 23 || 2|| <span style="color: blue;">+1</span>|| <span style="color: blue;">+0</span> ||Overhead, Kara-Cancel into Super works
|-
| Saving Shift || ? || n*|| /|| / ||Active until landing. 9F/10F recovery (hit/whiff).
|-
| 2A || 4 || 3|| <span style="color: blue;">+6</span>|| <span style="color: blue;">+5</span> ||
|-
| 2B || 5 || 3|| <span style="color: blue;">+5</span>|| <span style="color: blue;">+4</span> ||
|-
| 2C || 9 || 2|| <span style="color: blue;">+3</span>|| <span style="color: blue;">+2</span> ||
|-
| 2D || 8 || 3+3|| KD|| <span style="color: red;">-1</span> ||First hit has cancel
|-
| 3B || 7 || 15|| KD|| <span style="color: red;">-11</span>/<span style="color: blue;">+1</span>* ||*close/max range
|-
| OTG 2C || 5 || 30||<span style="color: blue;">+</span>*|| <span style="color: blue;">+</span>* ||OTG hit. Can also hit normally if delayed. *=enough advantage to link an attack if done meaty.
|-
|dash 3C || / || 27|| /|| / ||Fully invulnerable, but can be thrown.
|-
| 5B(chain) || 5 || 4|| <span style="color: blue;">+1</span>|| <span style="color: blue;">+0</span> ||
|-
| 2B(chain) || 5 || 4|| <span style="color: red;">-3</span>|| <span style="color: red;">-4</span> ||
|-
| 5C(chain) || 9 || 3|| KD|| <span style="color: blue;">+0</span> ||Launch (no juggle possible)
|-
| 6C(chain) || 10 || 5|| <span style="color: blue;">+0</span>|| <span style="color: red;">-9</span> ||
|-
| 3D(chain) || 7 || 4|| KD|| <span style="color: red;">-12</span> ||Launch (juggle possible)
|-
| 2A>3C || / || 17|| <span style="color: red;">-3</span>|| <span style="color: red;">-4</span> ||F1-12 Counterhit-state & low profile. F13+14 crouching recovery. F15-17 regular recovery.
|-
| 2D(1)>3C || / || 27|| <span style="color: red;">-13</span>|| <span style="color: red;">-14</span> ||27F invul (not against throws). Identical to dashing 3C.
|-
| j.A || 5 || 8|| /|| / ||All small jump & j.A the same. Special Cancel.
|-
| j.B || 7 || 8|| /|| / ||All small jump & j.B the same.
|-
| small C || 8 || 5|| /|| / ||Special cancel. Same hitbox as jump back C.
|-
| back C || 11 || 5|| /|| / ||No special cancel. Same hitbox as smalljump C.
|-
| up C || 11 || 5|| /|| / ||Special cancel. Unique animation.
|-
| fwd C || 11 || 5|| /|| / ||Special cancel.
|-
| small D || 7 || 6|| /|| / ||Same hitbox as jump back D.
|-
| back D || 7 || 6|| /|| / ||Same hitbox as smalljump D.
|-
| up D || 8 || 5|| /|| / ||Unique animation.
|-
| fwd D || 7 || 6|| /|| / ||
|-
| j.E || 13 || 5|| /|| / ||All small jump E & j.E the same.
|-
| j.22 || 7* || 14*|| /|| / ||F1-18 counterhit-state. *Duck stops mid-air F7-F19.
|-
| j.22>6 || 19* || /|| /|| / ||Changes fall direction. *=forward momentum starts on F19 during j.22.
|-
| Air Throw || 1 || 1|| KD|| / ||Hitbox = 48x64 Pixel. Can be done with j.C or j.D.
|-
| 236A || 12 || 14|| <span style="color: red;">-5</span>|| <span style="color: red;">-6</span>||
|-
| 236C || 14 || 23|| <span style="color: blue;">+2</span>|| <span style="color: red;">-7</span>/<span style="color: blue;">+1</span>*||*2=2P Duck has more guard advantage than 1P Duck with this attack
|-
| 236C>C || 2 || ?|| KD|| <span style="color: red;">-23</span>||
|-
| j.214A || 13 || n|| ~<span style="color: red;">+6</span>|| ~<span style="color: red;">-3</span>/<span style="color: blue;">+5</span>*||Narrow angle. *2P Duck has more guard advantage than 1P Duck
|-
| j.214C || 13 || n|| ~<span style="color: red;">+6</span>|| ~<span style="color: red;">-3</span>/<span style="color: blue;">+5</span>*||Flat angle. *2P Duck has more guard advantage than 1P Duck
|-
| 214B || 9 || 13|| KD|| <span style="color: red;">-13</span>/<span style="color: red;">-3</span>*||Can be cancelled into j.22. *=Close/max range.
|-
| 214D || 9 || 3+20|| KD|| <span style="color: red;">-12</span>/<span style="color: blue;">+6</span>*||First hit hits low. Can be cancelled into j.22. *=Close/max range.
|-
| 623B || 11 || 2+2|| KD|| <span style="color: red;">-28</span>||F1-4 Low profile. Hard knockdown. Whiffs against crouching opponents.
|-
| 623D || 9 || 23|| KD|| <span style="color: red;">-</span>||First hit hits low. F1-15 Low profile. 
|-
| 632146P || 5 || 24|| <span style="color: red;">-24</span>|| <span style="color: red;">-25</span>||No invul. "Deadly Rave" starter (Chain combo).
|-
| 4123692K || 1 || 2|| KD|| /||Command Grab. Hits during Super Freeze. F1-3 invul. 33F duration on whiff.
|-
| 22C+D+E || 2 || 3*4|| KD|| <span style="color: red;">-</span>||Install Super. F1-6 invul.
|-
| dd236236P || 6 || 32|| <span style="color: red;">-44</span>|| <span style="color: red;">-53</span>||Duck Dance Followup. No invul. Airborne from F2.
|-
| dd j.214214P || 6 || n*|| <span style="color: red;">-51</span>|| <span style="color: red;">-52</span>||Duck Dance Followup. No invul. *=active until landing. Can crossup.
|-
| dd214214K || 4 || 25|| KD|| <span style="color: red;">-</span>||Duck Dance Followup. No invul. First hit hits low. Juggle anywhere.
|-
| dd236236K || 5 || 34|| KD|| <span style="color: red;">-</span>||Duck Dance Followup. No invul. First hit hits low.
|-
| j.63214,63214E || 1 || 3|| KD|| /||Air Command Grab. 4F Counterhit-State after Active Time. ~19F Landing Recovery.
|-
|}
 
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
|+ Standing Attacks
|+ Standing Attacks
Zeile 58: Zeile 182:
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Active
! style="width:60px;background-color:#FFd800;" | Active
! style="width:60px;background-color:#FFd800;" | Adv
! style="width:60px;background-color:#FFd800;" | Hit
! style="width:60px;background-color:#FFd800;" | Cancel
! style="width:60px;background-color:#FFd800;" | Guard
! style="width:60px;background-color:#FFd800;" | Note
! style="background-color:#FFd800;" | Note
|-
|-
| style="background-color:#F9F9F9;" |'''5A(c)'''
| style="background-color:#F9F9F9;" |'''5A(c)'''
Zeile 66: Zeile 190:
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |3
| style="background-color:#F9F9F9;" |3
| style="background-color:#F9F9F9;" |+4?
| style="background-color:#F9F9F9;" |+5
| style="background-color:#F9F9F9;" |S,C
| style="background-color:#F9F9F9;" |+4
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
|-
|-
Zeile 74: Zeile 198:
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |2
| style="background-color:#F9F9F9;" |2
| style="background-color:#F9F9F9;" |+4?
| style="background-color:#F9F9F9;" |+5
| style="background-color:#F9F9F9;" |S,C
| style="background-color:#F9F9F9;" |+4
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
|-
|-
Zeile 82: Zeile 206:
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |3
| style="background-color:#F9F9F9;" |3
| style="background-color:#F9F9F9;" |-1
| style="background-color:#F9F9F9;" |+1
| style="background-color:#F9F9F9;" |S
| style="background-color:#F9F9F9;" |+0
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |Low Hit
|-
|-
| style="background-color:#F9F9F9;" |'''5B(f)'''
| style="background-color:#F9F9F9;" |'''5B(f)'''
Zeile 90: Zeile 214:
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |28
| style="background-color:#F9F9F9;" |28
| style="background-color:#F9F9F9;" |-23/+2
| style="background-color:#F9F9F9;" |-23/+3
| style="background-color:#F9F9F9;" |S(air)
| style="background-color:#F9F9F9;" |-24/+0
| style="background-color:#F9F9F9;" |Frame Data close/far
| style="background-color:#F9F9F9;" |Cancels into j.22 or j.214P, even on whiff. Frame Data close/far. The +3/+0 difference comes from the size difference of the regular & block hurtbox.
|-
|-
| style="background-color:#F9F9F9;" |'''5C(c)'''
| style="background-color:#F9F9F9;" |'''5C(c)'''
Zeile 98: Zeile 222:
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |3
| style="background-color:#F9F9F9;" |3
| style="background-color:#F9F9F9;" |+4
| style="background-color:#F9F9F9;" |+3
| style="background-color:#F9F9F9;" |+3
| style="background-color:#F9F9F9;" |S
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
|-
|-
Zeile 106: Zeile 230:
| style="background-color:#F9F9F9;" |14
| style="background-color:#F9F9F9;" |14
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |+0
| style="background-color:#F9F9F9;" |-1
| style="background-color:#F9F9F9;" |-1
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |can be crouched
| style="background-color:#F9F9F9;" |kann geduckt werden
|-
|-
| style="background-color:#F9F9F9;" |'''5D(c)'''
| style="background-color:#F9F9F9;" |'''5D(c)'''
Zeile 114: Zeile 238:
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |2+3
| style="background-color:#F9F9F9;" |2+3
| style="background-color:#F9F9F9;" |-2
| style="background-color:#F9F9F9;" |-3
| style="background-color:#F9F9F9;" |-3
| style="background-color:#F9F9F9;" |S
| style="background-color:#F9F9F9;" |2 Hits, both have special cancel.
| style="background-color:#F9F9F9;" |2 Hits, both have special cancel.
|-
|-
Zeile 122: Zeile 246:
| style="background-color:#F9F9F9;" |12
| style="background-color:#F9F9F9;" |12
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |-1
| style="background-color:#F9F9F9;" |-2
| style="background-color:#F9F9F9;" |-2
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |Anti-Air. F3-8 Invul on feet.
| style="background-color:#F9F9F9;" |Anti-Air. Invul on legs during startup.
|-
|-
| style="background-color:#F9F9F9;" |'''5E'''
| style="background-color:#F9F9F9;" |'''5E'''
Zeile 130: Zeile 254:
| style="background-color:#F9F9F9;" |17
| style="background-color:#F9F9F9;" |17
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |+0
| style="background-color:#F9F9F9;" |+0
| style="background-color:#F9F9F9;" |S
| style="background-color:#F9F9F9;" |
|-
| style="background-color:#F9F9F9;" |'''GC'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_duck_GC.png]]
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |3
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |<span style="color: red;">-13</span>
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
|-
|-
Zeile 137: Zeile 269:
| style="background-color:#F9F9F9;" |[[bild:kofxi_duck_6A.png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_duck_6A.png]]
| style="background-color:#F9F9F9;" |23
| style="background-color:#F9F9F9;" |23
| style="background-color:#F9F9F9;" |2?
| style="background-color:#F9F9F9;" |2
| style="background-color:#F9F9F9;" |+1
| style="background-color:#F9F9F9;" |+0
| style="background-color:#F9F9F9;" |+0
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |"Mad Spin Hammer". Overhead, Kara-Cancel into Super works
| style="background-color:#F9F9F9;" |Overhead, Kara-Cancel into Super works
|-
| style="background-color:#F9F9F9;" |'''Saving Shift'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_duck_saving.png]]
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |n*
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |Active until landing. 9F/10F recovery (hit/whiff).
|-
|-
|}
|}
Zeile 150: Zeile 290:
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Active
! style="width:60px;background-color:#FFd800;" | Active
! style="width:60px;background-color:#FFd800;" | Adv
! style="width:60px;background-color:#FFd800;" | Hit
! style="width:60px;background-color:#FFd800;" | Cancel
! style="width:60px;background-color:#FFd800;" | Guard
! style="width:60px;background-color:#FFd800;" | Note
! style="background-color:#FFd800;" | Note
|-
|-
| style="background-color:#F9F9F9;" |'''2A'''
| style="background-color:#F9F9F9;" |'''2A'''
Zeile 158: Zeile 298:
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |3
| style="background-color:#F9F9F9;" |3
| style="background-color:#F9F9F9;" |+6
| style="background-color:#F9F9F9;" |+5
| style="background-color:#F9F9F9;" |+5
| style="background-color:#F9F9F9;" |S,C
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
|-
|-
Zeile 166: Zeile 306:
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |3
| style="background-color:#F9F9F9;" |3
| style="background-color:#F9F9F9;" |+5
| style="background-color:#F9F9F9;" |+4
| style="background-color:#F9F9F9;" |+4
| style="background-color:#F9F9F9;" |C
| style="background-color:#F9F9F9;" |Low hit. Less damage & stun than 2A
| style="background-color:#F9F9F9;" |Low hit. Less damage & stun than 2A
|-
|-
Zeile 174: Zeile 314:
| style="background-color:#F9F9F9;" |9
| style="background-color:#F9F9F9;" |9
| style="background-color:#F9F9F9;" |2
| style="background-color:#F9F9F9;" |2
| style="background-color:#F9F9F9;" |+3
| style="background-color:#F9F9F9;" |+2
| style="background-color:#F9F9F9;" |+2
| style="background-color:#F9F9F9;" |S
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
|-
|-
Zeile 182: Zeile 322:
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |3
| style="background-color:#F9F9F9;" |3
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |S
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |Low hit. Special Cancel.
| style="background-color:#F9F9F9;" |Low hit. Special Cancel.
|-
|-
Zeile 190: Zeile 330:
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |3
| style="background-color:#F9F9F9;" |3
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-1
| style="background-color:#F9F9F9;" |-1
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |Low hit. Knockdown.
| style="background-color:#F9F9F9;" |trifft tief. Knockdown.
|-
|-
| style="background-color:#F9F9F9;" |'''3B'''
| style="background-color:#F9F9F9;" |'''3B'''
Zeile 198: Zeile 338:
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |15
| style="background-color:#F9F9F9;" |15
| style="background-color:#F9F9F9;" |-11/+2*
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |-11/+1*
| style="background-color:#F9F9F9;" |Low Hit. Knockdown. Low Profile. Frame Data close/far.
| style="background-color:#F9F9F9;" |"Needle Low". Low Hit. Knockdown. Low Profile. Frame Data close/far.
|-
|-
| style="background-color:#F9F9F9;" |'''OTG 2C'''
| style="background-color:#F9F9F9;" |'''OTG 2C'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_duck_OTG_2C.png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_duck_OTG_2C.png]]
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |30
| style="background-color:#F9F9F9;" |30
| style="background-color:#F9F9F9;" |+
| style="background-color:#F9F9F9;" |+*
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |+*
| style="background-color:#F9F9F9;" |Can only be used while opponent is in OTG state. Can crossup.
| style="background-color:#F9F9F9;" |"Shocking Ball". Can only be used while opponent is in OTG state. Can OTG, but can also hit normally as a meaty. Can crossup. *=enough advantage to link an attack if done meaty.
|-
|-
| style="background-color:#F9F9F9;" |'''dashing 3C'''
| style="background-color:#F9F9F9;" |'''dashing 3C'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_duck_663C.png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_duck_663C.png]]
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |27
| style="background-color:#F9F9F9;" |27
| style="background-color:#F9F9F9;" |N/A
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |27F Hit Invul (not throw). Also exists as a Chain Combo (with no invul & shorter dash).
| style="background-color:#F9F9F9;" |"Duck Feint". 27F Hit Invul (not throw). Also exists as a Chain Combo (with no invul & shorter dash).
|-
|-
|}
|}
Zeile 226: Zeile 366:
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Active
! style="width:60px;background-color:#FFd800;" | Active
! style="width:60px;background-color:#FFd800;" | Adv
! style="width:60px;background-color:#FFd800;" | Hit
! style="width:60px;background-color:#FFd800;" | Cancel
! style="width:60px;background-color:#FFd800;" | Guard
! style="width:60px;background-color:#FFd800;" | Note
! style="background-color:#FFd800;" | Note
|-
|-
| style="background-color:#F9F9F9;" |'''5B(chain)'''
| style="background-color:#F9F9F9;" |'''5B(chain)'''
Zeile 234: Zeile 374:
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |+1
| style="background-color:#F9F9F9;" |+0
| style="background-color:#F9F9F9;" |+0
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |Good for Pressure
| style="background-color:#F9F9F9;" |
|-
|-
| style="background-color:#F9F9F9;" |'''2B(chain)'''
| style="background-color:#F9F9F9;" |'''2B(chain)'''
Zeile 242: Zeile 382:
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |-3
| style="background-color:#F9F9F9;" |-4
| style="background-color:#F9F9F9;" |-4
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |Low Hit
| style="background-color:#F9F9F9;" |
|-
|-
| style="background-color:#F9F9F9;" |'''5C(chain)'''
| style="background-color:#F9F9F9;" |'''5C(chain)'''
Zeile 250: Zeile 390:
| style="background-color:#F9F9F9;" |9
| style="background-color:#F9F9F9;" |9
| style="background-color:#F9F9F9;" |3
| style="background-color:#F9F9F9;" |3
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |+0
| style="background-color:#F9F9F9;" |+0
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |Launch (no Juggle).
| style="background-color:#F9F9F9;" |Launch (no Juggle).
|-
|-
Zeile 258: Zeile 398:
| style="background-color:#F9F9F9;" |10
| style="background-color:#F9F9F9;" |10
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |-8/-2*
| style="background-color:#F9F9F9;" |+0
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-9
| style="background-color:#F9F9F9;" |Special Cancel. *=on block / on hit.
| style="background-color:#F9F9F9;" |Special Cancel. Unusual discrepancy between hit/guard data.
|-
|-
| style="background-color:#F9F9F9;" |'''3D(chain)'''
| style="background-color:#F9F9F9;" |'''3D(chain)'''
Zeile 266: Zeile 406:
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-12
| style="background-color:#F9F9F9;" |-12
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |Launch (juggle).
| style="background-color:#F9F9F9;" |Launch (juggle).
|-
|-
| style="background-color:#F9F9F9;" |'''2A>3C'''
| style="background-color:#F9F9F9;" |'''2A>3C'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_duck_2A3C.png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_duck_2A3C.png]][[bild:kofxi_duck_2A3C_gif.gif]]
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |12*
| style="background-color:#F9F9F9;" |17
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-3
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-4
| style="background-color:#F9F9F9;" |*Low Profile Slide & Counterhit-State F1-12. No invul. ~6F Recovery.
| style="background-color:#F9F9F9;" |F1-12 Counterhit-state & low profile. F13+14 crouching recovery. F15-17 regular recovery.
|-
|-
| style="background-color:#F9F9F9;" |'''2D(1)>3C'''
| style="background-color:#F9F9F9;" |'''2D(1)>3C'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_duck_663C.png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_duck_663C.png]]
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |27
| style="background-color:#F9F9F9;" |27
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-13
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-14
| style="background-color:#F9F9F9;" |27F invul (not against throws). Identical to dashing 3C.
| style="background-color:#F9F9F9;" |27F invul (not against throws). Identical to dashing 3C.
|-
|-
Zeile 289: Zeile 429:


{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
|+ Jump attacks
|+ Jump Attacks
! style="width:100px;background-color:#D9D9D9;" | Attack
! style="width:100px;background-color:#D9D9D9;" | Attack
! style="width:100px;background-color:#D9D9D9;" | Hitbox
! style="width:100px;background-color:#D9D9D9;" | Hitbox
Zeile 295: Zeile 435:
! style="width:60px;background-color:#FFd800;" | Active
! style="width:60px;background-color:#FFd800;" | Active
! style="width:60px;background-color:#FFd800;" | Cancel
! style="width:60px;background-color:#FFd800;" | Cancel
! style="width:60px;background-color:#FFd800;" | Note
! style="background-color:#FFd800;" | Note
|-
|-
| style="background-color:#F9F9F9;" |'''j.A'''
| style="background-color:#F9F9F9;" |'''j.A'''
Zeile 301: Zeile 441:
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |Very fast. Special Cancel.
| style="background-color:#F9F9F9;" |All small jump & j.A the same. Special Cancel.
|-
|-
| style="background-color:#F9F9F9;" |'''j.B'''
| style="background-color:#F9F9F9;" |'''j.B'''
Zeile 308: Zeile 448:
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |All small jump & j.B the same.
|-
|-
| style="background-color:#F9F9F9;" |'''smalljump C'''
| style="background-color:#F9F9F9;" |'''smalljump C'''
Zeile 322: Zeile 462:
| style="background-color:#F9F9F9;" |11
| style="background-color:#F9F9F9;" |11
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |Same Hitbox as smalljump C
| style="background-color:#F9F9F9;" |Same Hitbox as smalljump C
|-
|-
Zeile 329: Zeile 469:
| style="background-color:#F9F9F9;" |11
| style="background-color:#F9F9F9;" |11
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |S(air)
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
|-
|-
Zeile 343: Zeile 483:
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |Great Jump-In. Same Hitbox as jump back D.
| style="background-color:#F9F9F9;" |Great Jump-In. Same Hitbox as jump back D.
|-
|-
Zeile 350: Zeile 490:
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |Same Hitbox as smalljump D.
| style="background-color:#F9F9F9;" |Same Hitbox as smalljump D.
|-
|-
Zeile 356: Zeile 496:
| style="background-color:#F9F9F9;" |[[bild:kofxi_duck_jump_up_D.png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_duck_jump_up_D.png]]
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
|-
|-
Zeile 364: Zeile 504:
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |Great Jump-In.
| style="background-color:#F9F9F9;" |Great Jump-In.
|-
|-
Zeile 371: Zeile 511:
| style="background-color:#F9F9F9;" |13
| style="background-color:#F9F9F9;" |13
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |Knockdown
| style="background-color:#F9F9F9;" |All small jump E & j.E the same. Knockdown.
|-
|-
| style="background-color:#F9F9F9;" |'''j.22'''
| style="background-color:#F9F9F9;" |'''j.22'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_duck_j.22.png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_duck_j.22.png]]
| style="background-color:#F9F9F9;" |5*
| style="background-color:#F9F9F9;" |7*
| style="background-color:#F9F9F9;" |14*
| style="background-color:#F9F9F9;" |14*
| style="background-color:#F9F9F9;" |N&S
| style="background-color:#F9F9F9;" |N&S
| style="background-color:#F9F9F9;" |*1=5F until Duck stops mid-air. *2=stops for 14F. 19F Counterhit-State.
| style="background-color:#F9F9F9;" |"Duck Feint". F1-18 counterhit-state. *Duck stops mid-air F7-F19.
|-
|-
| style="background-color:#F9F9F9;" |'''j.22>6'''
| style="background-color:#F9F9F9;" |'''j.22>6'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_duck_j.226.png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_duck_j.226.png]]
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |19*
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |N&S
| style="background-color:#F9F9F9;" |N&S
| style="background-color:#F9F9F9;" |changes fall direction.
| style="background-color:#F9F9F9;" |changes fall direction. *=forward momentum starts on F19 during j.22.
|-
|-
|}
|}
Zeile 397: Zeile 537:
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Active
! style="width:60px;background-color:#FFd800;" | Active
! style="width:60px;background-color:#FFd800;" | Block
! style="width:60px;background-color:#FFd800;" | Hit
! style="width:60px;background-color:#FFd800;" | Hit
! style="width:60px;background-color:#FFd800;" | Note
! style="width:60px;background-color:#FFd800;" | Guard
! style="background-color:#FFd800;" | Note
|-
|-
| style="background-color:#F9F9F9;" |'''Air Throw'''
| style="background-color:#F9F9F9;" |'''Air Throw'''
Zeile 406: Zeile 546:
| style="background-color:#F9F9F9;" |1
| style="background-color:#F9F9F9;" |1
| style="background-color:#F9F9F9;" |1
| style="background-color:#F9F9F9;" |1
| style="background-color:#F9F9F9;" |N/A
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |N/A
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |Hitbox = 48x64 Pixel.
| style="background-color:#F9F9F9;" |Hitbox = 48x64 Pixel.
|-
|-
Zeile 416: Zeile 556:
| style="background-color:#F9F9F9;" |14
| style="background-color:#F9F9F9;" |14
| style="background-color:#F9F9F9;" |-5
| style="background-color:#F9F9F9;" |-5
| style="background-color:#F9F9F9;" |-4*
| style="background-color:#F9F9F9;" |bounces off. *1= active on 12F, but usually hits a few frames later since Duck remains static for a moment. *2= -5 if Duck attempts to attack after.
|-
| style="background-color:#F9F9F9;" |'''Head Spin Attack (H) (1P)'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_duck_236C.png]]
| style="background-color:#F9F9F9;" |'''236C'''
| style="background-color:#F9F9F9;" |14*
| style="background-color:#F9F9F9;" |23
| style="background-color:#F9F9F9;" |-6
| style="background-color:#F9F9F9;" |-6
| style="background-color:#F9F9F9;" |+1*
| style="background-color:#F9F9F9;" |*1= active on 12F, but usually hits a few frames later since Duck remains static for a moment.
| style="background-color:#F9F9F9;" |Does not bounce off & stays close. 1P Seite -7 on block, if Duck attempts to attack after. *1= active on 12F, but usually hits a few frames later since Duck remains static for a moment. *2=+2 on Hit (1P), if opponent attempts to attack after.
|-
|-
| style="background-color:#F9F9F9;" |'''Head Spin Attack (H) (2P)'''
| style="background-color:#F9F9F9;" |'''Head Spin Attack (H)'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_duck_236C.png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_duck_236C.png]]
| style="background-color:#F9F9F9;" |'''236C'''
| style="background-color:#F9F9F9;" |'''236C'''
| style="background-color:#F9F9F9;" |14*
| style="background-color:#F9F9F9;" |14*
| style="background-color:#F9F9F9;" |23
| style="background-color:#F9F9F9;" |23
| style="background-color:#F9F9F9;" |+1
| style="background-color:#F9F9F9;" |+2
| style="background-color:#F9F9F9;" |+2
| style="background-color:#F9F9F9;" |2P-Duck has more advantage than 1P Duck with this attack (Bug). Does not bounce off & stays close. *1= active on F12, but usually hits a few frames later since Duck remains static for a moment.
| style="background-color:#F9F9F9;" |-7/+1*
| style="background-color:#F9F9F9;" |*= active on 12F, but usually hits a few frames later since Duck remains static for a moment. *2=2P Duck has more guard advantage than 1P Duck with this attack, bug.
|-
|-
| style="background-color:#F9F9F9;" |'''Head Spin Attack (H) Followup'''
| style="background-color:#F9F9F9;" |'''Head Spin Attack (H) Followup'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_duck_236C3C.png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_duck_236C3C.png]]
| style="background-color:#F9F9F9;" |'''236C>3C'''
| style="background-color:#F9F9F9;" |'''236C>C'''
| style="background-color:#F9F9F9;" |2
| style="background-color:#F9F9F9;" |2
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-20
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-23
| style="background-color:#F9F9F9;" |Hard Knockdown.
| style="background-color:#F9F9F9;" |Hard Knockdown.
|-
|-
Zeile 451: Zeile 582:
| style="background-color:#F9F9F9;" |13
| style="background-color:#F9F9F9;" |13
| style="background-color:#F9F9F9;" |*
| style="background-color:#F9F9F9;" |*
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |~+6
| style="background-color:#F9F9F9;" |+5
| style="background-color:#F9F9F9;" |~-3/~+5*
| style="background-color:#F9F9F9;" |narrow angle. *=active until landing. On whiff ~36F Recovery.
| style="background-color:#F9F9F9;" |narrow angle. *=active until landing. *2=2P Duck has more guard advantage than 1P Duck with this attack, bug. *2+3=if 4 hits hit perfectly.
|-
|-
| style="background-color:#F9F9F9;" |'''Aerial Head Spin Attack(H)'''
| style="background-color:#F9F9F9;" |'''Aerial Head Spin Attack(H)'''
Zeile 460: Zeile 591:
| style="background-color:#F9F9F9;" |13
| style="background-color:#F9F9F9;" |13
| style="background-color:#F9F9F9;" |*
| style="background-color:#F9F9F9;" |*
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |+6
| style="background-color:#F9F9F9;" |+5
| style="background-color:#F9F9F9;" |~-3/~+5*
| style="background-color:#F9F9F9;" |Flat angle. *=active until landing. On whiff ~36F Recovery.
| style="background-color:#F9F9F9;" |Flat angle. *=active until landing. *2=2P Duck (has more guard advantage than 1P Duck with this attack, bug). *2+3=if 4 hits hit perfectly.
|-
|-
| style="background-color:#F9F9F9;" |'''Dancing Dive(L)'''
| style="background-color:#F9F9F9;" |'''Dancing Dive(L)'''
Zeile 469: Zeile 600:
| style="background-color:#F9F9F9;" |9
| style="background-color:#F9F9F9;" |9
| style="background-color:#F9F9F9;" |13
| style="background-color:#F9F9F9;" |13
| style="background-color:#F9F9F9;" |-12*/-2*
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |Framedata = close/far. Can be cancelled into j.22.
| style="background-color:#F9F9F9;" |-13*/-3*
| style="background-color:#F9F9F9;" |*= close/far. Can be cancelled into j.22.
|-
|-
| style="background-color:#F9F9F9;" |'''Dancing Dive(H)'''
| style="background-color:#F9F9F9;" |'''Dancing Dive(H)'''
Zeile 478: Zeile 609:
| style="background-color:#F9F9F9;" |9
| style="background-color:#F9F9F9;" |9
| style="background-color:#F9F9F9;" |3+20
| style="background-color:#F9F9F9;" |3+20
| style="background-color:#F9F9F9;" |-11*/~+7*
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |Framedata = close/far. can be cancelled into j.22.
| style="background-color:#F9F9F9;" |-12*/~+6*
| style="background-color:#F9F9F9;" |First hit hits low. *= close/max range + crouch guard. Can be cancelled into j.22.
|-
|-
| style="background-color:#F9F9F9;" |'''Break Storm(L)'''
| style="background-color:#F9F9F9;" |'''Break Storm(L)'''
Zeile 487: Zeile 618:
| style="background-color:#F9F9F9;" |11
| style="background-color:#F9F9F9;" |11
| style="background-color:#F9F9F9;" |2+2
| style="background-color:#F9F9F9;" |2+2
| style="background-color:#F9F9F9;" |minus
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |Hard Knockdown. Low Profile during Startup.
| style="background-color:#F9F9F9;" |-28
| style="background-color:#F9F9F9;" |F1-4 Low profile. Hard knockdown. Whiffs against crouching opponents.
|-
|-
| style="background-color:#F9F9F9;" |'''Break Storm(H)'''
| style="background-color:#F9F9F9;" |'''Break Storm(H)'''
Zeile 496: Zeile 627:
| style="background-color:#F9F9F9;" |9
| style="background-color:#F9F9F9;" |9
| style="background-color:#F9F9F9;" |4+3+2<br>+2+2+10
| style="background-color:#F9F9F9;" |4+3+2<br>+2+2+10
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |minus
| style="background-color:#F9F9F9;" |minus
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |Low Profile during Startup. First Hit hits low. Super / Dream Cancel.
| style="background-color:#F9F9F9;" |Low Profile during Startup. Dream Cancel.
|-
|-
| style="background-color:#F9F9F9;" |'''Beat Rush'''
| style="background-color:#F9F9F9;" |'''Beat Rush'''
Zeile 506: Zeile 637:
| style="background-color:#F9F9F9;" |24
| style="background-color:#F9F9F9;" |24
| style="background-color:#F9F9F9;" |-24
| style="background-color:#F9F9F9;" |-24
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-25
| style="background-color:#F9F9F9;" |No invul. Deadly Rave Starter.
| style="background-color:#F9F9F9;" |No invul. Deadly Rave Starter.
|-
|-
Zeile 514: Zeile 645:
| style="background-color:#F9F9F9;" |1
| style="background-color:#F9F9F9;" |1
| style="background-color:#F9F9F9;" |2
| style="background-color:#F9F9F9;" |2
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |N/A
| style="background-color:#F9F9F9;" |N/A
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |Command Grab. Hits during Super Freeze. F1-3 invul. 33F duration on whiff. Strict input, but can be put in as 1236(9/8/7),2. Unsafe on Hit in the corner vs front Ukemi > 1F Grab.
| style="background-color:#F9F9F9;" |F1-3 invul. Command Grab. Strict input, but can be put in as 1236(9/8/7),2. Unsafe on Hit in the corner vs front Ukemi > 1F Grab.
|-
|-
| style="background-color:#F9F9F9;" |'''Duck Dance'''
| style="background-color:#F9F9F9;" |'''Duck Dance'''
Zeile 523: Zeile 654:
| style="background-color:#F9F9F9;" |2
| style="background-color:#F9F9F9;" |2
| style="background-color:#F9F9F9;" |4+4+4
| style="background-color:#F9F9F9;" |4+4+4
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |minus
| style="background-color:#F9F9F9;" |minus
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |F1-6 invul. Activation.
| style="background-color:#F9F9F9;" |F1-6 invul. Activation.
|-
|-
| style="background-color:#F9F9F9;" |'''Rolling Punish'''
| style="background-color:#F9F9F9;" |'''Rolling Punisher'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_duck_236236P.png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_duck_236236P.png]]
| style="background-color:#F9F9F9;" |'''dd.236236P'''
| style="background-color:#F9F9F9;" |'''dd.236236P'''
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |32
| style="background-color:#F9F9F9;" |32
| style="background-color:#F9F9F9;" |minus
| style="background-color:#F9F9F9;" |-44
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-53
| style="background-color:#F9F9F9;" |Duck Dance Followup.
| style="background-color:#F9F9F9;" |Duck Dance Followup. F1 invul. Airborne from F2.
|-
| style="background-color:#F9F9F9;" |'''Diving Punisher'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_duck_jump_214214P.png]]
| style="background-color:#F9F9F9;" |'''dd.j.214214P'''
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |*
| style="background-color:#F9F9F9;" |-51
| style="background-color:#F9F9F9;" |-52
| style="background-color:#F9F9F9;" |Duck Dance Followup. F1 invul. *=active until landing. Can crossup.
|-
|-
| style="background-color:#F9F9F9;" |'''Dancing Caliber'''
| style="background-color:#F9F9F9;" |'''Dancing Caliber'''
Zeile 541: Zeile 681:
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |4+2+2<br>2+2+2+11
| style="background-color:#F9F9F9;" |4+2+2<br>2+2+2+11
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |minus
| style="background-color:#F9F9F9;" |minus
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |Duck Dance Followup. First hit hits low. Juggle anywhere.
| style="background-color:#F9F9F9;" |1F invul before freeze. Duck Dance Followup.
|-
|-
| style="background-color:#F9F9F9;" |'''Break Hurricane'''
| style="background-color:#F9F9F9;" |'''Break Hurricane'''
Zeile 550: Zeile 690:
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |4+10+4<br>2+2+2+10
| style="background-color:#F9F9F9;" |4+10+4<br>2+2+2+10
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |minus
| style="background-color:#F9F9F9;" |minus
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |Duck Dance Followup. First hit hits low.
| style="background-color:#F9F9F9;" |Duck Dance Followup.
|-
|-
| style="background-color:#F9F9F9;" |'''High Bound Spiral'''
| style="background-color:#F9F9F9;" |'''High Bound Spiral'''
Zeile 559: Zeile 699:
| style="background-color:#F9F9F9;" |1
| style="background-color:#F9F9F9;" |1
| style="background-color:#F9F9F9;" |3
| style="background-color:#F9F9F9;" |3
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |N/A
| style="background-color:#F9F9F9;" |N/A
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |Air Command Grab. 4F Counterhit-State after Active Time. ~19F Landing Recovery.
| style="background-color:#F9F9F9;" |Air Command Grab. 4F Counterhit-State after Active Time. ~19F Landing Recovery.
|-
|-
|}
|}


 
'''Blockstring & Chain Combo Frame Data'''<br>
'''Chain Combos'''<br>
''Note: all advantage/disadvantage numbers need to be revised, they are likely ~1 frame off.''
{| class="wikitable sortable" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
{| class="wikitable sortable" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
! style="width:100px;background-color:#D9D9D9;" | Move
! style="width:100px;background-color:#D9D9D9;" | Move
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Adv
! style="width:60px;background-color:#FFd800;" | Hit
! style="width:60px;background-color:#FFd800;" | Guard
! style="width:60px;background-color:#FFd800;" | Cancel
! style="width:60px;background-color:#FFd800;" | Cancel
! style="width:60px;background-color:#FFd800;" | Note
! style="background-color:#FFd800;" | Note
|-
|-
| style="background-color:#F9F9F9;" |'''2D(1)>214D'''
| style="background-color:#F9F9F9;" |'''2D(1)>214D'''
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |+2/+3
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |-9/+1,+3
| style="background-color:#F9F9F9;" |Frame Data for Block = standing/crouching opponent
| style="background-color:#F9F9F9;" |S
| style="background-color:#F9F9F9;" |Frame Data for Block = close/far, stand/crouch opponent
|-
|-
| style="background-color:#F9F9F9;" |'''2A>5B'''
| style="background-color:#F9F9F9;" |'''2A>5B'''
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |5*
| style="background-color:#F9F9F9;" |+1
| style="background-color:#F9F9F9;" |+0
| style="background-color:#F9F9F9;" |+0
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |*=5B(chain) startup
|-
|-
| style="background-color:#F9F9F9;" |'''2A>5B>5C'''
| style="background-color:#F9F9F9;" |'''2A>5B>5C'''
| style="background-color:#F9F9F9;" |9
| style="background-color:#F9F9F9;" |9*
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |+0
| style="background-color:#F9F9F9;" |+0
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |Launch (no Knockdown, no followup possible)
| style="background-color:#F9F9F9;" |Launch (no Knockdown, no followup possible). *=5C(chain) startup
|-
|-
| style="background-color:#F9F9F9;" |'''2A>5B>6C'''
| style="background-color:#F9F9F9;" |'''2A>5B>6C'''
| style="background-color:#F9F9F9;" |10
| style="background-color:#F9F9F9;" |10*
| style="background-color:#F9F9F9;" |-8/-2
| style="background-color:#F9F9F9;" |+0
| style="background-color:#F9F9F9;" |-9
| style="background-color:#F9F9F9;" |S
| style="background-color:#F9F9F9;" |S
| style="background-color:#F9F9F9;" |Special Cancel. Frame Data = Block/Hit.
| style="background-color:#F9F9F9;" |Special Cancel. *=6C(chain) startup
|-
|-
| style="background-color:#F9F9F9;" |'''2B>2B'''
| style="background-color:#F9F9F9;" |'''2B>2B'''
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |5*
| style="background-color:#F9F9F9;" |-3
| style="background-color:#F9F9F9;" |-4
| style="background-color:#F9F9F9;" |-4
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |*=2B(chain) startup
|-
|-
| style="background-color:#F9F9F9;" |'''2B>2B>3D'''
| style="background-color:#F9F9F9;" |'''2B>2B>3D'''
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |7*
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-12
| style="background-color:#F9F9F9;" |-12
| style="background-color:#F9F9F9;" |S
| style="background-color:#F9F9F9;" |S
| style="background-color:#F9F9F9;" |Special Cancel.
| style="background-color:#F9F9F9;" |Special Cancel. *=3D(chain) startup.
|-
|-
| style="background-color:#F9F9F9;" |'''2A>3C'''
| style="background-color:#F9F9F9;" |'''2A>3C'''
| style="background-color:#F9F9F9;" |N/A
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |-3
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |-4
| style="background-color:#F9F9F9;" |Short slide with no invul (see above)
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |F1-12 Counterhit-state & low profile. F13+14 crouching recovery. F15-17 regular recovery.
|-
|-
| style="background-color:#F9F9F9;" |'''2D(1)>3C'''
| style="background-color:#F9F9F9;" |'''2D(1)>3C'''
| style="background-color:#F9F9F9;" |N/A
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |-13
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |-14
| style="background-color:#F9F9F9;" |Long slide with invul (see above)
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |27F invul (not against throws). Identical to dashing 3C.
|-
|}
|}


'''Frame Data for specific situations'''<br>
'''Frame Data for specific situations'''<br>
''Note: all advantage/disadvantage numbers need to be revised, they are likely ~1 frame off.''
{| class="wikitable sortable" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
{| class="wikitable sortable" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
! style="width:100px;background-color:#D9D9D9;" | Move
! style="width:100px;background-color:#D9D9D9;" | Move
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Adv
! style="width:60px;background-color:#FFd800;" | Hit
! style="width:60px;background-color:#FFd800;" | Guard
! style="width:60px;background-color:#FFd800;" | Note
! style="width:60px;background-color:#FFd800;" | Note
|-
|-
Zeile 637: Zeile 783:
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |-24
| style="background-color:#F9F9F9;" |-24
| style="background-color:#F9F9F9;" |-25
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
|-
|-
| style="background-color:#F9F9F9;" |'''632146A/C>A'''
| style="background-color:#F9F9F9;" |'''632146A/C>A'''
| style="background-color:#F9F9F9;" |N/A
| style="background-color:#F9F9F9;" |N/A
| style="background-color:#F9F9F9;" |-9
| style="background-color:#F9F9F9;" |-1
| style="background-color:#F9F9F9;" |-10
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |-
|-
|-
| style="background-color:#F9F9F9;" |'''632146A/C>A>A'''
| style="background-color:#F9F9F9;" |'''632146A/C>A>A'''
| style="background-color:#F9F9F9;" |N/A
| style="background-color:#F9F9F9;" |N/A
| style="background-color:#F9F9F9;" |-9
| style="background-color:#F9F9F9;" |-2
| style="background-color:#F9F9F9;" |-11
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |-
|-
|-
| style="background-color:#F9F9F9;" |'''632146A/C>A>A>B'''
| style="background-color:#F9F9F9;" |'''632146A/C>A>A>B'''
| style="background-color:#F9F9F9;" |N/A
| style="background-color:#F9F9F9;" |N/A
| style="background-color:#F9F9F9;" |-12
| style="background-color:#F9F9F9;" |-4
| style="background-color:#F9F9F9;" |-13
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |-
|-
|-
| style="background-color:#F9F9F9;" |'''632146A/C>A>A>B>A'''
| style="background-color:#F9F9F9;" |'''632146A/C>A>A>B>A'''
| style="background-color:#F9F9F9;" |N/A
| style="background-color:#F9F9F9;" |N/A
| style="background-color:#F9F9F9;" |-11
| style="background-color:#F9F9F9;" |-3
| style="background-color:#F9F9F9;" |-12
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |-
|-
|-
| style="background-color:#F9F9F9;" |'''632146A/C>A>A>B>A>C'''
| style="background-color:#F9F9F9;" |'''632146A/C>A>A>B>A>C'''
| style="background-color:#F9F9F9;" |N/A
| style="background-color:#F9F9F9;" |N/A
| style="background-color:#F9F9F9;" |-11
| style="background-color:#F9F9F9;" |-3
| style="background-color:#F9F9F9;" |-12
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |-
|-
|-
| style="background-color:#F9F9F9;" |'''632146A/C>A>A>B>A>C>C'''
| style="background-color:#F9F9F9;" |'''632146A/C>A>A>B>A>C>C'''
| style="background-color:#F9F9F9;" |N/A
| style="background-color:#F9F9F9;" |N/A
| style="background-color:#F9F9F9;" |-11
| style="background-color:#F9F9F9;" |-3
| style="background-color:#F9F9F9;" |-12
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |-
|-
|-
| style="background-color:#F9F9F9;" |'''632146A/C>A>A>B>A>C>C>D'''
| style="background-color:#F9F9F9;" |'''632146A/C>A>A>B>A>C>C>D'''
| style="background-color:#F9F9F9;" |N/A
| style="background-color:#F9F9F9;" |N/A
| style="background-color:#F9F9F9;" |-11
| style="background-color:#F9F9F9;" |-3
| style="background-color:#F9F9F9;" |-12
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |-
|-
|-
| style="background-color:#F9F9F9;" |'''632146A/C>A>A>B>A>C>C>C'''
| style="background-color:#F9F9F9;" |'''632146A/C>A>A>B>A>C>C>D>C'''
| style="background-color:#F9F9F9;" |N/A
| style="background-color:#F9F9F9;" |N/A
| style="background-color:#F9F9F9;" |-11
| style="background-color:#F9F9F9;" |-3
| style="background-color:#F9F9F9;" |-12
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |-
|-
|-
| style="background-color:#F9F9F9;" |'''632146A/C>A>A>B>A>C>C>D>C>623E'''
| style="background-color:#F9F9F9;" |'''632146A/C>A>A>B>A>C>C>D>C>623E'''
| style="background-color:#F9F9F9;" |N/A
| style="background-color:#F9F9F9;" |N/A
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |minus
| style="background-color:#F9F9F9;" |minus
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |-
|-
|}
|}
==Special Attributes & Bugs ==
*Duck has no throw invulnerability during his GC-Rolls (front & back).
*2P Duck has different frame data on 236C & j.214P: +1F advantage on guard after 236C and +5F advantage on guard after j.214P.
*Duck's throw has unique window to break (14F, which is between the 11/12F and 16F tiers, see [https://wiki.hardedge.org/wiki/The_King_of_Fighters_XI:_Advanced_System_Mechanics#Advanced_Throw_Rules here])
*Duck has 10F landing recovery from Quick Shifts, instead of the usual 4F. Cancelling into attacks or special moves cuts recovery to 9F. Whiffing an air attack cuts recovery to 1F.


== Combos ==
== Combos ==
 
===Basic Combos ===
*(j.D,) 2A,2A-5B-6C, then:
*(j.D,) 2A,2A-5B-6C, then:
**214B
**214B
**Shift In Combo
**Quick Shift
**632146P etc.
**632146P


*Corner (j.D,)2A-5B-3D,22CDE, link 214214K: 2 Stocks, only in corner.
*Corner (j.D,)2A-5B-3D,22CDE, link 214214K: 2 Stocks, only in corner.
**Shift out on first Hit: the very high launch allows easy followups.
**Quick Shift on first Hit: the very high launch allows easy followups.
 
*Corner or back-turned Combo into 2A,5B,6C,623B, OTG 3C. If 3C is used as late as possible, it hits as a meaty crossup, after which a 2A can be linked.
 


*Corner or back-turned Combo into 2A,5B,6C,623B, OTG 3C. If 3C is used as late as possible, it hits as a meaty, after which a 2A can be linked. If the opponent was back-turned, it crosses up.


''' Team Combos '''
=== Shift Combos ===
'''Universal'''
'''Universal'''
*Vs Vanessa: Slide Knockdown with any character (eg. Terry 41236B,66B,66B)> QS Duck > OTG 412369,2+K while Vanessa wakes up: OTG-Bug Combo only vs Vanessa.
*Vs Vanessa: Slide Knockdown with any character (eg. Terry 41236B,66B,66B)> QS Duck > OTG 412369,2+K while Vanessa wakes up: OTG-Bug Combo only vs Vanessa.
Zeile 707: Zeile 868:


'''K'''
'''K'''
Duck 3B > QS K' > while falling j.214B/D combos. If close to corner, LDM can be linked afterwards, as always.
*Duck 3B > QS K' > while falling j.214B/D combos. If close to corner, LDM can be linked afterwards, as always.
*Duck j.D,2A,623D(1) QS K', falling j.D, \/, long delay LDM
*K' corner smalljump early j.C,\/,623A QS Duck, \/,duck dance, 214214K>DC LDM, see [https://youtu.be/JbB_S4fNbbY?t=5978 here],from BZR.
 
=== Other Combos ===
*Meaty 5C(c) combos into 2A on back hit, [https://youtu.be/5VddaATerYY?t=1242 see here]
 
==Strategy & Okizeme==
*Standing Break Spiral: input as 4123632,8,2B. Source: BZR.


==Matchups==
==Matchups==
Zeile 715: Zeile 884:
<nowiki>*</nowiki>1: Source: Sawakoro, Serio & Nori, c~ 5:15<br>
<nowiki>*</nowiki>1: Source: Sawakoro, Serio & Nori, c~ 5:15<br>
<nowiki>*</nowiki>2: Source: kofxi_bot, these characters can keep Duck from jumping, or beat his jump ins.
<nowiki>*</nowiki>2: Source: kofxi_bot, these characters can keep Duck from jumping, or beat his jump ins.
=== Vs Kula ===
=== Vs Kula ===
According to Serio & Nori the Kula vs. Duck matchup is roughly a 7.5 to 2.5 in favor of Kula. A quote on this delivered through Rock: "Kula just waits and uses 2B & 2D while buffering 623C, which she uses on reaction, if Duck jumps. Due to the 2B & 2D, Duck cannot approach from the ground, which makes the matchup very hard."<br>
According to Serio & Nori the Kula vs. Duck matchup is roughly a 7.5 to 2.5 in favor of Kula. A quote on this delivered through Rock: "Kula just waits and uses 2B & 2D while buffering 623C, which she uses on reaction, if Duck jumps. Due to the 2B & 2D, Duck cannot approach from the ground, which makes the matchup very hard."<br>
Zeile 723: Zeile 893:
:Punish 236236A during super freeze with Break Spiral (which isn't easy). This is best done by holding [1] already as Gato wakes up, the inputing 23692K on reaction.
:Punish 236236A during super freeze with Break Spiral (which isn't easy). This is best done by holding [1] already as Gato wakes up, the inputing 23692K on reaction.
:Timing smalljump attacks at the apex of the jump will make them go over 236236A.
:Timing smalljump attacks at the apex of the jump will make them go over 236236A.
:dash 3C can also be used to bait 236236A.
:Duck Feint (dashing 3C) can also be used to bait 236236A.


'''Incoming'''
'''Incoming'''
Zeile 729: Zeile 899:


=== Vs Ralf ===
=== Vs Ralf ===
:Punishing Ralf's Upper: 3B or walk forward > 5A(f)>Beat Rush. After 3B you can eg. Quick Shift to K' > j.214B/D etc ([https://www.youtube.com/watch?v=rJOdVi8fmZg BZR uses this])
:Punishing Ralf's Upper: 3B or walk forward > 5A(f)>Beat Rush. To get the walk forward A, use 6,A+D (that way 6A doesn't come out). After 3B you can eg. Quick Shift to K' > j.214B/D etc ([https://www.youtube.com/watch?v=rJOdVi8fmZg BZR uses this])
 
===Vs Maxima===
Good matchup for Duck. Maxima has massive problems escaping from Duck's 2A pressure.


== Links & Videos ==
== Links & Videos ==
19.112

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