Duck King(KOFXI): Unterschied zwischen den Versionen
(→Combos) |
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(45 dazwischenliegende Versionen desselben Benutzers werden nicht angezeigt) | |||
Zeile 16: | Zeile 16: | ||
'''Neutral'''<br> | '''Neutral'''<br> | ||
:On range, try to approach with smalljump or normal jump D, or use | :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. | |square=[[Datei:KOFXI duck S.png]] | ||
|cross=[[Datei:KOFXI duck X. | |cross=[[Datei:KOFXI duck X.png]] | ||
|triangle=[[Datei:KOFXI duck T. | |triangle=[[Datei:KOFXI duck T.png]] | ||
|circle=[[Datei:KOFXI duck C. | |circle=[[Datei:KOFXI duck C.png]] | ||
|R1+square=[[Datei:KOFXI duck R1S. | |R1+square=[[Datei:KOFXI duck R1S.png]] | ||
|R1+cross=[[Datei:KOFXI duck R1X. | |R1+cross=[[Datei:KOFXI duck R1X.png]] | ||
|R1+triangle=[[Datei:KOFXI duck R1T. | |R1+triangle=[[Datei:KOFXI duck R1T.png]] | ||
|R1+circle=[[Datei:KOFXI duck R1C. | |R1+circle=[[Datei:KOFXI duck R1C.png]] | ||
|L1+square=[[Datei:KOFXI duck L1S. | |L1+square=[[Datei:KOFXI duck L1S.png]] | ||
|L1+cross=[[Datei:KOFXI duck L1X. | |L1+cross=[[Datei:KOFXI duck L1X.png]] | ||
|L1+triangle=[[Datei:KOFXI duck L1T. | |L1+triangle=[[Datei:KOFXI duck L1T.png]] | ||
|L1+circle=[[Datei:KOFXI duck L1C. | |L1+circle=[[Datei:KOFXI duck L1C.png]] | ||
}} | }} | ||
==Frame Data== | ==Frame Data== | ||
{| 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 59: | Zeile 184: | ||
! style="width:60px;background-color:#FFd800;" | Hit | ! style="width:60px;background-color:#FFd800;" | Hit | ||
! style="width:60px;background-color:#FFd800;" | Guard | ! style="width:60px;background-color:#FFd800;" | Guard | ||
! style=" | ! style="background-color:#FFd800;" | Note | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''5A(c)''' | | style="background-color:#F9F9F9;" |'''5A(c)''' | ||
Zeile 68: | Zeile 192: | ||
| style="background-color:#F9F9F9;" |+5 | | style="background-color:#F9F9F9;" |+5 | ||
| style="background-color:#F9F9F9;" |+4 | | style="background-color:#F9F9F9;" |+4 | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" | | ||
|- | |- | ||
Zeile 77: | Zeile 200: | ||
| style="background-color:#F9F9F9;" |+5 | | style="background-color:#F9F9F9;" |+5 | ||
| style="background-color:#F9F9F9;" |+4 | | style="background-color:#F9F9F9;" |+4 | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" | | ||
|- | |- | ||
Zeile 86: | Zeile 208: | ||
| style="background-color:#F9F9F9;" |+1 | | style="background-color:#F9F9F9;" |+1 | ||
| style="background-color:#F9F9F9;" |+0 | | style="background-color:#F9F9F9;" |+0 | ||
| style="background-color:#F9F9F9;" |Low Hit | | style="background-color:#F9F9F9;" |Low Hit | ||
|- | |- | ||
Zeile 95: | Zeile 216: | ||
| style="background-color:#F9F9F9;" |-23/+3 | | style="background-color:#F9F9F9;" |-23/+3 | ||
| style="background-color:#F9F9F9;" |-24/+0 | | style="background-color:#F9F9F9;" |-24/+0 | ||
| 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;" |Cancels into j.22. 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 104: | Zeile 224: | ||
| style="background-color:#F9F9F9;" |+4 | | style="background-color:#F9F9F9;" |+4 | ||
| style="background-color:#F9F9F9;" |+3 | | style="background-color:#F9F9F9;" |+3 | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" | | ||
|- | |- | ||
Zeile 113: | Zeile 232: | ||
| style="background-color:#F9F9F9;" |+0 | | 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;" |'''5D(c)''' | | style="background-color:#F9F9F9;" |'''5D(c)''' | ||
Zeile 122: | Zeile 240: | ||
| style="background-color:#F9F9F9;" |-2 | | style="background-color:#F9F9F9;" |-2 | ||
| style="background-color:#F9F9F9;" |-3 | | style="background-color:#F9F9F9;" |-3 | ||
| style="background-color:#F9F9F9;" |2 Hits, both have special cancel. | | style="background-color:#F9F9F9;" |2 Hits, both have special cancel. | ||
|- | |- | ||
Zeile 131: | Zeile 248: | ||
| style="background-color:#F9F9F9;" |-1 | | style="background-color:#F9F9F9;" |-1 | ||
| style="background-color:#F9F9F9;" |-2 | | style="background-color:#F9F9F9;" |-2 | ||
| style="background-color:#F9F9F9;" |Anti-Air. F3-8 Invul on feet. | |||
| style="background-color:#F9F9F9;" |Anti-Air. Invul on | |||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''5E''' | | style="background-color:#F9F9F9;" |'''5E''' | ||
Zeile 140: | Zeile 256: | ||
| style="background-color:#F9F9F9;" |KD | | 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;" |'''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 149: | Zeile 272: | ||
| style="background-color:#F9F9F9;" |+1 | | 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;" | | |- | ||
| 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 162: | Zeile 292: | ||
! style="width:60px;background-color:#FFd800;" | Hit | ! style="width:60px;background-color:#FFd800;" | Hit | ||
! style="width:60px;background-color:#FFd800;" | Guard | ! style="width:60px;background-color:#FFd800;" | Guard | ||
! style=" | ! style="background-color:#FFd800;" | Note | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''2A''' | | style="background-color:#F9F9F9;" |'''2A''' | ||
Zeile 171: | Zeile 300: | ||
| style="background-color:#F9F9F9;" |+6 | | style="background-color:#F9F9F9;" |+6 | ||
| style="background-color:#F9F9F9;" |+5 | | style="background-color:#F9F9F9;" |+5 | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" | | ||
|- | |- | ||
Zeile 180: | Zeile 308: | ||
| style="background-color:#F9F9F9;" |+5 | | style="background-color:#F9F9F9;" |+5 | ||
| style="background-color:#F9F9F9;" |+4 | | style="background-color:#F9F9F9;" |+4 | ||
| style="background-color:#F9F9F9;" |Low hit. Less damage & stun than 2A | | style="background-color:#F9F9F9;" |Low hit. Less damage & stun than 2A | ||
|- | |- | ||
Zeile 189: | Zeile 316: | ||
| style="background-color:#F9F9F9;" |+3 | | style="background-color:#F9F9F9;" |+3 | ||
| style="background-color:#F9F9F9;" |+2 | | style="background-color:#F9F9F9;" |+2 | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" | | ||
|- | |- | ||
Zeile 198: | Zeile 324: | ||
| style="background-color:#F9F9F9;" |/ | | style="background-color:#F9F9F9;" |/ | ||
| style="background-color:#F9F9F9;" |/ | | style="background-color:#F9F9F9;" |/ | ||
| style="background-color:#F9F9F9;" |Low hit. Special Cancel. | | style="background-color:#F9F9F9;" |Low hit. Special Cancel. | ||
|- | |- | ||
Zeile 207: | Zeile 332: | ||
| style="background-color:#F9F9F9;" |KD | | 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;" |'''3B''' | | style="background-color:#F9F9F9;" |'''3B''' | ||
Zeile 215: | Zeile 339: | ||
| style="background-color:#F9F9F9;" |15 | | style="background-color:#F9F9F9;" |15 | ||
| style="background-color:#F9F9F9;" |KD | | style="background-color:#F9F9F9;" |KD | ||
| style="background-color:#F9F9F9;" |-11/+ | | style="background-color:#F9F9F9;" |-11/+1* | ||
| style="background-color:#F9F9F9;" | | | 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;" | | | 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''' | ||
Zeile 234: | Zeile 356: | ||
| style="background-color:#F9F9F9;" |/ | | style="background-color:#F9F9F9;" |/ | ||
| style="background-color:#F9F9F9;" |/ | | style="background-color:#F9F9F9;" |/ | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" |"Duck Feint". 27F Hit Invul (not throw). Also exists as a Chain Combo (with no invul & shorter dash). | ||
|- | |- | ||
|} | |} | ||
Zeile 247: | Zeile 368: | ||
! style="width:60px;background-color:#FFd800;" | Hit | ! style="width:60px;background-color:#FFd800;" | Hit | ||
! style="width:60px;background-color:#FFd800;" | Guard | ! style="width:60px;background-color:#FFd800;" | Guard | ||
! style=" | ! style="background-color:#FFd800;" | Note | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''5B(chain)''' | | style="background-color:#F9F9F9;" |'''5B(chain)''' | ||
Zeile 256: | Zeile 376: | ||
| style="background-color:#F9F9F9;" |+1 | | style="background-color:#F9F9F9;" |+1 | ||
| style="background-color:#F9F9F9;" |+0 | | style="background-color:#F9F9F9;" |+0 | ||
| style="background-color:#F9F9F9;" |Good for Pressure | | style="background-color:#F9F9F9;" |Good for Pressure | ||
|- | |- | ||
Zeile 265: | Zeile 384: | ||
| style="background-color:#F9F9F9;" |-3 | | style="background-color:#F9F9F9;" |-3 | ||
| style="background-color:#F9F9F9;" |-4 | | style="background-color:#F9F9F9;" |-4 | ||
| style="background-color:#F9F9F9;" |Low Hit | | style="background-color:#F9F9F9;" |Low Hit | ||
|- | |- | ||
Zeile 274: | Zeile 392: | ||
| style="background-color:#F9F9F9;" |KD | | style="background-color:#F9F9F9;" |KD | ||
| style="background-color:#F9F9F9;" |+0 | | style="background-color:#F9F9F9;" |+0 | ||
| style="background-color:#F9F9F9;" |Launch (no Juggle). | | style="background-color:#F9F9F9;" |Launch (no Juggle). | ||
|- | |- | ||
Zeile 283: | Zeile 400: | ||
| style="background-color:#F9F9F9;" |+0 | | style="background-color:#F9F9F9;" |+0 | ||
| style="background-color:#F9F9F9;" |-9 | | style="background-color:#F9F9F9;" |-9 | ||
| style="background-color:#F9F9F9;" |Special Cancel. Unusual discrepancy between hit/guard data. | | style="background-color:#F9F9F9;" |Special Cancel. Unusual discrepancy between hit/guard data. | ||
|- | |- | ||
Zeile 292: | Zeile 408: | ||
| style="background-color:#F9F9F9;" |KD | | style="background-color:#F9F9F9;" |KD | ||
| style="background-color:#F9F9F9;" |-12 | | style="background-color:#F9F9F9;" |-12 | ||
| 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;" | | | style="background-color:#F9F9F9;" |17 | ||
| style="background-color:#F9F9F9;" |-3 | | style="background-color:#F9F9F9;" |-3 | ||
| style="background-color:#F9F9F9;" |-4 | | style="background-color:#F9F9F9;" |-4 | ||
| 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''' | ||
Zeile 308: | Zeile 422: | ||
| 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;" |-14 | | 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 316: | 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 | |+ 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 322: | 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=" | ! style="background-color:#FFd800;" | Note | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''j.A''' | | style="background-color:#F9F9F9;" |'''j.A''' | ||
Zeile 328: | 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;" |All small jump & j.A the same. Special Cancel. | | style="background-color:#F9F9F9;" |All small jump & j.A the same. Special Cancel. | ||
|- | |- | ||
Zeile 406: | Zeile 519: | ||
| 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;" |F1-18 counterhit-state. *Duck stops mid-air F7-F19. | | 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 426: | Zeile 539: | ||
! style="width:60px;background-color:#FFd800;" | Hit | ! style="width:60px;background-color:#FFd800;" | Hit | ||
! style="width:60px;background-color:#FFd800;" | Guard | ! style="width:60px;background-color:#FFd800;" | Guard | ||
! style=" | ! style="background-color:#FFd800;" | Note | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''Air Throw''' | | style="background-color:#F9F9F9;" |'''Air Throw''' | ||
Zeile 453: | Zeile 566: | ||
| style="background-color:#F9F9F9;" |+2 | | style="background-color:#F9F9F9;" |+2 | ||
| style="background-color:#F9F9F9;" |-7/+1* | | 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 | | 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> | | style="background-color:#F9F9F9;" |'''236C>C''' | ||
| style="background-color:#F9F9F9;" |2 | | style="background-color:#F9F9F9;" |2 | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" | | ||
Zeile 469: | Zeile 582: | ||
| style="background-color:#F9F9F9;" |13 | | style="background-color:#F9F9F9;" |13 | ||
| style="background-color:#F9F9F9;" |* | | style="background-color:#F9F9F9;" |* | ||
| style="background-color:#F9F9F9;" |~+6 | | style="background-color:#F9F9F9;" |~+6 | ||
| style="background-color:#F9F9F9;" |~-3/~+5* | | style="background-color:#F9F9F9;" |~-3/~+5* | ||
| style="background-color:#F9F9F9;" |narrow angle. *=active until landing. *2=2P Duck | | 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 478: | Zeile 591: | ||
| style="background-color:#F9F9F9;" |13 | | style="background-color:#F9F9F9;" |13 | ||
| style="background-color:#F9F9F9;" |* | | style="background-color:#F9F9F9;" |* | ||
| style="background-color:#F9F9F9;" |+6 | | style="background-color:#F9F9F9;" |+6 | ||
| style="background-color:#F9F9F9;" |~-3/~+5* | | style="background-color:#F9F9F9;" |~-3/~+5* | ||
| 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;" |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. | ||
Zeile 491: | Zeile 604: | ||
| style="background-color:#F9F9F9;" |*= close/far. Can be cancelled into j.22. | | 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)''' | ||
| style="background-color:#F9F9F9;" |[[bild:kofxi_duck_214D_1.png|150px]][[bild:kofxi_duck_214D_2.png|150px]] | | style="background-color:#F9F9F9;" |[[bild:kofxi_duck_214D_1.png|150px]][[bild:kofxi_duck_214D_2.png|150px]] | ||
| style="background-color:#F9F9F9;" |'''214D''' | | style="background-color:#F9F9F9;" |'''214D''' | ||
Zeile 507: | Zeile 620: | ||
| style="background-color:#F9F9F9;" |KD | | style="background-color:#F9F9F9;" |KD | ||
| style="background-color:#F9F9F9;" |-28 | | style="background-color:#F9F9F9;" |-28 | ||
| style="background-color:#F9F9F9;" |Hard | | 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 516: | Zeile 629: | ||
| style="background-color:#F9F9F9;" |KD | | style="background-color:#F9F9F9;" |KD | ||
| style="background-color:#F9F9F9;" |minus | | style="background-color:#F9F9F9;" |minus | ||
| style="background-color:#F9F9F9;" |Low Profile during Startup. First Hit hits low. Dream Cancel. | | style="background-color:#F9F9F9;" |Low Profile during Startup. First Hit hits low. Super / Dream Cancel. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''Beat Rush''' | | style="background-color:#F9F9F9;" |'''Beat Rush''' | ||
Zeile 534: | Zeile 647: | ||
| style="background-color:#F9F9F9;" |KD | | style="background-color:#F9F9F9;" |KD | ||
| style="background-color:#F9F9F9;" |N/A | | style="background-color:#F9F9F9;" |N/A | ||
| style="background-color:#F9F9F9;" |F1-3 invul. | | 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;" |'''Duck Dance''' | | style="background-color:#F9F9F9;" |'''Duck Dance''' | ||
Zeile 545: | Zeile 658: | ||
| style="background-color:#F9F9F9;" |F1-6 invul. Activation. | | style="background-color:#F9F9F9;" |F1-6 invul. Activation. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''Rolling | | 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''' | ||
Zeile 554: | Zeile 667: | ||
| style="background-color:#F9F9F9;" |Duck Dance Followup. F1 invul. Airborne from F2. | | style="background-color:#F9F9F9;" |Duck Dance Followup. F1 invul. Airborne from F2. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |''' | | style="background-color:#F9F9F9;" |'''Diving Punisher''' | ||
| style="background-color:#F9F9F9;" |[[bild:kofxi_duck_jump_214214P.png]] | | style="background-color:#F9F9F9;" |[[bild:kofxi_duck_jump_214214P.png]] | ||
| style="background-color:#F9F9F9;" |'''dd.j.214214P''' | | style="background-color:#F9F9F9;" |'''dd.j.214214P''' | ||
Zeile 570: | Zeile 683: | ||
| style="background-color:#F9F9F9;" |KD | | style="background-color:#F9F9F9;" |KD | ||
| style="background-color:#F9F9F9;" |minus | | style="background-color:#F9F9F9;" |minus | ||
| style="background-color:#F9F9F9;" |Duck Dance Followup | | style="background-color:#F9F9F9;" |Duck Dance Followup. First hit hits low. Juggle anywhere. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''Break Hurricane''' | | style="background-color:#F9F9F9;" |'''Break Hurricane''' | ||
Zeile 577: | 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;" | | | style="background-color:#F9F9F9;" |KD | ||
| style="background-color:#F9F9F9;" |minus | | style="background-color:#F9F9F9;" |minus | ||
| style="background-color:#F9F9F9;" |Duck Dance Followup | | style="background-color:#F9F9F9;" |Duck Dance Followup. First hit hits low. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''High Bound Spiral''' | | style="background-color:#F9F9F9;" |'''High Bound Spiral''' | ||
Zeile 592: | Zeile 705: | ||
|} | |} | ||
'''Chain | '''Blockstring & Chain Combo Frame Data'''<br> | ||
{| 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 | ||
Zeile 599: | Zeile 712: | ||
! style="width:60px;background-color:#FFd800;" | Guard | ! style="width:60px;background-color:#FFd800;" | Guard | ||
! style="width:60px;background-color:#FFd800;" | Cancel | ! style="width:60px;background-color:#FFd800;" | Cancel | ||
! style=" | ! style="background-color:#FFd800;" | Note | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''2D(1)>214D''' | | style="background-color:#F9F9F9;" |'''2D(1)>214D''' | ||
Zeile 609: | Zeile 722: | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''2A>5B''' | | style="background-color:#F9F9F9;" |'''2A>5B''' | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" |5* | ||
| style="background-color:#F9F9F9;" |+1 | | 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;" |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;" |+0 | | style="background-color:#F9F9F9;" |+0 | ||
| style="background-color:#F9F9F9;" |-9 | | style="background-color:#F9F9F9;" |-9 | ||
| style="background-color:#F9F9F9;" |S | | style="background-color:#F9F9F9;" |S | ||
| style="background-color:#F9F9F9;" |Special Cancel. | | 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;" | | | style="background-color:#F9F9F9;" |5* | ||
| style="background-color:#F9F9F9;" |-3 | | 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;" |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;" |/ | | style="background-color:#F9F9F9;" |/ | ||
| style="background-color:#F9F9F9;" |-3 | |||
| style="background-color:#F9F9F9;" |-4 | |||
| style="background-color:#F9F9F9;" |/ | | style="background-color:#F9F9F9;" |/ | ||
| 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;" |/ | | style="background-color:#F9F9F9;" |/ | ||
| style="background-color:#F9F9F9;" |-13 | |||
| style="background-color:#F9F9F9;" |-14 | |||
| style="background-color:#F9F9F9;" |/ | | style="background-color:#F9F9F9;" |/ | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" |27F invul (not against throws). Identical to dashing 3C. | ||
| | |- | ||
|} | |} | ||
Zeile 725: | Zeile 839: | ||
| 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 == | ||
Zeile 737: | Zeile 858: | ||
**Quick Shift 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 | *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. | ||
=== Shift Combos === | === Shift Combos === | ||
Zeile 749: | Zeile 869: | ||
'''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 756: | 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 764: | 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. | ||
: | :Duck Feint (dashing 3C) can also be used to bait 236236A. | ||
'''Incoming''' | '''Incoming''' | ||
Zeile 770: | 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 == |
Aktuelle Version vom 30. Januar 2024, 23:54 Uhr
Duck King ダック・キング | |
Tiers & Ranking | |
Tier: | A+ |
Ratio Cost: | 5 Points |
Properties | |
Damage Modifier: | 1.04 |
Stun Modifier: | 1.03 |
Crouch height (Tier): | E |
Quick Guide
- Duck King is a strong, rushdown-based character with strong pressure.
- His defensive options and attack range are limited.
- He has good synergy for stun combos due to his chain combos, but is generally bad for juggle combos.
Neutral
- 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.
Offense
- Once close, attack with a mix of 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.
- 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.
- 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.
- 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
- 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, 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.
Colors
A | B | C | D |
R1 + | R1 + | R1 + | R1 + |
E+A | E+B | E+C | E+D |
L1 + | L1 + | L1 + | L1 + |
Start+A | Start+B | Start+C | Start+D |
Frame Data
Move | S | A | Hit | Grd | Note |
---|---|---|---|---|---|
5A(c) | 5 | 3 | +5 | +4 | |
5A(f) | 5 | 2 | +5 | +4 | |
5B(c) | 5 | 3 | +1 | +0 | Low Hit |
5B(f) | 7 | 28 | -23/+3* | -24/+0* | Can be cancelled into j.22 or j.214P. *=close/max range. |
5C(c) | 6 | 3 | +4 | +3 | |
5C(f) | 14 | 5 | +0 | -1 | Whiffs against crouching opponents. |
5D(c) | 6 | 3+2 | -2 | -3 | Both hits have cancel. |
5D(f) | 12 | 4 | -1 | -2 | F3-8 Invul on feet. |
5E | 17 | 5 | KD | +0 | |
GC | 7 | 3 | KD | -13 | |
6A | 23 | 2 | +1 | +0 | Overhead, Kara-Cancel into Super works |
Saving Shift | ? | n* | / | / | Active until landing. 9F/10F recovery (hit/whiff). |
2A | 4 | 3 | +6 | +5 | |
2B | 5 | 3 | +5 | +4 | |
2C | 9 | 2 | +3 | +2 | |
2D | 8 | 3+3 | KD | -1 | First hit has cancel |
3B | 7 | 15 | KD | -11/+1* | *close/max range |
OTG 2C | 5 | 30 | +* | +* | 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 | +1 | +0 | |
2B(chain) | 5 | 4 | -3 | -4 | |
5C(chain) | 9 | 3 | KD | +0 | Launch (no juggle possible) |
6C(chain) | 10 | 5 | +0 | -9 | |
3D(chain) | 7 | 4 | KD | -12 | Launch (juggle possible) |
2A>3C | / | 17 | -3 | -4 | F1-12 Counterhit-state & low profile. F13+14 crouching recovery. F15-17 regular recovery. |
2D(1)>3C | / | 27 | -13 | -14 | 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 | -5 | -6 | |
236C | 14 | 23 | +2 | -7/+1* | *2=2P Duck has more guard advantage than 1P Duck with this attack |
236C>C | 2 | ? | KD | -23 | |
j.214A | 13 | n | ~+6 | ~-3/+5* | Narrow angle. *2P Duck has more guard advantage than 1P Duck |
j.214C | 13 | n | ~+6 | ~-3/+5* | Flat angle. *2P Duck has more guard advantage than 1P Duck |
214B | 9 | 13 | KD | -13/-3* | Can be cancelled into j.22. *=Close/max range. |
214D | 9 | 3+20 | KD | -12/+6* | First hit hits low. Can be cancelled into j.22. *=Close/max range. |
623B | 11 | 2+2 | KD | -28 | F1-4 Low profile. Hard knockdown. Whiffs against crouching opponents. |
623D | 9 | 23 | KD | - | First hit hits low. F1-15 Low profile. |
632146P | 5 | 24 | -24 | -25 | 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 | - | Install Super. F1-6 invul. |
dd236236P | 6 | 32 | -44 | -53 | Duck Dance Followup. No invul. Airborne from F2. |
dd j.214214P | 6 | n* | -51 | -52 | Duck Dance Followup. No invul. *=active until landing. Can crossup. |
dd214214K | 4 | 25 | KD | - | Duck Dance Followup. No invul. First hit hits low. Juggle anywhere. |
dd236236K | 5 | 34 | KD | - | 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. |
Blockstring & Chain Combo Frame Data
Move | Startup | Hit | Guard | Cancel | Note |
---|---|---|---|---|---|
2D(1)>214D | 8 | KD | -9/+1,+3 | S | Frame Data for Block = close/far, stand/crouch opponent |
2A>5B | 5* | +1 | +0 | - | *=5B(chain) startup |
2A>5B>5C | 9* | KD | +0 | Launch (no Knockdown, no followup possible). *=5C(chain) startup | |
2A>5B>6C | 10* | +0 | -9 | S | Special Cancel. *=6C(chain) startup |
2B>2B | 5* | -3 | -4 | - | *=2B(chain) startup |
2B>2B>3D | 7* | KD | -12 | S | Special Cancel. *=3D(chain) startup. |
2A>3C | / | -3 | -4 | / | F1-12 Counterhit-state & low profile. F13+14 crouching recovery. F15-17 regular recovery. |
2D(1)>3C | / | -13 | -14 | / | 27F invul (not against throws). Identical to dashing 3C. |
Frame Data for specific situations
Move | Startup | Hit | Guard | Note |
---|---|---|---|---|
632146A/C | 5 | -24 | -25 | |
632146A/C>A | N/A | -1 | -10 | - |
632146A/C>A>A | N/A | -2 | -11 | - |
632146A/C>A>A>B | N/A | -4 | -13 | - |
632146A/C>A>A>B>A | N/A | -3 | -12 | - |
632146A/C>A>A>B>A>C | N/A | -3 | -12 | - |
632146A/C>A>A>B>A>C>C | N/A | -3 | -12 | - |
632146A/C>A>A>B>A>C>C>D | N/A | -3 | -12 | - |
632146A/C>A>A>B>A>C>C>D>C | N/A | -3 | -12 | - |
632146A/C>A>A>B>A>C>C>D>C>623E | N/A | KD | minus | - |
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 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
Basic Combos
- (j.D,) 2A,2A-5B-6C, then:
- 214B
- Quick Shift
- 632146P
- Corner (j.D,)2A-5B-3D,22CDE, link 214214K: 2 Stocks, only in corner.
- 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, after which a 2A can be linked. If the opponent was back-turned, it crosses up.
Shift Combos
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.
Oswald
- Duck Crossup j.D,2A,2A,2A,5A,5B,6C, QS Oswald j.D,\/,5D(c),3A,214C(2 hits),236C,214B. Stuns all characters in Kyo tier and below.
K
- 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 here,from BZR.
Other Combos
- Meaty 5C(c) combos into 2A on back hit, see here
Strategy & Okizeme
- Standing Break Spiral: input as 4123632,8,2B. Source: BZR.
Matchups
- Advantage: Maxima
- Even: Kula (according to Kyuntakuya)
- Disadvantage: Kim*1, Kula*1, K'*1, Griffon*2, Yuri*2, Clark*2, Ryo*2
*1: Source: Sawakoro, Serio & Nori, c~ 5:15
*2: Source: kofxi_bot, these characters can keep Duck from jumping, or beat his jump ins.
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."
Based on Kyuntakuya & tests done just for us by Sawakoro & Rock there is evidence however that the matchup might very well be somewhat even. Particularly Duck's 2A is very useful to pressure Kula.
Vs Gato
Okizeme
- 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.
- Duck Feint (dashing 3C) can also be used to bait 236236A.
Incoming
- Corner Superjump up, j.214C is a crossup. Duck's j.214C trades with Gato's 236236B in this situation, to the advantage of Duck.
Vs Ralf
- 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 (BZR uses this)
Vs Maxima
Good matchup for Duck. Maxima has massive problems escaping from Duck's 2A pressure.
Links & Videos
- Sacred Treasures Team: Kyo | Iori | Shingo
- Hero Team: Ash | Oswald | Shen
- Fatal Fury Team: Terry | Kim | Duck King
- Agent Team: Vanessa | Mary | Ramon
- Art of Fighting Team: Ryo Sakazaki | Yuri Sakazaki | King
- Rival Team: Elisabeth | Duo Lon | Benimaru
- Team K': K' |Kula | Maxima
- Garou Team: Jenet | Gato | Griffon
- Ikari Warriors Team: Ralf | Clark | Whip
- Anti Kyokugenryu Team: Malin | Kasumi | Eiji
- Psycho Soldier Team: Athena Asamiya | Sie Kensou | Momoko
- Time Unlock: Adelheid | Gai | Hayate | Jazu | Silber