Duck King(KOFXI): Unterschied zwischen den Versionen

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(Frame data update (automated))
 
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Zeile 5: Zeile 5:
|tier_rank = A+
|tier_rank = A+
|ratio_rank = 5 Points
|ratio_rank = 5 Points
|health = 108
|health = 1.04
|stun_gauge = 98
|stun_gauge = 1.03
|crouch_tier = E
|crouch_tier = E
}}
}}
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.


'''Offense'''<br>
'''Offense'''<br>
:Once close, attack with a mix j.D, 2A, the 2A>5B string and the occasional 2B>2A (since you need to throw low hits in). 2A gives massive frame advantage and enables further pressure. 2A>5B gives +0, but since Duck's 2A is so fast, the chain can be repeated right after again.
: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.
:3B can be used at the very end of blockstrings, once Duck has pushed himself away enough for the opponent to act again. Even then 3B is unsafe, so use it sparringly.
:The 2A>5B chain gives ~+0 on guard, but since Duck's 2A is so fast, the chain can be repeated right after again.
:The bnb combo of choice from 2A is 2A>5B>6C> then 214B or Beat Rush (632146P).
: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.
: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.
: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.
: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)
: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'''<br>
'''Defense'''<br>
Zeile 31: Zeile 34:
:5D(f) is a passable anti-air against obvious jump-in attempts.
:5D(f) is a passable anti-air against obvious jump-in attempts.
: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 and lead to 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 ==
{| cellpadding="0" style="text-align: center;"
{{KOF XI Colors
|[[Datei:KOFXI duck S.jpg]]
|square=[[Datei:KOFXI duck S.png]]
|[[Datei:KOFXI duck X.jpg]]
|cross=[[Datei:KOFXI duck X.png]]
|[[Datei:KOFXI duck T.jpg]]
|triangle=[[Datei:KOFXI duck T.png]]
|[[Datei:KOFXI duck C.jpg]]
|circle=[[Datei:KOFXI duck C.png]]
|R1+square=[[Datei:KOFXI duck R1S.png]]
|R1+cross=[[Datei:KOFXI duck R1X.png]]
|R1+triangle=[[Datei:KOFXI duck R1T.png]]
|R1+circle=[[Datei:KOFXI duck R1C.png]]
|L1+square=[[Datei:KOFXI duck L1S.png]]
|L1+cross=[[Datei:KOFXI duck L1X.png]]
|L1+triangle=[[Datei:KOFXI duck L1T.png]]
|L1+circle=[[Datei:KOFXI duck L1C.png]]
}}
 
==Frame Data==
''Note: All Conqueror's Guide data (damage, stun, guard damage, gauge) needs double-checking.''<br>
{| 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!! Dmg!! C-Dmg!! Stn!! C-Stn!! G-Dmg!! Gauge!! J-Type!! Air!! C-Air!! Note
|-
| '''Throw''' || 1 || 1 || <span style="color: blue;"> +43 </span> || / ||16||0||0||0||0||0|| || || ||Hard knockdown.
|-
| 5A(c) || 5 || 3|| <span style="color: blue;">+5</span>|| <span style="color: blue;">+4</span> ||4||5||6||7||5||6|| || || ||
|-
| 5A(f) || 5 || 2|| <span style="color: blue;">+5</span>|| <span style="color: blue;">+4</span> ||4||5||6||7||5||6|| || || ||
|-
| 5B(c) || 5 || 3|| <span style="color: blue;">+1</span>|| <span style="color: blue;">+0</span> ||4||5||6||7||5||6|| || || ||Low Hit
|-
| 5B(f) || 7 || 28|| <span style="white-space: nowrap;"><span style="color: red;">-23</span>/<span style="color: blue;">+3</span>*</span>|| <span style="white-space: nowrap;"><span style="color: red;">-24</span>/<span style="color: blue;">+0</span>*</span> ||7||8||9||10||7||8|| || || ||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> ||12||15||14||15||11||12|| || || ||
|-
| 5C(f) || 14 || 5|| <span style="color: blue;">+0</span>|| <span style="color: red;">-1</span> ||13||16||15||16||12||14|| || || ||Whiffs against crouching opponents.
|-
| 5D(c) || 6 || 3+2|| <span style="color: red;">-2</span>|| <span style="color: red;">-3</span> ||12||14||14||16||10||12|| || || ||Both hits have cancel.
|-
| 5D(f) || 12 || 4|| <span style="color: red;">-1</span>|| <span style="color: red;">-2</span> ||14||17||15||16||12||14|| || || ||F3-8 Invul on feet.
|-
| 5E || 17 || 5|| KD|| <span style="color: blue;">+0</span> ||14||17||12||13||14||16|| || || ||
|-
| GC || 7 || 3|| KD|| <span style="color: red;">-13</span> ||5||5||0||0||0||0|| || || ||F1-9 invul.
|-
| 6A || 23 || 2|| <span style="color: blue;">+1</span>|| <span style="color: blue;">+0</span> ||12||15||8||10||13||14|| || || ||Overhead, Kara-Cancel into Super works
|-
| Saving Shift || 0 || n*|| /|| / || || || || || || || || || ||Active until landing. 9F/10F recovery (hit/whiff).
|-
| Backdash|| / || 22 || / || / || || || || || || || || || ||F5-18 invul on feet. F19-22 recovery. 160px distance.
|-
| 2A || 4 || 3|| <span style="color: blue;">+6</span>|| <span style="color: blue;">+5</span> ||4||5||6||7||5||6|| || || ||
|-
| 2B || 5 || 3|| <span style="color: blue;">+5</span>|| <span style="color: blue;">+4</span> ||4||5||6||7||5||6|| || || ||
|-
| 2C || 9 || 2|| <span style="color: blue;">+3</span>|| <span style="color: blue;">+2</span> ||12||15||14||15||11||12|| || || ||
|-
| 2D || 8/17* || 3+3|| KD|| <span style="color: red;">-1</span> ||14||16||14||16||10||12|| || || ||First hit has cancel. *=2nd hit
|-
| 3B || 7 || 15|| KD|| <span style="white-space: nowrap;"><span style="color: red;">-11</span>/<span style="color: blue;">+1</span>*</span> ||12||15||8||10||13||14|| || || ||*close/max range
|-
| OTG 2C || 5 || 30||<span style="color: blue;">+</span>*|| <span style="color: blue;">+</span>* ||8||10||6||8||0||8|| || || ||OTG hit. Can also hit normally if delayed. *=enough advantage to link an attack if done meaty.
|-
|dash 3C || / || 27|| /|| / ||0||0||0||0||0||0|| || || ||Fully invulnerable, but can be thrown.
|-
| 5B(chain) || 5 || 4|| <span style="color: blue;">+1</span>|| <span style="color: blue;">+0</span> ||7||8||9||10||7||8|| || || ||
|-
| 2B(chain) || 5 || 4|| <span style="color: red;">-3</span>|| <span style="color: red;">-4</span> ||4||5||6||7||5||6|| || || ||
|-
| 5C(chain) || 9 || 3|| KD|| <span style="color: blue;">+0</span> ||13||16||15||16||12||14|| || || ||Launch (no juggle possible)
|-
| 6C(chain) || 10 || 5|| <span style="color: blue;">+0</span>|| <span style="color: red;">-9</span> ||12||15||14||15||11||12|| || || ||
|-
| 3D(chain) || 7 || 4|| KD|| <span style="color: red;">-12</span> ||14||17||15||16||12||14|| || || ||Launch (juggle possible)
|-
| 2D(chain) || 8 || 3|| KD|| <span style="color: red;">-17</span> ||7||8||7||8||5||6|| || || ||
|-
| 2A>3C || / || 17|| <span style="color: red;">-3</span>|| <span style="color: red;">-4</span> ||0||0||0||0||0||0|| || || ||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> ||0||0||0||0||0||0|| || || ||27F invul (not against throws). Identical to dashing 3C.
|-
|-
|colspan="1" style="background:#000000;color:#FFFFFF;"|[[Datei:BUTTON SQUARE_A.png]]
| j.A || 5 || 8|| /|| / ||7||8||9||10||7||8|| || || ||Special Cancel.
|colspan="1" style="background:#000000;color:#FFFFFF;"|[[Datei:BUTTON CROSS_A.png]]
|colspan="1" style="background:#000000;color:#FFFFFF;"|[[Datei:BUTTON TRIANGLE_A.png]]
|colspan="1" style="background:#000000;color:#FFFFFF;"|[[Datei:BUTTON CIRCLE_A.png]]
|-
|-
|colspan="1" style="background:#000000;color:#FFFFFF;"|A
| small A || 5 || 8|| /|| / ||6||7||8||9||6||8|| || || ||
|colspan="1" style="background:#000000;color:#FFFFFF;"|B
|-
|colspan="1" style="background:#000000;color:#FFFFFF;"|C
| j.B || 7 || 8|| /|| / ||7||8||9||10||7||8|| || || ||
|colspan="1" style="background:#000000;color:#FFFFFF;"|D
|-
|}
| small B || 7 || 8|| /|| / ||6||7||8||9||6||8|| || || ||
 
|-
{| cellpadding="0" style="text-align: center;"
| small C || 8 || 5|| /|| / ||11||13||13||14||10||12|| || || ||Special cancel. Same hitbox as jump back C.
|[[Datei:KOFXI duck R1S.jpg]]
|-
|[[Datei:KOFXI duck R1X.jpg]]
| back C || 11 || 5|| /|| / ||13||16||15||16||12||14|| || || ||No special cancel. Same hitbox as smalljump C.
|[[Datei:KOFXI duck R1T.jpg]]
|-
|[[Datei:KOFXI duck R1C.jpg]]
| up C || 11 || 5|| /|| / ||12||15||14||15||11||12|| || || ||Special cancel. Unique animation.
|-
| fwd C || 11 || 5|| /|| / ||12||15||14||15||11||12|| || || ||Special cancel.
|-
| small D || 7 || 6|| /|| / ||11||13||13||14||10||12|| || || ||Same hitbox as jump back D.
|-
| back D || 7 || 6|| /|| / ||13||16||14||15||11||14|| || || ||Same hitbox as smalljump D.
|-
| up D || 8 || 5|| /|| / ||12||15||14||15||11||12|| || || ||Unique animation.
|-
| fwd D || 7 || 6|| /|| / ||12||15||14||15||11||12|| || || ||
|-
| j.E || 13 || 5|| /|| / ||12||15||10||11||12||14|| || || ||
|-
| small E || 13 || 5|| /|| / ||11||13||9||10||11||14|| || || ||
|-
| j.22 || 7* || 14*|| /|| / ||0||0||0||0||0||0|| || || ||F1-18 counterhit-state. *Duck stops mid-air F7-F19. Earliest possible timing = F8 of jump.
|-
| j.22>6 || 19* || /|| /|| / ||0||0||0||0||0||0|| || || ||Changes fall direction. *=forward momentum starts on F19 during j.22.
|-
| Air Throw || 1 || 1|| KD|| / ||10||10||0||0||0||0|| || || ||Done with C/D + any direction except 8. Earliest possible timing = F8 of jump.
|-
| 236A || 12 || 14|| <span style="color: red;">-5</span>|| <span style="color: red;">-6</span>||12||15||10||12||12||10/6|| || || ||
|-
| 236C || 14 || 23|| <span style="color: blue;">+2</span>|| <span style="white-space: nowrap;"><span style="color: red;">-7</span>/<span style="color: blue;">+1</span>*</span>||14||16||16||18||16||10/8|| || || ||*2=2P Duck has more guard advantage than 1P Duck with this attack
|-
| 236C>C || 2 || ?|| KD|| <span style="color: red;">-23</span>||7||8||4||6||6||4/2|| || || ||
|-
| j.214A || 13 || n|| ~<span style="color: red;">+6</span>|| ~<span style="white-space: nowrap;"><span style="color: red;">-3</span>/<span style="color: blue;">+5</span>*</span>||12||13||12||13||16||8/8|| || || ||Narrow angle. *2P Duck has more guard advantage than 1P Duck. Earliest possible timing = F2 of jump.
|-
| j.214C || 13 || n|| ~<span style="color: red;">+6</span>|| ~<span style="white-space: nowrap;"><span style="color: red;">-3</span>/<span style="color: blue;">+5</span>*</span>||14||15||15||16||20||8/10|| || || ||Flat angle. *2P Duck has more guard advantage than 1P Duck. Earliest possible timing = F2 of jump.
|-
| 214B || 9 || 13|| KD|| <span style="white-space: nowrap;"><span style="color: red;">-13</span>/<span style="color: red;">-3</span>*</span>||12||15||12||12||13||6/10|| || || ||Can be cancelled into j.22. *=Close/max range.
|-
| 214D || 9 || 3+20|| KD|| <span style="white-space: nowrap;"><span style="color: red;">-12</span>/<span style="color: blue;">+6</span>*</span>||17||18||14||15||15||6/14|| || || ||First hit hits low. Can be cancelled into j.22. *=Close/max range.
|-
| 623B || 11 || 2+2|| KD|| <span style="color: red;">-28</span>||18||20||10||11||2||6/12|| || || ||F1-4 Low profile. Hard knockdown. Whiffs against crouching opponents.
|-
| 623D || 9 || 23|| KD|| <span style="color: red;">-</span>||21||23||14||15||14||6/4|| || || ||First hit hits low. F1-15 Low profile.
|-
| 632146P || 5 || 24|| <span style="color: red;">-24</span>|| <span style="color: red;">-25</span>||36||39||0||0||0||0|| || || ||"Deadly Rave" starter (Chain combo).
|-
| 4123692K || 1 || 2|| KD|| /||40||40||0||0||0||0|| || || ||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>||5||5||0||0||0||0|| || || ||Install Super. F1-6 invul.
|-
| dd236236P || 6 || 32|| <span style="color: red;">-44</span>|| <span style="color: red;">-53</span>||32||37||0||0||0||0|| || || ||Duck Dance Followup. Airborne from F2.
|-
| dd j.214214P || 6 || n*|| <span style="color: red;">-51</span>|| <span style="color: red;">-52</span>||34||36||0||0||0||0|| || || ||Duck Dance Followup. Can crossup. *=active until landing. Earliest possible timing = F3 of jump.
|-
|-
|colspan="1" style="background:#000000;color:#FFFFFF;"|R1 + [[Datei:BUTTON SQUARE_A.png]]
| dd214214K || 4 || 25|| KD|| <span style="color: red;">-</span>||39||41||0||0||0||0|| || || ||Duck Dance Followup. First hit hits low. Juggle anywhere.
|colspan="1" style="background:#000000;color:#FFFFFF;"|R1 + [[Datei:BUTTON CROSS_A.png]]
|colspan="1" style="background:#000000;color:#FFFFFF;"|R1 + [[Datei:BUTTON TRIANGLE_A.png]]
|colspan="1" style="background:#000000;color:#FFFFFF;"|R1 + [[Datei:BUTTON CIRCLE_A.png]]
|-
|-
|colspan="1" style="background:#000000;color:#FFFFFF;"|E+A
| dd236236K || 5 || 34|| KD|| <span style="color: red;">-</span>||35||37||0||0||0||0|| || || ||Duck Dance Followup. First hit hits low.
|colspan="1" style="background:#000000;color:#FFFFFF;"|E+B
|colspan="1" style="background:#000000;color:#FFFFFF;"|E+C
|colspan="1" style="background:#000000;color:#FFFFFF;"|E+D
|}
 
{| cellpadding="0" style="text-align: center;"
|[[Datei:KOFXI duck L1S.jpg]]
|[[Datei:KOFXI duck L1X.jpg]]
|[[Datei:KOFXI duck L1T.jpg]]
|[[Datei:KOFXI duck L1C.jpg]]
|-
|-
|colspan="1" style="background:#000000;color:#FFFFFF;"|L1 + [[Datei:BUTTON SQUARE_A.png]]
| j.63214,63214E || 1 || 3|| KD|| /||59||59||0||0||0||0|| || || ||Air Command Grab. 4F Counterhit-State after Active Time. ~19F Landing Recovery. Earliest possible timing = F2 of jump.
|colspan="1" style="background:#000000;color:#FFFFFF;"|L1 + [[Datei:BUTTON CROSS_A.png]]
|colspan="1" style="background:#000000;color:#FFFFFF;"|L1 + [[Datei:BUTTON TRIANGLE_A.png]]
|colspan="1" style="background:#000000;color:#FFFFFF;"|L1 + [[Datei:BUTTON CIRCLE_A.png]]
|-
|-
|colspan="1" style="background:#000000;color:#FFFFFF;"|Start+A
|colspan="1" style="background:#000000;color:#FFFFFF;"|Start+B
|colspan="1" style="background:#000000;color:#FFFFFF;"|Start+C
|colspan="1" style="background:#000000;color:#FFFFFF;"|Start+D
|}
|}


==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"
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
|+ Standing Attacks
|+ Standing Attacks
Zeile 93: Zeile 194:
! 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 101: Zeile 202:
| 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 109: Zeile 210:
| 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 117: Zeile 218:
| 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 125: Zeile 226:
| 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 133: Zeile 234:
| 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 141: Zeile 242:
| 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 149: Zeile 250:
| 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 157: Zeile 258:
| 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 165: Zeile 266:
| 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 172: Zeile 281:
| 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 185: Zeile 302:
! 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 193: Zeile 310:
| 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 201: Zeile 318:
| 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 209: Zeile 326:
| 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 217: Zeile 334:
| 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 225: Zeile 342:
| 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 233: Zeile 350:
| 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 261: Zeile 378:
! 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 269: Zeile 386:
| 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 277: Zeile 394:
| 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 285: Zeile 402:
| 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 293: Zeile 410:
| 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 301: Zeile 418:
| 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 324: Zeile 441:


{| 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 330: Zeile 447:
! 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 336: Zeile 453:
| 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 343: Zeile 460:
| 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 357: Zeile 474:
| 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 364: Zeile 481:
| 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 378: Zeile 495:
| 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 385: Zeile 502:
| 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 391: Zeile 508:
| 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 399: Zeile 516:
| 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 406: Zeile 523:
| 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. Earliest possible timing = F8 of jump.
|-
|-
| 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 432: Zeile 549:
! 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 441: Zeile 558:
| 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. Done with C/D + any direction except 8. Earliest possible timing = F8 of jump.
|-
|-
| style="background-color:#F9F9F9;" |'''Head Spin Attack (L)'''
| style="background-color:#F9F9F9;" |'''Head Spin Attack (L)'''
Zeile 451: Zeile 568:
| 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 486: Zeile 594:
| 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. Earliest possible timing = F2 of jump.
|-
|-
| style="background-color:#F9F9F9;" |'''Aerial Head Spin Attack(H)'''
| style="background-color:#F9F9F9;" |'''Aerial Head Spin Attack(H)'''
Zeile 495: Zeile 603:
| 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. Earliest possible timing = F2 of jump.
|-
|-
| style="background-color:#F9F9F9;" |'''Dancing Dive(L)'''
| style="background-color:#F9F9F9;" |'''Dancing Dive(L)'''
Zeile 504: Zeile 612:
| 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 513: Zeile 621:
| 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 522: Zeile 630:
| 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 531: Zeile 639:
| 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 541: Zeile 649:
| 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;" |Deadly Rave Starter.
|-
|-
| style="background-color:#F9F9F9;" |'''Break Spiral'''
| style="background-color:#F9F9F9;" |'''Break Spiral'''
Zeile 549: Zeile 657:
| 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 558: Zeile 666:
| 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. 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. Can crossup. *=active until landing. Earliest possible timing = F4 of jump.
|-
|-
| style="background-color:#F9F9F9;" |'''Dancing Caliber'''
| style="background-color:#F9F9F9;" |'''Dancing Caliber'''
Zeile 576: Zeile 693:
| 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 585: Zeile 702:
| 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 594: Zeile 711:
| 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. Earliest possible timing = F2 of jump.
| 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 672: Zeile 795:
| 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. F9 is bugged and can be cancelled both into guard and attacks at the same time, see [https://www.youtube.com/clip/UgkxqOD3OBZLMkDt7rp2iOy6EUlvvTqML8N5 here]). F10 can be cancelled into guard and attacks, but not into movement. Whiffing an air attack cuts landing recovery to 1F.
*Duck's air throw hitbox only appears of the opponent is airborne. This doesn't have any gameplay implications, but works differently than for other characters that have an air throw.
*Duck's backdash recovery cannot be cancelled into 6A.


== 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 midscreen 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. Midscreen, a back walk is required before the 2C.


''' 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.
*(j.D>)2A>2A>5B>6C>QS: universal QS setup.
*Vs Vanessa only: 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'''
'''Oswald'''
Zeile 742: Zeile 883:


'''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.
 
'''Vanessa'''
*Corner 2A>5B>3D QS Vanessa j.D > LDM: untested, should work.
 
=== Other Combos ===
*Meaty 5C(c) combos into 2A on back hit, [https://youtu.be/5VddaATerYY?t=1242 see here]
 
==Strategy & Okizeme==
*Hard knockdown (eg. back-turned combo into 623B or air throw), then...
**walk back, delay OTG 2C (hits as they stand up, crossup) > combo into 2A..
** walk forward, roll (50/50 left right okizeme)+
*Corner back-turned combo into 623B (hard knockdown), then...
**max delay OTG 2C (hits as they stand up, crossup) > combo into 2A..
**superjump j.D: 50/50 left/right okizeme
*Midscreen combo into 214B, backdash, OTG 2C (hits crossup): only works if your opponent does not use ukemi (eg. because they are afraid of a run-through), source: [https://youtu.be/BKBnEIT-K4w?t=1013 k-tani]
*Corner DOWN! > late superjump up > j.214P: hits crossup on incoming & can be followed up with 2A. The mixup to this is a falling j.D, but this is not a true 50/50 and neutral j.D's hitbox is not great.
*Standing Break Spiral: input as 4123632,8,2B. Source: BZR.


==Matchups==
==Matchups==
Zeile 750: Zeile 910:
<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 758: Zeile 919:
: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 764: Zeile 925:


=== 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)>632146P (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 ==
[http://seesaawiki.jp/w/givingleaf1/d/%a5%c0%a5%c3%a5%af%a1%a6%a5%ad%a5%f3%a5%b0 Japanese Duck King Wiki]<br>
[http://seesaawiki.jp/w/givingleaf1/d/%a5%c0%a5%c3%a5%af%a1%a6%a5%ad%a5%f3%a5%b0 Japanese Duck King Wiki]<br>
[https://youtu.be/idkQKnCUDM4?t=1203 wtf]
[https://youtu.be/idkQKnCUDM4?t=1203 Beautiful example of a crossup OTG 2C setup]
{{KOFXI_Navi}}
{{KOFXI_Navi}}

Aktuelle Version vom 2. August 2026, 16:24 Uhr

Duck King
ダック・キング
KOFXI duck full.png
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

KOFXI duck S.png KOFXI duck X.png KOFXI duck T.png KOFXI duck C.png
BUTTON SQUARE A.png BUTTON CROSS A.png BUTTON TRIANGLE A.png BUTTON CIRCLE A.png
A B C D
KOFXI duck R1S.png KOFXI duck R1X.png KOFXI duck R1T.png KOFXI duck R1C.png
R1 + BUTTON SQUARE A.png R1 + BUTTON CROSS A.png R1 + BUTTON TRIANGLE A.png R1 + BUTTON CIRCLE A.png
E+A E+B E+C E+D
KOFXI duck L1S.png KOFXI duck L1X.png KOFXI duck L1T.png KOFXI duck L1C.png
L1 + BUTTON SQUARE A.png L1 + BUTTON CROSS A.png L1 + BUTTON TRIANGLE A.png L1 + BUTTON CIRCLE A.png
Start+A Start+B Start+C Start+D

Frame Data

Note: All Conqueror's Guide data (damage, stun, guard damage, gauge) needs double-checking.

Short List
Move S A Hit Grd Dmg C-Dmg Stn C-Stn G-Dmg Gauge J-Type Air C-Air Note
Throw 1 1 +43 / 16 0 0 0 0 0 Hard knockdown.
5A(c) 5 3 +5 +4 4 5 6 7 5 6
5A(f) 5 2 +5 +4 4 5 6 7 5 6
5B(c) 5 3 +1 +0 4 5 6 7 5 6 Low Hit
5B(f) 7 28 -23/+3* -24/+0* 7 8 9 10 7 8 Can be cancelled into j.22 or j.214P. *=close/max range.
5C(c) 6 3 +4 +3 12 15 14 15 11 12
5C(f) 14 5 +0 -1 13 16 15 16 12 14 Whiffs against crouching opponents.
5D(c) 6 3+2 -2 -3 12 14 14 16 10 12 Both hits have cancel.
5D(f) 12 4 -1 -2 14 17 15 16 12 14 F3-8 Invul on feet.
5E 17 5 KD +0 14 17 12 13 14 16
GC 7 3 KD -13 5 5 0 0 0 0 F1-9 invul.
6A 23 2 +1 +0 12 15 8 10 13 14 Overhead, Kara-Cancel into Super works
Saving Shift 0 n* / / Active until landing. 9F/10F recovery (hit/whiff).
Backdash / 22 / / F5-18 invul on feet. F19-22 recovery. 160px distance.
2A 4 3 +6 +5 4 5 6 7 5 6
2B 5 3 +5 +4 4 5 6 7 5 6
2C 9 2 +3 +2 12 15 14 15 11 12
2D 8/17* 3+3 KD -1 14 16 14 16 10 12 First hit has cancel. *=2nd hit
3B 7 15 KD -11/+1* 12 15 8 10 13 14 *close/max range
OTG 2C 5 30 +* +* 8 10 6 8 0 8 OTG hit. Can also hit normally if delayed. *=enough advantage to link an attack if done meaty.
dash 3C / 27 / / 0 0 0 0 0 0 Fully invulnerable, but can be thrown.
5B(chain) 5 4 +1 +0 7 8 9 10 7 8
2B(chain) 5 4 -3 -4 4 5 6 7 5 6
5C(chain) 9 3 KD +0 13 16 15 16 12 14 Launch (no juggle possible)
6C(chain) 10 5 +0 -9 12 15 14 15 11 12
3D(chain) 7 4 KD -12 14 17 15 16 12 14 Launch (juggle possible)
2D(chain) 8 3 KD -17 7 8 7 8 5 6
2A>3C / 17 -3 -4 0 0 0 0 0 0 F1-12 Counterhit-state & low profile. F13+14 crouching recovery. F15-17 regular recovery.
2D(1)>3C / 27 -13 -14 0 0 0 0 0 0 27F invul (not against throws). Identical to dashing 3C.
j.A 5 8 / / 7 8 9 10 7 8 Special Cancel.
small A 5 8 / / 6 7 8 9 6 8
j.B 7 8 / / 7 8 9 10 7 8
small B 7 8 / / 6 7 8 9 6 8
small C 8 5 / / 11 13 13 14 10 12 Special cancel. Same hitbox as jump back C.
back C 11 5 / / 13 16 15 16 12 14 No special cancel. Same hitbox as smalljump C.
up C 11 5 / / 12 15 14 15 11 12 Special cancel. Unique animation.
fwd C 11 5 / / 12 15 14 15 11 12 Special cancel.
small D 7 6 / / 11 13 13 14 10 12 Same hitbox as jump back D.
back D 7 6 / / 13 16 14 15 11 14 Same hitbox as smalljump D.
up D 8 5 / / 12 15 14 15 11 12 Unique animation.
fwd D 7 6 / / 12 15 14 15 11 12
j.E 13 5 / / 12 15 10 11 12 14
small E 13 5 / / 11 13 9 10 11 14
j.22 7* 14* / / 0 0 0 0 0 0 F1-18 counterhit-state. *Duck stops mid-air F7-F19. Earliest possible timing = F8 of jump.
j.22>6 19* / / / 0 0 0 0 0 0 Changes fall direction. *=forward momentum starts on F19 during j.22.
Air Throw 1 1 KD / 10 10 0 0 0 0 Done with C/D + any direction except 8. Earliest possible timing = F8 of jump.
236A 12 14 -5 -6 12 15 10 12 12 10/6
236C 14 23 +2 -7/+1* 14 16 16 18 16 10/8 *2=2P Duck has more guard advantage than 1P Duck with this attack
236C>C 2 ? KD -23 7 8 4 6 6 4/2
j.214A 13 n ~+6 ~-3/+5* 12 13 12 13 16 8/8 Narrow angle. *2P Duck has more guard advantage than 1P Duck. Earliest possible timing = F2 of jump.
j.214C 13 n ~+6 ~-3/+5* 14 15 15 16 20 8/10 Flat angle. *2P Duck has more guard advantage than 1P Duck. Earliest possible timing = F2 of jump.
214B 9 13 KD -13/-3* 12 15 12 12 13 6/10 Can be cancelled into j.22. *=Close/max range.
214D 9 3+20 KD -12/+6* 17 18 14 15 15 6/14 First hit hits low. Can be cancelled into j.22. *=Close/max range.
623B 11 2+2 KD -28 18 20 10 11 2 6/12 F1-4 Low profile. Hard knockdown. Whiffs against crouching opponents.
623D 9 23 KD - 21 23 14 15 14 6/4 First hit hits low. F1-15 Low profile.
632146P 5 24 -24 -25 36 39 0 0 0 0 "Deadly Rave" starter (Chain combo).
4123692K 1 2 KD / 40 40 0 0 0 0 Command Grab. Hits during Super Freeze. F1-3 invul. 33F duration on whiff.
22C+D+E 2 3*4 KD - 5 5 0 0 0 0 Install Super. F1-6 invul.
dd236236P 6 32 -44 -53 32 37 0 0 0 0 Duck Dance Followup. Airborne from F2.
dd j.214214P 6 n* -51 -52 34 36 0 0 0 0 Duck Dance Followup. Can crossup. *=active until landing. Earliest possible timing = F3 of jump.
dd214214K 4 25 KD - 39 41 0 0 0 0 Duck Dance Followup. First hit hits low. Juggle anywhere.
dd236236K 5 34 KD - 35 37 0 0 0 0 Duck Dance Followup. First hit hits low.
j.63214,63214E 1 3 KD / 59 59 0 0 0 0 Air Command Grab. 4F Counterhit-State after Active Time. ~19F Landing Recovery. Earliest possible timing = F2 of jump.
Standing Attacks
Attack Hitbox Startup Active Hit Guard Note
5A(c) Kofxi duck 5A(c).png 5 3 +5 +4
5A(f) Kofxi duck 5A(f).png 5 2 +5 +4
5B(c) Kofxi duck 5B(c).png 5 3 +1 +0 Low Hit
5B(f) Kofxi duck 5B(f).png 7 28 -23/+3 -24/+0 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.
5C(c) Kofxi duck 5C(c).png 6 3 +4 +3
5C(f) Kofxi duck 5C(f).png 14 5 +0 -1 can be crouched
5D(c) Kofxi duck 5D(c) 1.pngKofxi duck 5D(c) 3.png 6 2+3 -2 -3 2 Hits, both have special cancel.
5D(f) Kofxi duck 5D(f).png 12 4 -1 -2 Anti-Air. F3-8 Invul on feet.
5E Kofxi duck 5E.png 17 5 KD +0
GC Kofxi duck GC.png 7 3 KD -13
6A Kofxi duck 6A.png 23 2 +1 +0 "Mad Spin Hammer". Overhead, Kara-Cancel into Super works
Saving Shift Kofxi duck saving.png ? n* / / Active until landing. 9F/10F recovery (hit/whiff).
Crouching Attacks
Attack Hitbox Startup Active Hit Guard Note
2A Kofxi duck 2A.png 4 3 +6 +5
2B Kofxi duck 2B.png 5 3 +5 +4 Low hit. Less damage & stun than 2A
2C Kofxi duck 2C.png 9 2 +3 +2
2D(1) Kofxi duck 2D 1.png 8 3 / / Low hit. Special Cancel.
2D(2) Kofxi duck 2D 2.png - 3 KD -1 Low hit. Knockdown.
3B Kofxi duck 3B.png 7 15 KD -11/+1* "Needle Low". Low Hit. Knockdown. Low Profile. Frame Data close/far.
OTG 2C Kofxi duck OTG 2C.png 5 30 +* +* "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.
dashing 3C Kofxi duck 663C.png / 27 / / "Duck Feint". 27F Hit Invul (not throw). Also exists as a Chain Combo (with no invul & shorter dash).
Chain Combos
Attack Hitbox Startup Active Hit Guard Note
5B(chain) Kofxi duck 5B(chain).png 5 4 +1 +0 Good for Pressure
2B(chain) Kofxi duck 2B(chain).png 5 4 -3 -4 Low Hit
5C(chain) Kofxi duck 5C(chain).png 9 3 KD +0 Launch (no Juggle).
6C(chain) Kofxi duck 6C(chain).png 10 5 +0 -9 Special Cancel. Unusual discrepancy between hit/guard data.
3D(chain) Kofxi duck 3D(chain).png 7 4 KD -12 Launch (juggle).
2A>3C Kofxi duck 2A3C.pngKofxi duck 2A3C gif.gif / 17 -3 -4 F1-12 Counterhit-state & low profile. F13+14 crouching recovery. F15-17 regular recovery.
2D(1)>3C Kofxi duck 663C.png / 27 -13 -14 27F invul (not against throws). Identical to dashing 3C.
Jump Attacks
Attack Hitbox Startup Active Cancel Note
j.A Kofxi duck jump A.png 5 8 / All small jump & j.A the same. Special Cancel.
j.B Kofxi duck jump B.png 7 8 / All small jump & j.B the same.
smalljump C Kofxi duck smalljump C.png 8 5 S(air) Special Cancel. Same Hitbox as jump back C.
jump back C Kofxi duck jump back C.png 11 5 / Same Hitbox as smalljump C
jump up C Kofxi duck jump up C.png 11 5 S(air)
jump forward C Kofxi duck jump forward C.png 11 5 S(air) Special Cancel.
smalljump D Kofxi duck smalljump D.png 7 6 / Great Jump-In. Same Hitbox as jump back D.
jump back D Kofxi duck jump back D.png 7 6 / Same Hitbox as smalljump D.
jump up D Kofxi duck jump up D.png 8 5 /
jump forward D Kofxi duck jump forward D.png 7 6 / Great Jump-In.
j.E Kofxi duck jump E.png 13 5 / All small jump E & j.E the same. Knockdown.
j.22 Kofxi duck j.22.png 7* 14* N&S "Duck Feint". F1-18 counterhit-state. *Duck stops mid-air F7-F19. Earliest possible timing = F8 of jump.
j.22>6 Kofxi duck j.226.png 19* N&S changes fall direction. *=forward momentum starts on F19 during j.22.
Specials & Supers
Attack Hitbox Input Startup Active Hit Guard Note
Air Throw Kofxi duck airthrow.png j.6C/D 1 1 KD / Hitbox = 48x64 Pixel. Done with C/D + any direction except 8. Earliest possible timing = F8 of jump.
Head Spin Attack (L) Kofxi duck 236A.png 236A 12* 14 -5 -6 *1= active on 12F, but usually hits a few frames later since Duck remains static for a moment.
Head Spin Attack (H) Kofxi duck 236C.png 236C 14* 23 +2 -7/+1* *= 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.
Head Spin Attack (H) Followup Kofxi duck 236C3C.png 236C>C 2 KD -23 Hard Knockdown.
Aerial Head Spin Attack(L) Kofxi duck j.214P.png j.214A 13 * ~+6 ~-3/~+5* 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. Earliest possible timing = F2 of jump.
Aerial Head Spin Attack(H) Kofxi duck j.214P.png j.214C 13 * +6 ~-3/~+5* 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. Earliest possible timing = F2 of jump.
Dancing Dive(L) Kofxi duck 214B.png 214B 9 13 KD -13*/-3* *= close/far. Can be cancelled into j.22.
Dancing Dive(H) Kofxi duck 214D 1.pngKofxi duck 214D 2.png 214D 9 3+20 KD -12*/~+6* First hit hits low. *= close/max range + crouch guard. Can be cancelled into j.22.
Break Storm(L) Kofxi duck 623B 1.pngKofxi duck 623B 2.pngKofxi duck 623B 3.png 623B 11 2+2 KD -28 F1-4 Low profile. Hard knockdown. Whiffs against crouching opponents.
Break Storm(H) Kofxi duck 623D 1.pngKofxi duck 623D 2.pngKofxi duck 623D 3.png
Kofxi duck 623D 4.pngKofxi duck 623D 5.pngKofxi duck 623D 6.png
623D 9 4+3+2
+2+2+10
KD minus Low Profile during Startup. First Hit hits low. Super / Dream Cancel.
Beat Rush Kofxi duck 63214P.png 632146P 5 24 -24 -25 Deadly Rave Starter.
Break Spiral Kofxi duck 4123692K.png 412369,2K 1 2 KD N/A 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.
Duck Dance Kofxi duck 22CDE 1.pngKofxi duck 22CDE 2.pngKofxi duck 22CDE 3.png 22CDE 2 4+4+4 KD minus F1-6 invul. Activation.
Rolling Punisher Kofxi duck 236236P.png dd.236236P 6 32 -44 -53 Duck Dance Followup. Airborne from F2.
Diving Punisher Kofxi duck jump 214214P.png dd.j.214214P 6 * -51 -52 Duck Dance Followup. Can crossup. *=active until landing. Earliest possible timing = F4 of jump.
Dancing Caliber Kofxi duck 214214K 1.pngKofxi duck 214214K 2.pngKofxi duck 214214K 3.png
Kofxi duck 214214K 4.pngKofxi duck 214214K 5.pngKofxi duck 214214K 6.pngKofxi duck 214214K 7.png
dd.214214K 4 4+2+2
2+2+2+11
KD minus Duck Dance Followup. First hit hits low. Juggle anywhere.
Break Hurricane Kofxi duck dance 236236K 1.pngKofxi duck dance 236236K 2.pngKofxi duck dance 236236K 3.png
Kofxi duck dance 236236K 4.pngKofxi duck dance 236236K 5.pngKofxi duck dance 236236K 6.pngKofxi duck dance 236236K 7.png
dd.236236K 5 4+10+4
2+2+2+10
KD minus Duck Dance Followup. First hit hits low.
High Bound Spiral Kofxi duck j.6321463214E.png j.63214,63214E 1 3 KD N/A Air Command Grab. 4F Counterhit-State after Active Time. ~19F Landing Recovery. Earliest possible timing = F2 of jump.

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. F9 is bugged and can be cancelled both into guard and attacks at the same time, see here). F10 can be cancelled into guard and attacks, but not into movement. Whiffing an air attack cuts landing recovery to 1F.
  • Duck's air throw hitbox only appears of the opponent is airborne. This doesn't have any gameplay implications, but works differently than for other characters that have an air throw.
  • Duck's backdash recovery cannot be cancelled into 6A.

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 midscreen 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. Midscreen, a back walk is required before the 2C.

Shift Combos

Universal

  • (j.D>)2A>2A>5B>6C>QS: universal QS setup.
  • Vs Vanessa only: 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.

Vanessa

  • Corner 2A>5B>3D QS Vanessa j.D > LDM: untested, should work.

Other Combos

  • Meaty 5C(c) combos into 2A on back hit, see here

Strategy & Okizeme

  • Hard knockdown (eg. back-turned combo into 623B or air throw), then...
    • walk back, delay OTG 2C (hits as they stand up, crossup) > combo into 2A..
    • walk forward, roll (50/50 left right okizeme)+
  • Corner back-turned combo into 623B (hard knockdown), then...
    • max delay OTG 2C (hits as they stand up, crossup) > combo into 2A..
    • superjump j.D: 50/50 left/right okizeme
  • Midscreen combo into 214B, backdash, OTG 2C (hits crossup): only works if your opponent does not use ukemi (eg. because they are afraid of a run-through), source: k-tani
  • Corner DOWN! > late superjump up > j.214P: hits crossup on incoming & can be followed up with 2A. The mixup to this is a falling j.D, but this is not a true 50/50 and neutral j.D's hitbox is not great.
  • 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)>632146P (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

Japanese Duck King Wiki
Beautiful example of a crossup OTG 2C setup

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