Duck King(KOFXI): Unterschied zwischen den Versionen

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Zeile 4: Zeile 4:
| portrait = [[Image:KOFXI duck full.png]]
| portrait = [[Image:KOFXI duck full.png]]
|tier_rank = A+
|tier_rank = A+
|ratio_rank = 5 Punkte
|ratio_rank = 5 Points
|health = 108
|health = 108
|stun_gauge = 98
|stun_gauge = 98
Zeile 10: Zeile 10:
}}
}}


== Farben ==
== Colors ==
{| cellpadding="0" style="text-align: center;"
{| cellpadding="0" style="text-align: center;"
|[[Datei:KOFXI duck S.jpg]]
|[[Datei:KOFXI duck S.jpg]]
Zeile 63: Zeile 63:


==Frame Data==
==Frame Data==
''Achtung: alle Vorteil/Nachteil-Data ist veraltet und weicht vermutlich ungefähr 1F ab.''
''Note: all advantage/disadvantage numbers ist obsolete and likely 1 frame off. Needs to be rechecked.''
{| 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"
|+ Stehende Angriffe
|+ Standing Attacks
! style="width:100px;background-color:#D9D9D9;" | Variante
! style="width:100px;background-color:#D9D9D9;" | Attack
! style="width:100px;background-color:#D9D9D9;" | Hitbox
! style="width:100px;background-color:#D9D9D9;" | Hitbox
! 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;" | Vorteil
! style="width:60px;background-color:#FFd800;" | Adv
! style="width:60px;background-color:#FFd800;" | Cancel
! style="width:60px;background-color:#FFd800;" | Cancel
! style="width:60px;background-color:#FFd800;" | Anmerkung
! style="width:60px;background-color:#FFd800;" | Note
|-
|-
| style="background-color:#F9F9F9;" |'''5A(c)'''
| style="background-color:#F9F9F9;" |'''5A(c)'''
Zeile 104: Zeile 104:
| style="background-color:#F9F9F9;" |-23/+2
| style="background-color:#F9F9F9;" |-23/+2
| style="background-color:#F9F9F9;" |S(air)
| style="background-color:#F9F9F9;" |S(air)
| style="background-color:#F9F9F9;" |Sprungangriff. Frame Data close/far
| style="background-color:#F9F9F9;" |Frame Data close/far
|-
|-
| style="background-color:#F9F9F9;" |'''5C(c)'''
| style="background-color:#F9F9F9;" |'''5C(c)'''
Zeile 128: Zeile 128:
| style="background-color:#F9F9F9;" |-3
| style="background-color:#F9F9F9;" |-3
| style="background-color:#F9F9F9;" |S
| style="background-color:#F9F9F9;" |S
| style="background-color:#F9F9F9;" |2 Hits, beide Special Cancel.
| style="background-color:#F9F9F9;" |2 Hits, both have special cancel.
|-
|-
| style="background-color:#F9F9F9;" |'''5D(f)'''
| style="background-color:#F9F9F9;" |'''5D(f)'''
Zeile 136: Zeile 136:
| style="background-color:#F9F9F9;" |-2
| style="background-color:#F9F9F9;" |-2
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |nur gut als Anti-Air. Im Startup auf den Beinen Unverwundbar.
| style="background-color:#F9F9F9;" |Anti-Air. Invul on legs during startup.
|-
|-
| style="background-color:#F9F9F9;" |'''5E'''
| style="background-color:#F9F9F9;" |'''5E'''
Zeile 152: Zeile 152:
| style="background-color:#F9F9F9;" |+0
| style="background-color:#F9F9F9;" |+0
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |Overhead, Kara-Cancel into Super
| style="background-color:#F9F9F9;" |Overhead, Kara-Cancel into Super works
|-
|-
|}
|}


{| 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"
|+ Geduckte Angriffe
|+ Crouching Attacks
! style="width:100px;background-color:#D9D9D9;" | Variante
! style="width:100px;background-color:#D9D9D9;" | Attack
! style="width:100px;background-color:#D9D9D9;" | Hitbox
! style="width:100px;background-color:#D9D9D9;" | Hitbox
! 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;" | Vorteil
! style="width:60px;background-color:#FFd800;" | Adv
! style="width:60px;background-color:#FFd800;" | Cancel
! style="width:60px;background-color:#FFd800;" | Cancel
! style="width:60px;background-color:#FFd800;" | Anmerkung
! style="width:60px;background-color:#FFd800;" | Note
|-
|-
| style="background-color:#F9F9F9;" |'''2A'''
| style="background-color:#F9F9F9;" |'''2A'''
Zeile 180: Zeile 180:
| style="background-color:#F9F9F9;" |+4
| style="background-color:#F9F9F9;" |+4
| style="background-color:#F9F9F9;" |C
| style="background-color:#F9F9F9;" |C
| style="background-color:#F9F9F9;" |trifft tief. Weniger Schaden und Stun als 2A.
| style="background-color:#F9F9F9;" |Low hit. Less damage & stun than 2A
|-
|-
| style="background-color:#F9F9F9;" |'''2C'''
| style="background-color:#F9F9F9;" |'''2C'''
Zeile 196: Zeile 196:
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |S
| style="background-color:#F9F9F9;" |S
| style="background-color:#F9F9F9;" |trifft tief. Special Cancel.
| style="background-color:#F9F9F9;" |Low hit. Special Cancel.
|-
|-
| style="background-color:#F9F9F9;" |'''2D(2)'''
| style="background-color:#F9F9F9;" |'''2D(2)'''
Zeile 212: Zeile 212:
| style="background-color:#F9F9F9;" |-11/+2*
| style="background-color:#F9F9F9;" |-11/+2*
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |Low Hit. Knockdown. Low Profile. Frame Data nah/weit.
| style="background-color:#F9F9F9;" |Low Hit. Knockdown. Low Profile. Frame Data close/far.
|-
|-
| style="background-color:#F9F9F9;" |'''OTG 2C'''
| style="background-color:#F9F9F9;" |'''OTG 2C'''
Zeile 220: Zeile 220:
| style="background-color:#F9F9F9;" |+
| style="background-color:#F9F9F9;" |+
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |Geht nur als OTG. Kann crossen.
| style="background-color:#F9F9F9;" |Can only be used while opponent is in OTG state. Can crossup.
|-
|-
| style="background-color:#F9F9F9;" |'''dashing 3C'''
| style="background-color:#F9F9F9;" |'''dashing 3C'''
Zeile 228: Zeile 228:
| style="background-color:#F9F9F9;" |N/A
| style="background-color:#F9F9F9;" |N/A
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |27F Hit Invul (nicht Wurf). Geht auch als Chain Combo.
| style="background-color:#F9F9F9;" |27F Hit Invul (not throw). Also exists as a Chain Combo (with no invul & shorter dash).
|-
|-
|}
|}
Zeile 234: Zeile 234:
{| 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"
|+ Chain Combos
|+ Chain Combos
! style="width:100px;background-color:#D9D9D9;" | Variante
! style="width:100px;background-color:#D9D9D9;" | Attack
! style="width:100px;background-color:#D9D9D9;" | Hitbox
! style="width:100px;background-color:#D9D9D9;" | Hitbox
! 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;" | Vorteil
! style="width:60px;background-color:#FFd800;" | Adv
! style="width:60px;background-color:#FFd800;" | Cancel
! style="width:60px;background-color:#FFd800;" | Cancel
! style="width:60px;background-color:#FFd800;" | Anmerkung
! style="width:60px;background-color:#FFd800;" | Note
|-
|-
| style="background-color:#F9F9F9;" |'''5B(chain)'''
| style="background-color:#F9F9F9;" |'''5B(chain)'''
Zeile 264: Zeile 264:
| style="background-color:#F9F9F9;" |+0
| style="background-color:#F9F9F9;" |+0
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |Launch (kein Juggle).
| style="background-color:#F9F9F9;" |Launch (no Juggle).
|-
|-
| style="background-color:#F9F9F9;" |'''6C(chain)'''
| style="background-color:#F9F9F9;" |'''6C(chain)'''
Zeile 288: Zeile 288:
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |*Low Profile Slide & Counterhit-State F1-12. Keine unverwundbarkeit. ~6F Recovery.
| style="background-color:#F9F9F9;" |*Low Profile Slide & Counterhit-State F1-12. No invul. ~6F Recovery.
|-
|-
| style="background-color:#F9F9F9;" |'''2D(1)>3C'''
| style="background-color:#F9F9F9;" |'''2D(1)>3C'''
Zeile 296: Zeile 296:
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |27F unverwundbar (nicht gegen Würfe). Identisch mit dashing 3C.
| style="background-color:#F9F9F9;" |27F invul (not against throws). Identical to dashing 3C.
|-
|-
|}
|}


{| 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"
|+ Sprungangriffe
|+ Jump attacks
! style="width:100px;background-color:#D9D9D9;" | Variante
! style="width:100px;background-color:#D9D9D9;" | Attack
! style="width:100px;background-color:#D9D9D9;" | Hitbox
! style="width:100px;background-color:#D9D9D9;" | Hitbox
! 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;" | Cancel
! style="width:60px;background-color:#FFd800;" | Cancel
! style="width:60px;background-color:#FFd800;" | Anmerkung
! style="width:60px;background-color:#FFd800;" | Note
|-
|-
| style="background-color:#F9F9F9;" |'''j.A'''
| style="background-color:#F9F9F9;" |'''j.A'''
Zeile 314: Zeile 314:
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |sehr schnell. Special Cancel.
| style="background-color:#F9F9F9;" |Very fast. Special Cancel.
|-
|-
| style="background-color:#F9F9F9;" |'''j.B'''
| style="background-color:#F9F9F9;" |'''j.B'''
Zeile 328: Zeile 328:
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |S(air)
| style="background-color:#F9F9F9;" |S(air)
| style="background-color:#F9F9F9;" |Special Cancel. Gleiche Hitbox wie jump back C.
| style="background-color:#F9F9F9;" |Special Cancel. Same Hitbox as jump back C.
|-
|-
| style="background-color:#F9F9F9;" |'''jump back C'''
| style="background-color:#F9F9F9;" |'''jump back C'''
Zeile 335: Zeile 335:
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |Gleiche Hitbox wie smalljump C
| style="background-color:#F9F9F9;" |Same Hitbox as smalljump C
|-
|-
| style="background-color:#F9F9F9;" |'''jump up C'''
| style="background-color:#F9F9F9;" |'''jump up C'''
Zeile 356: Zeile 356:
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |göttlicher Jump-In. Gleiche Hitbox wie jump back D.
| style="background-color:#F9F9F9;" |Great Jump-In. Same Hitbox as jump back D.
|-
|-
| style="background-color:#F9F9F9;" |'''jump back D'''
| style="background-color:#F9F9F9;" |'''jump back D'''
Zeile 363: Zeile 363:
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |Gleiche Hitbox wie smalljump D.
| style="background-color:#F9F9F9;" |Same Hitbox as smalljump D.
|-
|-
| style="background-color:#F9F9F9;" |'''jump up D'''
| style="background-color:#F9F9F9;" |'''jump up D'''
Zeile 377: Zeile 377:
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |göttlicher Jump-In.
| style="background-color:#F9F9F9;" |Great Jump-In.
|-
|-
| style="background-color:#F9F9F9;" |'''j.E'''
| style="background-color:#F9F9F9;" |'''j.E'''
Zeile 391: Zeile 391:
| 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;" |in der Luft stehenbleiben. *1=5F, bis Duck in der Luft anhält. *2=hält 14F an. 19F Counterhit-State.
| style="background-color:#F9F9F9;" |*1=5F until Duck stops mid-air. *2=stops for 14F. 19F Counterhit-State.
|-
|-
| style="background-color:#F9F9F9;" |'''j.22>6'''
| style="background-color:#F9F9F9;" |'''j.22>6'''
Zeile 398: Zeile 398:
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |N&S
| style="background-color:#F9F9F9;" |N&S
| style="background-color:#F9F9F9;" |ändert die Fallrichtung.
| style="background-color:#F9F9F9;" |changes fall direction.
|-
|-
|}
|}
Zeile 404: Zeile 404:
{| 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"
|+ Specials & Supers
|+ Specials & Supers
! style="width:100px;background-color:#D9D9D9;" | Variante
! style="width:100px;background-color:#D9D9D9;" | Attack
! style="width:100px;background-color:#D9D9D9;" | Hitbox
! style="width:100px;background-color:#D9D9D9;" | Hitbox
! style="width:100px;background-color:#D9D9D9;" | Input
! style="width:100px;background-color:#D9D9D9;" | Input
Zeile 411: Zeile 411:
! style="width:60px;background-color:#FFd800;" | Block
! 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;" | Anmerkung
! style="width:60px;background-color:#FFd800;" | Note
|-
|-
| style="background-color:#F9F9F9;" |'''Air Throw'''
| style="background-color:#F9F9F9;" |'''Air Throw'''
Zeile 420: Zeile 420:
| style="background-color:#F9F9F9;" |N/A
| style="background-color:#F9F9F9;" |N/A
| style="background-color:#F9F9F9;" |N/A
| style="background-color:#F9F9F9;" |N/A
| style="background-color:#F9F9F9;" |Hitbox ist 48x64 Pixel.
| style="background-color:#F9F9F9;" |Hitbox = 48x64 Pixel.
|-
|-
| style="background-color:#F9F9F9;" |'''Head Spin Attack (L)'''
| style="background-color:#F9F9F9;" |'''Head Spin Attack (L)'''
Zeile 429: Zeile 429:
| style="background-color:#F9F9F9;" |-5
| style="background-color:#F9F9F9;" |-5
| style="background-color:#F9F9F9;" |-4*
| style="background-color:#F9F9F9;" |-4*
| style="background-color:#F9F9F9;" |prallt ab. *1= aktiv auf 12F, aber trifft meistens erst einige Frames später, da sich Duck nicht sofort nach vorne bewegt. *2= -5, wenn Duck danach einen Knopf drückt.
| 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;" |'''Head Spin Attack (H) (1P)'''
Zeile 438: Zeile 438:
| style="background-color:#F9F9F9;" |-6
| style="background-color:#F9F9F9;" |-6
| style="background-color:#F9F9F9;" |+1*
| style="background-color:#F9F9F9;" |+1*
| style="background-color:#F9F9F9;" |Bleibt nahe am Gegner. 1P Seite -7 auf Block, wenn Duck danach einen Knopf drückt. *1= aktiv auf 12F, aber trifft meistens erst einige Frames später, da sich Duck nicht sofort nach vorne bewegt. *2=+2 auf Hit (1P), falls der Gegner zurückschlägt.
| 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) (2P)'''
Zeile 447: Zeile 447:
| style="background-color:#F9F9F9;" |+1
| style="background-color:#F9F9F9;" |+1
| style="background-color:#F9F9F9;" |+2
| style="background-color:#F9F9F9;" |+2
| style="background-color:#F9F9F9;" | 2P-Seite hat metr Vorteil als 1P Seite (Bug). *1= aktiv auf 12F, aber trifft meistens erst einige Frames später, da sich Duck nicht sofort nach vorne bewegt.bleibt nahe am Gegner.
| 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;" |'''Head Spin Attack (H) Followup'''
| style="background-color:#F9F9F9;" |'''Head Spin Attack (H) Followup'''
Zeile 465: Zeile 465:
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |+5
| style="background-color:#F9F9F9;" |+5
| style="background-color:#F9F9F9;" |Steiler Winkel. *=Bis zur Landung aktiv. Auf Whiff ~36F Recovery.
| style="background-color:#F9F9F9;" |narrow angle. *=active until landing. On whiff ~36F Recovery.
|-
|-
| style="background-color:#F9F9F9;" |'''Aerial Head Spin Attack(H)'''
| style="background-color:#F9F9F9;" |'''Aerial Head Spin Attack(H)'''
Zeile 474: Zeile 474:
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |+5
| style="background-color:#F9F9F9;" |+5
| style="background-color:#F9F9F9;" |Flacher Winkel. *=Bis zur Landung aktiv. Auf Whiff ~36F Recovery.
| style="background-color:#F9F9F9;" |Flat angle. *=active until landing. On whiff ~36F Recovery.
|-
|-
| style="background-color:#F9F9F9;" |'''Dancing Dive(L)'''
| style="background-color:#F9F9F9;" |'''Dancing Dive(L)'''
Zeile 483: Zeile 483:
| style="background-color:#F9F9F9;" |-12*/-2*
| style="background-color:#F9F9F9;" |-12*/-2*
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |Framedata = nah dran / weit weg. Kann in j.22 gecancelt werden.
| style="background-color:#F9F9F9;" |Framedata = close/far. Can be cancelled into j.22.
|-
|-
| style="background-color:#F9F9F9;" |'''Dancing Dive(H)'''
| style="background-color:#F9F9F9;" |'''Dancing Dive(H)'''
Zeile 492: Zeile 492:
| style="background-color:#F9F9F9;" |-11*/~+7*
| style="background-color:#F9F9F9;" |-11*/~+7*
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |Framedata = nah dran / weit weg. Kann in j.22 gecancelt werden.
| style="background-color:#F9F9F9;" |Framedata = close/far. can be cancelled into j.22.
|-
|-
| style="background-color:#F9F9F9;" |'''Break Storm(L)'''
| style="background-color:#F9F9F9;" |'''Break Storm(L)'''
Zeile 501: Zeile 501:
| style="background-color:#F9F9F9;" |minus
| style="background-color:#F9F9F9;" |minus
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |Hard Knockdown. Low Profile im Startup.
| style="background-color:#F9F9F9;" |Hard Knockdown. Low Profile during Startup.
|-
|-
| style="background-color:#F9F9F9;" |'''Break Storm(H)'''
| style="background-color:#F9F9F9;" |'''Break Storm(H)'''
Zeile 510: Zeile 510:
| style="background-color:#F9F9F9;" |minus
| style="background-color:#F9F9F9;" |minus
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |Low Profile im Startup. 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 519: Zeile 519:
| style="background-color:#F9F9F9;" |-24
| style="background-color:#F9F9F9;" |-24
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |Freeze auf F1. Keine Unverwundbarkeit. Deadly Rave Starter.
| style="background-color:#F9F9F9;" |No invul. Deadly Rave Starter.
|-
|-
| style="background-color:#F9F9F9;" |'''Break Spiral'''
| style="background-color:#F9F9F9;" |'''Break Spiral'''
Zeile 528: Zeile 528:
| style="background-color:#F9F9F9;" |N/A
| style="background-color:#F9F9F9;" |N/A
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |Freeze auf F2. F1-3 unverwundbar. Command Grab. Strikte Eingabe, aber kann auch als 1236(9/8/7),2 eingegeben werden. Unsafe auf Hit in der Ecke gegen 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 537: Zeile 537:
| style="background-color:#F9F9F9;" |minus
| style="background-color:#F9F9F9;" |minus
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |Freeze auf F2. F1-6 unverwundbar. Activation.
| style="background-color:#F9F9F9;" |F1-6 invul. Activation.
|-
|-
| style="background-color:#F9F9F9;" |'''Rolling Punish'''
| style="background-color:#F9F9F9;" |'''Rolling Punish'''
Zeile 546: Zeile 546:
| style="background-color:#F9F9F9;" |minus
| style="background-color:#F9F9F9;" |minus
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |Freeze auf F1. Duck Dance Followup.
| style="background-color:#F9F9F9;" |Duck Dance Followup.
|-
|-
| style="background-color:#F9F9F9;" |'''Dancing Caliber'''
| style="background-color:#F9F9F9;" |'''Dancing Caliber'''
Zeile 555: Zeile 555:
| style="background-color:#F9F9F9;" |minus
| style="background-color:#F9F9F9;" |minus
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |Freeze auf F2. 1F unverwundbar vor dem Freeze. Duck Dance Followup.
| style="background-color:#F9F9F9;" |1F invul before freeze. Duck Dance Followup.
|-
|-
| style="background-color:#F9F9F9;" |'''Break Hurricane'''
| style="background-color:#F9F9F9;" |'''Break Hurricane'''
Zeile 564: Zeile 564:
| style="background-color:#F9F9F9;" |minus
| style="background-color:#F9F9F9;" |minus
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |Freeze auf F1. Duck Dance Followup.
| style="background-color:#F9F9F9;" |Duck Dance Followup.
|-
|-
| style="background-color:#F9F9F9;" |'''High Bound Spiral'''
| style="background-color:#F9F9F9;" |'''High Bound Spiral'''
Zeile 573: Zeile 573:
| style="background-color:#F9F9F9;" |N/A
| style="background-color:#F9F9F9;" |N/A
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |Freeze auf F2. Air Command Grab. 4F Counterhit-State nach Active Time. ~19F Landing Recovery.
| style="background-color:#F9F9F9;" |Air Command Grab. 4F Counterhit-State after Active Time. ~19F Landing Recovery.
|-
|-
|}
|}
Zeile 583: Zeile 583:
! 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;" | Vorteil
! style="width:60px;background-color:#FFd800;" | Adv
! style="width:60px;background-color:#FFd800;" | Cancel
! style="width:60px;background-color:#FFd800;" | Cancel
! style="width:60px;background-color:#FFd800;" | Anmerkung
! style="width:60px;background-color:#FFd800;" | Note
|-
|-
| style="background-color:#F9F9F9;" |'''2D(1)>214D'''
| style="background-color:#F9F9F9;" |'''2D(1)>214D'''
Zeile 591: Zeile 591:
| style="background-color:#F9F9F9;" |+2/+3
| style="background-color:#F9F9F9;" |+2/+3
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |Frame Data für Block = stehender / duckender Gegner
| style="background-color:#F9F9F9;" |Frame Data for Block = standing/crouching opponent
|-
|-
| style="background-color:#F9F9F9;" |'''2A>5B'''
| style="background-color:#F9F9F9;" |'''2A>5B'''
Zeile 603: Zeile 603:
| style="background-color:#F9F9F9;" |+0
| style="background-color:#F9F9F9;" |+0
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |Launch (kein Knockdown, kein Followup möglich)
| style="background-color:#F9F9F9;" |Launch (no Knockdown, no followup possible)
|-
|-
| style="background-color:#F9F9F9;" |'''2A>5B>6C'''
| style="background-color:#F9F9F9;" |'''2A>5B>6C'''
Zeile 609: Zeile 609:
| style="background-color:#F9F9F9;" |-8/-2
| style="background-color:#F9F9F9;" |-8/-2
| 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. Frame Data = Block/Hit.
|-
|-
| style="background-color:#F9F9F9;" |'''2B>2B'''
| style="background-color:#F9F9F9;" |'''2B>2B'''
Zeile 627: Zeile 627:
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |der Slide ist kurz und hat keine Invul.
| style="background-color:#F9F9F9;" |Short slide with no invul (see above)
|-
|-
| style="background-color:#F9F9F9;" |'''2D(1)>3C'''
| style="background-color:#F9F9F9;" |'''2D(1)>3C'''
Zeile 633: Zeile 633:
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |der Slide ist lang und hat Invul.
| style="background-color:#F9F9F9;" |Long slide with invul (see above)
|}
|}






'''Frame Data für Spezielle Situationen'''<br>
'''Frame Data for specific situations'''<br>
''Achtung: Vorteil/Nachteil ist veraltet und vermutlich ca. 1F abweichend.''
''Achtung: Vorteil/Nachteil ist veraltet und vermutlich ca. 1F abweichend.''
{| 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;" | Vorteil
! style="width:60px;background-color:#FFd800;" | Adv
! style="width:60px;background-color:#FFd800;" | Anmerkung
! style="width:60px;background-color:#FFd800;" | Note
|-
|-
| style="background-color:#F9F9F9;" |'''632146A/C'''
| style="background-color:#F9F9F9;" |'''632146A/C'''
Zeile 697: Zeile 697:
|}
|}


=== Normals ===
*5B(f) schlechter Hop Kick, kann aber in j.22 gecancelt werden (danach im fallen am besten j.A)
*3B Slide, Low Hit, Knockdown. Geht als anti-air. Unsafe auf block, auch auf max Range.
*6A: Overhead. Tagout möglich. Kara Cancel in break spiral möglich.
*J.A: sehr schneller Air Normal. Kann direkt nach dem Absprung gedrückt werden, um den Gegner am springen zu hindern.
*J.B: guter air-to-air.
*J.C: wird nur dann verwendet, wenn der Gegner einen Normal hat, der j.D schlägt (z.B. jenet 2C).
*j.D: Sehr starker Jump-In.
*J.E: brauchbarer Normal im Neutral Game, z.B für jump-ins von weiter weg.
*OTG 2C: geht nur nach Hard Knockdown, zb. Air Throw / 623B Hit. Kann als Crossup benutzt werden, wenn man ihn spät macht.
=== Chain Combos ===
*2A/5A-5B-5C: nutzlose Launcher Combo, nach der kein Followup mehr geht.
*2A/5A-5B-6C: BnB Chain Combo
*2A/5A-5B-3D: Launcher, danach ist Gegner im Juggle State. Nur wirklich nützlich in der Ecke.
*2A/5A-5B-2D: Chain in Sweep. der Sweep kann in den 3C Slide gecancelt werden.
=== Specials ===
*j.C/D + Richtung (nicht unten): Air Throw. Sehr gutes Okizeme danach (entweder Rolle > links/rechts Okizeme oder otg 22C crossup).
*236P: Duck Roll. Die A-Version prallt ab, die C-Version lässt Duck neben dem Gegner stehen. Auf der 2P-Seite gibt 236C Vorteil auf Block (bug).
**3C: Followup nur für die C-Version, verursacht Knockdown.
*j.214P: Aerial Duck Roll. Schräg nach unten. Spielt auf whiff eine längere Landing-Animation. Kann für Crossups benutzt werden (danach kann ein 2A gelinkt werden). Der Winkel unterscheidet sich je nach Button.
*214B/D: 214B ist der Combo Ender der Wahl. Kann außerdem in j.22 gecancelt werden (auf Hit und Block).
*623B/D: nutzlos als SRK, aber sie B-Version macht hard knockdown uns ermöglicht so einen OTG 2C-hit.
*j.22: Duck bleibt in der Luft stehen und fällt dann senkrecht. Geht nicht aus Small Jumps oder Hyperhops. Nach der Fall-Animation darf man nochmals Air Normals drücken, auch wenn man schon z.B. j.C in j.22 gecancelt hat.
**6/4: Danach kann man die Fallrichtung beeinflussen.
=== Supers ===
*63214P, AABACCDC623E: Duck's Deadly Rave. Bietet keine Shift-Out optionen und combot nicht gegen Gegner in der Luft. Guter Combo-Ender.
*4123692K: Command Grab Super. Die Motion muss perfekt eingegeben werden.
*22CDE: Duck Dance. Theoretisch hat die Duck Dance activation 3 Hits, diese comboen allerdings nur in der Ecke und nur bei einem sehr niedrigen Juggle Hit (Duck's einzig gutes Setup dafür ist die 2A-5B-3D Chain).
**236236K Duck Dance Followup Super. Kostet kein Meter.
**214214K Duck Dance Followup Super. Kostet kein Meter.
**236236P Duck Dance Followup Super. Kostet kein Meter.
**j.214214P Duck Dance Followup Super. Kostet kein Meter.
**j.63214,63214E: Leader Super. Command Grab. Combot z.B. aus Duck Dance 236236K (Super Cancel).


== Combos ==
== Combos ==


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


*Corner (j.D,)2A-5B-3D,22CDE, link 214214K: 2 Stocks, nur in der Ecke.
*Corner (j.D,)2A-5B-3D,22CDE, link 214214K: 2 Stocks, only in corner.
**Shift out auf den 1. Hit: ermöglicht Followups mit einem sehr hohen Launch.
**Shift out on first Hit: the very high launch allows easy followups.


*Corner oder back-turned Combo in 2A,5B,6C,623B, OTG 3C. Macht man den 3C so spät es geht, trifft er meaty als Okizeme. Hat man diese Combo mit einem back-turned Gegner in der Ecke getroffen, trifft 3C als crossup.
*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.






''' Team Combos '''
''' Team Combos '''
'''Beliebig'''
'''Universal'''
*Gegen Vanessa: Slide Knockdown mit beliebigem Charakter (z.B. Terry 41236B,66B,66B)> QS Duck > OTG 412369,2+K während Vanessa aufsteht: OTG-Bug Combo. Geht nur gegen Vanessa,...
*Vs Vanessa: Slide Knockdown with any character (eg. Terry 41236B,66B,66B)> QS Duck > OTG 412369,2+K while Vanessa wakes up: OTG-Bug Combo only vs Vanessa.


'''Oswald'''
'''Oswald'''
*Duck Crossup j.D,2A,2A,2A,5A,5B,6C, QS Os j.D,\/,5D(c),3A,214C(2 hits),236C,214B. Stunnt alle Charaktere im Kyo-Tier und darunter.
*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'''
'''K'''
Duck 3B > QS K' > im Fallen j.214B/D ist eine Combo. Danach geht nahe der Ecke auch LDM, wie immer.
Duck 3B > QS K' > while falling j.214B/D combos. If close to corner, LDM can be linked afterwards, as always.


==Matchups==
==Matchups==
*'''Vorteil:''' Maxima
*'''Advantage:''' Maxima
*'''Ausgeglichen:''' Kula (laut Kyuntakuya)<br>
*'''Even:''' Kula (according to Kyuntakuya)<br>
*'''Nachteil: ''' Kim*1, Kula*1, K'*1, Griffon*2, Yuri*2, Clark*2, Ryo*2
*'''Disadvantage: ''' Kim*1, Kula*1, K'*1, Griffon*2, Yuri*2, Clark*2, Ryo*2
<nowiki>*</nowiki>1: Quelle: Sawakoro, Serio und Nori, ca. 5:15<br>
<nowiki>*</nowiki>1: Source: Sawakoro, Serio & Nori, c~ 5:15<br>
<nowiki>*</nowiki>2: Quelle: kofxi_bot, diese Charaktere können Duck am springen hindern, bzw. seine jump-ins schlagen
<nowiki>*</nowiki>2: Source: kofxi_bot, these characters can keep Duck from jumping, or beat his jump ins.
 
=== Vs Kula ===
=== Gegen 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>
Laut Serio und Nori ist das Kula vs. Duck Matchup ca. 7,5 zu 2,5 für Kula, Zitat, durch Rock übermittelt: "Kula wartet und benutzt einfach 2B und 2D, buffert 623C und benutzt diesen auf Reaktion, falls Duck springt. Durch den 2B und 2D kann Duck sich auch auf dem Boden nicht auf Kula zubewegen, was das Matchup sehr schwer macht."<br>
Based on Kyuntakuya & [https://www.youtube.com/watch?v=kRmghAACEic 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.
Laut Kyuntakuya und nach [https://www.youtube.com/watch?v=kRmghAACEic eigens für uns durchgeführten Versuchen von Sawakoro und Rock] gibt es jedoch auch Indizien dafür, dass das Matchup 5:5 sein könnte. Besonders Ducks 2A eignet sich gut, um Kula unter Druck zu setzen.


=== Gegen Gato ===
=== Vs Gato ===
'''Okizeme'''
'''Okizeme'''
:236236A im Super Freeze mit Break Spiral bestrafen. Das geht am besten, in dem man [1] hält, und dann auf Reaktion 23692K eingibt.
: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.
:Sehr hoher jump-in: geht über 236236A.
:Timing smalljump attacks at the apex of the jump will make them go over 236236A.
:Sliding kann nützlich sein gegen Gatos Super.
:dash 3C can also be used to bait 236236A.


'''Incoming'''
'''Incoming'''
:Corner Superjump up, j.214C ist ein Crossup. Der j.214C tradet mit Gatos 236236B (zu Ducks Vorteil).
: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.


=== Gegen Ralf ===
=== Vs Ralf ===
:Gegen Upper: 3B oder vorlaufen, 5A(f)>Beat Rush. Nach 3B geht auch z.B. Quick Shift zu K' > j.214B/D usw ([https://www.youtube.com/watch?v=rJOdVi8fmZg gesehen bei BZR])
: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])


== Links & Videos ==
== Links & Videos ==
[http://seesaawiki.jp/w/givingleaf1/d/%a5%c0%a5%c3%a5%af%a1%a6%a5%ad%a5%f3%a5%b0 Japanische 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 wtf]
{{KOFXI_Navi}}
{{KOFXI_Navi}}

Version vom 19. Mai 2020, 23:24 Uhr

Duck King
ダック・キング
KOFXI duck full.png
Tiers & Ranking
Tier: A+
Ratio Cost: 5 Points
Properties
Damage Modifier: 108
Stun Modifier: 98
Crouch height (Tier): E

Colors

KOFXI duck S.jpg KOFXI duck X.jpg KOFXI duck T.jpg KOFXI duck C.jpg
X
A B C D
KOFXI duck R1S.jpg KOFXI duck R1X.jpg KOFXI duck R1T.jpg KOFXI duck R1C.jpg
R1 +⃞ R1 + X R1 + △ R1 + ⃝
E+A E+B E+C E+D
KOFXI duck L1S.jpg KOFXI duck L1X.jpg KOFXI duck L1T.jpg KOFXI duck L1C.jpg
L1 +⃞ L1 + X L1 + △ L1 + ⃝
Start+A Start+B Start+C Start+D

Frame Data

Note: all advantage/disadvantage numbers ist obsolete and likely 1 frame off. Needs to be rechecked.

Standing Attacks
Attack Hitbox Startup Active Adv Cancel Note
5A(c) Kofxi duck 5A(c).png 5 3 +4? S,C
5A(f) Kofxi duck 5A(f).png 5 2 +4? S,C
5B(c) Kofxi duck 5B(c).png 5 3 -1 S
5B(f) Kofxi duck 5B(f).png 7 28 -23/+2 S(air) Frame Data close/far
5C(c) Kofxi duck 5C(c).png 6 3 +3 S
5C(f) Kofxi duck 5C(f).png 14 5 -1 - kann geduckt werden
5D(c) Kofxi duck 5D(c) 1.pngKofxi duck 5D(c) 3.png 6 2+3 -3 S 2 Hits, both have special cancel.
5D(f) Kofxi duck 5D(f).png 12 4 -2 - Anti-Air. Invul on legs during startup.
5E Kofxi duck 5E.png 17 5 +0 S
6A Kofxi duck 6A.png 23 2? +0 - Overhead, Kara-Cancel into Super works
Crouching Attacks
Attack Hitbox Startup Active Adv Cancel Note
2A Kofxi duck 2A.png 4 3 +5 S,C
2B Kofxi duck 2B.png 5 3 +4 C Low hit. Less damage & stun than 2A
2C Kofxi duck 2C.png 9 2 +2 S
2D(1) Kofxi duck 2D 1.png 8 3 - S Low hit. Special Cancel.
2D(2) Kofxi duck 2D 2.png - 3 -1 - trifft tief. Knockdown.
3B Kofxi duck 3B.png 7 15 -11/+2* - Low Hit. Knockdown. Low Profile. Frame Data close/far.
OTG 2C Kofxi duck OTG 2C.png ? 30 + - Can only be used while opponent is in OTG state. Can crossup.
dashing 3C Kofxi duck 663C.png - 27 N/A - 27F Hit Invul (not throw). Also exists as a Chain Combo (with no invul & shorter dash).
Chain Combos
Attack Hitbox Startup Active Adv Cancel Note
5B(chain) Kofxi duck 5B(chain).png 5 4 +0
2B(chain) Kofxi duck 2B(chain).png 5 4 -4
5C(chain) Kofxi duck 5C(chain).png 9 3 +0 Launch (no Juggle).
6C(chain) Kofxi duck 6C(chain).png 10 5 -8/-2* Special Cancel. *=on block / on hit.
3D(chain) Kofxi duck 3D(chain).png 7 4 -12 Launch (juggle).
2A>3C Kofxi duck 2A3C.png 12* *Low Profile Slide & Counterhit-State F1-12. No invul. ~6F Recovery.
2D(1)>3C Kofxi duck 663C.png 27 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 Very fast. Special Cancel.
j.B Kofxi duck jump B.png 7 8
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
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 6
jump forward D Kofxi duck jump forward D.png 7 6 Great Jump-In.
j.E Kofxi duck jump E.png 13 5 Knockdown
j.22 Kofxi duck j.22.png 5* 14* N&S *1=5F until Duck stops mid-air. *2=stops for 14F. 19F Counterhit-State.
j.22>6 Kofxi duck j.226.png N&S changes fall direction.
Specials & Supers
Attack Hitbox Input Startup Active Block Hit Note
Air Throw Kofxi duck airthrow.png j.6C/D 1 1 N/A N/A Hitbox = 48x64 Pixel.
Head Spin Attack (L) Kofxi duck 236A.png 236A 12* 14 -5 -4* 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.
Head Spin Attack (H) (1P) Kofxi duck 236C.png 236C 14* 23 -6 +1* 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.
Head Spin Attack (H) (2P) Kofxi duck 236C.png 236C 14* 23 +1 +2 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.
Head Spin Attack (H) Followup Kofxi duck 236C3C.png 236C>3C 2 -20 KD Hard Knockdown.
Aerial Head Spin Attack(L) Kofxi duck j.214P.png j.214A 13 * ? +5 narrow angle. *=active until landing. On whiff ~36F Recovery.
Aerial Head Spin Attack(H) Kofxi duck j.214P.png j.214C 13 * ? +5 Flat angle. *=active until landing. On whiff ~36F Recovery.
Dancing Dive(L) Kofxi duck 214B.png 214B 9 13 -12*/-2* KD Framedata = close/far. Can be cancelled into j.22.
Dancing Dive(H) Kofxi duck 214D 1.pngKofxi duck 214D 2.png 214D 9 3+20 -11*/~+7* KD Framedata = close/far. 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 minus KD Hard Knockdown. Low Profile during Startup.
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
minus KD Low Profile during Startup. Dream Cancel.
Beat Rush Kofxi duck 63214P.png 632146P 5 24 -24 No invul. Deadly Rave Starter.
Break Spiral Kofxi duck 4123692K.png 412369,2K 1 2 N/A KD 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.
Duck Dance Kofxi duck 22CDE 1.pngKofxi duck 22CDE 2.pngKofxi duck 22CDE 3.png 22CDE 2 4+4+4 minus KD F1-6 invul. Activation.
Rolling Punish Kofxi duck 236236P.png dd.236236P 6 32 minus Duck Dance Followup.
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
minus KD 1F invul before freeze. Duck Dance Followup.
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
minus Duck Dance Followup.
High Bound Spiral Kofxi duck j.6321463214E.png j.63214,63214E 1 3 N/A KD Air Command Grab. 4F Counterhit-State after Active Time. ~19F Landing Recovery.


Chain Combos
Achtung: Vorteil/Nachteil ist veraltet und vermutlich ca. 1F abweichend.

Move Startup Adv Cancel Note
2D(1)>214D 8 +2/+3 - Frame Data for Block = standing/crouching opponent
2A>5B 4 +0 - -
2A>5B>5C 9 +0 Launch (no Knockdown, no followup possible)
2A>5B>6C 10 -8/-2 S Special Cancel. Frame Data = Block/Hit.
2B>2B 4 -4 - -
2B>2B>3D 7 -12 S Special Cancel.
2A>3C N/A - - Short slide with no invul (see above)
2D(1)>3C N/A - - Long slide with invul (see above)


Frame Data for specific situations
Achtung: Vorteil/Nachteil ist veraltet und vermutlich ca. 1F abweichend.

Move Startup Adv Note
632146A/C 5 -24
632146A/C>A N/A -9 -
632146A/C>A>A N/A -9 -
632146A/C>A>A>B N/A -12 -
632146A/C>A>A>B>A N/A -11 -
632146A/C>A>A>B>A>C N/A -11 -
632146A/C>A>A>B>A>C>C N/A -11 -
632146A/C>A>A>B>A>C>C>D N/A -11 -
632146A/C>A>A>B>A>C>C>C N/A -11 -
632146A/C>A>A>B>A>C>C>D>C>623E N/A minus -


Combos

  • (j.D,) 2A,2A-5B-6C, then:
    • 214B
    • Shift In Combo
    • 632146P etc.
  • 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.
  • 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.


Team 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.

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.
dash 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. After 3B you can eg. Quick Shift to K' > j.214B/D etc (BZR uses this)

Links & Videos

Japanese Duck King Wiki
wtf

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