Duck King(KOFXI)
Duck King ダック・キング | |
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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
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A | B | C | D |
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R1 + ![]() |
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R1 + ![]() |
E+A | E+B | E+C | E+D |
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L1 + ![]() |
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Start+A | Start+B | Start+C | Start+D |
Frame Data
Blockstring & Chain Combo Frame Data
Move | Startup | Hit | Guard | Cancel | Note |
---|---|---|---|---|---|
2D(1)>214D | 8 | KD | -9/+1,+3 | S | Frame Data for Block = close/far, stand/crouch opponent |
2A>5B | 5* | +1 | +0 | - | *=5B(chain) startup |
2A>5B>5C | 9* | KD | +0 | Launch (no Knockdown, no followup possible). *=5C(chain) startup | |
2A>5B>6C | 10* | +0 | -9 | S | Special Cancel. *=6C(chain) startup |
2B>2B | 5* | -3 | -4 | - | *=2B(chain) startup |
2B>2B>3D | 7* | KD | -12 | S | Special Cancel. *=3D(chain) startup. |
2A>3C | / | -3 | -4 | / | F1-12 Counterhit-state & low profile. F13+14 crouching recovery. F15-17 regular recovery. |
2D(1)>3C | / | -13 | -14 | / | 27F invul (not against throws). Identical to dashing 3C. |
Frame Data for specific situations
Move | Startup | Hit | Guard | Note |
---|---|---|---|---|
632146A/C | 5 | -24 | -25 | |
632146A/C>A | N/A | -1 | -10 | - |
632146A/C>A>A | N/A | -2 | -11 | - |
632146A/C>A>A>B | N/A | -4 | -13 | - |
632146A/C>A>A>B>A | N/A | -3 | -12 | - |
632146A/C>A>A>B>A>C | N/A | -3 | -12 | - |
632146A/C>A>A>B>A>C>C | N/A | -3 | -12 | - |
632146A/C>A>A>B>A>C>C>D | N/A | -3 | -12 | - |
632146A/C>A>A>B>A>C>C>D>C | N/A | -3 | -12 | - |
632146A/C>A>A>B>A>C>C>D>C>623E | N/A | KD | minus | - |
Special Attributes & Bugs
- Duck has no throw invulnerability during his GC-Rolls (front & back).
- 2P Duck has different frame data on 236C & j.214P: +1F advantage on guard after 236C and +5F advantage on guard after j.214P.
- Duck's throw has unique window to break (14F, which is between the 11/12F and 16F tiers, see here)
- Duck has 10F landing recovery from Quick Shifts, instead of the usual 4F. Cancelling into attacks or special moves cuts recovery to 9F. Whiffing an air attack cuts recovery to 1F.
Combos
Basic Combos
- (j.D,) 2A,2A-5B-6C, then:
- 214B
- Quick Shift
- 632146P
- Corner (j.D,)2A-5B-3D,22CDE, link 214214K: 2 Stocks, only in corner.
- Quick Shift on first Hit: the very high launch allows easy followups.
- Corner or back-turned Combo into 2A,5B,6C,623B, OTG 3C. If 3C is used as late as possible, it hits as a meaty, after which a 2A can be linked. If the opponent was back-turned, it crosses up.
Shift Combos
Universal
- Vs Vanessa: Slide Knockdown with any character (eg. Terry 41236B,66B,66B)> QS Duck > OTG 412369,2+K while Vanessa wakes up: OTG-Bug Combo only vs Vanessa.
Oswald
- Duck Crossup j.D,2A,2A,2A,5A,5B,6C, QS Oswald j.D,\/,5D(c),3A,214C(2 hits),236C,214B. Stuns all characters in Kyo tier and below.
K
- Duck 3B > QS K' > while falling j.214B/D combos. If close to corner, LDM can be linked afterwards, as always.
- Duck j.D,2A,623D(1) QS K', falling j.D, \/, long delay LDM
- K' corner smalljump early j.C,\/,623A QS Duck, \/,duck dance, 214214K>DC LDM, see here,from BZR.
Other Combos
- Meaty 5C(c) combos into 2A on back hit, see here
Strategy & Okizeme
- Standing Break Spiral: input as 4123632,8,2B. Source: BZR.
Matchups
- Advantage: Maxima
- Even: Kula (according to Kyuntakuya)
- Disadvantage: Kim*1, Kula*1, K'*1, Griffon*2, Yuri*2, Clark*2, Ryo*2
*1: Source: Sawakoro, Serio & Nori, c~ 5:15
*2: Source: kofxi_bot, these characters can keep Duck from jumping, or beat his jump ins.
Vs Kula
According to Serio & Nori the Kula vs. Duck matchup is roughly a 7.5 to 2.5 in favor of Kula. A quote on this delivered through Rock: "Kula just waits and uses 2B & 2D while buffering 623C, which she uses on reaction, if Duck jumps. Due to the 2B & 2D, Duck cannot approach from the ground, which makes the matchup very hard."
Based on Kyuntakuya & tests done just for us by Sawakoro & Rock there is evidence however that the matchup might very well be somewhat even. Particularly Duck's 2A is very useful to pressure Kula.
Vs Gato
Okizeme
- Punish 236236A during super freeze with Break Spiral (which isn't easy). This is best done by holding [1] already as Gato wakes up, the inputing 23692K on reaction.
- Timing smalljump attacks at the apex of the jump will make them go over 236236A.
- Duck Feint (dashing 3C) can also be used to bait 236236A.
Incoming
- Corner Superjump up, j.214C is a crossup. Duck's j.214C trades with Gato's 236236B in this situation, to the advantage of Duck.
Vs Ralf
- Punishing Ralf's Upper: 3B or walk forward > 5A(f)>Beat Rush. To get the walk forward A, use 6,A+D (that way 6A doesn't come out). After 3B you can eg. Quick Shift to K' > j.214B/D etc (BZR uses this)
Vs Maxima
Good matchup for Duck. Maxima has massive problems escaping from Duck's 2A pressure.
Links & Videos
- Sacred Treasures Team: Kyo | Iori | Shingo
- Hero Team: Ash | Oswald | Shen
- Fatal Fury Team: Terry | Kim | Duck King
- Agent Team: Vanessa | Mary | Ramon
- Art of Fighting Team: Ryo Sakazaki | Yuri Sakazaki | King
- Rival Team: Elisabeth | Duo Lon | Benimaru
- Team K': K' |Kula | Maxima
- Garou Team: Jenet | Gato | Griffon
- Ikari Warriors Team: Ralf | Clark | Whip
- Anti Kyokugenryu Team: Malin | Kasumi | Eiji
- Psycho Soldier Team: Athena Asamiya | Sie Kensou | Momoko
- Time Unlock: Adelheid | Gai | Hayate | Jazu | Silber