Duck King(KOFXI): Unterschied zwischen den Versionen
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==Frame Data== | ==Frame Data== | ||
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5" | |||
|+Short List | |||
|- | |||
! Move !! S!! A!! Hit!! Grd!! Note | |||
|- | |||
| 5A(c) || 5 || 3|| <span style="color: blue;">+5</span>|| <span style="color: blue;">+4</span> || | |||
|- | |||
| 5A(f) || 5 || 2|| <span style="color: blue;">+5</span>|| <span style="color: blue;">+4</span> || | |||
|- | |||
| 5B(c) || 5 || 3|| <span style="color: blue;">+1</span>|| <span style="color: blue;">+0</span> || | |||
|- | |||
| 5B(f) || 7 || 28|| <span style="color: red;">-23</span>/<span style="color: blue;">+3</span>|| <span style="color: red;">-24</span>/<span style="color: blue;">+0</span> || | |||
|- | |||
| 5C(c) || 6 || 3|| <span style="color: blue;">+4</span>|| <span style="color: blue;">+3</span> || | |||
|- | |||
| 5C(f) || 14 || 5|| <span style="color: blue;">+0</span>|| <span style="color: red;">-1</span> || | |||
|- | |||
| 5D(c) || 6 || 3+2|| <span style="color: red;">-2</span>|| <span style="color: red;">-3</span> || | |||
|- | |||
| 5D(c) || 12 || 4|| <span style="color: red;">-1</span>|| <span style="color: red;">-2</span> || | |||
|- | |||
| 5E || 17 || 5|| KD|| <span style="color: blue;">+0</span> || | |||
|- | |||
|} | |||
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5" | {| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5" | ||
|+ Standing Attacks | |+ Standing Attacks | ||
Zeile 59: | Zeile 85: | ||
! style="width:60px;background-color:#FFd800;" | Hit | ! style="width:60px;background-color:#FFd800;" | Hit | ||
! style="width:60px;background-color:#FFd800;" | Guard | ! style="width:60px;background-color:#FFd800;" | Guard | ||
! style="width:60px;background-color:#FFd800;" | Note | ! style="width:60px;background-color:#FFd800;" | Note | ||
|- | |- | ||
Zeile 68: | Zeile 93: | ||
| style="background-color:#F9F9F9;" |+5 | | style="background-color:#F9F9F9;" |+5 | ||
| style="background-color:#F9F9F9;" |+4 | | style="background-color:#F9F9F9;" |+4 | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" | | ||
|- | |- | ||
Zeile 77: | Zeile 101: | ||
| style="background-color:#F9F9F9;" |+5 | | style="background-color:#F9F9F9;" |+5 | ||
| style="background-color:#F9F9F9;" |+4 | | style="background-color:#F9F9F9;" |+4 | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" | | ||
|- | |- | ||
Zeile 86: | Zeile 109: | ||
| style="background-color:#F9F9F9;" |+1 | | style="background-color:#F9F9F9;" |+1 | ||
| style="background-color:#F9F9F9;" |+0 | | style="background-color:#F9F9F9;" |+0 | ||
| style="background-color:#F9F9F9;" |Low Hit | | style="background-color:#F9F9F9;" |Low Hit | ||
|- | |- | ||
Zeile 95: | Zeile 117: | ||
| style="background-color:#F9F9F9;" |-23/+3 | | style="background-color:#F9F9F9;" |-23/+3 | ||
| style="background-color:#F9F9F9;" |-24/+0 | | style="background-color:#F9F9F9;" |-24/+0 | ||
| style="background-color:#F9F9F9;" |Cancels into j.22 or j.214P, even on whiff. Frame Data close/far. The +3/+0 difference comes from the size difference of the regular & block hurtbox. | |||
| style="background-color:#F9F9F9;" |Cancels into j.22. Frame Data close/far. The +3/+0 difference comes from the size difference of the regular & block hurtbox. | |||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''5C(c)''' | | style="background-color:#F9F9F9;" |'''5C(c)''' | ||
Zeile 104: | Zeile 125: | ||
| style="background-color:#F9F9F9;" |+4 | | style="background-color:#F9F9F9;" |+4 | ||
| style="background-color:#F9F9F9;" |+3 | | style="background-color:#F9F9F9;" |+3 | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" | | ||
|- | |- | ||
Zeile 113: | Zeile 133: | ||
| style="background-color:#F9F9F9;" |+0 | | style="background-color:#F9F9F9;" |+0 | ||
| style="background-color:#F9F9F9;" |-1 | | style="background-color:#F9F9F9;" |-1 | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" |can be crouched | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''5D(c)''' | | style="background-color:#F9F9F9;" |'''5D(c)''' | ||
Zeile 122: | Zeile 141: | ||
| style="background-color:#F9F9F9;" |-2 | | style="background-color:#F9F9F9;" |-2 | ||
| style="background-color:#F9F9F9;" |-3 | | style="background-color:#F9F9F9;" |-3 | ||
| style="background-color:#F9F9F9;" |2 Hits, both have special cancel. | | style="background-color:#F9F9F9;" |2 Hits, both have special cancel. | ||
|- | |- | ||
Zeile 131: | Zeile 149: | ||
| style="background-color:#F9F9F9;" |-1 | | style="background-color:#F9F9F9;" |-1 | ||
| style="background-color:#F9F9F9;" |-2 | | style="background-color:#F9F9F9;" |-2 | ||
| style="background-color:#F9F9F9;" |Anti-Air. Invul on legs during startup. | | style="background-color:#F9F9F9;" |Anti-Air. Invul on legs during startup. | ||
|- | |- | ||
Zeile 140: | Zeile 157: | ||
| style="background-color:#F9F9F9;" |KD | | style="background-color:#F9F9F9;" |KD | ||
| style="background-color:#F9F9F9;" |+0 | | style="background-color:#F9F9F9;" |+0 | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" | | ||
|- | |- | ||
Zeile 149: | Zeile 165: | ||
| style="background-color:#F9F9F9;" |+1 | | style="background-color:#F9F9F9;" |+1 | ||
| style="background-color:#F9F9F9;" |+0 | | style="background-color:#F9F9F9;" |+0 | ||
| style="background-color:#F9F9F9;" |"Mad Spin Hammer". Overhead, Kara-Cancel into Super works | | style="background-color:#F9F9F9;" |"Mad Spin Hammer". Overhead, Kara-Cancel into Super works | ||
|- | |- | ||
Zeile 162: | Zeile 177: | ||
! style="width:60px;background-color:#FFd800;" | Hit | ! style="width:60px;background-color:#FFd800;" | Hit | ||
! style="width:60px;background-color:#FFd800;" | Guard | ! style="width:60px;background-color:#FFd800;" | Guard | ||
! style="width:60px;background-color:#FFd800;" | Note | ! style="width:60px;background-color:#FFd800;" | Note | ||
|- | |- | ||
Zeile 171: | Zeile 185: | ||
| style="background-color:#F9F9F9;" |+6 | | style="background-color:#F9F9F9;" |+6 | ||
| style="background-color:#F9F9F9;" |+5 | | style="background-color:#F9F9F9;" |+5 | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" | | ||
|- | |- | ||
Zeile 180: | Zeile 193: | ||
| style="background-color:#F9F9F9;" |+5 | | style="background-color:#F9F9F9;" |+5 | ||
| style="background-color:#F9F9F9;" |+4 | | style="background-color:#F9F9F9;" |+4 | ||
| style="background-color:#F9F9F9;" |Low hit. Less damage & stun than 2A | | style="background-color:#F9F9F9;" |Low hit. Less damage & stun than 2A | ||
|- | |- | ||
Zeile 189: | Zeile 201: | ||
| style="background-color:#F9F9F9;" |+3 | | style="background-color:#F9F9F9;" |+3 | ||
| style="background-color:#F9F9F9;" |+2 | | style="background-color:#F9F9F9;" |+2 | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" | | ||
|- | |- | ||
Zeile 198: | Zeile 209: | ||
| style="background-color:#F9F9F9;" |/ | | style="background-color:#F9F9F9;" |/ | ||
| style="background-color:#F9F9F9;" |/ | | style="background-color:#F9F9F9;" |/ | ||
| style="background-color:#F9F9F9;" |Low hit. Special Cancel. | | style="background-color:#F9F9F9;" |Low hit. Special Cancel. | ||
|- | |- | ||
Zeile 207: | Zeile 217: | ||
| style="background-color:#F9F9F9;" |KD | | style="background-color:#F9F9F9;" |KD | ||
| style="background-color:#F9F9F9;" |-1 | | style="background-color:#F9F9F9;" |-1 | ||
| style="background-color:#F9F9F9;" |Low hit. Knockdown. | | style="background-color:#F9F9F9;" |Low hit. Knockdown. | ||
|- | |- | ||
Zeile 216: | Zeile 225: | ||
| style="background-color:#F9F9F9;" |KD | | style="background-color:#F9F9F9;" |KD | ||
| style="background-color:#F9F9F9;" |-11/+1* | | style="background-color:#F9F9F9;" |-11/+1* | ||
| style="background-color:#F9F9F9;" |"Needle Low". Low Hit. Knockdown. Low Profile. Frame Data close/far. | | style="background-color:#F9F9F9;" |"Needle Low". Low Hit. Knockdown. Low Profile. Frame Data close/far. | ||
|- | |- | ||
Zeile 225: | Zeile 233: | ||
| style="background-color:#F9F9F9;" |~+7* | | style="background-color:#F9F9F9;" |~+7* | ||
| style="background-color:#F9F9F9;" |~+6* | | style="background-color:#F9F9F9;" |~+6* | ||
| 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. *=if done meaty, gives enough advantage to combo 2A after. | | 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. *=if done meaty, gives enough advantage to combo 2A after. | ||
|- | |- | ||
Zeile 234: | Zeile 241: | ||
| style="background-color:#F9F9F9;" |/ | | style="background-color:#F9F9F9;" |/ | ||
| style="background-color:#F9F9F9;" |/ | | style="background-color:#F9F9F9;" |/ | ||
| style="background-color:#F9F9F9;" |"Duck Feint". 27F Hit Invul (not throw). Also exists as a Chain Combo (with no invul & shorter dash). | | style="background-color:#F9F9F9;" |"Duck Feint". 27F Hit Invul (not throw). Also exists as a Chain Combo (with no invul & shorter dash). | ||
|- | |- | ||
Zeile 247: | Zeile 253: | ||
! style="width:60px;background-color:#FFd800;" | Hit | ! style="width:60px;background-color:#FFd800;" | Hit | ||
! style="width:60px;background-color:#FFd800;" | Guard | ! style="width:60px;background-color:#FFd800;" | Guard | ||
! style="width:60px;background-color:#FFd800;" | Note | ! style="width:60px;background-color:#FFd800;" | Note | ||
|- | |- | ||
Zeile 256: | Zeile 261: | ||
| style="background-color:#F9F9F9;" |+1 | | style="background-color:#F9F9F9;" |+1 | ||
| style="background-color:#F9F9F9;" |+0 | | style="background-color:#F9F9F9;" |+0 | ||
| style="background-color:#F9F9F9;" |Good for Pressure | | style="background-color:#F9F9F9;" |Good for Pressure | ||
|- | |- | ||
Zeile 265: | Zeile 269: | ||
| style="background-color:#F9F9F9;" |-3 | | style="background-color:#F9F9F9;" |-3 | ||
| style="background-color:#F9F9F9;" |-4 | | style="background-color:#F9F9F9;" |-4 | ||
| style="background-color:#F9F9F9;" |Low Hit | | style="background-color:#F9F9F9;" |Low Hit | ||
|- | |- | ||
Zeile 274: | Zeile 277: | ||
| style="background-color:#F9F9F9;" |KD | | style="background-color:#F9F9F9;" |KD | ||
| style="background-color:#F9F9F9;" |+0 | | style="background-color:#F9F9F9;" |+0 | ||
| style="background-color:#F9F9F9;" |Launch (no Juggle). | | style="background-color:#F9F9F9;" |Launch (no Juggle). | ||
|- | |- | ||
Zeile 283: | Zeile 285: | ||
| style="background-color:#F9F9F9;" |+0 | | style="background-color:#F9F9F9;" |+0 | ||
| style="background-color:#F9F9F9;" |-9 | | style="background-color:#F9F9F9;" |-9 | ||
| style="background-color:#F9F9F9;" |Special Cancel. Unusual discrepancy between hit/guard data. | | style="background-color:#F9F9F9;" |Special Cancel. Unusual discrepancy between hit/guard data. | ||
|- | |- | ||
Zeile 292: | Zeile 293: | ||
| style="background-color:#F9F9F9;" |KD | | style="background-color:#F9F9F9;" |KD | ||
| style="background-color:#F9F9F9;" |-12 | | style="background-color:#F9F9F9;" |-12 | ||
| style="background-color:#F9F9F9;" |Launch (juggle). | | style="background-color:#F9F9F9;" |Launch (juggle). | ||
|- | |- | ||
Zeile 301: | Zeile 301: | ||
| style="background-color:#F9F9F9;" |-3 | | style="background-color:#F9F9F9;" |-3 | ||
| style="background-color:#F9F9F9;" |-4 | | style="background-color:#F9F9F9;" |-4 | ||
| style="background-color:#F9F9F9;" |*Low Profile Slide & Counterhit-State F1-12. No invul. ~6F Recovery. | | style="background-color:#F9F9F9;" |*Low Profile Slide & Counterhit-State F1-12. No invul. ~6F Recovery. | ||
|- | |- | ||
Zeile 310: | Zeile 309: | ||
| style="background-color:#F9F9F9;" |KD | | style="background-color:#F9F9F9;" |KD | ||
| style="background-color:#F9F9F9;" |-14 | | style="background-color:#F9F9F9;" |-14 | ||
| style="background-color:#F9F9F9;" |27F invul (not against throws). Identical to dashing 3C. | | style="background-color:#F9F9F9;" |27F invul (not against throws). Identical to dashing 3C. | ||
|- | |- | ||
Zeile 316: | Zeile 314: | ||
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5" | {| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5" | ||
|+ Jump | |+ Jump Attacks | ||
! style="width:100px;background-color:#D9D9D9;" | Attack | ! style="width:100px;background-color:#D9D9D9;" | Attack | ||
! style="width:100px;background-color:#D9D9D9;" | Hitbox | ! style="width:100px;background-color:#D9D9D9;" | Hitbox | ||
Zeile 656: | Zeile 654: | ||
| style="background-color:#F9F9F9;" |/ | | style="background-color:#F9F9F9;" |/ | ||
| style="background-color:#F9F9F9;" |Long slide with invul (see above) | | style="background-color:#F9F9F9;" |Long slide with invul (see above) | ||
|- | |||
|} | |} | ||
Zeile 725: | Zeile 724: | ||
| style="background-color:#F9F9F9;" |minus | | style="background-color:#F9F9F9;" |minus | ||
| style="background-color:#F9F9F9;" |- | | style="background-color:#F9F9F9;" |- | ||
|- | |||
|} | |} | ||
Version vom 3. Februar 2021, 14:12 Uhr
Duck King ダック・キング | |
Tiers & Ranking | |
Tier: | A+ |
Ratio Cost: | 5 Points |
Properties | |
Damage Modifier: | 1.04 |
Stun Modifier: | 1.03 |
Crouch height (Tier): | E |
Quick Guide
- Duck King is a strong, rushdown-based character with strong pressure.
- His defensive options and attack range are limited.
- He has good synergy for stun combos due to his chain combos, but is generally bad for juggle combos.
Neutral
- On range, try to approach with smalljump or normal jump D, or use Duck Feint (dashing 3C), which is completely invulnerable, except to throws.
- 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.
- The bnb combo of choice from 2A is 2A>5B>6C> then 214B or Beat Rush (632146P).
- 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.
Colors
A | B | C | D |
R1 + | R1 + | R1 + | R1 + |
E+A | E+B | E+C | E+D |
L1 + | L1 + | L1 + | L1 + |
Start+A | Start+B | Start+C | Start+D |
Frame Data
Move | S | A | Hit | Grd | Note |
---|---|---|---|---|---|
5A(c) | 5 | 3 | +5 | +4 | |
5A(f) | 5 | 2 | +5 | +4 | |
5B(c) | 5 | 3 | +1 | +0 | |
5B(f) | 7 | 28 | -23/+3 | -24/+0 | |
5C(c) | 6 | 3 | +4 | +3 | |
5C(f) | 14 | 5 | +0 | -1 | |
5D(c) | 6 | 3+2 | -2 | -3 | |
5D(c) | 12 | 4 | -1 | -2 | |
5E | 17 | 5 | KD | +0 |
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 | 4 | +1 | +0 | - | - |
2A>5B>5C | 9 | KD | +0 | Launch (no Knockdown, no followup possible) | |
2A>5B>6C | 10 | +0 | -9 | S | Special Cancel. Frame Data = Block/Hit. |
2B>2B | 4 | -3 | -4 | - | - |
2B>2B>3D | 7 | KD | -12 | S | Special Cancel. |
2A>3C | / | / | / | / | Short slide with no invul (see above) |
2D(1)>3C | / | / | / | / | Long slide with invul (see above) |
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
- 2P Duck has +5F advantage on guard after 236C & 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 crossup, after which a 2A can be linked.
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
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