Duck King(KOFXI): Unterschied zwischen den Versionen

Zeile 63: Zeile 63:
| 5B(c) || 5 || 3|| <span style="color: blue;">+1</span>|| <span style="color: blue;">+0</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> ||
| 5B(f) || 7 || 28|| <span style="color: red;">-23</span>/<span style="color: blue;">+3</span>*|| <span style="color: red;">-24</span>/<span style="color: blue;">+0</span>* ||Can be cancelled into j.22 or j.214P. *=close/max range.
|-
|-
| 5C(c) || 6 || 3|| <span style="color: blue;">+4</span>|| <span style="color: blue;">+3</span> ||
| 5C(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> ||
| 5C(f) || 14 || 5|| <span style="color: blue;">+0</span>|| <span style="color: red;">-1</span> ||Whiffs against crouching opponents.
|-
|-
| 5D(c) || 6 || 3+2|| <span style="color: red;">-2</span>|| <span style="color: red;">-3</span> ||
| 5D(c) || 6 || 3+2|| <span style="color: red;">-2</span>|| <span style="color: red;">-3</span> ||Both hits have cancel.
|-
|-
| 5D(c) || 12 || 4|| <span style="color: red;">-1</span>|| <span style="color: red;">-2</span> ||
| 5D(f) || 12 || 4|| <span style="color: red;">-1</span>|| <span style="color: red;">-2</span> ||F3-8 Invul on feet.
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|-
| 5E || 17 || 5|| KD|| <span style="color: blue;">+0</span> ||
| 5E || 17 || 5|| KD|| <span style="color: blue;">+0</span> ||
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| 2A || 4 || 3|| <span style="color: blue;">+6</span>|| <span style="color: blue;">+5</span> ||
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| 2B || 5 || 3|| <span style="color: blue;">+5</span>|| <span style="color: blue;">+4</span> ||
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| 2C || 9 || 2|| <span style="color: blue;">+3</span>|| <span style="color: blue;">+2</span> ||
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| 2D || 8 || 3|| KD|| <span style="color: red;">-1</span> ||First hit has cancel
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| 3B || 7 || 15|| KD|| <span style="color: red;">-11</span>/<span style="color: blue;">+1</span>* ||*close/max range
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| OTG 2C || 5 || 30||<span style="color: blue;">+</span>*|| <span style="color: blue;">+</span>* ||OTG hit. Can also hit normally if delayed. *=enough advantage to link an attack if done meaty.
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|dash 3C || / || 27|| /|| / ||Fully invulnerable, but can be thrown.
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| 5B(chain) || 5 || 4|| <span style="color: blue;">+1</span>|| <span style="color: blue;">+0</span> ||
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| 2B(chain) || 5 || 4|| <span style="color: red;">-3</span>|| <span style="color: red;">-4</span> ||
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| 5C(chain) || 9 || 3|| KD|| <span style="color: blue;">+0</span> ||Launch (no juggle possible)
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| 6C(chain) || 10 || 5|| <span style="color: blue;">+0</span>|| <span style="color: red;">-9</span> ||
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| 3D(chain) || 7 || 4|| KD|| <span style="color: red;">-12</span> ||Launch (juggle possible)
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| 2A>3C || / || 12|| <span style="color: red;">-3</span>|| <span style="color: red;">-4</span> ||F1-12 Counterhit-state & low profile. F14+15 crouched hurtbox. F16-18 recovery.
|-
| 2D(1)>3C || / || 27|| /|| / ||Fully invulnerable, but can be thrown. Identical to dashing 3C.
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| j.A || 5 || 8|| /|| / ||All small jump & j.A the same. Special Cancel.
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| j.B || 7 || 8|| /|| / ||All small jump & j.B the same.
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| small C || 8 || 5|| /|| / ||Special cancel. Same hitbox as jump back C.
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| back C || 11 || 5|| /|| / ||No special cancel. Same hitbox as smalljump C.
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| up C || 11 || 5|| /|| / ||Special cancel. Unique animation.
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| fwd C || 11 || 5|| /|| / ||Special cancel.
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| small D || 7 || 6|| /|| / ||Same hitbox as jump back D.
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| back D || 7 || 6|| /|| / ||Same hitbox as smalljump D.
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| up D || 8 || 5|| /|| / ||Unique animation.
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| fwd D || 7 || 6|| /|| / ||
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| j.E || 13 || 5|| /|| / ||All small jump E & j.E the same.
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| j.22 || 7* || 14*|| /|| / ||F1-18 counterhit-state. *Duck stops mid-air F7-F19.
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| j.22>6 || 19* || /|| /|| / ||Changes fall direction. *=forward momentum starts on F19 during j.22.
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| Air Throw || 1 || 1|| KD|| / ||Hitbox = 48x64 Pixel. Can be done with j.C or j.D.
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| 236A || 12 || 14|| <span style="color: red;">-5</span>|| <span style="color: red;">-6</span>||
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| 236C || 12 || 23|| +2|| <span style="color: red;">-7</span>/<span style="color: blue;">+1</span>*||*2=2P Duck has more guard advantage than 1P Duck with this attack
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| 236C>3C || 2 || ?|| KD|| <span style="color: red;">-23</span>||
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| j.214A || 13 || n|| ~<span style="color: red;">+6</span>|| ~<span style="color: red;">-3</span>/<span style="color: blue;">+5</span>*||Narrow angle. *2P Duck has more guard advantage than 1P Duck
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| j.214C || 13 || n|| ~<span style="color: red;">+6</span>|| ~<span style="color: red;">-3</span>/<span style="color: blue;">+5</span>*||Flat angle. *2P Duck has more guard advantage than 1P Duck
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| 214B || 9 || 13|| KD|| <span style="color: red;">-13</span>/span style="color: red;">-3</span>*||Can be cancelled into j.22. *=Close/max range.
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| 214D || 9 || 3+20|| KD|| <span style="color: red;">-12</span>/span style="color: blue;">+6</span>*||First hit hits low. Can be cancelled into j.22. *=Close/max range.
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| 623B || 11 || 2+2|| KD|| <span style="color: red;">-28</span>||F1-4 Low profile. Hard knockdown. Whiffs against crouching opponents.
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| 623D || 9 || 23|| KD|| <span style="color: red;">-</span>||First hit hits low. F1-15 Low profile. 
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| 632146P || 5 || 24|| <span style="color: red;">-24</span>|| <span style="color: red;">-25</span>||No invul. "Deadly Rave" starter (Chain combo).
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| 4123692K || 1 || 2|| KD|| /||Command Grab. Hits during Super Freeze. F1-3 invul. 33F duration on whiff.
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| 22C+D+E || 2 || 3*4|| <span style="color: red;">-</span>|| /||Install Super. F1-6 invul.
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| dd236236P || 6 || 32|| <span style="color: red;">-44</span>|| <span style="color: red;">-53</span>||Duck Dance Followup. No invul. Airborne from F2.
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| dd j.214214P || 6 || n*|| <span style="color: red;">-51</span>|| <span style="color: red;">-52</span>||Duck Dance Followup. No invul. *=active until landing. Can crossup.
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| dd214214K || 4 || 25|| KD|| <span style="color: red;">-</span>||Duck Dance Followup. No invul. First hit hits low.
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| dd236236K || 5 || 34|| KD|| <span style="color: red;">-</span>||Duck Dance Followup. No invul. First hit hits low.
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| j.63214,63214E || 1 || 3|| KD|| /||Air Command Grab. 4F Counterhit-State after Active Time. ~19F Landing Recovery.
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|}
|}
Zeile 149: Zeile 239:
| 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. F3-8 Invul on feet.
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|-
| style="background-color:#F9F9F9;" |'''5E'''
| style="background-color:#F9F9F9;" |'''5E'''
Zeile 229: Zeile 319:
| 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;" |~+7*
| style="background-color:#F9F9F9;" |+*
| style="background-color:#F9F9F9;" |~+6*
| style="background-color:#F9F9F9;" |+*
| style="background-color:#F9F9F9;" |"Shocking Ball". Can only be used while opponent is in OTG state. Can OTG, but can also hit normally as a meaty. Can crossup. *=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. *=enough advantage to link an attack if done meaty.
|-
|-
| style="background-color:#F9F9F9;" |'''dashing 3C'''
| style="background-color:#F9F9F9;" |'''dashing 3C'''
Zeile 326: Zeile 416:
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |S(air)
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |All small jump & j.A the same. Special Cancel.
| style="background-color:#F9F9F9;" |All small jump & j.A the same. Special Cancel.
|-
|-
Zeile 408: Zeile 498:
| 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 451: Zeile 541:
| style="background-color:#F9F9F9;" |+2
| style="background-color:#F9F9F9;" |+2
| style="background-color:#F9F9F9;" |-7/+1*
| style="background-color:#F9F9F9;" |-7/+1*
| style="background-color:#F9F9F9;" |*= active on 12F, but usually hits a few frames later since Duck remains static for a moment. *2=2P Duck (has more guard advantage than 1P Duck with this attack, bug)
| 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'''
Zeile 467: Zeile 557:
| style="background-color:#F9F9F9;" |13
| style="background-color:#F9F9F9;" |13
| style="background-color:#F9F9F9;" |*
| style="background-color:#F9F9F9;" |*
| style="background-color:#F9F9F9;" |~+6*
| style="background-color:#F9F9F9;" |~+6
| style="background-color:#F9F9F9;" |~-3/~+5*
| style="background-color:#F9F9F9;" |~-3/~+5*
| style="background-color:#F9F9F9;" |narrow angle. *=active until landing. *2=2P Duck (has more guard advantage than 1P Duck with this attack, bug). *2+3=if 4 hits hit perfectly.
| style="background-color:#F9F9F9;" |narrow angle. *=active until landing. *2=2P Duck has more guard advantage than 1P Duck with this attack, bug. *2+3=if 4 hits hit perfectly.
|-
|-
| style="background-color:#F9F9F9;" |'''Aerial Head Spin Attack(H)'''
| style="background-color:#F9F9F9;" |'''Aerial Head Spin Attack(H)'''
Zeile 476: Zeile 566:
| style="background-color:#F9F9F9;" |13
| style="background-color:#F9F9F9;" |13
| style="background-color:#F9F9F9;" |*
| style="background-color:#F9F9F9;" |*
| style="background-color:#F9F9F9;" |+6*
| style="background-color:#F9F9F9;" |+6
| style="background-color:#F9F9F9;" |~-3/~+5*
| style="background-color:#F9F9F9;" |~-3/~+5*
| style="background-color:#F9F9F9;" |Flat angle. *=active until landing. *2=2P Duck (has more guard advantage than 1P Duck with this attack, bug). *2+3=if 4 hits hit perfectly.
| style="background-color:#F9F9F9;" |Flat angle. *=active until landing. *2=2P Duck (has more guard advantage than 1P Duck with this attack, bug). *2+3=if 4 hits hit perfectly.
Zeile 489: Zeile 579:
| style="background-color:#F9F9F9;" |*= close/far. Can be cancelled into j.22.
| style="background-color:#F9F9F9;" |*= close/far. Can be cancelled into j.22.
|-
|-
| style="background-color:#F9F9F9;" |'''Dancing Dive(H) (1P)'''
| style="background-color:#F9F9F9;" |'''Dancing Dive(H)'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_duck_214D_1.png|150px]][[bild:kofxi_duck_214D_2.png|150px]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_duck_214D_1.png|150px]][[bild:kofxi_duck_214D_2.png|150px]]
| style="background-color:#F9F9F9;" |'''214D'''
| style="background-color:#F9F9F9;" |'''214D'''
Zeile 505: Zeile 595:
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-28
| style="background-color:#F9F9F9;" |-28
| style="background-color:#F9F9F9;" |Hard Knockdown. Low Profile during Startup.
| 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 532: Zeile 622:
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |N/A
| style="background-color:#F9F9F9;" |N/A
| style="background-color:#F9F9F9;" |F1-3 invul. 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;" |Command Grab. Hits during Super Freeze. F1-3 invul. 33F duration on whiff. Strict input, but can be put in as 1236(9/8/7),2. Unsafe on Hit in the corner vs front Ukemi > 1F Grab.
|-
|-
| style="background-color:#F9F9F9;" |'''Duck Dance'''
| style="background-color:#F9F9F9;" |'''Duck Dance'''
Zeile 568: Zeile 658:
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |minus
| style="background-color:#F9F9F9;" |minus
| style="background-color:#F9F9F9;" |Duck Dance Followup. 1F invul. First hit hits low.
| style="background-color:#F9F9F9;" |Duck Dance Followup. First hit hits low.
|-
|-
| style="background-color:#F9F9F9;" |'''Break Hurricane'''
| style="background-color:#F9F9F9;" |'''Break Hurricane'''
Zeile 575: Zeile 665:
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |4+10+4<br>2+2+2+10
| style="background-color:#F9F9F9;" |4+10+4<br>2+2+2+10
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |minus
| style="background-color:#F9F9F9;" |minus
| style="background-color:#F9F9F9;" |Duck Dance Followup. 1F invul. First hit hits low.
| style="background-color:#F9F9F9;" |Duck Dance Followup. First hit hits low.
|-
|-
| style="background-color:#F9F9F9;" |'''High Bound Spiral'''
| style="background-color:#F9F9F9;" |'''High Bound Spiral'''
19.065

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