Duck King(KOFXI): Unterschied zwischen den Versionen

Zeile 17: Zeile 17:
'''Neutral'''<br>
'''Neutral'''<br>
:On range, try to approach with smalljump or normal jump D, or use Duck Feint (dashing 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.


Zeile 23: Zeile 24:
: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 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.
: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).
: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.
: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)
: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)
19.065

Bearbeitungen