Duck King(KOFXI): Unterschied zwischen den Versionen

 
(47 dazwischenliegende Versionen desselben Benutzers werden nicht angezeigt)
Zeile 16: Zeile 16:


'''Neutral'''<br>
'''Neutral'''<br>
:On range, try to approach with smalljump or normal jump D, or use sliding (dash 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)
Zeile 33: Zeile 35:
:3B can be used as anti air as it low profiles.
: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.
: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[[P-Chan(KOFXI)|.]]


== Colors ==
== Colors ==
{{KOF XI Colors
{{KOF XI Colors
|square=[[Datei:KOFXI duck S.jpg]]
|square=[[Datei:KOFXI duck S.png]]
|cross=[[Datei:KOFXI duck X.jpg]]
|cross=[[Datei:KOFXI duck X.png]]
|triangle=[[Datei:KOFXI duck T.jpg]]
|triangle=[[Datei:KOFXI duck T.png]]
|circle=[[Datei:KOFXI duck C.jpg]]
|circle=[[Datei:KOFXI duck C.png]]
|R1+square=[[Datei:KOFXI duck R1S.jpg]]
|R1+square=[[Datei:KOFXI duck R1S.png]]
|R1+cross=[[Datei:KOFXI duck R1X.jpg]]
|R1+cross=[[Datei:KOFXI duck R1X.png]]
|R1+triangle=[[Datei:KOFXI duck R1T.jpg]]
|R1+triangle=[[Datei:KOFXI duck R1T.png]]
|R1+circle=[[Datei:KOFXI duck R1C.jpg]]
|R1+circle=[[Datei:KOFXI duck R1C.png]]
|L1+square=[[Datei:KOFXI duck L1S.jpg]]
|L1+square=[[Datei:KOFXI duck L1S.png]]
|L1+cross=[[Datei:KOFXI duck L1X.jpg]]
|L1+cross=[[Datei:KOFXI duck L1X.png]]
|L1+triangle=[[Datei:KOFXI duck L1T.jpg]]
|L1+triangle=[[Datei:KOFXI duck L1T.png]]
|L1+circle=[[Datei:KOFXI duck L1C.jpg]]
|L1+circle=[[Datei:KOFXI duck L1C.png]]
}}
}}


==Frame Data==
==Frame Data==
''Note: all advantage/disadvantage numbers need to be revised, they are likely ~1 frame off.''
 
{| 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> ||Low Hit
|-
| 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(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> ||Both hits have cancel.
|-
| 5D(f) || 12 || 4|| <span style="color: red;">-1</span>|| <span style="color: red;">-2</span> ||F3-8 Invul on feet.
|-
| 5E || 17 || 5|| KD|| <span style="color: blue;">+0</span> ||
|-
| GC || 7 || 3|| KD|| <span style="color: red;">-13</span> ||
|-
| 6A || 23 || 2|| <span style="color: blue;">+1</span>|| <span style="color: blue;">+0</span> ||Overhead, Kara-Cancel into Super works
|-
| Saving Shift || ? || n*|| /|| / ||Active until landing. 9F/10F recovery (hit/whiff).
|-
| 2A || 4 || 3|| <span style="color: blue;">+6</span>|| <span style="color: blue;">+5</span> ||
|-
| 2B || 5 || 3|| <span style="color: blue;">+5</span>|| <span style="color: blue;">+4</span> ||
|-
| 2C || 9 || 2|| <span style="color: blue;">+3</span>|| <span style="color: blue;">+2</span> ||
|-
| 2D || 8 || 3+3|| KD|| <span style="color: red;">-1</span> ||First hit has cancel
|-
| 3B || 7 || 15|| KD|| <span style="color: red;">-11</span>/<span style="color: blue;">+1</span>* ||*close/max range
|-
| 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.
|-
|dash 3C || / || 27|| /|| / ||Fully invulnerable, but can be thrown.
|-
| 5B(chain) || 5 || 4|| <span style="color: blue;">+1</span>|| <span style="color: blue;">+0</span> ||
|-
| 2B(chain) || 5 || 4|| <span style="color: red;">-3</span>|| <span style="color: red;">-4</span> ||
|-
| 5C(chain) || 9 || 3|| KD|| <span style="color: blue;">+0</span> ||Launch (no juggle possible)
|-
| 6C(chain) || 10 || 5|| <span style="color: blue;">+0</span>|| <span style="color: red;">-9</span> ||
|-
| 3D(chain) || 7 || 4|| KD|| <span style="color: red;">-12</span> ||Launch (juggle possible)
|-
| 2A>3C || / || 17|| <span style="color: red;">-3</span>|| <span style="color: red;">-4</span> ||F1-12 Counterhit-state & low profile. F13+14 crouching recovery. F15-17 regular recovery.
|-
| 2D(1)>3C || / || 27|| <span style="color: red;">-13</span>|| <span style="color: red;">-14</span> ||27F invul (not against throws). Identical to dashing 3C.
|-
| j.A || 5 || 8|| /|| / ||All small jump & j.A the same. Special Cancel.
|-
| j.B || 7 || 8|| /|| / ||All small jump & j.B the same.
|-
| small C || 8 || 5|| /|| / ||Special cancel. Same hitbox as jump back C.
|-
| back C || 11 || 5|| /|| / ||No special cancel. Same hitbox as smalljump C.
|-
| up C || 11 || 5|| /|| / ||Special cancel. Unique animation.
|-
| fwd C || 11 || 5|| /|| / ||Special cancel.
|-
| small D || 7 || 6|| /|| / ||Same hitbox as jump back D.
|-
| back D || 7 || 6|| /|| / ||Same hitbox as smalljump D.
|-
| up D || 8 || 5|| /|| / ||Unique animation.
|-
| fwd D || 7 || 6|| /|| / ||
|-
| j.E || 13 || 5|| /|| / ||All small jump E & j.E the same.
|-
| j.22 || 7* || 14*|| /|| / ||F1-18 counterhit-state. *Duck stops mid-air F7-F19.
|-
| j.22>6 || 19* || /|| /|| / ||Changes fall direction. *=forward momentum starts on F19 during j.22.
|-
| Air Throw || 1 || 1|| KD|| / ||Hitbox = 48x64 Pixel. Can be done with j.C or j.D.
|-
| 236A || 12 || 14|| <span style="color: red;">-5</span>|| <span style="color: red;">-6</span>||
|-
| 236C || 14 || 23|| <span style="color: blue;">+2</span>|| <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
|-
| 236C>C || 2 || ?|| KD|| <span style="color: red;">-23</span>||
|-
| 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
|-
| 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
|-
| 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.
|-
| 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.
|-
| 623B || 11 || 2+2|| KD|| <span style="color: red;">-28</span>||F1-4 Low profile. Hard knockdown. Whiffs against crouching opponents.
|-
| 623D || 9 || 23|| KD|| <span style="color: red;">-</span>||First hit hits low. F1-15 Low profile. 
|-
| 632146P || 5 || 24|| <span style="color: red;">-24</span>|| <span style="color: red;">-25</span>||No invul. "Deadly Rave" starter (Chain combo).
|-
| 4123692K || 1 || 2|| KD|| /||Command Grab. Hits during Super Freeze. F1-3 invul. 33F duration on whiff.
|-
| 22C+D+E || 2 || 3*4|| KD|| <span style="color: red;">-</span>||Install Super. F1-6 invul.
|-
| dd236236P || 6 || 32|| <span style="color: red;">-44</span>|| <span style="color: red;">-53</span>||Duck Dance Followup. No invul. Airborne from F2.
|-
| 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.
|-
| dd214214K || 4 || 25|| KD|| <span style="color: red;">-</span>||Duck Dance Followup. No invul. First hit hits low. Juggle anywhere.
|-
| dd236236K || 5 || 34|| KD|| <span style="color: red;">-</span>||Duck Dance Followup. No invul. First hit hits low.
|-
| j.63214,63214E || 1 || 3|| KD|| /||Air Command Grab. 4F Counterhit-State after Active Time. ~19F Landing Recovery.
|-
|}
 
{| 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 60: Zeile 184:
! 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;" | Cancel
! style="background-color:#FFd800;" | Note
! style="width:60px;background-color:#FFd800;" | Note
|-
|-
| style="background-color:#F9F9F9;" |'''5A(c)'''
| style="background-color:#F9F9F9;" |'''5A(c)'''
Zeile 69: Zeile 192:
| style="background-color:#F9F9F9;" |+5
| style="background-color:#F9F9F9;" |+5
| style="background-color:#F9F9F9;" |+4
| style="background-color:#F9F9F9;" |+4
| style="background-color:#F9F9F9;" |S,C
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
|-
|-
Zeile 78: Zeile 200:
| style="background-color:#F9F9F9;" |+5
| style="background-color:#F9F9F9;" |+5
| style="background-color:#F9F9F9;" |+4
| style="background-color:#F9F9F9;" |+4
| style="background-color:#F9F9F9;" |S,C
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
|-
|-
Zeile 87: Zeile 208:
| style="background-color:#F9F9F9;" |+1
| style="background-color:#F9F9F9;" |+1
| style="background-color:#F9F9F9;" |+0
| style="background-color:#F9F9F9;" |+0
| style="background-color:#F9F9F9;" |S
| style="background-color:#F9F9F9;" |Low Hit
| style="background-color:#F9F9F9;" |Low Hit
|-
|-
Zeile 96: Zeile 216:
| 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;" |S(air)
| 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 105: Zeile 224:
| style="background-color:#F9F9F9;" |+4
| style="background-color:#F9F9F9;" |+4
| style="background-color:#F9F9F9;" |+3
| style="background-color:#F9F9F9;" |+3
| style="background-color:#F9F9F9;" |S
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
|-
|-
Zeile 114: Zeile 232:
| 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;" |kann geduckt werden
|-
|-
| style="background-color:#F9F9F9;" |'''5D(c)'''
| style="background-color:#F9F9F9;" |'''5D(c)'''
Zeile 123: Zeile 240:
| style="background-color:#F9F9F9;" |-2
| style="background-color:#F9F9F9;" |-2
| style="background-color:#F9F9F9;" |-3
| style="background-color:#F9F9F9;" |-3
| style="background-color:#F9F9F9;" |S
| style="background-color:#F9F9F9;" |2 Hits, both have special cancel.
| style="background-color:#F9F9F9;" |2 Hits, both have special cancel.
|-
|-
Zeile 132: Zeile 248:
| style="background-color:#F9F9F9;" |-1
| style="background-color:#F9F9F9;" |-1
| style="background-color:#F9F9F9;" |-2
| style="background-color:#F9F9F9;" |-2
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |Anti-Air. F3-8 Invul on feet.
| style="background-color:#F9F9F9;" |Anti-Air. Invul on legs during startup.
|-
|-
| style="background-color:#F9F9F9;" |'''5E'''
| style="background-color:#F9F9F9;" |'''5E'''
Zeile 141: Zeile 256:
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |+0
| style="background-color:#F9F9F9;" |+0
| style="background-color:#F9F9F9;" |S
| style="background-color:#F9F9F9;" |
|-
| style="background-color:#F9F9F9;" |'''GC'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_duck_GC.png]]
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |3
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |<span style="color: red;">-13</span>
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
|-
|-
Zeile 150: Zeile 272:
| style="background-color:#F9F9F9;" |+1
| style="background-color:#F9F9F9;" |+1
| style="background-color:#F9F9F9;" |+0
| style="background-color:#F9F9F9;" |+0
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |"Mad Spin Hammer". Overhead, Kara-Cancel into Super works
| style="background-color:#F9F9F9;" |Overhead, Kara-Cancel into Super works
|-
| style="background-color:#F9F9F9;" |'''Saving Shift'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_duck_saving.png]]
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |n*
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |Active until landing. 9F/10F recovery (hit/whiff).
|-
|-
|}
|}
Zeile 163: Zeile 292:
! 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;" | Cancel
! style="background-color:#FFd800;" | Note
! style="width:60px;background-color:#FFd800;" | Note
|-
|-
| style="background-color:#F9F9F9;" |'''2A'''
| style="background-color:#F9F9F9;" |'''2A'''
Zeile 172: Zeile 300:
| style="background-color:#F9F9F9;" |+6
| style="background-color:#F9F9F9;" |+6
| style="background-color:#F9F9F9;" |+5
| style="background-color:#F9F9F9;" |+5
| style="background-color:#F9F9F9;" |S,C
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
|-
|-
Zeile 181: Zeile 308:
| style="background-color:#F9F9F9;" |+5
| style="background-color:#F9F9F9;" |+5
| style="background-color:#F9F9F9;" |+4
| style="background-color:#F9F9F9;" |+4
| style="background-color:#F9F9F9;" |C
| style="background-color:#F9F9F9;" |Low hit. Less damage & stun than 2A
| style="background-color:#F9F9F9;" |Low hit. Less damage & stun than 2A
|-
|-
Zeile 190: Zeile 316:
| style="background-color:#F9F9F9;" |+3
| style="background-color:#F9F9F9;" |+3
| style="background-color:#F9F9F9;" |+2
| style="background-color:#F9F9F9;" |+2
| style="background-color:#F9F9F9;" |S
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
|-
|-
Zeile 199: Zeile 324:
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |S
| style="background-color:#F9F9F9;" |Low hit. Special Cancel.
| style="background-color:#F9F9F9;" |Low hit. Special Cancel.
|-
|-
Zeile 208: Zeile 332:
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-1
| style="background-color:#F9F9F9;" |-1
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |Low hit. Knockdown.
| style="background-color:#F9F9F9;" |trifft tief. Knockdown.
|-
|-
| style="background-color:#F9F9F9;" |'''3B'''
| style="background-color:#F9F9F9;" |'''3B'''
Zeile 216: Zeile 339:
| style="background-color:#F9F9F9;" |15
| style="background-color:#F9F9F9;" |15
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-11/+0*
| style="background-color:#F9F9F9;" |-11/+1*
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |"Needle Low". Low Hit. Knockdown. Low Profile. Frame Data close/far.
| 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'''
| 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;" |-
| 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;" |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;" |'''dashing 3C'''
| style="background-color:#F9F9F9;" |'''dashing 3C'''
Zeile 235: Zeile 356:
| style="background-color:#F9F9F9;" |/
| 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;" |27F Hit Invul (not throw). Also exists as a Chain Combo (with no invul & shorter dash).
|-
|-
|}
|}
Zeile 248: Zeile 368:
! 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;" | Cancel
! style="background-color:#FFd800;" | Note
! style="width:60px;background-color:#FFd800;" | Note
|-
|-
| style="background-color:#F9F9F9;" |'''5B(chain)'''
| style="background-color:#F9F9F9;" |'''5B(chain)'''
Zeile 257: Zeile 376:
| style="background-color:#F9F9F9;" |+1
| style="background-color:#F9F9F9;" |+1
| style="background-color:#F9F9F9;" |+0
| style="background-color:#F9F9F9;" |+0
| style="background-color:#F9F9F9;" |Ch
| style="background-color:#F9F9F9;" |Good for Pressure
| style="background-color:#F9F9F9;" |Good for Pressure
|-
|-
Zeile 266: Zeile 384:
| style="background-color:#F9F9F9;" |-3
| style="background-color:#F9F9F9;" |-3
| style="background-color:#F9F9F9;" |-4
| style="background-color:#F9F9F9;" |-4
| style="background-color:#F9F9F9;" |Ch
| style="background-color:#F9F9F9;" |Low Hit
| style="background-color:#F9F9F9;" |Low Hit
|-
|-
Zeile 275: Zeile 392:
| 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;" |Launch (no Juggle).
| style="background-color:#F9F9F9;" |Launch (no Juggle).
|-
|-
Zeile 284: Zeile 400:
| style="background-color:#F9F9F9;" |+0
| style="background-color:#F9F9F9;" |+0
| style="background-color:#F9F9F9;" |-9
| style="background-color:#F9F9F9;" |-9
| style="background-color:#F9F9F9;" |S
| 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 293: Zeile 408:
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-12
| style="background-color:#F9F9F9;" |-12
| style="background-color:#F9F9F9;" |S
| style="background-color:#F9F9F9;" |Launch (juggle).
| style="background-color:#F9F9F9;" |Launch (juggle).
|-
|-
| style="background-color:#F9F9F9;" |'''2A>3C'''
| style="background-color:#F9F9F9;" |'''2A>3C'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_duck_2A3C.png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_duck_2A3C.png]][[bild:kofxi_duck_2A3C_gif.gif]]
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |12*
| style="background-color:#F9F9F9;" |17
| style="background-color:#F9F9F9;" |-3
| style="background-color:#F9F9F9;" |-3
| style="background-color:#F9F9F9;" |-4
| style="background-color:#F9F9F9;" |-4
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |F1-12 Counterhit-state & low profile. F13+14 crouching recovery. F15-17 regular 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 309: Zeile 422:
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |27
| style="background-color:#F9F9F9;" |27
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-13
| style="background-color:#F9F9F9;" |-14
| style="background-color:#F9F9F9;" |-14
| style="background-color:#F9F9F9;" |/
| 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 317: Zeile 429:


{| 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 attacks
|+ 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 323: Zeile 435:
! 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;" | Note
! style="background-color:#FFd800;" | Note
|-
|-
| style="background-color:#F9F9F9;" |'''j.A'''
| style="background-color:#F9F9F9;" |'''j.A'''
Zeile 329: Zeile 441:
| 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 407: Zeile 519:
| 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;" |F1-18 counterhit-state. *Duck stops mid-air F7-F19.
| style="background-color:#F9F9F9;" |"Duck Feint". F1-18 counterhit-state. *Duck stops mid-air F7-F19.
|-
|-
| 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 427: Zeile 539:
! 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="background-color:#FFd800;" | Note
|-
|-
| style="background-color:#F9F9F9;" |'''Air Throw'''
| style="background-color:#F9F9F9;" |'''Air Throw'''
Zeile 454: Zeile 566:
| 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'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_duck_236C3C.png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_duck_236C3C.png]]
| style="background-color:#F9F9F9;" |'''236C>3C'''
| style="background-color:#F9F9F9;" |'''236C>C'''
| style="background-color:#F9F9F9;" |2
| style="background-color:#F9F9F9;" |2
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
Zeile 470: Zeile 582:
| 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 479: Zeile 591:
| 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 492: Zeile 604:
| 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 508: Zeile 620:
| 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 517: Zeile 629:
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |minus
| style="background-color:#F9F9F9;" |minus
| style="background-color:#F9F9F9;" |Low Profile during Startup. First Hit hits low. Dream Cancel.
| style="background-color:#F9F9F9;" |Low Profile during Startup. First Hit hits low. Super / Dream Cancel.
|-
|-
| style="background-color:#F9F9F9;" |'''Beat Rush'''
| style="background-color:#F9F9F9;" |'''Beat Rush'''
Zeile 535: Zeile 647:
| 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 546: Zeile 658:
| style="background-color:#F9F9F9;" |F1-6 invul. Activation.
| style="background-color:#F9F9F9;" |F1-6 invul. Activation.
|-
|-
| style="background-color:#F9F9F9;" |'''Rolling Punish'''
| style="background-color:#F9F9F9;" |'''Rolling Punisher'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_duck_236236P.png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_duck_236236P.png]]
| style="background-color:#F9F9F9;" |'''dd.236236P'''
| style="background-color:#F9F9F9;" |'''dd.236236P'''
Zeile 555: Zeile 667:
| style="background-color:#F9F9F9;" |Duck Dance Followup. F1 invul. Airborne from F2.
| style="background-color:#F9F9F9;" |Duck Dance Followup. F1 invul. Airborne from F2.
|-
|-
| style="background-color:#F9F9F9;" |'''Rolling Punish (air)'''
| style="background-color:#F9F9F9;" |'''Diving Punisher'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_duck_jump_214214P.png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_duck_jump_214214P.png]]
| style="background-color:#F9F9F9;" |'''dd.j.214214P'''
| style="background-color:#F9F9F9;" |'''dd.j.214214P'''
Zeile 571: Zeile 683:
| 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. Juggle anywhere.
|-
|-
| style="background-color:#F9F9F9;" |'''Break Hurricane'''
| style="background-color:#F9F9F9;" |'''Break Hurricane'''
Zeile 578: Zeile 690:
| 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'''
Zeile 593: Zeile 705:
|}
|}


'''Chain Combos'''<br>
'''Blockstring & Chain Combo Frame Data'''<br>
''Note: all advantage/disadvantage numbers need to be revised, they are likely ~1 frame off.''
{| 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
Zeile 601: Zeile 712:
! style="width:60px;background-color:#FFd800;" | Guard
! style="width:60px;background-color:#FFd800;" | Guard
! style="width:60px;background-color:#FFd800;" | Cancel
! style="width:60px;background-color:#FFd800;" | Cancel
! style="width:60px;background-color:#FFd800;" | Note
! style="background-color:#FFd800;" | Note
|-
|-
| style="background-color:#F9F9F9;" |'''2D(1)>214D'''
| style="background-color:#F9F9F9;" |'''2D(1)>214D'''
Zeile 611: Zeile 722:
|-
|-
| style="background-color:#F9F9F9;" |'''2A>5B'''
| style="background-color:#F9F9F9;" |'''2A>5B'''
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |5*
| style="background-color:#F9F9F9;" |+1
| style="background-color:#F9F9F9;" |+1
| style="background-color:#F9F9F9;" |+0
| style="background-color:#F9F9F9;" |+0
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |*=5B(chain) startup
|-
|-
| style="background-color:#F9F9F9;" |'''2A>5B>5C'''
| style="background-color:#F9F9F9;" |'''2A>5B>5C'''
| style="background-color:#F9F9F9;" |9
| style="background-color:#F9F9F9;" |9*
| 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;" |
| style="background-color:#F9F9F9;" |Launch (no Knockdown, no followup possible)
| style="background-color:#F9F9F9;" |Launch (no Knockdown, no followup possible). *=5C(chain) startup
|-
|-
| style="background-color:#F9F9F9;" |'''2A>5B>6C'''
| style="background-color:#F9F9F9;" |'''2A>5B>6C'''
| style="background-color:#F9F9F9;" |10
| style="background-color:#F9F9F9;" |10*
| style="background-color:#F9F9F9;" |+0
| style="background-color:#F9F9F9;" |+0
| style="background-color:#F9F9F9;" |-9
| style="background-color:#F9F9F9;" |-9
| 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. *=6C(chain) startup
|-
|-
| style="background-color:#F9F9F9;" |'''2B>2B'''
| style="background-color:#F9F9F9;" |'''2B>2B'''
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |5*
| style="background-color:#F9F9F9;" |-3
| style="background-color:#F9F9F9;" |-3
| style="background-color:#F9F9F9;" |-4
| style="background-color:#F9F9F9;" |-4
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |*=2B(chain) startup
|-
|-
| style="background-color:#F9F9F9;" |'''2B>2B>3D'''
| style="background-color:#F9F9F9;" |'''2B>2B>3D'''
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |7*
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-12
| style="background-color:#F9F9F9;" |-12
| style="background-color:#F9F9F9;" |S
| style="background-color:#F9F9F9;" |S
| style="background-color:#F9F9F9;" |Special Cancel.
| style="background-color:#F9F9F9;" |Special Cancel. *=3D(chain) startup.
|-
|-
| style="background-color:#F9F9F9;" |'''2A>3C'''
| style="background-color:#F9F9F9;" |'''2A>3C'''
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |-3
| style="background-color:#F9F9F9;" |-4
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |F1-12 Counterhit-state & low profile. F13+14 crouching recovery. F15-17 regular recovery.
| style="background-color:#F9F9F9;" |/
| 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'''
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |-13
| style="background-color:#F9F9F9;" |-14
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |27F invul (not against throws). Identical to dashing 3C.
| style="background-color:#F9F9F9;" |/
|-
| style="background-color:#F9F9F9;" |Long slide with invul (see above)
|}
|}


'''Frame Data for specific situations'''<br>
'''Frame Data for specific situations'''<br>
''Note: all advantage/disadvantage numbers need to be revised, they are likely ~1 frame off.''
{| 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
Zeile 728: Zeile 839:
| style="background-color:#F9F9F9;" |minus
| style="background-color:#F9F9F9;" |minus
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |-
|-
|}
|}
==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 [https://wiki.hardedge.org/wiki/The_King_of_Fighters_XI:_Advanced_System_Mechanics#Advanced_Throw_Rules 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 ==
== Combos ==
 
===Basic Combos ===
*(j.D,) 2A,2A-5B-6C, then:
*(j.D,) 2A,2A-5B-6C, then:
**214B
**214B
**Shift In Combo
**Quick Shift
**632146P etc.
**632146P


*Corner (j.D,)2A-5B-3D,22CDE, link 214214K: 2 Stocks, only in corner.
*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.
**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.
 


*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.


''' Team Combos '''
=== Shift Combos ===
'''Universal'''
'''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.
*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.
Zeile 752: Zeile 868:


'''K'''
'''K'''
Duck 3B > QS K' > while falling j.214B/D combos. If close to corner, LDM can be linked afterwards, as always.
*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 [https://youtu.be/JbB_S4fNbbY?t=5978 here],from BZR.
 
=== Other Combos ===
*Meaty 5C(c) combos into 2A on back hit, [https://youtu.be/5VddaATerYY?t=1242 see here]
 
==Strategy & Okizeme==
*Standing Break Spiral: input as 4123632,8,2B. Source: BZR.


==Matchups==
==Matchups==
Zeile 760: Zeile 884:
<nowiki>*</nowiki>1: Source: Sawakoro, Serio & Nori, c~ 5:15<br>
<nowiki>*</nowiki>1: Source: Sawakoro, Serio & Nori, c~ 5:15<br>
<nowiki>*</nowiki>2: Source: kofxi_bot, these characters can keep Duck from jumping, or beat his jump ins.
<nowiki>*</nowiki>2: Source: kofxi_bot, these characters can keep Duck from jumping, or beat his jump ins.
=== Vs Kula ===
=== 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."<br>
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>
Zeile 768: Zeile 893:
: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.
: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.
:Timing smalljump attacks at the apex of the jump will make them go over 236236A.
:dash 3C can also be used to bait 236236A.
:Duck Feint (dashing 3C) can also be used to bait 236236A.


'''Incoming'''
'''Incoming'''
Zeile 774: Zeile 899:


=== Vs Ralf ===
=== 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 ([https://www.youtube.com/watch?v=rJOdVi8fmZg BZR uses this])
: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 ([https://www.youtube.com/watch?v=rJOdVi8fmZg BZR uses this])
 
===Vs Maxima===
Good matchup for Duck. Maxima has massive problems escaping from Duck's 2A pressure.


== Links & Videos ==
== Links & Videos ==
19.065

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