Duck King(KOFXI): Unterschied zwischen den Versionen

 
(19 dazwischenliegende Versionen desselben Benutzers werden nicht angezeigt)
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)
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]]
}}
}}


Zeile 87: Zeile 90:
| 2C || 9 || 2|| <span style="color: blue;">+3</span>|| <span style="color: blue;">+2</span> ||
| 2C || 9 || 2|| <span style="color: blue;">+3</span>|| <span style="color: blue;">+2</span> ||
|-
|-
| 2D || 8 || 3|| KD|| <span style="color: red;">-1</span> ||First hit has cancel
| 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
| 3B || 7 || 15|| KD|| <span style="color: red;">-11</span>/<span style="color: blue;">+1</span>* ||*close/max range
Zeile 105: Zeile 108:
| 3D(chain) || 7 || 4|| KD|| <span style="color: red;">-12</span> ||Launch (juggle possible)
| 3D(chain) || 7 || 4|| KD|| <span style="color: red;">-12</span> ||Launch (juggle possible)
|-
|-
| 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.
| 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|| /|| / ||Fully invulnerable, but can be thrown. Identical to dashing 3C.
| 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.A || 5 || 8|| /|| / ||All small jump & j.A the same. Special Cancel.
Zeile 139: Zeile 142:
| 236A || 12 || 14|| <span style="color: red;">-5</span>|| <span style="color: red;">-6</span>||
| 236A || 12 || 14|| <span style="color: red;">-5</span>|| <span style="color: red;">-6</span>||
|-
|-
| 236C || 12 || 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 || 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>3C || 2 || ?|| KD|| <span style="color: red;">-23</span>||
| 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.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
Zeile 181: 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;" | Note
! style="background-color:#FFd800;" | Note
|-
|-
| style="background-color:#F9F9F9;" |'''5A(c)'''
| style="background-color:#F9F9F9;" |'''5A(c)'''
Zeile 289: 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;" | Note
! style="background-color:#FFd800;" | Note
|-
|-
| style="background-color:#F9F9F9;" |'''2A'''
| style="background-color:#F9F9F9;" |'''2A'''
Zeile 365: 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;" | Note
! style="background-color:#FFd800;" | Note
|-
|-
| style="background-color:#F9F9F9;" |'''5B(chain)'''
| style="background-color:#F9F9F9;" |'''5B(chain)'''
Zeile 408: Zeile 411:
|-
|-
| 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;" |*Low Profile Slide & Counterhit-State F1-12. No invul. ~6F Recovery.
| style="background-color:#F9F9F9;" |F1-12 Counterhit-state & low profile. F13+14 crouching recovery. F15-17 regular recovery.
|-
|-
| style="background-color:#F9F9F9;" |'''2D(1)>3C'''
| style="background-color:#F9F9F9;" |'''2D(1)>3C'''
Zeile 419: 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;" |27F invul (not against throws). Identical to dashing 3C.
| style="background-color:#F9F9F9;" |27F invul (not against throws). Identical to dashing 3C.
Zeile 432: 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 536: 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 567: Zeile 570:
| 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 709: 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 719: 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)
|-
|-
|}
|}
Zeile 840: Zeile 843:


==Special Attributes & Bugs ==
==Special Attributes & Bugs ==
*2P Duck has +5F advantage on guard after 236C & j.214P.
*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'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.
*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.
Zeile 854: Zeile 858:
**Quick Shift 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.
 


=== Shift Combos ===
=== Shift Combos ===
Zeile 867: Zeile 870:
*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
*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 ===
=== Other Combos ===
19.065

Bearbeitungen