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*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.


=== Other Combos ===
*Meaty 5C(c) combos into 2A on back hit, [https://youtu.be/5VddaATerYY?t=1242 see here]


==Strategy & Okizeme==
==Strategy & Okizeme==

Version vom 19. Juli 2020, 01:56 Uhr

Duck King
ダック・キング
KOFXI duck full.png
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

KOFXI duck S.jpg KOFXI duck X.jpg KOFXI duck T.jpg KOFXI duck C.jpg
BUTTON SQUARE A.png BUTTON CROSS A.png BUTTON TRIANGLE A.png BUTTON CIRCLE A.png
A B C D
KOFXI duck R1S.jpg KOFXI duck R1X.jpg KOFXI duck R1T.jpg KOFXI duck R1C.jpg
R1 + BUTTON SQUARE A.png R1 + BUTTON CROSS A.png R1 + BUTTON TRIANGLE A.png R1 + BUTTON CIRCLE A.png
E+A E+B E+C E+D
KOFXI duck L1S.jpg KOFXI duck L1X.jpg KOFXI duck L1T.jpg KOFXI duck L1C.jpg
L1 + BUTTON SQUARE A.png L1 + BUTTON CROSS A.png L1 + BUTTON TRIANGLE A.png L1 + BUTTON CIRCLE A.png
Start+A Start+B Start+C Start+D

Frame Data

Standing Attacks
Attack Hitbox Startup Active Hit Guard Cancel Note
5A(c) Kofxi duck 5A(c).png 5 3 +5 +4 S,C
5A(f) Kofxi duck 5A(f).png 5 2 +5 +4 S,C
5B(c) Kofxi duck 5B(c).png 5 3 +1 +0 S Low Hit
5B(f) Kofxi duck 5B(f).png 7 28 -23/+3 -24/+0 S(air) Cancels into j.22. Frame Data close/far. The +3/+0 difference comes from the size difference of the regular & block hurtbox.
5C(c) Kofxi duck 5C(c).png 6 3 +4 +3 S
5C(f) Kofxi duck 5C(f).png 14 5 +0 -1 - kann geduckt werden
5D(c) Kofxi duck 5D(c) 1.pngKofxi duck 5D(c) 3.png 6 2+3 -2 -3 S 2 Hits, both have special cancel.
5D(f) Kofxi duck 5D(f).png 12 4 -1 -2 - Anti-Air. Invul on legs during startup.
5E Kofxi duck 5E.png 17 5 KD +0 S
6A Kofxi duck 6A.png 23 2 +1 +0 - "Mad Spin Hammer". Overhead, Kara-Cancel into Super works
Crouching Attacks
Attack Hitbox Startup Active Hit Guard Cancel Note
2A Kofxi duck 2A.png 4 3 +6 +5 S,C
2B Kofxi duck 2B.png 5 3 +5 +4 C Low hit. Less damage & stun than 2A
2C Kofxi duck 2C.png 9 2 +3 +2 S
2D(1) Kofxi duck 2D 1.png 8 3 / / S Low hit. Special Cancel.
2D(2) Kofxi duck 2D 2.png - 3 KD -1 - trifft tief. Knockdown.
3B Kofxi duck 3B.png 7 15 KD -11/+1* - "Needle Low". Low Hit. Knockdown. Low Profile. Frame Data close/far.
OTG 2C Kofxi duck OTG 2C.png ? 30 ~+7* ~+6* - "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.
dashing 3C Kofxi duck 663C.png / 27 / / - "Duck Feint". 27F Hit Invul (not throw). Also exists as a Chain Combo (with no invul & shorter dash).
Chain Combos
Attack Hitbox Startup Active Hit Guard Cancel Note
5B(chain) Kofxi duck 5B(chain).png 5 4 +1 +0 Ch Good for Pressure
2B(chain) Kofxi duck 2B(chain).png 5 4 -3 -4 Ch Low Hit
5C(chain) Kofxi duck 5C(chain).png 9 3 KD +0 / Launch (no Juggle).
6C(chain) Kofxi duck 6C(chain).png 10 5 +0 -9 S Special Cancel. Unusual discrepancy between hit/guard data.
3D(chain) Kofxi duck 3D(chain).png 7 4 KD -12 S Launch (juggle).
2A>3C Kofxi duck 2A3C.png / 12* -3 -4 / *Low Profile Slide & Counterhit-State F1-12. No invul. ~6F Recovery.
2D(1)>3C Kofxi duck 663C.png / 27 KD -14 / 27F invul (not against throws). Identical to dashing 3C.
Jump attacks
Attack Hitbox Startup Active Cancel Note
j.A Kofxi duck jump A.png 5 8 S(air) All small jump & j.A the same. Special Cancel.
j.B Kofxi duck jump B.png 7 8 / All small jump & j.B the same.
smalljump C Kofxi duck smalljump C.png 8 5 S(air) Special Cancel. Same Hitbox as jump back C.
jump back C Kofxi duck jump back C.png 11 5 / Same Hitbox as smalljump C
jump up C Kofxi duck jump up C.png 11 5 S(air)
jump forward C Kofxi duck jump forward C.png 11 5 S(air) Special Cancel.
smalljump D Kofxi duck smalljump D.png 7 6 / Great Jump-In. Same Hitbox as jump back D.
jump back D Kofxi duck jump back D.png 7 6 / Same Hitbox as smalljump D.
jump up D Kofxi duck jump up D.png 8 5 /
jump forward D Kofxi duck jump forward D.png 7 6 / Great Jump-In.
j.E Kofxi duck jump E.png 13 5 / All small jump E & j.E the same. Knockdown.
j.22 Kofxi duck j.22.png 7* 14* N&S "Duck Feint". F1-18 counterhit-state. *Duck stops mid-air F7-F19.
j.22>6 Kofxi duck j.226.png N&S changes fall direction.
Specials & Supers
Attack Hitbox Input Startup Active Hit Guard Note
Air Throw Kofxi duck airthrow.png j.6C/D 1 1 KD / Hitbox = 48x64 Pixel.
Head Spin Attack (L) Kofxi duck 236A.png 236A 12* 14 -5 -6 *1= active on 12F, but usually hits a few frames later since Duck remains static for a moment.
Head Spin Attack (H) Kofxi duck 236C.png 236C 14* 23 +2 -7/+1* *= 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)
Head Spin Attack (H) Followup Kofxi duck 236C3C.png 236C>3C 2 KD -23 Hard Knockdown.
Aerial Head Spin Attack(L) Kofxi duck j.214P.png j.214A 13 * ~+6* ~-3/~+5* 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.
Aerial Head Spin Attack(H) Kofxi duck j.214P.png j.214C 13 * +6* ~-3/~+5* 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.
Dancing Dive(L) Kofxi duck 214B.png 214B 9 13 KD -13*/-3* *= close/far. Can be cancelled into j.22.
Dancing Dive(H) (1P) Kofxi duck 214D 1.pngKofxi duck 214D 2.png 214D 9 3+20 KD -12*/~+6* First hit hits low. *= close/max range + crouch guard. Can be cancelled into j.22.
Break Storm(L) Kofxi duck 623B 1.pngKofxi duck 623B 2.pngKofxi duck 623B 3.png 623B 11 2+2 KD -28 Hard Knockdown. Low Profile during Startup.
Break Storm(H) Kofxi duck 623D 1.pngKofxi duck 623D 2.pngKofxi duck 623D 3.png
Kofxi duck 623D 4.pngKofxi duck 623D 5.pngKofxi duck 623D 6.png
623D 9 4+3+2
+2+2+10
KD minus Low Profile during Startup. First Hit hits low. Dream Cancel.
Beat Rush Kofxi duck 63214P.png 632146P 5 24 -24 -25 No invul. Deadly Rave Starter.
Break Spiral Kofxi duck 4123692K.png 412369,2K 1 2 KD N/A 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.
Duck Dance Kofxi duck 22CDE 1.pngKofxi duck 22CDE 2.pngKofxi duck 22CDE 3.png 22CDE 2 4+4+4 KD minus F1-6 invul. Activation.
Rolling Punisher Kofxi duck 236236P.png dd.236236P 6 32 -44 -53 Duck Dance Followup. F1 invul. Airborne from F2.
Diving Punisher Kofxi duck jump 214214P.png dd.j.214214P 6 * -51 -52 Duck Dance Followup. F1 invul. *=active until landing. Can crossup.
Dancing Caliber Kofxi duck 214214K 1.pngKofxi duck 214214K 2.pngKofxi duck 214214K 3.png
Kofxi duck 214214K 4.pngKofxi duck 214214K 5.pngKofxi duck 214214K 6.pngKofxi duck 214214K 7.png
dd.214214K 4 4+2+2
2+2+2+11
KD minus Duck Dance Followup. 1F invul. First hit hits low.
Break Hurricane Kofxi duck dance 236236K 1.pngKofxi duck dance 236236K 2.pngKofxi duck dance 236236K 3.png
Kofxi duck dance 236236K 4.pngKofxi duck dance 236236K 5.pngKofxi duck dance 236236K 6.pngKofxi duck dance 236236K 7.png
dd.236236K 5 4+10+4
2+2+2+10
minus Duck Dance Followup. 1F invul. First hit hits low.
High Bound Spiral Kofxi duck j.6321463214E.png j.63214,63214E 1 3 KD N/A Air Command Grab. 4F Counterhit-State after Active Time. ~19F Landing Recovery.

Chain Combos

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.


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. 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

Japanese Duck King Wiki
wtf

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