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*2P Duck has different frame data on 236C & j.214P: +1F advantage on guard after 236C and +5F advantage on guard after j.214P. | *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. | *Duck has 10F landing recovery from Quick Shifts, instead of the usual 4F. F9 is bugged and can be cancelled both into guard and attacks at the same time, see [https://www.youtube.com/clip/UgkxqOD3OBZLMkDt7rp2iOy6EUlvvTqML8N5 here]) | ||
F10 can be cancelled into guard and attacks, but not into movement. Whiffing an air attack cuts landing recovery to 1F. | |||
*Duck's air throw hitbox only appears of the opponent is airborne. This doesn't have any gameplay implications, but works differently than for other characters that have an air throw. | *Duck's air throw hitbox only appears of the opponent is airborne. This doesn't have any gameplay implications, but works differently than for other characters that have an air throw. | ||
*Duck's backdash recovery cannot be cancelled into 6A. | *Duck's backdash recovery cannot be cancelled into 6A. | ||