Duck King(KOFXI): Unterschied zwischen den Versionen

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==Strategy & Okizeme==
==Strategy & Okizeme==
*Hard knockdown (eg. back-turned combo into 623B or air throw), then...
*Hard knockdown (eg. back-turned combo into 623B or air throw), then...
**walk back, delay OTG 2C (hits as they stand up, crossup)
**walk back, delay OTG 2C (hits as they stand up, crossup) > combo into 2A..
** walk forward, roll (50/50 left right okizeme)+
** walk forward, roll (50/50 left right okizeme)+
*Corner back-turned combo into 623B (hard knockdown), then...
*Corner back-turned combo into 623B (hard knockdown), then...
**max delay OTG 2C (hits as they stand up, crossup)
**max delay OTG 2C (hits as they stand up, crossup) > combo into 2A..
**superjump j.D: 50/50 left/right okizeme
**superjump j.D: 50/50 left/right okizeme
*Midscreen combo into 214B, backdash, OTG 2C (hits crossup): only works if your opponent does not use ukemi (eg. because they are afraid of a run-through), source: [https://youtu.be/BKBnEIT-K4w?t=1013 k-tani]
*Midscreen combo into 214B, backdash, OTG 2C (hits crossup): only works if your opponent does not use ukemi (eg. because they are afraid of a run-through), source: [https://youtu.be/BKBnEIT-K4w?t=1013 k-tani]
*Corner DOWN! > late superjump up > j.214P: hits crossup on incoming & can be followed up with 2A. The mixup to this is a falling j.D, but this is not a true 50/50 and neutral j.D's hitbox is not great.
*Standing Break Spiral: input as 4123632,8,2B. Source: BZR.
*Standing Break Spiral: input as 4123632,8,2B. Source: BZR.


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