Duck King(KOFXI): Unterschied zwischen den Versionen

Frame data update (automated)
(Frame data update (automated))
(Frame data update (automated))
Zeile 54: Zeile 54:


==Frame Data==
==Frame Data==
 
''Note: All Conqueror's Guide data (damage, stun, guard damage, gauge) needs double-checking.''<br>
{| 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"
|+Short List
|+Short List
|-
|-
! Move !! S!! A!! Hit!! Grd!! Note
! Move !! S!! A!! Hit!! Grd!! Dmg!! C-Dmg!! Stn!! C-Stn!! G-Dmg!! Gauge!! J-Type!! Air!! C-Air!! Note
|-
|-
| '''Throw''' || 1 || 1 || <span style="color: blue;"> +43 </span> || / ||Hard knockdown.
| '''Throw''' || 1 || 1 || <span style="color: blue;"> +43 </span> || / ||16||0||0||0||0||0|| || || ||Hard knockdown.
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|-
| 5A(c) || 5 || 3|| <span style="color: blue;">+5</span>|| <span style="color: blue;">+4</span> ||
| 5A(c) || 5 || 3|| <span style="color: blue;">+5</span>|| <span style="color: blue;">+4</span> ||4||5||6||7||5||6|| || || ||
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| 5A(f) || 5 || 2|| <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> ||4||5||6||7||5||6|| || || ||
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| 5B(c) || 5 || 3|| <span style="color: blue;">+1</span>|| <span style="color: blue;">+0</span> ||Low Hit
| 5B(c) || 5 || 3|| <span style="color: blue;">+1</span>|| <span style="color: blue;">+0</span> ||4||5||6||7||5||6|| || || ||Low Hit
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|-
| 5B(f) || 7 || 28|| <span style="white-space: nowrap;"><span style="color: red;">-23</span>/<span style="color: blue;">+3</span>*</span>|| <span style="white-space: nowrap;"><span style="color: red;">-24</span>/<span style="color: blue;">+0</span>*</span> ||Can be cancelled into j.22 or j.214P. *=close/max range.
| 5B(f) || 7 || 28|| <span style="white-space: nowrap;"><span style="color: red;">-23</span>/<span style="color: blue;">+3</span>*</span>|| <span style="white-space: nowrap;"><span style="color: red;">-24</span>/<span style="color: blue;">+0</span>*</span> ||7||8||9||10||7||8|| || || ||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(c) || 6 || 3|| <span style="color: blue;">+4</span>|| <span style="color: blue;">+3</span> ||12||15||14||15||11||12|| || || ||
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| 5C(f) || 14 || 5|| <span style="color: blue;">+0</span>|| <span style="color: red;">-1</span> ||Whiffs against crouching opponents.
| 5C(f) || 14 || 5|| <span style="color: blue;">+0</span>|| <span style="color: red;">-1</span> ||13||16||15||16||12||14|| || || ||Whiffs against crouching opponents.
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| 5D(c) || 6 || 3+2|| <span style="color: red;">-2</span>|| <span style="color: red;">-3</span> ||Both hits have cancel.
| 5D(c) || 6 || 3+2|| <span style="color: red;">-2</span>|| <span style="color: red;">-3</span> ||12||14||14||16||10||12|| || || ||Both hits have cancel.
|-
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| 5D(f) || 12 || 4|| <span style="color: red;">-1</span>|| <span style="color: red;">-2</span> ||F3-8 Invul on feet.
| 5D(f) || 12 || 4|| <span style="color: red;">-1</span>|| <span style="color: red;">-2</span> ||14||17||15||16||12||14|| || || ||F3-8 Invul on feet.
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| 5E || 17 || 5|| KD|| <span style="color: blue;">+0</span> ||
| 5E || 17 || 5|| KD|| <span style="color: blue;">+0</span> ||14||17||12||13||14||16|| || || ||
|-
|-
| GC || 7 || 3|| KD|| <span style="color: red;">-13</span> ||F1-9 invul.
| GC || 7 || 3|| KD|| <span style="color: red;">-13</span> ||5||5||0||0||0||0|| || || ||F1-9 invul.
|-
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| 6A || 23 || 2|| <span style="color: blue;">+1</span>|| <span style="color: blue;">+0</span> ||Overhead, Kara-Cancel into Super works
| 6A || 23 || 2|| <span style="color: blue;">+1</span>|| <span style="color: blue;">+0</span> ||12||15||8||10||13||14|| || || ||Overhead, Kara-Cancel into Super works
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| Saving Shift || 0 || n*|| /|| / ||Active until landing. 9F/10F recovery (hit/whiff).
| Saving Shift || 0 || n*|| /|| / || || || || || || || || || ||Active until landing. 9F/10F recovery (hit/whiff).
|-
|-
| Backdash|| / || 22 || / || / ||F5-18 invul on feet. F19-22 recovery. 160px distance.
| Backdash|| / || 22 || / || / || || || || || || || || || ||F5-18 invul on feet. F19-22 recovery. 160px distance.
|-
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| 2A || 4 || 3|| <span style="color: blue;">+6</span>|| <span style="color: blue;">+5</span> ||
| 2A || 4 || 3|| <span style="color: blue;">+6</span>|| <span style="color: blue;">+5</span> ||4||5||6||7||5||6|| || || ||
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| 2B || 5 || 3|| <span style="color: blue;">+5</span>|| <span style="color: blue;">+4</span> ||
| 2B || 5 || 3|| <span style="color: blue;">+5</span>|| <span style="color: blue;">+4</span> ||4||5||6||7||5||6|| || || ||
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| 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> ||12||15||14||15||11||12|| || || ||
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| 2D || 8 || 3+3|| KD|| <span style="color: red;">-1</span> ||First hit has cancel
| 2D || 8 || 3+3|| KD|| <span style="color: red;">-1</span> ||14||16||14||16||10||12|| || || ||First hit has cancel
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| 3B || 7 || 15|| KD|| <span style="white-space: nowrap;"><span style="color: red;">-11</span>/<span style="color: blue;">+1</span>*</span> ||*close/max range
| 3B || 7 || 15|| KD|| <span style="white-space: nowrap;"><span style="color: red;">-11</span>/<span style="color: blue;">+1</span>*</span> ||12||15||8||10||13||14|| || || ||*close/max range
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| 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.
| OTG 2C || 5 || 30||<span style="color: blue;">+</span>*|| <span style="color: blue;">+</span>* ||8||10||6||8||0||8|| || || ||OTG hit. Can also hit normally if delayed. *=enough advantage to link an attack if done meaty.
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|dash 3C || / || 27|| /|| / ||Fully invulnerable, but can be thrown.
|dash 3C || / || 27|| /|| / ||0||0||0||0||0||0|| || || ||Fully invulnerable, but can be thrown.
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| 5B(chain) || 5 || 4|| <span style="color: blue;">+1</span>|| <span style="color: blue;">+0</span> ||
| 5B(chain) || 5 || 4|| <span style="color: blue;">+1</span>|| <span style="color: blue;">+0</span> ||7||8||9||10||7||8|| || || ||
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| 2B(chain) || 5 || 4|| <span style="color: red;">-3</span>|| <span style="color: red;">-4</span> ||
| 2B(chain) || 5 || 4|| <span style="color: red;">-3</span>|| <span style="color: red;">-4</span> ||4||5||6||7||5||6|| || || ||
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| 5C(chain) || 9 || 3|| KD|| <span style="color: blue;">+0</span> ||Launch (no juggle possible)
| 5C(chain) || 9 || 3|| KD|| <span style="color: blue;">+0</span> ||13||16||15||16||12||14|| || || ||Launch (no juggle possible)
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| 6C(chain) || 10 || 5|| <span style="color: blue;">+0</span>|| <span style="color: red;">-9</span> ||
| 6C(chain) || 10 || 5|| <span style="color: blue;">+0</span>|| <span style="color: red;">-9</span> ||12||15||14||15||11||12|| || || ||
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| 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> ||14||17||15||16||12||14|| || || ||Launch (juggle possible)
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| 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.
| 2A>3C || / || 17|| <span style="color: red;">-3</span>|| <span style="color: red;">-4</span> ||0||0||0||0||0||0|| || || ||F1-12 Counterhit-state & low profile. F13+14 crouching recovery. F15-17 regular recovery.
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| 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.
| 2D(1)>3C || / || 27|| <span style="color: red;">-13</span>|| <span style="color: red;">-14</span> ||0||0||0||0||0||0|| || || ||27F invul (not against throws). Identical to dashing 3C.
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| j.A || 5 || 8|| /|| / ||All small jump & j.A the same. Special Cancel.
| j.A || 5 || 8|| /|| / ||7||8||9||10||7||8|| || || ||All small jump & j.A the same. Special Cancel.
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| j.B || 7 || 8|| /|| / ||All small jump & j.B the same.
| j.B || 7 || 8|| /|| / ||7||8||9||10||7||8|| || || ||All small jump & j.B the same.
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| small C || 8 || 5|| /|| / ||Special cancel. Same hitbox as jump back C.
| small C || 8 || 5|| /|| / ||11||13||13||14||10||12|| || || ||Special cancel. Same hitbox as jump back C.
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| back C || 11 || 5|| /|| / ||No special cancel. Same hitbox as smalljump C.
| back C || 11 || 5|| /|| / ||13||16||15||16||12||14|| || || ||No special cancel. Same hitbox as smalljump C.
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| up C || 11 || 5|| /|| / ||Special cancel. Unique animation.
| up C || 11 || 5|| /|| / ||12||15||14||15||11||12|| || || ||Special cancel. Unique animation.
|-
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| fwd C || 11 || 5|| /|| / ||Special cancel.
| fwd C || 11 || 5|| /|| / ||12||15||14||15||11||12|| || || ||Special cancel.
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| small D || 7 || 6|| /|| / ||Same hitbox as jump back D.
| small D || 7 || 6|| /|| / ||11||13||13||14||10||12|| || || ||Same hitbox as jump back D.
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| back D || 7 || 6|| /|| / ||Same hitbox as smalljump D.
| back D || 7 || 6|| /|| / ||13||16||14||15||11||14|| || || ||Same hitbox as smalljump D.
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| up D || 8 || 5|| /|| / ||Unique animation.
| up D || 8 || 5|| /|| / ||12||15||14||15||11||12|| || || ||Unique animation.
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| fwd D || 7 || 6|| /|| / ||
| fwd D || 7 || 6|| /|| / ||12||15||14||15||11||12|| || || ||
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| j.E || 13 || 5|| /|| / ||All small jump E & j.E the same.
| j.E || 13 || 5|| /|| / ||12||15||10||11||12||14|| || || ||All small jump E & j.E the same.
|-
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| j.22 || 7* || 14*|| /|| / ||F1-18 counterhit-state. *Duck stops mid-air F7-F19. Earliest possible timing = F8 of jump.
| j.22 || 7* || 14*|| /|| / ||0||0||0||0||0||0|| || || ||F1-18 counterhit-state. *Duck stops mid-air F7-F19. Earliest possible timing = F8 of jump.
|-
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| j.22>6 || 19* || /|| /|| / ||Changes fall direction. *=forward momentum starts on F19 during j.22.
| j.22>6 || 19* || /|| /|| / ||0||0||0||0||0||0|| || || ||Changes fall direction. *=forward momentum starts on F19 during j.22.
|-
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| Air Throw || 1 || 1|| KD|| / ||Done with C/D + any direction except 8. Earliest possible timing = F8 of jump.
| Air Throw || 1 || 1|| KD|| / ||10||10||0||0||0||0|| || || ||Done with C/D + any direction except 8. Earliest possible timing = F8 of jump.
|-
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| 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>||12||15||10||12||12||10/6|| || || ||
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| 236C || 14 || 23|| <span style="color: blue;">+2</span>|| <span style="white-space: nowrap;"><span style="color: red;">-7</span>/<span style="color: blue;">+1</span>*</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="white-space: nowrap;"><span style="color: red;">-7</span>/<span style="color: blue;">+1</span>*</span>||14||16||16||18||16||10/8|| || || ||*2=2P Duck has more guard advantage than 1P Duck with this attack
|-
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| 236C>C || 2 || ?|| KD|| <span style="color: red;">-23</span>||
| 236C>C || 2 || ?|| KD|| <span style="color: red;">-23</span>||7||8||4||6||6||4/2|| || || ||
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| j.214A || 13 || n|| ~<span style="color: red;">+6</span>|| ~<span style="white-space: nowrap;"><span style="color: red;">-3</span>/<span style="color: blue;">+5</span>*</span>||Narrow angle. *2P Duck has more guard advantage than 1P Duck. Earliest possible timing = F2 of jump.
| j.214A || 13 || n|| ~<span style="color: red;">+6</span>|| ~<span style="white-space: nowrap;"><span style="color: red;">-3</span>/<span style="color: blue;">+5</span>*</span>||12||13||12||13||16||8/8|| || || ||Narrow angle. *2P Duck has more guard advantage than 1P Duck. Earliest possible timing = F2 of jump.
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| j.214C || 13 || n|| ~<span style="color: red;">+6</span>|| ~<span style="white-space: nowrap;"><span style="color: red;">-3</span>/<span style="color: blue;">+5</span>*</span>||Flat angle. *2P Duck has more guard advantage than 1P Duck. Earliest possible timing = F2 of jump.
| j.214C || 13 || n|| ~<span style="color: red;">+6</span>|| ~<span style="white-space: nowrap;"><span style="color: red;">-3</span>/<span style="color: blue;">+5</span>*</span>||14||15||15||16||20||8/10|| || || ||Flat angle. *2P Duck has more guard advantage than 1P Duck. Earliest possible timing = F2 of jump.
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| 214B || 9 || 13|| KD|| <span style="white-space: nowrap;"><span style="color: red;">-13</span>/<span style="color: red;">-3</span>*</span>||Can be cancelled into j.22. *=Close/max range.
| 214B || 9 || 13|| KD|| <span style="white-space: nowrap;"><span style="color: red;">-13</span>/<span style="color: red;">-3</span>*</span>||12||15||12||12||13||6/10|| || || ||Can be cancelled into j.22. *=Close/max range.
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| 214D || 9 || 3+20|| KD|| <span style="white-space: nowrap;"><span style="color: red;">-12</span>/<span style="color: blue;">+6</span>*</span>||First hit hits low. Can be cancelled into j.22. *=Close/max range.
| 214D || 9 || 3+20|| KD|| <span style="white-space: nowrap;"><span style="color: red;">-12</span>/<span style="color: blue;">+6</span>*</span>||17||18||14||15||15||6/14|| || || ||First hit hits low. Can be cancelled into j.22. *=Close/max range.
|-
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| 623B || 11 || 2+2|| KD|| <span style="color: red;">-28</span>||F1-4 Low profile. Hard knockdown. Whiffs against crouching opponents.
| 623B || 11 || 2+2|| KD|| <span style="color: red;">-28</span>||18||20||10||11||2||6/12|| || || ||F1-4 Low profile. Hard knockdown. Whiffs against crouching opponents.
|-
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| 623D || 9 || 23|| KD|| <span style="color: red;">-</span>||First hit hits low. F1-15 Low profile.
| 623D || 9 || 23|| KD|| <span style="color: red;">-</span>||21||23||14||15||14||6/4|| || || ||First hit hits low. F1-15 Low profile.
|-
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| 632146P || 5 || 24|| <span style="color: red;">-24</span>|| <span style="color: red;">-25</span>||"Deadly Rave" starter (Chain combo).  
| 632146P || 5 || 24|| <span style="color: red;">-24</span>|| <span style="color: red;">-25</span>||36||39||0||0||0||0|| || || ||"Deadly Rave" starter (Chain combo).
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| 4123692K || 1 || 2|| KD|| /||Command Grab. Hits during Super Freeze. F1-3 invul. 33F duration on whiff.
| 4123692K || 1 || 2|| KD|| /||40||40||0||0||0||0|| || || ||Command Grab. Hits during Super Freeze. F1-3 invul. 33F duration on whiff.
|-
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| 22C+D+E || 2 || 3*4|| KD|| <span style="color: red;">-</span>||Install Super. F1-6 invul.
| 22C+D+E || 2 || 3*4|| KD|| <span style="color: red;">-</span>||5||5||0||0||0||0|| || || ||Install Super. F1-6 invul.
|-
|-
| dd236236P || 6 || 32|| <span style="color: red;">-44</span>|| <span style="color: red;">-53</span>||Duck Dance Followup. Airborne from F2.
| dd236236P || 6 || 32|| <span style="color: red;">-44</span>|| <span style="color: red;">-53</span>||32||37||0||0||0||0|| || || ||Duck Dance Followup. Airborne from F2.
|-
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| dd j.214214P || 6 || n*|| <span style="color: red;">-51</span>|| <span style="color: red;">-52</span>||Duck Dance Followup. Can crossup. *=active until landing. Earliest possible timing = F3 of jump.
| dd j.214214P || 6 || n*|| <span style="color: red;">-51</span>|| <span style="color: red;">-52</span>||34||36||0||0||0||0|| || || ||Duck Dance Followup. Can crossup. *=active until landing. Earliest possible timing = F3 of jump.
|-
|-
| dd214214K || 4 || 25|| KD|| <span style="color: red;">-</span>||Duck Dance Followup. First hit hits low. Juggle anywhere.
| dd214214K || 4 || 25|| KD|| <span style="color: red;">-</span>||39||41||0||0||0||0|| || || ||Duck Dance Followup. First hit hits low. Juggle anywhere.
|-
|-
| dd236236K || 5 || 34|| KD|| <span style="color: red;">-</span>||Duck Dance Followup. First hit hits low.
| dd236236K || 5 || 34|| KD|| <span style="color: red;">-</span>||35||37||0||0||0||0|| || || ||Duck Dance Followup. First hit hits low.
|-
|-
| j.63214,63214E || 1 || 3|| KD|| /||Air Command Grab. 4F Counterhit-State after Active Time. ~19F Landing Recovery. Earliest possible timing = F2 of jump.
| j.63214,63214E || 1 || 3|| KD|| /||59||59||0||0||0||0|| || || ||Air Command Grab. 4F Counterhit-State after Active Time. ~19F Landing Recovery. Earliest possible timing = F2 of jump.
|-
|-
|}
|}
21.992

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