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[[File:Ffspecduck.png|right|The Brutal Break Dancer]] | [[File:Ffspecduck.png|right|The Brutal Break Dancer]] | ||
[[File:Ffspecduck_colors.png| | [[File:Ffspecduck_colors.png|right]] | ||
{{TOClimit|3}} | {{TOClimit|3}} | ||
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==Move List== | ==Move List== | ||
===General Hurtboxes=== | |||
{| border="1em" cellspacing="0" style="border: 1px solid #999;" | {| border="1em" cellspacing="0" style="border: 1px solid #999;" | ||
| align="center" | Standing || align="center" | Crouching || align="center" | Jumping || align="center" | Backdashing || align="center" | Taunting | | align="center" | Standing || align="center" | Crouching || align="center" | Jumping || align="center" | Backdashing || align="center" | Taunting | ||
Line 26: | Line 28: | ||
| align="center"; valign="bottom" | [[File:FFS Duck Stand.png|bottom]] || align="center"; valign="bottom" | [[File:FFS Duck Crouch.png|bottom]] || align="center"; valign="bottom" | [[File:FFS Duck 214K_6.png|bottom]] || align="center"; valign="bottom" | [[File:FFS Duck Backdash.gif|bottom]] || align="center"; valign="bottom" | [[File:FFS Duck Taunt.gif|bottom|Come on baby!]] | | align="center"; valign="bottom" | [[File:FFS Duck Stand.png|bottom]] || align="center"; valign="bottom" | [[File:FFS Duck Crouch.png|bottom]] || align="center"; valign="bottom" | [[File:FFS Duck 214K_6.png|bottom]] || align="center"; valign="bottom" | [[File:FFS Duck Backdash.gif|bottom]] || align="center"; valign="bottom" | [[File:FFS Duck Taunt.gif|bottom|Come on baby!]] | ||
|- | |- | ||
| align="center" | || align="center" | || align="center" | 52F (4+45+3) duration. || align="center" | | | align="center" | || align="center" | || align="center" | 52F (4+45+3) duration. || align="center" | Duck is considered airborne until recovery. 31F (28+3) duration. || align="center" | | ||
|} | |} | ||
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|Property=Kara Cancel | |Property=Kara Cancel | ||
|description= * Easily links to itself or other normals. | |description= * Easily links to itself or other normals. | ||
*Excellent close range blockstring and combo tool, especially against small characters. | |||
}} | }} | ||
}} | }} | ||
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|Property=Kara Cancel | |Property=Kara Cancel | ||
|description=*Won't hit unless you're right next to your opponent, and at that range you're better off using your jabs. | |description=*Won't hit unless you're right next to your opponent, and at that range you're better off using your jabs. | ||
*Not too great as an anti-air either, as it ends up trading most of the time. | |||
<gallery class="mw-collapsible"> | <gallery class="mw-collapsible"> | ||
FFS Duck 2C.png| | FFS Duck 2C.png| | ||
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|Block Adv= | |Block Adv= | ||
|Property= | |Property= | ||
|description= | |description=*Has minor option select potential since the command can overlap with his air grab. Not too noteworthy otherwise, even though the peace sign is a nice touch. | ||
}} | }} | ||
{{AttackData-FFS | {{AttackData-FFS | ||
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|Block Adv= | |Block Adv= | ||
|Property= | |Property= | ||
|description= * Crosses up. | |description= * Crosses up. Duck's main jump-in. | ||
}} | }} | ||
{{AttackData-FFS | {{AttackData-FFS | ||
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{{AttackData-FFS | {{AttackData-FFS | ||
|version=A/B | |version=A/B | ||
|Damage= | |Damage=18 | ||
|Stun=2 | |Stun=2 | ||
|Guard=Overhead | |Guard=Overhead | ||
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|header=no | |header=no | ||
|version=C/D | |version=C/D | ||
|Damage= | |Damage=18 | ||
|Stun=4 | |Stun=4 | ||
|Guard=Overhead | |Guard=Overhead | ||
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|description= | |description= | ||
<gallery class="mw-collapsible"> | <gallery class="mw-collapsible"> | ||
FFS Duck Dodge Attack.png| | FFS Duck Dodge Attack.png|Startup | ||
FFS Duck Dodge Attack 1.png| | FFS Duck Dodge Attack 1.png| | ||
FFS Duck Dodge Attack 2.png|Recovery | FFS Duck Dodge Attack 2.png|Recovery | ||
</gallery> | </gallery> | ||
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<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image=FFS_Duck_C Throw.png | |image=FFS_Duck_C Throw 1.png | ||
|caption= | |caption= | ||
|name=Rolling Neck Throw | |name=Rolling Neck Throw | ||
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|Damage=26 | |Damage=26 | ||
|Stun=3 | |Stun=3 | ||
|range=15 | |||
|Guard=Throw | |Guard=Throw | ||
|Startup=1 | |Startup=1 | ||
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|Property=/ | |Property=/ | ||
|description= * Switches sides. | |description= * Switches sides. | ||
}} | }} | ||
}} | }} | ||
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|Damage=26 | |Damage=26 | ||
|Stun=3 | |Stun=3 | ||
|range=28 | |||
|Guard=Throw | |Guard=Throw | ||
|Startup=1 | |Startup=1 | ||
Line 633: | Line 636: | ||
}} | }} | ||
=== | ===Special Moves=== | ||
===== <span class="invisible-header">Needle Low (3D)</span> ===== | ===== <span class="invisible-header">Needle Low (3D)</span> ===== | ||
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}} | }} | ||
}} | }} | ||
===== <span class="invisible-header">Head Spin Attack ([4]6P)</span> ===== | ===== <span class="invisible-header">Head Spin Attack ([4]6P)</span> ===== | ||
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| image = FFS Duck 46P.png | | image = FFS Duck 46P.png | ||
| caption = | | caption = | ||
| data = | | data =A Blanka ball. The only move in Duck's repertoire that hits even from full screen, so it's a valuable tool despite its risks. | ||
{{AttackData-FFS | {{AttackData-FFS | ||
| version = A | | version = A | ||
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| Property = Invincible 1-5F, Lower-Body Invuln 6-35F | | Property = Invincible 1-5F, Lower-Body Invuln 6-35F | ||
| description = * Charge time: 25F. | | description = * Charge time: 25F. | ||
*Faster startup but much worse recovery compared to the heavy version. Can be used after landing a Break Spiral to get back in faster. | |||
}} | }} | ||
{{AttackData-FFS | {{AttackData-FFS | ||
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| Property = Airborne 10-36F | | Property = Airborne 10-36F | ||
| description = * Charge time: 50F. | | description = * Charge time: 50F. | ||
*Safe on block, but still very risky if your opponent backsteps and the move ends up whiffing. Decent as a combo ender. | |||
}} | }} | ||
}} | }} | ||
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| Block Adv = -10 | | Block Adv = -10 | ||
| Property = Invincible 1-33F | | Property = Invincible 1-33F | ||
| description = | | description = * Invulnerable anti-air and reversal. Safer than the heavy version. | ||
}} | }} | ||
{{AttackData-FFS | {{AttackData-FFS | ||
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| Block Adv = -37 | | Block Adv = -37 | ||
| Property = Invincible 1-41F | | Property = Invincible 1-41F | ||
| description = * Travels farther than the B version. | | description = * Travels farther than the B version. Use with caution, as it's incredibly unsafe if the last hit fails to land. | ||
* Massive stun potential (18 points) if you can land all 3 hits, but you'll need to be point blank for that to happen. | |||
}} | }} | ||
}} | }} | ||
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| input = 4123692B+C | | input = 4123692B+C | ||
| subtitle = When health is flashing | | subtitle = When health is flashing | ||
| image = FFS Duck 4123692BC. | | image = FFS Duck 4123692BC 1.gif | ||
| caption = | | caption = | ||
| data = | | data = | ||
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| Damage = 48 | | Damage = 48 | ||
| Stun = 4 | | Stun = 4 | ||
| range = 59 | |||
| Guard = Throw | | Guard = Throw | ||
| Startup = 1 | | Startup = 1 | ||
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| description = * A huge damage instant throw with fantastic range and no whiff animation. | | description = * A huge damage instant throw with fantastic range and no whiff animation. | ||
* The final 2 input can alternatively be a 1 or 3. Going from 9 to 3 is the easiest input method. | * The final 2 input can alternatively be a 1 or 3. Going from 9 to 3 is the easiest input method. | ||
}} | }} | ||
}} | }} | ||
==Combos== | ==Combos== | ||
* c5A x N > f5B > 214D | * c5A/2A x N > f5B > 214D | ||
2A will hit crouching opponents. | |||
* 2C (2 hits) > 214D | * 2C (2 hits) > 214D | ||
* 2B > 2A x 1~3 > f5B > 214D | * 2B > 2A x 1~3 > f5B > 214D | ||
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* f5C x 2 > [4]6P | * f5C x 2 > [4]6P | ||
== | == Strategy == | ||
=== The Basics === | |||
'' | Key Moves include: | ||
* '''c5A'''/'''2A''' are fast buttons with insane frame advantage which when combined with Duck's movespeed allow him to do microwalk touch-of-stun combos and lengthy blockstring pressure. When the opponent is backturned, it is easy to continue the combo till death. c5A is more advantageous while 2A hits crouching characters and isn't limited by proximity | |||
* '''f5C''' moves forward and is advantageous on block, allowing Duck to pressure from farther away (even with repeated f5Cs) | |||
* '''3D''' cleanly goes under any projectile that doesn't crawl along the ground (except Cheng's 236A) and can be spaced to be safe on block | |||
* '''f5A''' and '''2369B''' can be used as anti-airs | |||
* '''[4]6A/C''' can be used for chip damage or as a callout, though it's not very rewarding | |||
* '''4123693BC''' has an extremely difficult input but makes Duck a much more versatile character when mastered. Great to use from a backdash, as a tick throw, or to punish from far range. Performing the "Standing Break Spiral" can be assisted by kara cancelling from a normal | |||
[https://youtu.be/R21XxJ6VSfY Break Spiral Study Material] | |||
[https://youtu.be/9rOAeJ14QjE Break Spiral Handcam Showcase] | |||
=== Advanced Strategy === | |||
== | ==Matchups== | ||
===Vs. Andy Bogard=== | |||
===Vs. Axel Hawk=== | |||
===Vs. Big Bear=== | |||
===Vs. Billy Kane=== | |||
===Vs. Cheng Sinzan=== | |||
===Vs. Duck King=== | |||
===Vs. Geese Howard=== | |||
===Vs. Joe Higashi=== | |||
===Vs. Jubei Yamada=== | |||
===Vs. Kim Kaphwan=== | |||
===Vs. Laurence Blood=== | |||
===Vs. Mai Shiranui=== | |||
===Vs. Ryo Sakazaki=== | |||
===Vs. Terry Bogard=== | |||
===Vs. Tung Fu Rue=== | |||
===Vs. Wolfgang Krauser=== | |||
{{Navbox-FFS}} | {{Navbox-FFS}} | ||
[[Category:Fatal Fury Special]] | [[Category:Fatal Fury Special]] | ||
[[Category:Duck King]] | [[Category:Duck King]] |
Latest revision as of 23:49, 15 May 2025
Introduction
A breakdancing close range speedster that also gets grappler privileges once he has access to his super. Deadly if he gets in, harmless if he doesn't.
Pros | Cons |
---|---|
|
|
Move List
General Hurtboxes
Standing | Crouching | Jumping | Backdashing | Taunting |
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52F (4+45+3) duration. | Duck is considered airborne until recovery. 31F (28+3) duration. |
Close Standing Normals
c5A
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
9 | 2 | Mid | 3 | 3 | 4 | 9 | +9 | +10 | Kara Cancel | |
|
c5B
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
11 | 2 | Mid | 4 | 4 | 8 | 15 | +4 | +5 | Kara Cancel | |
|
c5C
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
18x2 | 4x2 | Mid | 9 | 4 (15) 6 | 8 | 41 | -9 | -10 | Kara Cancel, Feet Invuln 7-23F, 28-33F | |
c5D
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
15 | 4 | Mid | 10 | 10 | 13 | 32 | +1 | 0 | Kara Cancel | |
|
Far Standing Normals
f5A
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
7 | 2 | Mid | 4 | 4 | 8 | 15 | +4 | +5 | Kara Cancel | |
|
f5B
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
9 | 2 | Mid | 5 | 4 | 12 | 20 | 0 | +1 | Kara Cancel | |
|
f5C
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
16 | 4 | Mid | 12 | 5 | 5 | 21 | +14 | +13 | Cancel | |
|
f5D
Crouching Normals
2A
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
7 | 2 | Mid | 3 | 4 | 5 | 11 | +7 | +8 | Kara Cancel | |
|
2B
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
9 | 2 | Low | 4 | 4 | 5 | 12 | +7 | +8 | Kara Cancel | |
|
2C
2D
Jumping Normals
jA
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
9 | 2 | Overhead | 5 | ∞ | / | / | - | - | - | |
|
jB
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
11 | 2 | Overhead | 5 | ∞ | / | / | - | - | - | |
|
jC
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|---|
Diagonal Jump | 18 | 4 | Overhead | 6 | 19 | / | / | - | - | - | |
| |||||||||||
Neutral Jump | 18 | 4 | Overhead | 7 | 19 | / | / | - | - | - |
jD
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|---|
Diagonal Jump Gyro Attack/ジャイロアタック |
20 | 4 | Overhead | 5 | 20 | / | / | - | - | - | |
| |||||||||||
Neutral Jump Butt Kick/バットキック |
20 | 4 | Overhead | 5 | 15 | / | / | - | - | - |
Universal Mechanics
Lane Blast (CD)
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|---|
Front Lane | 22 | 5 | Mid | 11 | 4 | 13 | 27 | KD | +2 | Cancel, Lane Shift, Feet Invuln 6-18F | |
| |||||||||||
Back Lane | 22 | 5 | Mid | 10 | 4 | 13 | 26 | KD | +2 | Cancel, Lane Shift, Feet Invuln 10-18F | |
|
Lane Attack
Duck has the same lane attack for punch and kick buttons.
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|---|
A/B | 18 | 2 | Overhead | - | - | 4 | - | - | - | / | |
| |||||||||||
C/D | 18 | 4 | Overhead | - | - | 4 | - | - | - | / | |
|
Dodge Attack
Throws
Rolling Neck Throw (4/6C)
Damage | Stun | Range | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property |
---|---|---|---|---|---|---|---|---|---|---|
26 | 3 | 15 | Throw | 1 | 1 | / | - | KD (+67) | / | / |
|
Reverse Breaker (j2C)
Special Moves
Needle Low (3D)
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
7 | 6 | Low | 13 | 21 | 13 | 46 | KD | -16 | Upper-Body Invuln 13-33F | |
|
Head Spin Attack ([4]6P)
A Blanka ball. The only move in Duck's repertoire that hits even from full screen, so it's a valuable tool despite its risks.
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|---|
A | 16 (4) | 3 | Mid | 6 | 30 | 13 | 48 | -9 | -12 | Invincible 1-5F, Lower-Body Invuln 6-35F | |
| |||||||||||
C | 24 (6) | 6 | Mid | 12 | 24 | 20 | 56 | -2 | -8 | Airborne 10-36F | |
|
Dancing Dive (214K)
Can go over most fireballs but is highly punishable if whiffed/blocked.
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|---|
B | 10x2 (2x2) | 3x2 | Mid | 8 | 2+15 | 27 | 51 | KD (2nd hit) | -20 | Upper-Body Invuln 1-5F | |
| |||||||||||
D | 20 (5x2) | 6 | Mid | 10 | 2+15 | 30 | 56 | KD (both hits) | -19 | Upper-Body Invuln 1-7F | |
|
Beat Rush (646C)
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
7 (1x4 + 1x2) | 3 | Mid | 4 | 3 (2) 3 (5) 3 (7) 3 (19) 15 | 1 | 64 | Bad / KD | -26 (3rd hit) ~ +12 (5th hit) | Throw Invincible | |
Duck unleashes a flurry of attacks... that don't combo into each other.
|
Break Storm (2369K)
Advantage values are for the 3rd hit. First 2 hits do NOT knock down and can leave Duck punishable on hit.
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|---|
B | 7x3 (1x4) | 3x3 | Mid | 9 | 3 (2) 3 (2) 15 | 26 | 59 | KD | -10 | Invincible 1-33F | |
| |||||||||||
D | 14x3 (3x4) | 6x3 | Mid | 9 | 3 (2) 3 (2) 23 | 35 | 76 | KD | -37 | Invincible 1-41F | |
|
Desperation Move
Break Spiral (4123692BC)
Damage | Stun | Range | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property |
---|---|---|---|---|---|---|---|---|---|---|
48 | 4 | 59 | Throw | 1 | 1 | / | / | KD (+66) | / | - |
|
Combos
- c5A/2A x N > f5B > 214D
2A will hit crouching opponents.
- 2C (2 hits) > 214D
- 2B > 2A x 1~3 > f5B > 214D
- f5C > 214D
- f5C x 2 > [4]6P
Strategy
The Basics
Key Moves include:
- c5A/2A are fast buttons with insane frame advantage which when combined with Duck's movespeed allow him to do microwalk touch-of-stun combos and lengthy blockstring pressure. When the opponent is backturned, it is easy to continue the combo till death. c5A is more advantageous while 2A hits crouching characters and isn't limited by proximity
- f5C moves forward and is advantageous on block, allowing Duck to pressure from farther away (even with repeated f5Cs)
- 3D cleanly goes under any projectile that doesn't crawl along the ground (except Cheng's 236A) and can be spaced to be safe on block
- f5A and 2369B can be used as anti-airs
- [4]6A/C can be used for chip damage or as a callout, though it's not very rewarding
- 4123693BC has an extremely difficult input but makes Duck a much more versatile character when mastered. Great to use from a backdash, as a tick throw, or to punish from far range. Performing the "Standing Break Spiral" can be assisted by kara cancelling from a normal
Break Spiral Study Material Break Spiral Handcam Showcase