(→Break Storm (2369K): more accurate input) |
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| 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. | | 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. | ||
* Can be input with either 3P, 6P or 9P which can make this move come out by accident, especially with the A version's quick charge time. Simultaneous AC/AD inputs can be used to execute A normals with charge (for Dodge Attack or walking 5A/2A strings). | |||
{{AttackData-FFS | {{AttackData-FFS | ||
| version = A | | version = A | ||
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}} | }} | ||
===== <span class="invisible-header">Break Storm ( | ===== <span class="invisible-header">Break Storm (2369K)</span> ===== | ||
{{MoveData | {{MoveData | ||
| name = Break Storm | | name = Break Storm | ||
| input = | | input = 2369B/D | ||
| subtitle = | | subtitle = | ||
| image = FFS Duck 2369K.png | | image = FFS Duck 2369K.png | ||
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=== Advanced Strategy === | === Advanced Strategy === | ||
[https://youtu.be/R21XxJ6VSfY Break Spiral | ==== Performing Break Spiral ==== | ||
Doing a raw standing Break Spiral requires inputting 3BC within 3 frames of inputting 9 which is extremely difficult and not recommended. Thankfully, there are a multitude of easier methods to execute the move. | |||
* The easiest and most obvious ways to buffer Break Spiral are when landing from a jump, waking up, or during a backdash, however these are very easy to opponents to see coming and none of them can be used as part of Duck's offense. Using Break Spiral to cancel a backdash's recovery is still a very strong defensive option. | |||
* An easy way to incorporate Break Spiral offensively is to use 2B at a range where it just barely whiffs and kara cancelling it. Unlike the above methods this cannot be reacted to, and is not terribly risky if misspaced as 2B is a strong low-risk attack. Input as 412'''3B'''693BC. | |||
* Tick throwing the opponent after a light normal is the most deadly application of Break Spiral, but is quite difficult. In order to execute it consistently, some explanation is needed. | |||
** Break Spiral has a generous 13F acceptance period between individual inputs of the 4123693BC motion. This means that a slow input such as 4 (wait 12F) 1 (wait 12F) 2 (wait 12F) 3 (wait 12F) 6 (wait 12F) 9 (wait 12F) 3BC is a valid Break Spiral. 3 and BC are not counted as separate inputs and must both be input within 13F of the 9 input. Inputting a slow Break Spiral is useful for tick throwing after a blocked 2A for example. Normally the huge frame advantage (+8) would make this impossible without doing a raw standing Break Spiral, but if 9 is input right before Duck recovers then there can be up to a 4 frame window to input the delayed 3BC. | |||
* Tick throws after a blocked Lane Blast are also possible and not too difficult | |||
* Break Spiral's instant startup and long range enables many great punishes to the opponent's negative attacks. | |||
* If 3D gets blocked there's no harm in buffering Break Spiral for a possible tick throw, but the opponent will often be out of range unless in the corner or if 3D was poorly spaced. | |||
* Whiffing c5D over the opponent's head is an extremely easy way to buffer Break Spiral, but this is only useful for an easy kill on a dizzy opponent instead of risking a dropped combo. | |||
* c5C, despite being quite a bad normal, can cancel into an unjumpable Break Spiral on block. | |||
[https://youtu.be/R21XxJ6VSfY Break Spiral Showcase] | |||
[https://youtu.be/9rOAeJ14QjE Break Spiral Handcam Showcase] | [https://youtu.be/9rOAeJ14QjE Break Spiral Handcam Showcase] |
Latest revision as of 01:07, 4 June 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 |
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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 | |
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c5B
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
11 | 2 | Mid | 4 | 4 | 8 | 15 | +4 | +5 | Kara Cancel | |
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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 | |
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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 | |
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2C
2D
Jumping Normals
jA
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
9 | 2 | Overhead | 5 | ∞ | / | / | - | - | - | |
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jB
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
11 | 2 | Overhead | 5 | ∞ | / | / | - | - | - | |
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jC
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|---|
Diagonal Jump | 18 | 4 | Overhead | 6 | 19 | / | / | - | - | - | |
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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 | / | / | - | - | - | |
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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 | |
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Back Lane | 22 | 5 | Mid | 10 | 4 | 13 | 26 | KD | +2 | Cancel, Lane Shift, Feet Invuln 10-18F | |
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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 | - | - | - | / | |
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C/D | 18 | 4 | Overhead | - | - | 4 | - | - | - | / | |
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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) | / | / |
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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 | |
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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.
- Can be input with either 3P, 6P or 9P which can make this move come out by accident, especially with the A version's quick charge time. Simultaneous AC/AD inputs can be used to execute A normals with charge (for Dodge Attack or walking 5A/2A strings).
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 | |
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C | 24 (6) | 6 | Mid | 12 | 24 | 20 | 56 | -2 | -8 | Airborne 10-36F | |
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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 | |
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D | 20 (5x2) | 6 | Mid | 10 | 2+15 | 30 | 56 | KD (both hits) | -19 | Upper-Body Invuln 1-7F | |
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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.
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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 | |
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D | 14x3 (3x4) | 6x3 | Mid | 9 | 3 (2) 3 (2) 23 | 35 | 76 | KD | -37 | Invincible 1-41F | |
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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) | / | - |
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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 CD can be used as anti-airs, or walking underneath the opponent
- [4]6A/C can be used for chip damage or as a callout, though it's not very rewarding
- 2369B/D is invincible but too small and unsafe to be used outside of specific situations
- 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
Advanced Strategy
Performing Break Spiral
Doing a raw standing Break Spiral requires inputting 3BC within 3 frames of inputting 9 which is extremely difficult and not recommended. Thankfully, there are a multitude of easier methods to execute the move.
- The easiest and most obvious ways to buffer Break Spiral are when landing from a jump, waking up, or during a backdash, however these are very easy to opponents to see coming and none of them can be used as part of Duck's offense. Using Break Spiral to cancel a backdash's recovery is still a very strong defensive option.
- An easy way to incorporate Break Spiral offensively is to use 2B at a range where it just barely whiffs and kara cancelling it. Unlike the above methods this cannot be reacted to, and is not terribly risky if misspaced as 2B is a strong low-risk attack. Input as 4123B693BC.
- Tick throwing the opponent after a light normal is the most deadly application of Break Spiral, but is quite difficult. In order to execute it consistently, some explanation is needed.
- Break Spiral has a generous 13F acceptance period between individual inputs of the 4123693BC motion. This means that a slow input such as 4 (wait 12F) 1 (wait 12F) 2 (wait 12F) 3 (wait 12F) 6 (wait 12F) 9 (wait 12F) 3BC is a valid Break Spiral. 3 and BC are not counted as separate inputs and must both be input within 13F of the 9 input. Inputting a slow Break Spiral is useful for tick throwing after a blocked 2A for example. Normally the huge frame advantage (+8) would make this impossible without doing a raw standing Break Spiral, but if 9 is input right before Duck recovers then there can be up to a 4 frame window to input the delayed 3BC.
- Tick throws after a blocked Lane Blast are also possible and not too difficult
- Break Spiral's instant startup and long range enables many great punishes to the opponent's negative attacks.
- If 3D gets blocked there's no harm in buffering Break Spiral for a possible tick throw, but the opponent will often be out of range unless in the corner or if 3D was poorly spaced.
- Whiffing c5D over the opponent's head is an extremely easy way to buffer Break Spiral, but this is only useful for an easy kill on a dizzy opponent instead of risking a dropped combo.
- c5C, despite being quite a bad normal, can cancel into an unjumpable Break Spiral on block.