Fatal Fury Special/Duck King: Difference between revisions

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= Introduction =
[[File:Ffspecduck.png|right|The Brutal Break Dancer]]
[[File:Ffspecduck_colors.png|right]]
{{TOClimit|3}}


= Moves List =
==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.
{|
|-style="text-align:left;"
! Pros !! Cons
|- style="vertical-align:top;text-align:left"
| style="width: 50%;"|
* Fast in every way possible
* Flashiest combos in the game
* Extremely useful super move...
| style="width: 50%;"|
* ...which is also extremely tricky to pull off
* Effective only in close range
* Unsafe specials
|-
|}


== Normal Moves ==
==Move List==


== Special Moves ==
===General Hurtboxes===
{| 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"; 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" | 3F recovery. Duck is considered airborne. || align="center" |
|}


== Super Move ==
===Close Standing Normals===


= The Basics =
===== <span class="invisible-header">c5A</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Duck_c5A.png
|subtitle=Funk Elbow/ファンクエルボー
|caption=
|name=c5A
|data=
{{AttackData-FFS
|Damage=9
|Stun=2
|Guard=Mid
|Startup=3
|Active=3
|Recovery=4
|Total=9
|Hit Adv=+9
|Block Adv=+10
|Property=Kara Cancel
|description= * Links into itself a large amount of times thanks to Duck's walk speed, often leading to dizzy/death.
* Even when blocked, it leads to suffocating pressure.
}}
}}


= Advanced Strategy =
===== <span class="invisible-header">c5B</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Duck_c5B.png
|subtitle=Beat Low/ビートロー
|caption=
|name=c5B
|data=
{{AttackData-FFS
|Damage=11
|Stun=2
|Guard=Mid
|Startup=4
|Active=4
|Recovery=8
|Total=15
|Hit Adv=+4
|Block Adv=+5
|Property=Kara Cancel
|description=*Gives less frame advantage than c5A, but hits all crouching characters.
}}
}}


= Match-ups =
===== <span class="invisible-header">c5C</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Duck_c5C.png
|subtitle=Mad Spin/マッドスピン
|caption=
|name=c5C
|data=
{{AttackData-FFS
|Damage=18x2
|Stun=4x2
|Guard=Mid
|Startup=9
|Active=4 (15) 6
|Recovery=8
|Total=41
|Hit Adv=-9
|Block Adv=-10
|Property=Kara Cancel, Feet Invuln 7-23F, 28-33F
|description= * Advantage is from the first hit only.
*Two hits, but the second one never connects due to the amount of pushback on hit. Unsafe on block unless cancelled. No need to use this.
<gallery class="mw-collapsible">
  FFS Duck c5C.png|
  FFS Duck c5C 1.png|
  FFS Duck c5C 2.png|
  FFS Duck c5C 3.png|
</gallery>
}}
}}


== Vs. Andy Bogard ==
===== <span class="invisible-header">c5D</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Duck_c5D.png
|subtitle=Tower Back Kick/タワーバックキック
|caption=
|name=c5D
|data=
{{AttackData-FFS
|Damage=15
|Stun=4
|Guard=Mid
|Startup=10
|Active=10
|Recovery=13
|Total=32
|Hit Adv=+1
|Block Adv=0
|Property=Kara Cancel
|description=*Solid close range anti-air.
}}
}}


== Vs. Axel Hawk ==
===Far Standing Normals===


== Vs. Big Bear ==
===== <span class="invisible-header">f5A</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Duck_f5A.png
|subtitle=Funk Reverse/ファンクリバース
|caption=
|name=f5A
|data=
{{AttackData-FFS
|Damage=7
|Stun=2
|Guard=Mid
|Startup=4
|Active=4
|Recovery=8
|Total=15
|Hit Adv=+4
|Block Adv=+5
|Property=Kara Cancel
|description=*Decent as an anti-air. Beats Kim divekicks.
}}
}}


== Vs. Billy Kane ==
===== <span class="invisible-header">f5B</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Duck_f5B.png
|subtitle=Beat Side/ビートサイド
|caption=
|name=f5B
|data=
{{AttackData-FFS
|Damage=9
|Stun=2
|Guard=Mid
|Startup=5
|Active=4
|Recovery=12
|Total=20
|Hit Adv=0
|Block Adv=+1
|Property=Kara Cancel
|description=*Links from c5A, can combo into Dancing Dive, thus mainly used in combos.
}}
}}


== Vs. Cheng Sinzan ==
===== <span class="invisible-header">f5C</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Duck_f5C.png
|subtitle=Turn Chop/ターンチョップ
|caption=
|name=f5C
|data=
{{AttackData-FFS
|Damage=16
|Stun=4
|Guard=Mid
|Startup=12
|Active=5
|Recovery=5
|Total=21
|Hit Adv=+14
|Block Adv=+13
|Property=Cancel
|description= * Moves forward while boasting a great hitbox and frame advantage. Also one of the only cancellable far heavy normals in the game.
*One of the very few Duck normals that hits past point-blank range, so you'll be using this ''a lot''.
}}
}}


== Vs. Duck King (self) ==
===== <span class="invisible-header">f5D</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Duck_f5D.png
|subtitle=Windmill/ウインドミル
|caption=
|name=f5D
|data=
{{AttackData-FFS
|Damage=18
|Stun=4
|Guard=Mid
|Startup=9
|Active=3 (2) 2
|Recovery=34
|Total=49
|Hit Adv=-18
|Block Adv=-19
|Property=
|description=*Can beat low profile moves, but risky to use due to the long recovery.
<gallery class="mw-collapsible">
  FFS Duck f5D.png|
  FFS Duck f5D 1.png|
</gallery>
}}
}}


== Vs. Geese Howard ==
===Crouching Normals===


== Vs. Joe Higashi ==
===== <span class="invisible-header">2A</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Duck_2A.png
|subtitle=Reverse Jab/リバースジャブ
|caption=
|name=2A
|data=
{{AttackData-FFS
|Damage=7
|Stun=2
|Guard=Mid
|Startup=3
|Active=4
|Recovery=5
|Total=11
|Hit Adv=+7
|Block Adv=+8
|Property=Kara Cancel
|description= * Easily links to itself or other normals.
*Excellent close range blockstring and combo tool, especially against small characters.
}}
}}


== Vs. Jubei Yamada ==
===== <span class="invisible-header">2B</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Duck_2B.png
|subtitle=Slide Kick/スライドキック
|caption=
|name=2B
|data=
{{AttackData-FFS
|Damage=9
|Stun=2
|Guard=Low
|Startup=4
|Active=4
|Recovery=5
|Total=12
|Hit Adv=+7
|Block Adv=+8
|Property=Kara Cancel
|description= * Easily links to itself or other normals.
*Great low combo starter.
}}
}}


== Vs. Kim Kaphwan ==
===== <span class="invisible-header">2C</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS Duck 2C.png
|subtitle=Missile Head/ミサイルヘッド
|caption=
|name=2C
|data=
{{AttackData-FFS
|Damage=11x2
|Stun=4x2
|Guard=Mid
|Startup=7
|Active=3+8
|Recovery=18
|Total=35
|Hit Adv=-1
|Block Adv=0
|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.
*Not too great as an anti-air either, as it ends up trading most of the time.
<gallery class="mw-collapsible">
  FFS Duck 2C.png|
  FFS Duck 2C 1.png|
</gallery>
}}
}}


== Vs. Laurence Blood ==
===== <span class="invisible-header">2D</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Duck_2D.png
|subtitle=Back Spin/バックスピン
|caption=
|name=2D
|data=
{{AttackData-FFS
|Damage=13
|Stun=4
|Guard=Low
|Startup=4
|Active=2 (3) 2
|Recovery=23
|Total=33
|Hit Adv=KD
|Block Adv=-7
|Property=/
|description=*Fast startup, but very poor range for a sweep. If you want a knockdown, you're much better off using 3D.
<gallery class="mw-collapsible">
  FFS Duck 2D.png|
  FFS Duck 2D 1.png|
</gallery>
}}
}}


== Vs. Mai Shiranui ==
===Jumping Normals===


== Vs. Ryo Sakazaki ==
===== <span class="invisible-header">jA</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Duck_jA.png
|subtitle=Condor Chop/コンドルチョップ
|caption=
|name=jA
|data=
{{AttackData-FFS
|Damage=9
|Stun=2
|Guard=Overhead
|Startup=5
|Active=∞
|Recovery=/
|Total=/
|Hit Adv=
|Block Adv=
|Property=
|description= * Same frame data for diagonal and neutral jumps.
}}
}}


== Vs. Terry Bogard ==
===== <span class="invisible-header">jB</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Duck_jB.png
|image2=FFS_Duck_j8B.png
|subtitle=Duck Attack/ダックキック <br> Condor Kick/コンドルキック
|caption=Diagonal Jump
|caption2=Neutral Jump
|name=jB
|data=
{{AttackData-FFS
|Damage=11
|Stun=2
|Guard=Overhead
|Startup=5
|Active=∞
|Recovery=/
|Total=/
|Hit Adv=
|Block Adv=
|Property=
|description= * Same frame data for diagonal and neutral jumps.
*Diagonal version doesn't cross up, unlike its heavy counterpart. It does stay active for the entire duration of the jump, though.
}}
}}


== Vs. Tung Fu Rue ==
===== <span class="invisible-header">jC</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Duck_jC.png
|subtitle=Gyro Chop/ジャイロチョップ
|caption=
|name=jC
|data=
{{AttackData-FFS
|version=Diagonal Jump
|Damage=18
|Stun=4
|Guard=Overhead
|Startup=6
|Active=19
|Recovery=/
|Total=/
|Hit Adv=
|Block Adv=
|Property=
|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
|header=no
|version=Neutral Jump
|Damage=18
|Stun=4
|Guard=Overhead
|Startup=7
|Active=19
|Recovery=/
|Total=/
|Hit Adv=
|Block Adv=
|Property=
|description=
}}
}}


== Vs. Wolfgang Krauser ==
===== <span class="invisible-header">jD</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Duck_jD.png
|image2=FFS_Duck_j8D.png
|subtitle=
|caption=Diagonal Jump
|caption2=Neutral Jump
|name=jD
|data=
{{AttackData-FFS
|version=Diagonal Jump
|subtitle=Gyro Attack/ジャイロアタック
|Damage=20
|Stun=4
|Guard=Overhead
|Startup=5
|Active=20
|Recovery=/
|Total=/
|Hit Adv=
|Block Adv=
|Property=
|description= * Crosses up. Duck's main jump-in.
}}
{{AttackData-FFS
|header=no
|version=Neutral Jump
|subtitle=Butt Kick/バットキック
|Damage=20
|Stun=4
|Guard=Overhead
|Startup=5
|Active=15
|Recovery=/
|Total=/
|Hit Adv=
|Block Adv=
|Property=
|description=
}}
}}


===Universal Mechanics===


===== <span class="invisible-header">Lane Blast (CD)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Duck_CD_Front.png
|image2=FFS_Duck_CD_Back.png
|subtitle=Rolling Sobat/ローリングソバット
|caption=Front Lane
|caption2=Back Lane
|name=Lane Blast
|input=C+D
|data=
{{AttackData-FFS
|version=Front Lane
|Damage=22
|Stun=5
|Guard=Mid
|Startup=11
|Active=4
|Recovery=13
|Total=27
|Hit Adv=KD
|Block Adv=+2
|Property=Cancel, Lane Shift, Feet Invuln 6-18F
|description=*Fast startup for a CD. Pretty good counter against Burn Knuckle, Zaneiken and the like.
}}
{{AttackData-FFS
|header=no
|version=Back Lane
|Damage=22
|Stun=5
|Guard=Mid
|Startup=10
|Active=4
|Recovery=13
|Total=26
|Hit Adv=KD
|Block Adv=+2
|Property=Cancel, Lane Shift, Feet Invuln 10-18F
|description=*Startup is faster by one frame, more or less the same otherwise.
}}
}}


===== <span class="invisible-header">Lane Attack</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Duck_Lane_Attack_Front.png
|image2=FFS Duck Lane Attack Back.png
|subtitle=Spin Attack/スピンアタック
|caption=Front Lane
|caption2=Back Lane
|name=Lane Attack
|input=A/B/C/D from opposite lane
|data=Duck has the same lane attack for punch and kick buttons.
{{AttackData-FFS
|version=A/B
|Damage=18
|Stun=2
|Guard=Overhead
|Startup=
|Active=
|Recovery=4
|Total=
|Hit Adv=
|Block Adv=
|Property=/
|description= * Straight and fast lane attack.
}}
{{AttackData-FFS
|header=no
|version=C/D
|Damage=18
|Stun=4
|Guard=Overhead
|Startup=
|Active=
|Recovery=4
|Total=
|Hit Adv=
|Block Adv=
|Property=/
|description= * Slower high-angle lane attack.
}}
}}
===== <span class="invisible-header">Dodge Attack</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Duck_Dodge_Attack 1.png
|subtitle=Sway Ground Kick/スウェーグランドキック
|caption=
|name=Dodge Attack
|input=6A during proximity guard
|data=
{{AttackData-FFS
|Damage=11
|Stun=5
|Guard=Mid
|Startup=12
|Active=9
|Recovery=14
|Total=34
|Hit Adv=Air Reset
|Block Adv=+3
|Property=Cancel, Upper-Body Invuln 1-20F
|description=
<gallery class="mw-collapsible">
  FFS Duck Dodge Attack.png|Startup
  FFS Duck Dodge Attack 1.png|
  FFS Duck Dodge Attack 2.png|Recovery
</gallery>
}}
}}
===Throws===
===== <span class="invisible-header">Rolling Neck Throw (4/6C)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Duck_C Throw.png
|caption=
|name=Rolling Neck Throw
|input=close 4/6C
|data=
{{AttackData-FFS
|Damage=26
|Stun=3
|Guard=Throw
|Startup=1
|Active=1
|Recovery=/
|Hit Adv=KD (+67)
|Block Adv=/
|Property=/
|description= * Switches sides.
<gallery class="mw-collapsible">
  FFS Duck C Throw 1.png|
</gallery>
}}
}}
===== <span class="invisible-header">Reverse Breaker (j2C)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Duck_Air Throw.png
|caption=
|name=Reverse Breaker
|input=close j2C
|data=
{{AttackData-FFS
|Damage=26
|Stun=3
|Guard=Throw
|Startup=1
|Active=1
|Recovery=/
|Hit Adv=KD (+66)
|Block Adv=/
|Property=/
|description= * Can also be input with 1C and 3C.
<gallery class="mw-collapsible">
  FFS Duck Air Throw 1.png|
</gallery>
}}
}}
===Special Moves===
===== <span class="invisible-header">Needle Low (3D)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Duck_3D.png
|subtitle=
|caption=
|name=Needle Low
|input=3D
|data=
{{AttackData-FFS
|Damage=7
|Stun=6
|Guard=Low
|Startup=13
|Active=21
|Recovery=13
|Total=46
|Hit Adv=KD
|Block Adv=-16
|Property=Upper-Body Invuln 13-33F
|description= * Can be used to go under fireballs.
*Doesn't do much damage on its own, but knocks down on hit and gives Duck a chance to start his close range pressure. Essential move.
}}
}}
===== <span class="invisible-header">Head Spin Attack ([4]6P)</span> =====
{{MoveData
| name    = Head Spin Attack
| input    = [4]6A/C
| subtitle =
| image    = FFS Duck 46P.png
| caption  =
| 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
| version    = A
| subtitle    =
| Damage      = 16 (4)
| Stun        = 3
| Guard      = Mid
| Startup    = 6
| Active      = 30
| Recovery    = 13
| Total      = 48
| Hit Adv    = -9
| Block Adv  = -12
| Property    = Invincible 1-5F, Lower-Body Invuln 6-35F
| 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
| header      = no
| version    = C
| subtitle    =
| Damage      = 24 (6)
| Stun        = 6
| Guard      = Mid
| Startup    = 12
| Active      = 24
| Recovery    = 20
| Total      = 56
| Hit Adv    = -2
| Block Adv  = -8
| Property    = Airborne 10-36F
| 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.
}}
}}
===== <span class="invisible-header">Dancing Dive (214K)</span> =====
{{MoveData
| name    = Dancing Dive
| input    = 214B/D
| subtitle =
| image    = FFS Duck 214K 3.png
| caption  =
| data  = Can go over most fireballs but is highly punishable if whiffed/blocked.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show detailed hitboxes" data-collapsetext="hide detailed hitboxes">
  FFS Duck Dodge Attack.png|Upper-Body Invuln
  FFS Duck 214K 1.png|
  FFS Duck 214K 2.png|First Hit
  FFS Duck 214K 3.png|Second Hit
  FFS Duck 214K 4.png|
  FFS Duck 214K 5.png|
  FFS Duck 214K 6.png|
  FFS Duck 214K 7.png|
</gallery>
{{AttackData-FFS
| version    = B
| subtitle    =
| Damage      = 10x2 (2x2)
| Stun        = 3x2
| Guard      = Mid
| Startup    = 8
| Active      = 2+15
| Recovery    = 27
| Total      = 51
| Hit Adv    = KD (2nd hit)
| Block Adv  = -20
| Property    = Upper-Body Invuln 1-5F
| description = * Great in combos.
}}
{{AttackData-FFS
| header      = no
| version    = D
| subtitle    =
| Damage      = 20 (5x2)
| Stun        = 6
| Guard      = Mid
| Startup    = 10
| Active      = 2+15
| Recovery    = 30
| Total      = 56
| Hit Adv    = KD (both hits)
| Block Adv  = -19
| Property    = Upper-Body Invuln 1-7F
| description = * Travels farther than the B version.
* Can only hit once.
}}
}}
===== <span class="invisible-header">Beat Rush (646C)</span> =====
{{MoveData
| name    = Beat Rush
| input    = 646C
| subtitle =
| image    = FFS Duck 646C 3.png
| caption  =
| data  =
{{AttackData-FFS
| Damage      = 7 (1x4 + 1x2)
| Stun        = 3
| Guard      = Mid
| Startup    = 4
| Active      = 3 (2) 3 (5) 3 (7) 3 (19) 15
| Recovery    = 1
| Total      = 64
| Hit Adv    = Bad / KD
| Block Adv  = -26 (3rd hit) ~ +12 (5th hit)
| Property    = Throw Invincible
| description = Duck unleashes a flurry of attacks... that don't combo into each other.
* If used normally, the opponent will be pushed away and the later hits will whiff. If the final hit connects, it will either knock down on hit or do 2 hits of chip and leave Duck with frame advantage.
* The throw invincibility makes the 5th hit a usable meaty if the opponent has no reversal.
<gallery class="mw-collapsible">
  FFS Duck 646C.png|
  FFS Duck 646C.png|
  FFS Duck 646C 1.png|
  FFS Duck 646C 2.png|
  FFS Duck 646C 3.png|
</gallery>
}}
}}
===== <span class="invisible-header">Break Storm (2369K)</span> =====
{{MoveData
| name    = Break Storm
| input    = 2369B/D
| subtitle =
| image    = FFS Duck 2369K.png
| caption  =
| data  = Advantage values are for the 3rd hit. First 2 hits do NOT knock down and can leave Duck punishable on hit.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show detailed hitboxes" data-collapsetext="hide detailed hitboxes">
  FFS Duck 2369K.png|
  FFS Duck 2369K 1.png|
  FFS Duck 2369K 2.png|
  FFS Duck 2369K 3.png|
  FFS Duck 2369K 4.png|
  FFS Duck 2369K 5.png|
  FFS Duck 2369K 6.png|
  FFS Duck 2369K 7.png|
  FFS Duck 214K 4.png|Facing the other direction
  FFS Duck 214K 6.png|
  FFS Duck 214K 7.png|
</gallery>
{{AttackData-FFS
| version    = B
| Damage      = 7x3 (1x4)
| Stun        = 3x3
| Guard      = Mid
| Startup    = 9
| Active      = 3 (2) 3 (2) 15
| Recovery    = 26
| Total      = 59
| Hit Adv    = KD
| Block Adv  = -10
| Property    = Invincible 1-33F
| description = *Invulnerable anti-air and reversal. Safer than the heavy version.
}}
{{AttackData-FFS
| header      = no
| version    = D
| Damage      = 14x3 (3x4)
| Stun        = 6x3
| Guard      = Mid
| Startup    = 9
| Active      = 3 (2) 3 (2) 23
| Recovery    = 35
| Total      = 76
| Hit Adv    = KD
| Block Adv  = -37
| Property    = Invincible 1-41F
| 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 a corner crossup for that to happen.
}}
}}
===Desperation Move===
===== <span class="invisible-header">Break Spiral (4123692BC)</span> =====
{{MoveData
| name    = Break Spiral
| input    = 4123692B+C
| subtitle = When health is flashing
| image    = FFS Duck 4123692BC.png
| caption  =
| data  =
{{AttackData-FFS
| Damage      = 48
| Stun        = 4
| Guard      = Throw
| Startup    = 1
| Active      = 1
| Recovery    = /
| Total      = /
| Hit Adv    = KD (+66)
| Block Adv  = /
| Property    =
| 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.
<gallery class="mw-collapsible">
  FFS Duck 4123692BC 1.gif|
</gallery>
}}
}}
==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
[https://youtu.be/R21XxJ6VSfY Break Spiral Study Material]
=== 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}}
[[Category:Fatal Fury Special]]
[[Category:Fatal Fury Special]]
[[Category:Duck King]]

Latest revision as of 18:59, 19 April 2025

The Brutal Break Dancer
Ffspecduck colors.png

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
  • Fast in every way possible
  • Flashiest combos in the game
  • Extremely useful super move...
  • ...which is also extremely tricky to pull off
  • Effective only in close range
  • Unsafe specials

Move List

General Hurtboxes

Standing Crouching Jumping Backdashing Taunting
FFS Duck Stand.png FFS Duck Crouch.png FFS Duck 214K 6.png FFS Duck Backdash.gif Come on baby!
52F (4+45+3) duration. 3F recovery. Duck is considered airborne.

Close Standing Normals

c5A

c5A
Funk Elbow/ファンクエルボー
FFS Duck c5A.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
9 2 Mid 3 3 4 9 +9 +10 Kara Cancel
  • Links into itself a large amount of times thanks to Duck's walk speed, often leading to dizzy/death.
  • Even when blocked, it leads to suffocating pressure.
c5B

c5B
Beat Low/ビートロー
FFS Duck c5B.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
11 2 Mid 4 4 8 15 +4 +5 Kara Cancel
  • Gives less frame advantage than c5A, but hits all crouching characters.
c5C

c5C
Mad Spin/マッドスピン
FFS Duck c5C.png
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
  • Advantage is from the first hit only.
  • Two hits, but the second one never connects due to the amount of pushback on hit. Unsafe on block unless cancelled. No need to use this.
c5D

c5D
Tower Back Kick/タワーバックキック
FFS Duck c5D.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
15 4 Mid 10 10 13 32 +1 0 Kara Cancel
  • Solid close range anti-air.

Far Standing Normals

f5A

f5A
Funk Reverse/ファンクリバース
FFS Duck f5A.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
7 2 Mid 4 4 8 15 +4 +5 Kara Cancel
  • Decent as an anti-air. Beats Kim divekicks.
f5B

f5B
Beat Side/ビートサイド
FFS Duck f5B.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
9 2 Mid 5 4 12 20 0 +1 Kara Cancel
  • Links from c5A, can combo into Dancing Dive, thus mainly used in combos.
f5C

f5C
Turn Chop/ターンチョップ
FFS Duck f5C.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
16 4 Mid 12 5 5 21 +14 +13 Cancel
  • Moves forward while boasting a great hitbox and frame advantage. Also one of the only cancellable far heavy normals in the game.
  • One of the very few Duck normals that hits past point-blank range, so you'll be using this a lot.
f5D

f5D
Windmill/ウインドミル
FFS Duck f5D.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
18 4 Mid 9 3 (2) 2 34 49 -18 -19 -
  • Can beat low profile moves, but risky to use due to the long recovery.

Crouching Normals

2A

2A
Reverse Jab/リバースジャブ
FFS Duck 2A.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
7 2 Mid 3 4 5 11 +7 +8 Kara Cancel
  • Easily links to itself or other normals.
  • Excellent close range blockstring and combo tool, especially against small characters.
2B

2B
Slide Kick/スライドキック
FFS Duck 2B.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
9 2 Low 4 4 5 12 +7 +8 Kara Cancel
  • Easily links to itself or other normals.
  • Great low combo starter.
2C

2C
Missile Head/ミサイルヘッド
FFS Duck 2C.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
11x2 4x2 Mid 7 3+8 18 35 -1 0 Kara Cancel
  • 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.
2D

2D
Back Spin/バックスピン
FFS Duck 2D.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
13 4 Low 4 2 (3) 2 23 33 KD -7 /
  • Fast startup, but very poor range for a sweep. If you want a knockdown, you're much better off using 3D.

Jumping Normals

jA

jA
Condor Chop/コンドルチョップ
FFS Duck jA.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
9 2 Overhead 5 / / - - -
  • Same frame data for diagonal and neutral jumps.
jB

jB
Duck Attack/ダックキック
Condor Kick/コンドルキック
FFS Duck jB.png
Diagonal Jump
FFS Duck j8B.png
Neutral Jump
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
11 2 Overhead 5 / / - - -
  • Same frame data for diagonal and neutral jumps.
  • Diagonal version doesn't cross up, unlike its heavy counterpart. It does stay active for the entire duration of the jump, though.
jC

jC
Gyro Chop/ジャイロチョップ
FFS Duck jC.png
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Diagonal Jump 18 4 Overhead 6 19 / / - - -
  • 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.
Neutral Jump 18 4 Overhead 7 19 / / - - -
jD

jD
FFS Duck jD.png
Diagonal Jump
FFS Duck j8D.png
Neutral Jump
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 / / - - -
  • Crosses up. Duck's main jump-in.
Neutral Jump
Butt Kick/バットキック
20 4 Overhead 5 15 / / - - -

Universal Mechanics

Lane Blast (CD)

Lane Blast
Rolling Sobat/ローリングソバット
C+D
FFS Duck CD Front.png
Front Lane
FFS Duck CD Back.png
Back Lane
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
  • Fast startup for a CD. Pretty good counter against Burn Knuckle, Zaneiken and the like.
Back Lane 22 5 Mid 10 4 13 26 KD +2 Cancel, Lane Shift, Feet Invuln 10-18F
  • Startup is faster by one frame, more or less the same otherwise.
Lane Attack

Lane Attack
Spin Attack/スピンアタック
A/B/C/D from opposite lane
FFS Duck Lane Attack Front.png
Front Lane
FFS Duck Lane Attack Back.png
Back Lane
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 - - - /
  • Straight and fast lane attack.
C/D 18 4 Overhead - - 4 - - - /
  • Slower high-angle lane attack.
Dodge Attack

Dodge Attack
Sway Ground Kick/スウェーグランドキック
6A during proximity guard
FFS Duck Dodge Attack 1.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
11 5 Mid 12 9 14 34 Air Reset +3 Cancel, Upper-Body Invuln 1-20F

Throws

Rolling Neck Throw (4/6C)

Rolling Neck Throw
close 4/6C
FFS Duck C Throw.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
26 3 Throw 1 1 / - KD (+67) / /
  • Switches sides.
Reverse Breaker (j2C)

Reverse Breaker
close j2C
FFS Duck Air Throw.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
26 3 Throw 1 1 / - KD (+66) / /
  • Can also be input with 1C and 3C.

Special Moves

Needle Low (3D)

Needle Low
3D
FFS Duck 3D.png
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
  • Can be used to go under fireballs.
  • Doesn't do much damage on its own, but knocks down on hit and gives Duck a chance to start his close range pressure. Essential move.
Head Spin Attack ([4]6P)
Head Spin Attack
[4]6A/C
FFS Duck 46P.png
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
  • 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.
C 24 (6) 6 Mid 12 24 20 56 -2 -8 Airborne 10-36F
  • 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.
Dancing Dive (214K)
Dancing Dive
214B/D
FFS Duck 214K 3.png
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
  • Great in combos.
D 20 (5x2) 6 Mid 10 2+15 30 56 KD (both hits) -19 Upper-Body Invuln 1-7F
  • Travels farther than the B version.
  • Can only hit once.
Beat Rush (646C)
Beat Rush
646C
FFS Duck 646C 3.png
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.

  • If used normally, the opponent will be pushed away and the later hits will whiff. If the final hit connects, it will either knock down on hit or do 2 hits of chip and leave Duck with frame advantage.
  • The throw invincibility makes the 5th hit a usable meaty if the opponent has no reversal.
Break Storm (2369K)
Break Storm
2369B/D
FFS Duck 2369K.png
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
  • Invulnerable anti-air and reversal. Safer than the heavy version.
D 14x3 (3x4) 6x3 Mid 9 3 (2) 3 (2) 23 35 76 KD -37 Invincible 1-41F
  • 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 a corner crossup for that to happen.

Desperation Move

Break Spiral (4123692BC)
Break Spiral
When health is flashing
4123692B+C
FFS Duck 4123692BC.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
48 4 Throw 1 1 / / KD (+66) / -
  • 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.

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

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

Game Navigation

General
FAQ
Controls
HUD
System
Strategy
Characters
Andy Bogard
Axel Hawk
Big Bear
Billy Kane
Cheng Sinzan
Duck King
Geese Howard
Joe Higashi
Jubei Yamada
Kim Kaphwan
Laurence Blood
Mai Shiranui
Terry Bogard
Tung Fu Rue
Wolfgang Krauser
Secret Boss
Ryo Sakazaki