Fatal Fury Special/Duck King: Difference between revisions

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==Move List==
==Move List==
<center>'''Move List Showcase''' <br>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
<youtube>j_z0KHwGBio</youtube></center>
| align="center" | Standing || align="center" | Crouching || align="center" | Jumping || align="center" | Backdashing || align="center" | Taunting
 
===Normal Moves===
 
===Throw===
{| border="1em" cellpadding="5" cellspacing="0" width="60%" style="border: 1px solid #999;"
|-
| '''Move Name''' || '''Motion'''
|-
|-
| Rolling Neck || F/B+HP when close to opponent
| 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!]]
|-
| Reverse Breaker || air, D+HP when close to opponent
|-
|-
| align="center" |  || align="center" |  || align="center" | 52F (4+45+3)duration. || align="center" | 3F recovery. Duck is considered airborne. || align="center" |
|}
|}


===Command Moves===
===Close Standing Normals===


{| border="1em" cellpadding="5" cellspacing="0" width="60%" style="border: 1px solid #999;"
===== <span class="invisible-header">c5A</span> =====
|-
<font style="visibility:hidden" size="0"></font>
| '''Move Name''' || '''Motion'''
{{MoveData
|-
|image=FFS_Duck_c5A.png
| Needle Low || DF + HK
|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.
}}
}}
 
===== <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=
}}
}}
 
===== <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.
<gallery class="mw-collapsible">
  FFS Duck c5C.png|
  FFS Duck c5C 1.png|
  FFS Duck c5C 2.png|
  FFS Duck c5C 3.png|
</gallery>
}}
}}
 
===== <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=
}}
}}
 
===Far Standing Normals===
 
===== <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=
}}
}}
 
===== <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=
}}
}}
 
===== <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.
}}
}}
 
===== <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=
<gallery class="mw-collapsible">
  FFS Duck f5D.png|
  FFS Duck f5D 1.png|
</gallery>
}}
}}
 
===Crouching Normals===
 
===== <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.
}}
}}
 
===== <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.
}}
}}
 
===== <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=
<gallery class="mw-collapsible">
  FFS Duck 2C.png|
  FFS Duck 2C 1.png|
</gallery>
}}
}}
 
===== <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=
<gallery class="mw-collapsible">
  FFS Duck 2D.png|
  FFS Duck 2D 1.png|
</gallery>
}}
}}
 
===Jumping Normals===
 
===== <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.
}}
}}
 
===== <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.
}}
}}
 
===== <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=
}}
{{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=
}}
}}
 
===== <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.
}}
{{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</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=
}}
{{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=
|Property=Cancel, Lane Shift, Feet Invuln 10-18F
|description=
}}
}}
 
===== <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=20
|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=20
|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|Upper-Body Invuln
  FFS Duck Dodge Attack 1.png|Startup
  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=
<gallery class="mw-collapsible">
  FFS Duck Air Throw 1.png|
</gallery>
}}
}}
 
=== Command Normals ===
 
===== <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.
}}
}}


===Special Moves===
===Special Moves===


{| border="1em" cellpadding="5" cellspacing="0" width="60%" style="border: 1px solid #999;"
===== <span class="invisible-header">Head Spin Attack ([4]6P)</span> =====
|-
{{MoveData
| '''Move Name''' || '''Motion'''
| name    = Head Spin Attack
|-
| input    = [4]6A/C
| Head Spin Attack || Charge B,F + P
| subtitle =
|-
| image    = FFS Duck 46P.png
| Break Storm || QCF,UF + K
| caption  =
|-
| data  =
| Dancing Dive || QCB + K
{{AttackData-FFS
|-
| version    = A
| Beat Rush || F,B,F + HP
| 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.
}}
{{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.
}}
}}
 
===== <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]x4 + 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 =
}}
{{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.
}}
}}


===Super Move===
===Desperation Move===


{| border="1em" cellpadding="5" cellspacing="0" width="60%" style="border: 1px solid #999;"
===== <span class="invisible-header">Break Spiral (4123692BC)</span> =====
|-
{{MoveData
| '''Move Name''' || '''Motion'''
| name    = Break Spiral
|-
| input    = 4123692B+C
| Break Spiral || HCF,UF,D + LK+HP when close to opponent
| 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.
<gallery class="mw-collapsible">
  FFS Duck 4123692BC 1.gif|
</gallery>
}}
}}


==Combos==
==Combos==

Revision as of 03:50, 16 December 2024

The Brutal Break Dancer

right‎

Introduction

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

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
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.
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

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
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
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.
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 -

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.
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.
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
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 /

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.
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 / / - - -
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.
Neutral Jump
Butt Kick/バットキック
20 4 Overhead 5 15 / / - - -

Universal Mechanics

Lane Blast

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
Back Lane 22 5 Mid 10 4 13 26 KD - Cancel, Lane Shift, Feet Invuln 10-18F
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 20 2 Overhead - - 4 - - - /
  • Straight and fast lane attack.
C/D 20 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) / /

Command Normals

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.

Special Moves

Head Spin Attack ([4]6P)
Head Spin Attack
[4]6A/C
FFS Duck 46P.png
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.
C 24 (6) 6 Mid 12 24 20 56 -2 -8 Airborne 10-36F
  • Charge time: 50F.
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]x4 + 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
D 14x3 (3x4) 6x3 Mid 9 3 (2) 3 (2) 23 35 76 KD -37 Invincible 1-41F
  • Travels farther than the B version.

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.

Combos

  • Close A x 1-6 > far A > far B > Dancing Dive (D)
  • cr.C (2 hits) > Dancing Dive (D)
  • cr.B > cr.A x 1 – 3 > far B > Dancing Dive (D)
  • Far C > Dancing Dive (D)
  • Far C x 2 > Headspin Attack

Strategies

Basics

  • Stand c-wicked poke..it has loads of priority,moves him forward,has good recovery which can be abused eg. stand c->stand c->stand c then if they try to counter, you can go into his duck dive combo(low a->low bXXduck dive(more later)
  • Stand a-the comboers weapon of choice. He can also do a rolento/gen style walking poking sequence. The close a hits ducking(ha!)opponents too.
  • slide-anti fb. I bet you could also do stuff like max range slide into his super grab as a good baiting tactic.
  • anti-air comes in the form his b break storm(d works also but the startup time is bit too much for my liking), low d(spin kick) slide, or jump straight up d.
  • His roll is safe, it's better to do it off a blocked normal(low c comes to mind), that way they cannot counter you. I always use the a version as it's a lot quicker and I don't think the c version combos from his weak attacks.
  • Duck can kill you with one combo. The infinite I posted earlier can be done anywhere! not just in corners...however it's very difficult to infinite them from the front..it's a lot easier it you have their back to you. If you do get an opening from the front, do this combo: stand a x 5~6(hold forward)stand bxxD duck dive. Not only does this combo do about 50%, it also dizzies! furthermore, when you finish the combo, they are right in the corner where you can kill 'em with the infinite. Another dizzy

combo is jump d->low c(2 hits)d duck dive.

  • I still can't do his super yet, but I can imagine him doing stuff like from nearly full screen:whiff a roll into the grab super for a nice trick. Let's not forget about his kara cancels...

Credit to MiddleKick

  • They're are a number of way to get the opponent's back facing you: 1.get them dizzy then jump over them, voila! monster combo coming up! Sometimes you don't even need to jump over them. 2.They switch planes then come back to the original plane, sometimes they'll face the other way 3. The opposite of 2, you switch planes and come back, they can be doing a move, and when you hit them, you'll get their back facing you 4.Specials which cross under you..e.g I'm Terry in the corner, I jump straight up, Duck rolls into the corner, I land and have his back facing me. 5.Special which just leave them facing the other during their recovery. There is another way to get them facing the other direction(it's in the Max vids) I'm not sure about that one yet.

Credit to Josh-thefunkDOC

Match-ups

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