Fatal Fury Special/Duck King: Difference between revisions

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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

Latest revision as of 05:38, 27 March 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

  • 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

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