(→Combos) |
|||
Line 21: | Line 21: | ||
==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
Introduction
A breakdancing close range speedster that also gets grappler privileges once he has access to his super. Deadly if he gets in, harmless if he doesn't.
Pros | Cons |
---|---|
|
|
Move List
General Hurtboxes
Standing | Crouching | Jumping | Backdashing | Taunting |
![]() |
![]() |
![]() |
![]() |
![]() |
52F (4+45+3) duration. | 3F recovery. Duck is considered airborne. |
Close Standing Normals
c5A
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
9 | 2 | Mid | 3 | 3 | 4 | 9 | +9 | +10 | Kara Cancel | |
|
c5B
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
11 | 2 | Mid | 4 | 4 | 8 | 15 | +4 | +5 | Kara Cancel | |
|
c5C
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
18x2 | 4x2 | Mid | 9 | 4 (15) 6 | 8 | 41 | -9 | -10 | Kara Cancel, Feet Invuln 7-23F, 28-33F | |
c5D
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
15 | 4 | Mid | 10 | 10 | 13 | 32 | +1 | 0 | Kara Cancel | |
|
Far Standing Normals
f5A
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
7 | 2 | Mid | 4 | 4 | 8 | 15 | +4 | +5 | Kara Cancel | |
|
f5B
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
9 | 2 | Mid | 5 | 4 | 12 | 20 | 0 | +1 | Kara Cancel | |
|
f5C
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
16 | 4 | Mid | 12 | 5 | 5 | 21 | +14 | +13 | Cancel | |
|
f5D
Crouching Normals
2A
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
7 | 2 | Mid | 3 | 4 | 5 | 11 | +7 | +8 | Kara Cancel | |
|
2B
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
9 | 2 | Low | 4 | 4 | 5 | 12 | +7 | +8 | Kara Cancel | |
|
2C
2D
Jumping Normals
jA
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
9 | 2 | Overhead | 5 | ∞ | / | / | - | - | - | |
|
jB
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
11 | 2 | Overhead | 5 | ∞ | / | / | - | - | - | |
|
jC
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|---|
Diagonal Jump | 18 | 4 | Overhead | 6 | 19 | / | / | - | - | - | |
| |||||||||||
Neutral Jump | 18 | 4 | Overhead | 7 | 19 | / | / | - | - | - |
jD
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|---|
Diagonal Jump Gyro Attack/ジャイロアタック |
20 | 4 | Overhead | 5 | 20 | / | / | - | - | - | |
| |||||||||||
Neutral Jump Butt Kick/バットキック |
20 | 4 | Overhead | 5 | 15 | / | / | - | - | - |
Universal Mechanics
Lane Blast (CD)
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|---|
Front Lane | 22 | 5 | Mid | 11 | 4 | 13 | 27 | KD | +2 | Cancel, Lane Shift, Feet Invuln 6-18F | |
| |||||||||||
Back Lane | 22 | 5 | Mid | 10 | 4 | 13 | 26 | KD | +2 | Cancel, Lane Shift, Feet Invuln 10-18F | |
|
Lane Attack
Duck has the same lane attack for punch and kick buttons.
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|---|
A/B | 18 | 2 | Overhead | - | - | 4 | - | - | - | / | |
| |||||||||||
C/D | 18 | 4 | Overhead | - | - | 4 | - | - | - | / | |
|
Dodge Attack
Throws
Rolling Neck Throw (4/6C)
Reverse Breaker (j2C)
Special Moves
Needle Low (3D)
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
7 | 6 | Low | 13 | 21 | 13 | 46 | KD | -16 | Upper-Body Invuln 13-33F | |
|
Head Spin Attack ([4]6P)
A Blanka ball. The only move in Duck's repertoire that hits even from full screen, so it's a valuable tool despite its risks.
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|---|
A | 16 (4) | 3 | Mid | 6 | 30 | 13 | 48 | -9 | -12 | Invincible 1-5F, Lower-Body Invuln 6-35F | |
| |||||||||||
C | 24 (6) | 6 | Mid | 12 | 24 | 20 | 56 | -2 | -8 | Airborne 10-36F | |
|
Dancing Dive (214K)
Can go over most fireballs but is highly punishable if whiffed/blocked.
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|---|
B | 10x2 (2x2) | 3x2 | Mid | 8 | 2+15 | 27 | 51 | KD (2nd hit) | -20 | Upper-Body Invuln 1-5F | |
| |||||||||||
D | 20 (5x2) | 6 | Mid | 10 | 2+15 | 30 | 56 | KD (both hits) | -19 | Upper-Body Invuln 1-7F | |
|
Beat Rush (646C)
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
7 (1x4 + 1x2) | 3 | Mid | 4 | 3 (2) 3 (5) 3 (7) 3 (19) 15 | 1 | 64 | Bad / KD | -26 (3rd hit) ~ +12 (5th hit) | Throw Invincible | |
Duck unleashes a flurry of attacks... that don't combo into each other.
|
Break Storm (2369K)
Advantage values are for the 3rd hit. First 2 hits do NOT knock down and can leave Duck punishable on hit.
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|---|
B | 7x3 (1x4) | 3x3 | Mid | 9 | 3 (2) 3 (2) 15 | 26 | 59 | KD | -10 | Invincible 1-33F | |
| |||||||||||
D | 14x3 (3x4) | 6x3 | Mid | 9 | 3 (2) 3 (2) 23 | 35 | 76 | KD | -37 | Invincible 1-41F | |
|
Desperation Move
Break Spiral (4123692BC)
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