Duck King (XI)
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Talk all about the wonderful tanned, mohawked, avian-themed Lord of the (Break)Dance with the crazy super-throw command here.
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One of those videos? The only videos I know about online are the two matches and the AMS show video. Are there others that slipped under the radar on me?
Ever since I heard Duck King was going to be in KoF XI I was psyched. Now that I've seen the AMS video, I'm really excited. He looks to be a nice combination of Duck King with familiar moves from Real Bout, but with some differences in properties. He's still got the Duck Dance (and it showed him juggle a guy in the corner with it, something I don't think was possible in Real Bout, but then again I suck at Real Bout).
Also, did they make what used to be close C in RB2 (the short range kick upwards) into his "Thrust"? That's what it looks like to me. Both times I've seen it in the video, it appears that the other player is knocked down as if it were a CD/"Thrust" attack (cancelled into roll attack mid-screen, and cancelled into Duck Dance in the corner).
All this is just my speculation off one video, so in the end only time will tell. Can't wait to try out Duck King.
Ever since I heard Duck King was going to be in KoF XI I was psyched. Now that I've seen the AMS video, I'm really excited. He looks to be a nice combination of Duck King with familiar moves from Real Bout, but with some differences in properties. He's still got the Duck Dance (and it showed him juggle a guy in the corner with it, something I don't think was possible in Real Bout, but then again I suck at Real Bout).
Also, did they make what used to be close C in RB2 (the short range kick upwards) into his "Thrust"? That's what it looks like to me. Both times I've seen it in the video, it appears that the other player is knocked down as if it were a CD/"Thrust" attack (cancelled into roll attack mid-screen, and cancelled into Duck Dance in the corner).
All this is just my speculation off one video, so in the end only time will tell. Can't wait to try out Duck King.
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Hmm...seems like nobody's interested in Duck King huh
Anyway, I've been using Duck King recently...I guess if anyone's interested to talk about DK.......leave a msg here..or pm me...or something..... *shrugZ*
Btw, DK's dream cancel can only connect from his x 2 B from duck dance? or is there any other move that can cancel into his LDM?
Anyway, I've been using Duck King recently...I guess if anyone's interested to talk about DK.......leave a msg here..or pm me...or something..... *shrugZ*
Btw, DK's dream cancel can only connect from his x 2 B from duck dance? or is there any other move that can cancel into his LDM?
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Arcadia movelist....
Command Throws:
Rolling Neck Slew -> b/f+C/D when near opponent
N-Release Breaker -> U+C/D in air and near opponent (??)
Command Attacks:
Mad Spin Hammer -> f+A
Needle Row-> +B
Choking Ball -> oppnent is down, d+C
Duck Feint (ground) -> when dashing, +C
Duck Feint (air) -> In thr air, press d,d
Moves:
Headspin Attack -> +P
Overhead Kick -> When Headspin Attack hits, press C
Flying Spin Attack -> In air, +P
Dashing DIve -> +K
Break Storm -> +K
DMs:
Break Spiral -> near opponent, ,uf,d+K
Beat Rush -> ,f+P
╘> follow with: A, A, B, A, C, C, D, C, +E
Duck Dance -> d,d+CDE (1)
Diving Punisher -> after 1, in air qcbx2+P
Rolling Punisher -> after 1 qcfx2+P
Dancing Caliper -> after 1 qcbx2+K
Break Hurricane -> after 1 acfx2+P
LDM:
High Pound Spiral -> In air and near opponent, hcbx2+E
Command Throws:
Rolling Neck Slew -> b/f+C/D when near opponent
N-Release Breaker -> U+C/D in air and near opponent (??)
Command Attacks:
Mad Spin Hammer -> f+A
Needle Row-> +B
Choking Ball -> oppnent is down, d+C
Duck Feint (ground) -> when dashing, +C
Duck Feint (air) -> In thr air, press d,d
Moves:
Headspin Attack -> +P
Overhead Kick -> When Headspin Attack hits, press C
Flying Spin Attack -> In air, +P
Dashing DIve -> +K
Break Storm -> +K
DMs:
Break Spiral -> near opponent, ,uf,d+K
Beat Rush -> ,f+P
╘> follow with: A, A, B, A, C, C, D, C, +E
Duck Dance -> d,d+CDE (1)
Diving Punisher -> after 1, in air qcbx2+P
Rolling Punisher -> after 1 qcfx2+P
Dancing Caliper -> after 1 qcbx2+K
Break Hurricane -> after 1 acfx2+P
LDM:
High Pound Spiral -> In air and near opponent, hcbx2+E
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The Arcadia scans list two Dream Cancels for Duck.
Dancing Calibur (hits 3-6) -> High Bound Spiral
Break Hurricane (hits 4-5) -> High Bound Spiral
Both are follow ups to Duck Dance. Dancing Calibur is the one Empyrian mentioned (qcb x 2 + K), and Break Hurricane is x 2 + K. Perhaps someone with machine access would be so inclined as to try it out?
Dancing Calibur (hits 3-6) -> High Bound Spiral
Break Hurricane (hits 4-5) -> High Bound Spiral
Both are follow ups to Duck Dance. Dancing Calibur is the one Empyrian mentioned (qcb x 2 + K), and Break Hurricane is x 2 + K. Perhaps someone with machine access would be so inclined as to try it out?
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Been playing quite a bit of Duck recently. My new favourite character in this game
The chain I've found myself using the most is: c.A> s.B> f+C
c.A can be done 2 times, maybe even three times if close, but I haven't tried 3. Can also do c.B instead of A, but A comes out a lot faster.
The chain can be followed with. 1) + A 2) +B 3) +K 4) Rush DM
I believe +K is the most damaging none DM follow up. +a is the safest. +B you use if the opponent blocks and you want to continue pressuring, since it can be cancelled with Duck Feint (Air), into a jump A> Ground chain.
As you can imagine, this leads to some pretty nasty high low pressure chains. For example (opponent blocks) c.AX2> B> f+C> + b> Duck Feint (Air)> j.A (hits high)> d.B (hits low)> B> f+C....
Chain into Rush DM is easily one of the most damaging no skill stocks, 1 super stock combos in the game. Timing for the first 8 button presses is pretty liberal, you can do it fast or just the right timing. Timing for the +E is a bit tighter though. Do it after the last C, which is basically the animation for a d.C.
The chain I've found myself using the most is: c.A> s.B> f+C
c.A can be done 2 times, maybe even three times if close, but I haven't tried 3. Can also do c.B instead of A, but A comes out a lot faster.
The chain can be followed with. 1) + A 2) +B 3) +K 4) Rush DM
I believe +K is the most damaging none DM follow up. +a is the safest. +B you use if the opponent blocks and you want to continue pressuring, since it can be cancelled with Duck Feint (Air), into a jump A> Ground chain.
As you can imagine, this leads to some pretty nasty high low pressure chains. For example (opponent blocks) c.AX2> B> f+C> + b> Duck Feint (Air)> j.A (hits high)> d.B (hits low)> B> f+C....
Chain into Rush DM is easily one of the most damaging no skill stocks, 1 super stock combos in the game. Timing for the first 8 button presses is pretty liberal, you can do it fast or just the right timing. Timing for the +E is a bit tighter though. Do it after the last C, which is basically the animation for a d.C.
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LDM- He throws the opponent onto the ground, jumps down, and spinaroonies him really fast, with a bit of purple energy around.
- Break Hurricane can be Dream Cancelled into it, confirm.
I don't think he's worth using as a leader tho... I tried cancelling into the LDM off the +Ks and the +K, but nothing, meh.
Duck's normals are not bad in general. Far stand C is a far poke (his old sliding chop). Stand D, he kicks forward with both legs while supporting himself with his arms, close, fast poke. His best normals, imo, however, are his d.A (starts all his chains, is fast, large hit box) and his d.C which is very similar to Terry's down C, maybe even faster.
CD is the headbutt.
Geese- I dunno. I never quick shift after the chain -_-'...
Doing the +K into Duck Feint (Air) is pretty effective as a poke into insta-overhead. I think most characters can counter by jabbing/stand Cing you during the Duck Feint tho.
- Break Hurricane can be Dream Cancelled into it, confirm.
I don't think he's worth using as a leader tho... I tried cancelling into the LDM off the +Ks and the +K, but nothing, meh.
Duck's normals are not bad in general. Far stand C is a far poke (his old sliding chop). Stand D, he kicks forward with both legs while supporting himself with his arms, close, fast poke. His best normals, imo, however, are his d.A (starts all his chains, is fast, large hit box) and his d.C which is very similar to Terry's down C, maybe even faster.
CD is the headbutt.
Geese- I dunno. I never quick shift after the chain -_-'...
Doing the +K into Duck Feint (Air) is pretty effective as a poke into insta-overhead. I think most characters can counter by jabbing/stand Cing you during the Duck Feint tho.
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Duck Feint (ground) is pretty much a fast, extended roll. Its got scads of invulnerability, and fast (zero?) recovery. I Duck Feinted right into an Ash Kick Super before and recovered fast enough to block the rest of the hits.
Ground Feint also chains off d.A. Easy set up for the Break Spiral.
Break Spiral has very poor range. On the bright side, it recovers very very fast.
Anybody have any tips of anti-air? Seems to me that you never want to land in a position where Gato/Beni/Iori/Kula/Kyo, etc, can repeatedly hop attack you. If you do, there's nothing much you can do except break a stock, or hop backward and hit B/D and hop for the best.
Ground Feint also chains off d.A. Easy set up for the Break Spiral.
Break Spiral has very poor range. On the bright side, it recovers very very fast.
Anybody have any tips of anti-air? Seems to me that you never want to land in a position where Gato/Beni/Iori/Kula/Kyo, etc, can repeatedly hop attack you. If you do, there's nothing much you can do except break a stock, or hop backward and hit B/D and hop for the best.