Duck King (XI)
-
- Higashi Hurricane
- Posts:567
- Joined:Sun Oct 23, 2005 14:38
-
- ON Elite Spammer
- Posts:544
- Joined:Sat Jul 09, 2005 22:10
- Geese
- Powering up...61%
- Posts:148
- Joined:Wed Aug 31, 2005 09:48
It kinda depends
when I am pressuring I use A, just because its recovery is faster and I have the option of cancelling with dwnfwd C, so there are more options for attack.
I mainly use B when I do the air feints or when I jump and do nothing and land into B ->combo. for instance
B, feint, B(on the ground) ->combo
just because sometimes the opponent is blocking standing after the feint cos they expect you to hit a jumping attack.
when I am pressuring I use A, just because its recovery is faster and I have the option of cancelling with dwnfwd C, so there are more options for attack.
I mainly use B when I do the air feints or when I jump and do nothing and land into B ->combo. for instance
B, feint, B(on the ground) ->combo
just because sometimes the opponent is blocking standing after the feint cos they expect you to hit a jumping attack.
-
- ON Elite Spammer
- Posts:544
- Joined:Sat Jul 09, 2005 22:10
Thanks Geese, makes sense.
Btw, does anyone have any anti-Kula strats? Duck seems particularly vulnerable to her B poke+A Ice Breath+ back hop+uppercut nonsense.
Actually, it would be good if people started posting their anti-Kula/Gato strats in the respective character threads. I'm getting pretty sick of the people building Kula/Gato/(Oswarld,Iori,Kyo) teams. Kula especially.
Edit:
- A Rolling Attacks seem to have much better priority in general then C Rolling Attacks.
- Air rolling attacks, if they cross up= free combo.
- His bread and butter combo: d.AX2/3> stand B> f+C> + B does *a lot* of stun damage. Land it two times + one or two random hits= stun. Actually makes him a very viable first character, since it means he doesn't need levels to do real damage.
Btw, does anyone have any anti-Kula strats? Duck seems particularly vulnerable to her B poke+A Ice Breath+ back hop+uppercut nonsense.
Actually, it would be good if people started posting their anti-Kula/Gato strats in the respective character threads. I'm getting pretty sick of the people building Kula/Gato/(Oswarld,Iori,Kyo) teams. Kula especially.
Edit:
- A Rolling Attacks seem to have much better priority in general then C Rolling Attacks.
- Air rolling attacks, if they cross up= free combo.
- His bread and butter combo: d.AX2/3> stand B> f+C> + B does *a lot* of stun damage. Land it two times + one or two random hits= stun. Actually makes him a very viable first character, since it means he doesn't need levels to do real damage.
-
- ON Elite Spammer
- Posts:544
- Joined:Sat Jul 09, 2005 22:10
LDM can be done just off the ground if you
1) V-slasher it. I.e., do the X2 on the ground and add an upward motion. E.g., , , +E
2) Buffer the back hop motion into it. E.g, , b, + E
I still don't think its an LDM I would use in serious matches, though. Range on the grab is good, but there are so many LDMs out there that require less effort to use effectively. It is quite fun to use when playing friendlies with friends tho.
Dream Cancel combo does around 70% damage. 3 Levels, 1 skill. Needs to be done (and I stress this) when you have your opponent almost right up against the corner. No start the combo in midscreen and end up in the corner like some other characters *cough* Kula bitch *cough*. Any further, and the Duck Dance whiffs, and you die.
1) V-slasher it. I.e., do the X2 on the ground and add an upward motion. E.g., , , +E
2) Buffer the back hop motion into it. E.g, , b, + E
I still don't think its an LDM I would use in serious matches, though. Range on the grab is good, but there are so many LDMs out there that require less effort to use effectively. It is quite fun to use when playing friendlies with friends tho.
Dream Cancel combo does around 70% damage. 3 Levels, 1 skill. Needs to be done (and I stress this) when you have your opponent almost right up against the corner. No start the combo in midscreen and end up in the corner like some other characters *cough* Kula bitch *cough*. Any further, and the Duck Dance whiffs, and you die.
- Derrace
- Almost there! ...61%
- Posts:407
- Joined:Tue Sep 13, 2005 14:10
- A.K.A.:Turned ON
- XBL:derrace
- PSN:derrace
has anyone managed to connect the LDM after foward B?AcidicEnema wrote:LDM can be done just off the ground if you
1) V-slasher it. I.e., do the X2 on the ground and add an upward motion. E.g., , , +E
2) Buffer the back hop motion into it. E.g, , b, + E
I still don't think its an LDM I would use in serious matches, though. Range on the grab is good, but there are so many LDMs out there that require less effort to use effectively. It is quite fun to use when playing friendlies with friends tho.
Dream Cancel combo does around 70% damage. 3 Levels, 1 skill. Needs to be done (and I stress this) when you have your opponent almost right up against the corner. No start the combo in midscreen and end up in the corner like some other characters *cough* Kula bitch *cough*. Any further, and the Duck Dance whiffs, and you die.
also, is there any shortcut in doing his grab DM? d,f,u,d doesnt cut it for me =\..
-
- Powering up...50%
- Posts:140
- Joined:Thu Sep 29, 2005 15:34
- A.K.A.:Turned ON
- Location:Paris - France (and Morocco)
- Contact:
-
- ON Elite Spammer
- Posts:544
- Joined:Sat Jul 09, 2005 22:10
- Derrace
- Almost there! ...61%
- Posts:407
- Joined:Tue Sep 13, 2005 14:10
- A.K.A.:Turned ON
- XBL:derrace
- PSN:derrace
hmm, when doing this combo: down A, down A, stand B, foward C.frionel wrote:It's not forward B, but far standing B
And I didn't try... I don't choose Duck as a leader, since there is a lot of better choices...
the funny slow hop kick always come out with i hold on to forward after the 2nd down A... and yes..that combo is in range......
hmm.....
-
- ON Elite Spammer
- Posts:544
- Joined:Sat Jul 09, 2005 22:10
-
- ON Elite Spammer
- Posts:544
- Joined:Sat Jul 09, 2005 22:10
-
- Charging...80%
- Posts:62
- Joined:Thu Feb 16, 2006 18:42
i also cant use this move...i sometimes use it after a b...but when i down c to OTG, sometimes it hits when the opponent safe rolls...AcidicEnema wrote:Quick question: Can anyone actually do his d+C otg move consistently? If so, which moves do you do it after?
are the DMs after the duck dance (down down CDE) free? no stocks needed?
last question...his grab DM is a pain for me...i cant seem to do it consistently, any tips?
-
- Powering up...50%
- Posts:140
- Joined:Thu Sep 29, 2005 15:34
- A.K.A.:Turned ON
- Location:Paris - France (and Morocco)
- Contact:
The duck dance use one stock, and the follow up supers are totaly free during the time after the duck dance... but you can only use one
It seemed that the duck dance is unblockable... but need to test it again (I only do it on combo, or to mind game in wake up games : duck dance if the opponent jumps to avoid the break spiral)
for his grab DM (break spiral), I don't think it's possible to do it without buffering the move... I never really tried, but I think that we can't cancel the jumping animation with it...
It seemed that the duck dance is unblockable... but need to test it again (I only do it on combo, or to mind game in wake up games : duck dance if the opponent jumps to avoid the break spiral)
for his grab DM (break spiral), I don't think it's possible to do it without buffering the move... I never really tried, but I think that we can't cancel the jumping animation with it...
-
- ON Elite Spammer
- Posts:544
- Joined:Sat Jul 09, 2005 22:10
I'm sure its only a matter of time before the Japanese start releasing vids involving running/walking Break Spirals with Duck.
However, as long as you don't have Japanese Hands TM, its safe to say that you should rely on the many different set ups that they are for it. Here are the ones I use.
1. Roll> Break Spiral
2. Empty Hop/Jump> Break Spiral
3. Early hop B> Break Spiral (This is my personal fave. Yes it works. Hop B has quite little hit stun)
4. d.A/d.D> +C> Break Spiral
5. Run> +C> Break Spiral
6. Stand B (blocked)> Break Spiral (Computer did this on me. Haven't tried it, but looks good)
However, as long as you don't have Japanese Hands TM, its safe to say that you should rely on the many different set ups that they are for it. Here are the ones I use.
1. Roll> Break Spiral
2. Empty Hop/Jump> Break Spiral
3. Early hop B> Break Spiral (This is my personal fave. Yes it works. Hop B has quite little hit stun)
4. d.A/d.D> +C> Break Spiral
5. Run> +C> Break Spiral
6. Stand B (blocked)> Break Spiral (Computer did this on me. Haven't tried it, but looks good)