Duck King (XI)
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Can you Duck Feint (air) any time during the +E finish of Beat Rush? if so that's a possible LDM combo.
i.e.
j.D, d.A, st.B, f+C xx ,f+P (follow up), +E (Duck Feint before the last hit), hcbx2 + E
or better yet, you don't even need the Beat Rush super... holy crap.
j.D, d.A, st.B, f+C, +B (Duck Feint), LDM.
gonna test this tomorrow.
i.e.
j.D, d.A, st.B, f+C xx ,f+P (follow up), +E (Duck Feint before the last hit), hcbx2 + E
or better yet, you don't even need the Beat Rush super... holy crap.
j.D, d.A, st.B, f+C, +B (Duck Feint), LDM.
gonna test this tomorrow.
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so how did your testing go?
still cant get duck's grab DM to come out of a down motion...for me it always need to be a ...sheesh, but im liking this DM A LOT...tick with virtually anything (provided you are with-in range), except down d...then grab DM...
can even tick with jump b as somesone said before...
still cant get duck's grab DM to come out of a down motion...for me it always need to be a ...sheesh, but im liking this DM A LOT...tick with virtually anything (provided you are with-in range), except down d...then grab DM...
can even tick with jump b as somesone said before...
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Unfortunately, no you cannot Duck Feint during his +K, or the +E finisher of his beat rush. So no LDM off of those. so after failing both of those tests, during play I noticed that you can duck feint his +K after it hits, so I went for j.D, d.A, st.B, f+C, +B, Duck feint (air), LDM. It didn't work unfortunately as the opponent clears the point of when the LDM can catch. I had to leave before I got to test out something that I thought of on the way out. could someone test out the D version of +K, basically the combo I want to to test is:
j.D, d.A, st.B, f+C, +D (1 hit), Duck Feint (air), LDM.
Now the theory behind how I think this should combo is that after the first hit of the +K the opponent should be lifted into the air, if someone could Duck Feint before the 2nd hit goes through, as the air version someone could cancel straight into LDM. Now here are the two problems that I think will probably prove the theory wrong.
1. the +D can't be canceled before the 2nd hit in the air goes through for the Duck Feint.
2. If +K can't be canceled before the 2nd hit, than the Duck Feint CAN happen but the opponent will be too far for the LDM to catch.
Personally I think Duck is a poor leader. When I want damage with Duck I go for:
j.D, d.A, st.B, f+C xx ,f+P, A,A,B,A,C,C,D,C (no finisher), Break Spiral.
It only takes 2 stocks and 1 skill point, so the combo doesn't cost too much to pull off.
KC: don't think of it as , ,d+K, and don't think of it as ,uf,d+K. I've just been doing hcu,d+K (half circle up). What I noticed that sometimes if trying to do than down you run into the possibility of missing the timing of pressing the button to do the super. After some playing today I noticed that you don't need the 412 (back, down-back, down) of the ,uf,d+K that the machine or any faqs claim. So in short, ,uf,d+K IS the correct motion, but make sure that you're not rolling to do down-back and attempting the super.
Also KC you CAN tick with d.D =) just cancel into duck feint (df+C during d.D) after the first hit. BOOM free invincibility and you're moved even closer to punish them with break spiral.
j.D, d.A, st.B, f+C, +D (1 hit), Duck Feint (air), LDM.
Now the theory behind how I think this should combo is that after the first hit of the +K the opponent should be lifted into the air, if someone could Duck Feint before the 2nd hit goes through, as the air version someone could cancel straight into LDM. Now here are the two problems that I think will probably prove the theory wrong.
1. the +D can't be canceled before the 2nd hit in the air goes through for the Duck Feint.
2. If +K can't be canceled before the 2nd hit, than the Duck Feint CAN happen but the opponent will be too far for the LDM to catch.
Personally I think Duck is a poor leader. When I want damage with Duck I go for:
j.D, d.A, st.B, f+C xx ,f+P, A,A,B,A,C,C,D,C (no finisher), Break Spiral.
It only takes 2 stocks and 1 skill point, so the combo doesn't cost too much to pull off.
KC: don't think of it as , ,d+K, and don't think of it as ,uf,d+K. I've just been doing hcu,d+K (half circle up). What I noticed that sometimes if trying to do than down you run into the possibility of missing the timing of pressing the button to do the super. After some playing today I noticed that you don't need the 412 (back, down-back, down) of the ,uf,d+K that the machine or any faqs claim. So in short, ,uf,d+K IS the correct motion, but make sure that you're not rolling to do down-back and attempting the super.
Also KC you CAN tick with d.D =) just cancel into duck feint (df+C during d.D) after the first hit. BOOM free invincibility and you're moved even closer to punish them with break spiral.
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From the latest Henvoke vids:
Duck can kara-cancel his overheard (f+A) into Break Spiral. No idea if he can cancel into anything else, but Overhead (kara)> Break Spiral looks l33t as hell and is probably the most useful cancel anyway.
[quote="flipONE"]
j.D, d.A, st.B, f+C xx ,f+P, A,A,B,A,C,C,D,C (no finisher), Break Spiral.
It only takes 2 stocks and 1 skill point, so the combo doesn't cost too much to pull off.
quote]
Er. Shouldn't that be 2 stocks and no skill.
Duck can kara-cancel his overheard (f+A) into Break Spiral. No idea if he can cancel into anything else, but Overhead (kara)> Break Spiral looks l33t as hell and is probably the most useful cancel anyway.
[quote="flipONE"]
j.D, d.A, st.B, f+C xx ,f+P, A,A,B,A,C,C,D,C (no finisher), Break Spiral.
It only takes 2 stocks and 1 skill point, so the combo doesn't cost too much to pull off.
quote]
Er. Shouldn't that be 2 stocks and no skill.
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yea but the super combo is d.A, st.B, f+C (SC) Beat Rush. Or am I missing something off of your question.
Oh and if anyone is interested:
(in corner) j.D, d.A, st.B, f+C (SC) Duck Dance (after 3rd hit), qcbx2+K, SC LDM
In the corner Duck Dance has juggle properties, the hits come out slow (so dance with Duck!) after the third hit you can whip out the Break Diver (qcbx2+K) which comboes quite easily into Duck's LDM.
Oh and if anyone is interested:
(in corner) j.D, d.A, st.B, f+C (SC) Duck Dance (after 3rd hit), qcbx2+K, SC LDM
In the corner Duck Dance has juggle properties, the hits come out slow (so dance with Duck!) after the third hit you can whip out the Break Diver (qcbx2+K) which comboes quite easily into Duck's LDM.
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