Duck King (XI)
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Thanks Slapper. Timely and accurate, as always.
Experimented with the roll a bit today. Observations:
- Distance of the roll is fixed. Roughly the same, I think as Duck's +A roll.
- There are 2 ways it can hit the opponent. 1, if the opponent is on the ground, in which case you get 1 OTG hit, and end up on the otherside as he get's up. 2, if you do it too late and hit him as he's gotten up, which is what Slapper was talking about. It's also very possible to completely whiff the roll, but still take advantage of the quick side shift and get in a d.A.
- Because the distance is fixed, I'm guessing that there are specific set ups that one can do to get the 'wake up/cross up with ground roll'.
- I don't think its possible to do it if the opponent recovery rolls, so the question is if Duck has any non-recoverable knockdowns that'll set up the roll for free... gna experiment with +K as a combo ender tommorow.
- I couldn't get the roll to connect after his throw, which is a pity because the throw is unrecoverable. If anyone is able to do so, please post.
Experimented with the roll a bit today. Observations:
- Distance of the roll is fixed. Roughly the same, I think as Duck's +A roll.
- There are 2 ways it can hit the opponent. 1, if the opponent is on the ground, in which case you get 1 OTG hit, and end up on the otherside as he get's up. 2, if you do it too late and hit him as he's gotten up, which is what Slapper was talking about. It's also very possible to completely whiff the roll, but still take advantage of the quick side shift and get in a d.A.
- Because the distance is fixed, I'm guessing that there are specific set ups that one can do to get the 'wake up/cross up with ground roll'.
- I don't think its possible to do it if the opponent recovery rolls, so the question is if Duck has any non-recoverable knockdowns that'll set up the roll for free... gna experiment with +K as a combo ender tommorow.
- I couldn't get the roll to connect after his throw, which is a pity because the throw is unrecoverable. If anyone is able to do so, please post.
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hmm, the ground roll is pretty risky to perform if it doesnt come out.. I got punished heaps when I got the timing wrong against grabing chars.. the down C comes out instead and i get grabbed when they "wake up".AcidicEnema wrote:Thanks Slapper. Timely and accurate, as always.
Experimented with the roll a bit today. Observations:
- Distance of the roll is fixed. Roughly the same, I think as Duck's +A roll.
- There are 2 ways it can hit the opponent. 1, if the opponent is on the ground, in which case you get 1 OTG hit, and end up on the otherside as he get's up. 2, if you do it too late and hit him as he's gotten up, which is what Slapper was talking about. It's also very possible to completely whiff the roll, but still take advantage of the quick side shift and get in a d.A.
- Because the distance is fixed, I'm guessing that there are specific set ups that one can do to get the 'wake up/cross up with ground roll'.
- I don't think its possible to do it if the opponent recovery rolls, so the question is if Duck has any non-recoverable knockdowns that'll set up the roll for free... gna experiment with +K as a combo ender tommorow.
- I couldn't get the roll to connect after his throw, which is a pity because the throw is unrecoverable. If anyone is able to do so, please post.
tried doing it after rush Dm/qcb B/down D/jump E/Stand E/ all of which a recovery roll can be done, so bleh =(....
Maybe after the air slam...
btw, what combo do you guys do if you start with down B?
going to find out if Stand C, D combo does more damage then the normal down A combo ending with Qcb B.....
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- christensenray
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Some combos with ducky
Corner :
JumpD, dwnBx2, dfD, duck dance DM, Bx2 , on the first hit, tag in :
A) Oswald : hop back once, immediately qcfA, *pause* qcfB *pause* hcfE
B) Gato : qcbB, B x5 (doesnt seem to be able to juggle more then 5 times for some reason with any character) , then either standC/D , qcfx2 D DM
OR
qcfx2 A, on the first hit tag in ducky again, Duck dance, hcbX2 B, first hit tag in Gato and repeat (though the dmg at this point is...pathetic). Tagging in Oswald at this point is pretty useless cos his ACE won't hit since the height of the opponent is slightly higher when you do the hcbx2 B followup to duck dance. And you know how strict the ACE height requirements are
Corner :
JumpD, dwnBx2, dfD, duck dance DM, Bx2 , on the first hit, tag in :
A) Oswald : hop back once, immediately qcfA, *pause* qcfB *pause* hcfE
B) Gato : qcbB, B x5 (doesnt seem to be able to juggle more then 5 times for some reason with any character) , then either standC/D , qcfx2 D DM
OR
qcfx2 A, on the first hit tag in ducky again, Duck dance, hcbX2 B, first hit tag in Gato and repeat (though the dmg at this point is...pathetic). Tagging in Oswald at this point is pretty useless cos his ACE won't hit since the height of the opponent is slightly higher when you do the hcbx2 B followup to duck dance. And you know how strict the ACE height requirements are
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christensenray wrote:It just occurred to me... what is DuckKing's supercancel? He doesnt seem to have one. (I bet i get corrected, but at least i'll find out the answer)
Coz its not +K, i don't think its +K, and i really don't think its +P. What's left?
Actually he can't super cancel off any of his special moves other than Duck Feint (air).Derrick wrote:it's probably D.
He can also "Super Cancel" after his Duck Dance followups.
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- Derrace
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there's only one that works but it's stupid, but it's possibly the only way you can do a combo which has a supercancel and LDM in it.frionel wrote:no, his D is super cancellable, I already tried with his d, d CDE DM, and it perfectly worked...
but I don't see any utility...
opponent in corner, D, supercancel d,d,CDE DM (this would hit completely), Jump LDM.
not sure if you can go stand D into D and then SC into taunt.
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I haven't tested this out extensively, but the few times I've tried, I think his +B is non-recovery-rollable. Reason I'm not sure is because I think I've seen people recovery roll fron +D before, but never from +B.
So it seems that the standard set up a 'sure' d.C OTG roll would be j.A>s.B>f+C> +B or d.B*2>df+D> +B. Add jump attacks and extra jabs and shorts in the corner.
Btw, I might not be able to play much for the next month, but does anybody do this?:
(blocked) d.A*2> s.B> f+C> AB Roll> Break Spiral
Seems to be a pretty nasty setup to me, if alternated with blocked balls, if its possible.
So it seems that the standard set up a 'sure' d.C OTG roll would be j.A>s.B>f+C> +B or d.B*2>df+D> +B. Add jump attacks and extra jabs and shorts in the corner.
Btw, I might not be able to play much for the next month, but does anybody do this?:
(blocked) d.A*2> s.B> f+C> AB Roll> Break Spiral
Seems to be a pretty nasty setup to me, if alternated with blocked balls, if its possible.
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