Duck King (XI)
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Another good way to set up the break spiral, it's my RBS technique
A or C (distance), and just behind the oponent, BREAK SPIRAL!!!
One of my "secret techniques" if you make the combo ending with his deadly rave style DM... is instead of the finishing move (dp E), to delay, and grab with the break spiral the confused opponnent!! believe me, it'll work a lot of times
and when your opponent is bored, you can just reset with a A, and the same combo again
A or C (distance), and just behind the oponent, BREAK SPIRAL!!!
One of my "secret techniques" if you make the combo ending with his deadly rave style DM... is instead of the finishing move (dp E), to delay, and grab with the break spiral the confused opponnent!! believe me, it'll work a lot of times
and when your opponent is bored, you can just reset with a A, and the same combo again
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KC:
The motion for the Break Spiral is on the first page of the thread.
What are the set ups for using +A or C to end up behind the opponent? I've been trying stand A (anti-hop)> +A, but that doesn't seem to work. Or is it only against knocked down opponents?
I suppose another trick would be to do the +A/C from just outside the max range then doing the Break Spiral just as you land. Its like HF Blanka redux!
The motion for the Break Spiral is on the first page of the thread.
Damn. Wish I'd thought of that before. I guess this also means that if you screw up on the Beat Rush DM (hey, it happens) you can suddenly do the Break Spiral, and an embarressing screw up turns into a l33t mind game.frionel wrote:Another good way to set up the break spiral, it's my RBS technique
A or C (distance), and just behind the oponent, BREAK SPIRAL!!!
One of my "secret techniques" if you make the combo ending with his deadly rave style DM... is instead of the finishing move (dp E), to delay, and grab with the break spiral the confused opponnent!! believe me, it'll work a lot of times
and when your opponent is bored, you can just reset with a A, and the same combo again
What are the set ups for using +A or C to end up behind the opponent? I've been trying stand A (anti-hop)> +A, but that doesn't seem to work. Or is it only against knocked down opponents?
I suppose another trick would be to do the +A/C from just outside the max range then doing the Break Spiral just as you land. Its like HF Blanka redux!
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AcidicEnema wrote:
I suppose another trick would be to do the +A/C from just outside the max range then doing the Break Spiral just as you land. Its like HF Blanka redux!
sorry, I was sure that my bad english will make a trouble someday here '
I dind't mean "behind", but "in front" :oops:
so as you say, it's on the maximum range of the A/C
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frionel wrote:Another good way to set up the break spiral, it's my RBS technique
A or C (distance), and just behind the oponent, BREAK SPIRAL!!!
One of my "secret techniques" if you make the combo ending with his deadly rave style DM... is instead of the finishing move (dp E), to delay, and grab with the break spiral the confused opponnent!! believe me, it'll work a lot of times
and when your opponent is bored, you can just reset with a A, and the same combo again
haha, i do that all the time..
sometimes after your rambu DM, if you choose not to do the follow up E, u can do down A (opponent can block) and do his knee slide, then Break spiral. you can also do this if the opponent blocks your flying attacks.
Say, Jump B/C/D (he blocks), Down A x2 (he blocks), knee slide. Break Spirial DM. Most of the time, they are still blocking.
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just press down A x 2, Stand B, foward + C in your combo.flipONE wrote:What's confusing me on this thread is that people are listing f+C as part of their standard chains however f+C isn't a command normal. Any info?
it links into B, or rush DM.
Just think of those weird combo moves in fatal fury when you keep press the buttons in a certain combination.. but in a simplified mechanism.
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f+C is not a command move.
If you do the d.A> s.B> f+C chain, when you hit f+C you get a punch with the far stand C animation that is cancellable, even though far stand C is normally not cancellable.
If you do the d.A>s.B> C chain, when you hit C, you get a sped up version of his f+A animation, that is not an overhead and lifts the opponent off the ground abit for a strange reel that the f+A doesn't normally do.
During both these chains, the stand B you get is neither his normal close stand B (a shin kick) or a far stand B (a floating upward kick), but rather a grounded version of his far stand B that is much more comboable.
Similarly, d.B> +D gives you an upward split kick which lifts the opponent a bit, and is cancellable, setting him up for a juggle hit. However, +D cannot be normally accessed as a command move.
d.A/d.D>df+ C allows you to cancel the jab/sweep into a Duck Feint (Ground) even though the Duck Feint (Ground) can only normally be done during a run.
All this sounds a bit complicated, but you'll catch on very fast once you start playing.
If you do the d.A> s.B> f+C chain, when you hit f+C you get a punch with the far stand C animation that is cancellable, even though far stand C is normally not cancellable.
If you do the d.A>s.B> C chain, when you hit C, you get a sped up version of his f+A animation, that is not an overhead and lifts the opponent off the ground abit for a strange reel that the f+A doesn't normally do.
During both these chains, the stand B you get is neither his normal close stand B (a shin kick) or a far stand B (a floating upward kick), but rather a grounded version of his far stand B that is much more comboable.
Similarly, d.B> +D gives you an upward split kick which lifts the opponent a bit, and is cancellable, setting him up for a juggle hit. However, +D cannot be normally accessed as a command move.
d.A/d.D>df+ C allows you to cancel the jab/sweep into a Duck Feint (Ground) even though the Duck Feint (Ground) can only normally be done during a run.
All this sounds a bit complicated, but you'll catch on very fast once you start playing.
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Ok, so I've got my practice down somewhat on d.A, st.B, f.C and it's fun as hell SCing into Rush DM. I haven't quite gotten the timing down into the break spiral instead of doing +E as a combo ender.
Also I've been having fun with:
Hop D, d.Ax2, d.D (1 hit), .C, Break Spiral (on block)
d.Ax2, st.B, f.C, +K, d, d (duck feint), j.A., d.B, st.B, d.D (1 hit), .C (whatever).
Anyone have any comments on what Duck's good jump/hop moves are?
Can anyone list off what kind of invulnerability Duck has during moves? I'm pretty sure that ,f+P is pretty vulnerable to lows. Specials, Supers, whatever. Any auto-guards?
Also I've been having fun with:
Hop D, d.Ax2, d.D (1 hit), .C, Break Spiral (on block)
d.Ax2, st.B, f.C, +K, d, d (duck feint), j.A., d.B, st.B, d.D (1 hit), .C (whatever).
Anyone have any comments on what Duck's good jump/hop moves are?
Can anyone list off what kind of invulnerability Duck has during moves? I'm pretty sure that ,f+P is pretty vulnerable to lows. Specials, Supers, whatever. Any auto-guards?
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Got through with some matches today, and I'd have to say that Duck King freakin rules.
- dash, .C (duck feint), Break Spiral owns peoples minds.
- d.A, d.B, f.C xx ,f+P (followup included) is fun as hell, I love crossing up with j.D to get the combo started.
- j.D is amazing Air to Air.
Has anyone tested to see if his LDM can be canceled after the end command of Beat Rush (hcb,f+P).
- dash, .C (duck feint), Break Spiral owns peoples minds.
- d.A, d.B, f.C xx ,f+P (followup included) is fun as hell, I love crossing up with j.D to get the combo started.
- j.D is amazing Air to Air.
Has anyone tested to see if his LDM can be canceled after the end command of Beat Rush (hcb,f+P).
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