Gameplay Overview
Talk about the character as a whole. Describe their gameplan and whatever else feels appropriate.
Normals
Standing
5A
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
6
|
-
|
5
|
3
|
8
|
+4
|
0
|
HL
|
Y
|
-
|
-
|
|
n.5A (within 69 px of opponent)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
6
|
-
|
4
|
2
|
10
|
+4
|
0
|
HL
|
Y
|
-
|
-
|
|
5B
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
8
|
-
|
5
|
24
|
9
|
-15
|
-19
|
HL
|
N
|
-
|
-
|
|
|
n.5B (within 66 px of opponent)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
8
|
-
|
5
|
3
|
12
|
+1
|
-3
|
HL
|
Y
|
-
|
-
|
|
5C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
21
|
-
|
13
|
9
|
15
|
+2
|
-4
|
HL
|
N
|
-
|
-
|
|
n.5C (within 57 px of opponent)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
11,11
|
-
|
7
|
2,4
|
20
|
+2
|
-4
|
HL
|
Y
|
-
|
-
|
|
Crouching
2A
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
6
|
-
|
4
|
2
|
10
|
+4
|
0
|
HL
|
Y
|
-
|
-
|
|
2B
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
8
|
-
|
5
|
3
|
12
|
+1
|
-3
|
L
|
Y
|
-
|
-
|
|
2C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
11,11
|
-
|
8
|
3(6)3
|
20
|
KD
|
-3
|
L
|
N
|
-
|
-
|
|
Command
Mad Spin Hammer 4A
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
16
|
-
|
18
|
2,4
|
20
|
0
|
-6
|
H
|
N
|
-
|
-
|
|
Needle 3B
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
19
|
-
|
7
|
15
|
16
|
KD
|
-11
|
L
|
N
|
-
|
-
|
|
Duck Feint 663C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
39 total
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Shocking Ball 2C while the opponent is knocked down
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
18
|
-
|
8
|
30
|
20
|
-
|
-
|
-
|
N
|
-
|
-
|
|
Power Headbutt 5AB
High Avoid Attack
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
14
|
-
|
13
|
10
|
16
|
0
|
-6
|
HL
|
Y
|
-
|
-
|
|
Jumping
j.A
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
Neutral Hop
|
6
|
-
|
4
|
9
|
6
|
+8
|
+4
|
H
|
N
|
-
|
-
|
Diagonal Hop
|
6
|
-
|
4
|
9
|
6
|
+8
|
+4
|
H
|
N
|
-
|
-
|
Neutral Jump
|
6
|
-
|
4
|
8
|
6
|
+8
|
+4
|
H
|
Y
|
-
|
-
|
Diagonal Jump
|
6
|
-
|
4
|
9
|
6
|
+8
|
+4
|
H
|
-
|
-
|
-
|
|
j.B
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
Neutral Hop
|
8
|
-
|
5
|
9
|
6
|
+8
|
+4
|
H
|
N
|
-
|
-
|
Diagonal Hop
|
8
|
-
|
5
|
9
|
6
|
+8
|
+4
|
H
|
N
|
-
|
-
|
Neutral Jump
|
8
|
-
|
5
|
6
|
6
|
+8
|
+4
|
H
|
Y
|
-
|
-
|
Diagonal Jump
|
8
|
-
|
5
|
8
|
6
|
+8
|
+4
|
H
|
Y
|
-
|
-
|
|
j.C
Diagonal Hop/Jump
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
Neutral Hop
|
18
|
-
|
7
|
8
|
8
|
+15
|
+9
|
H
|
N
|
-
|
-
|
Diagonal Hop
|
18
|
-
|
7
|
8
|
8
|
+15
|
+9
|
H
|
N
|
-
|
-
|
Neutral Jump
|
18
|
-
|
7
|
6
|
8
|
+15
|
+9
|
H
|
Y
|
-
|
-
|
Diagonal Jump
|
18
|
-
|
7
|
8
|
8
|
+15
|
+9
|
H
|
Y
|
-
|
-
|
|
Oversway Actions
5D (opponent in oversway)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
18
|
-
|
8
|
3,9
|
14
|
0
|
-6
|
H
|
Y
|
-
|
-
|
|
2D (opponent in oversway)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
18
|
-
|
10
|
6
|
15
|
KD
|
0
|
L
|
Y
|
-
|
-
|
|
A (from oversway)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
8
|
-
|
24
|
3
|
12
|
+2
|
+1
|
H
|
-
|
-
|
-
|
|
B (from oversway)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
8
|
-
|
22
|
4
|
12
|
+1
|
-1
|
L
|
-
|
-
|
-
|
|
C (from oversway)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
18
|
-
|
25
|
4
|
10
|
+13
|
-3
|
HL
|
-
|
-
|
-
|
|
Throw
Rolling Neck Throw 4/6C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
26
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Feints
Feint Duck Dance 2BC
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
47
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Special Moves
Head Spin Attack 236A/C(-C-C)
Hitbox of both versions After 236A version After 236C version Overhead Kick
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
A
|
28
|
-
|
7
|
15
|
20
|
-1
|
-7
|
HL
|
-
|
Y
|
Y
|
C
|
8,10,10,10
|
-
|
17
|
24
|
22
|
-20
|
-26
|
HL
|
-
|
Y
|
Y
|
C-C-C
|
13
|
-
|
6
|
6
|
till landing+13
|
KD
|
-42
|
HL
|
-
|
-
|
N
|
|
Neo Break Storm 623B-Mash B
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
1st hit
|
8
|
-
|
20
|
13
|
28
|
KD
|
-19
|
HL
|
-
|
N
|
N
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
4 presses
|
8*4
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
8 presses
|
5*9
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
16 presses
|
1*11
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Dashing Dive 214B-(236B)
Reverse Dive
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
236B
|
28
|
-
|
12
|
19
|
31
|
-22
|
-22
|
HL
|
-
|
Y
|
Y
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
214B-236B
|
12
|
-
|
7
|
21
|
26
|
KD
|
-16
|
HL
|
-
|
-
|
N
|
|
Cross Head Spin 82D while in oversway
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
14,14,14
|
-
|
5
|
11
|
22
|
KD
|
-7
|
HL
|
-
|
N
|
N
|
|
Duck Feint j.22 (4/6 to move)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
14 total
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Flying Spin Attack j.214A (Can be done from Duck Feint)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
11,11,11
|
-
|
10
|
till landing
|
14 total
|
-
|
-
|
HL
|
-
|
N
|
N
|
|
S-Power
Break Spiral 360BC
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
76
|
-
|
0
|
-
|
-
|
KD
|
-
|
UNB
|
-
|
N
|
N
|
|
Break Spiral Blaze j.41236BC
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
52
|
-
|
0
|
-
|
-
|
KD
|
-
|
UNB
|
-
|
N
|
N
|
|
Crazy Blaze 623B-41236BC
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
52
|
-
|
0
|
-
|
-
|
KD
|
-
|
UNB
|
-
|
N
|
N
|
|
P-Power
Duck Dance 641236C-Mash C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
1+1
|
-
|
75 total
|
-
|
-
|
-
|
-
|
-
|
-
|
- Duck Dance Lv2:4 presses; 2 chickens
- Duck Dance Lv3:8 presses; 3 chickens
- Duck Dance Lv4:12 or more presses; 4 chickens
- After doing the dance successfully, your Ppower will refill and you will have access to any of the following P-power moves
- Note that, no matter how many ducklings you have, using one of these moves will drain your Ppower completely and lose all ducks no matter it's requirements
|
|
Divine Punisher j.214BC
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
21,21,21,21(69)
|
-
|
7
|
till landing
|
20
|
-43
|
+1
|
HL
|
-
|
N
|
N
|
|
|
Rolling Punisher 236BC
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
8*13
|
-
|
15
|
37
|
20
|
-54
|
0
|
HL
|
-
|
N
|
Y
|
|
|
Dancing Calliber 214BC
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
8,12*6(79)
|
-
|
5
|
4(4)12(15)38
|
43
|
KD
|
-60
|
L
|
-
|
N
|
Y
|
|
|
Break Hurricane 623BC
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
8,12*7,14,14(92)
|
-
|
5
|
4(4)12(15)38
|
43
|
KD
|
-45
|
L
|
-
|
N
|
Y
|
|
|
Super Bombing Machine 63214C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
112
|
-
|
1+3
|
15
|
20
|
KD
|
-1
|
L
|
-
|
N
|
N
|
|
|
Chain Attacks
Punch Starters
``````````````
5A (*) --------> 5B (*) -----> 5C (E)
6C (^, E)
2C (_, E)
3C (*, A, E)
n.5A (*)----> 5B (*) -----> 5C (E)
: 6C (^, E)
: 2C (_, E)
: 3C (*, A, E)
:
----> 2A (*) -----> 5B (*) -----> 6C (^, E)
: 5A (*, E) 2C (_, E)
: 2C (E) 3C (*, A, E)
:
:
:
----> 5A (*) -----> 5B (*) -----> 6C (^, E)
5A (*, E) 2C (_, E)
3C (*, A, E)
2A (*)------> 5B (*) -----> 5C (E)
: 2C (E) 6C (^, E)
: 2C (_, E)
: 3C (*, A, E)
:
----> 2A (*) -----> 5B (*) -----> 6C (^, E)
: 5A (*, E) 2C (_, E)
: 2C (E) 3C (*, A, E)
:
:
:
----> 5A (*) -----> 5B (*) -----> 6C (^, E)
5A (*, E) 2C (_, E)
3C (*, A, E)
j.A-------> j.C (1, H, O, E)
(*, O)
Kick Starters
`````````````
n.5B (*)----> 5B (*) -----> 5C (E)
2B | 6C (^, E)
(*, _) | 2C (_, E)
| 3C (*, A, E)
|
----> 2B (*, _)----> 2C (_, E)
3C (*, A, E)
j.B-------> j.C (1, H, O, E)
(*, O)
Strong Starters
````````````````
2C (_)------> 2C (*, 1, _)-> 2369B (E)
Combos
Meterless
Metered
Strategy