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| ==Gameplay Overview== | | ==Gameplay Overview== |
| Talk about the character as a whole. Describe their gameplan and whatever else feels appropriate.
| | Duck is a weird mix of extremes, and has fallen from his glory days as a top tier in RBS. Everything from his normals to supers range from amazing to the worst in the game. His normals for the most part are pretty good. His specials aren't however, with some of them even being minus on hit. To compensate for his poor specials, he has the best S-Power in the game with multiple ways to set it up. His P-Power on the other hand is the worst in the game. |
| {| | | {| |
| |-style="text-align:left;" | | |-style="text-align:left;" |
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| |- style="vertical-align:top;text-align:left" | | |- style="vertical-align:top;text-align:left" |
| | | | | |
| *Strengths go here | | *Strong normals |
| | *Best S-Power in the game |
| | | | | |
| *Weaknesses go here | | *Almost all of his specials are bad |
| | *Worst P-Power in the game |
| |- | | |- |
| |} | | |} |
Latest revision as of 19:45, 9 November 2023
Gameplay Overview
Duck is a weird mix of extremes, and has fallen from his glory days as a top tier in RBS. Everything from his normals to supers range from amazing to the worst in the game. His normals for the most part are pretty good. His specials aren't however, with some of them even being minus on hit. To compensate for his poor specials, he has the best S-Power in the game with multiple ways to set it up. His P-Power on the other hand is the worst in the game.
Pros |
Cons
|
- Strong normals
- Best S-Power in the game
|
- Almost all of his specials are bad
- Worst P-Power in the game
|
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