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→‎Gameplay Overview: Added overview, pretty barebones but at least there's something now.
 
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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.
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*Strengths go here
*Strong normals
*Best S-Power in the game
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*Weaknesses go here
*Almost all of his specials are bad
*Worst P-Power in the game
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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 - -

5-28f airborne

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
  • Needs at least 1 duck
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
  • Needs at least 2 ducks
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
  • Needs at least 3 ducks
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
  • Needs at least 3 ducks
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
  • Needs 4 ducks

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

Real Bout Fatal Fury 2
General

ControlsFAQSystem

Characters

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