Talk about the character as a whole. Describe their gameplan and whatever else feels appropriate.
Pros
Cons
Strengths go here
Weaknesses go here
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 versionsAfter 236A versionAfter 236C versionOverhead 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