|
Ducky
Jun 24, 2014 5:16:35 GMT
Post by McDucky Potatoes on Jun 24, 2014 5:16:35 GMT
DUCKY Released
Download Him right here!
|
|
|
Ducky
Jun 24, 2014 18:19:48 GMT
Post by McDucky Potatoes on Jun 24, 2014 18:19:48 GMT
I like to put in secret moves and I forgot to put in the readme file last post.Ducky - Professinal Quacker
------------------------------ Style ------------------------------
Since Ducky is a flying duck, you have to control the air or you will lose horribly. Controlling the air is important, once you make your opponent scared over this, you'll be able to use Ducky mid-air for escape and offense.
------------------------------ Moves ------------------------------
SYSTEM - Capcom Vs SNK Based
-----------------------------------------------------------------------
Forward before getting hit - Parry(Standing & Mid-Air) -Ducky will catch his opponent attacks leaving his opponent open.
Down before getting hit - Parry(Crouching) -Ducky will catch his opponent attacks leaving his opponent open.
Forward, Forward / Backward, Backward - Dash(Holding a direction will increase movement)
L.Kick+L.Punch+M.Kick+M.Punch - Duck Factor(Usable in Mid-Air) -Depending on how much health you have, Ducky will use all of his rage and transform into power, causing his body to turn red. This Factor will increase strength and give you life back
L.Kick+L.Punch - Dodge -Ducky will do a dodge to whatever coming to his way.
Forward/Backward + Light & Medium Punch/Kick - Throw -Ducky will attempt to grab your opponent and slam them onto the ground.
Tips:
-Parrying will give you many advantages, if mastered properly.
-Parrying a super under 100 life will play music.
-Parries cannot parry grabs/throws.
-Rather than holding his dash, mashing a direction is faster
-Your Duck Factor will depend on your health, higher means weaker, lower is stronger.
-Hold Forward with Dodge, and Ducky will do a forward roll instead.
-Dodges are not invincible to Throws.
-Use Throws to switch sides with the opponent if you're getting cornered.
-If you press a perfectly timed attack button during a Dodge, you will do an attack that knockbacks most opponents.
SPECIALS
------------- * <-- shows which specials are EXable, pressing two punches/kicks will make your attack stronger but will use half of a meter.
*Down, Forward, Down-Forward, Punch -Beak Flight -Ducky will fly and try to hit his opponent with his beak(Going Diagonally)
*Down, Forward, Kick - Beak Dive(Usable in Mid-Air) -Ducky will try to hit his opponent face-first.
*Down, Forward, Kick + Down - Diagonal Beak Dive(Mid-Air) -Ducky will try to hit his opponent face-first facing downwards.
Forward + y/z - Reverse Predator(Mid-Air) -Ducky will grab his opponent, slam him to the ground and bite his opponent.
Hard Punch and Hard Kick - Water Splash -Ducky slams the ground with his palms causing a water geyser to appear.
Forward/Backward + Hard Punch and Hard Kick - Duck Helpers.
-Backward will call in a Diver, who will go behind you and launch themselves infront you for protection and an attack.
-Forward will call in a Potato Ducky, who will go behind you and shoot your opponent.
*Forward 360, Punch - Grapple -Ducky will grab his opponent, if grab is successful ,Ducky will do a German Suplex.
Variations:
Light is the quickest but is the weakest grab.
Hard is the slowest but is the strongest grab. EX version will cost an entire meter instead of half.
Tips:
-Beak Flight is Ducky's Anti-Air and can be used during wake-up to turn the tides of the battle. (This is easily punishable)
-Beak Dive is Ducky's best technique, it is barely punishable.
-When Beak Dive connects or gets blocked, Ducky will do a backwards roll opening slightly for a punish!
-Water Splash can be used to connect to Duck Legion Super. -Helpers can take as many hits possible, but they cannot be called again until they're completely off screen!
-Using EX versions of each special will make Ducky unhittable during the special
-Use Both Reverse Predator and Beak Dive to help you control the air. -Grapple can be used for wakeup grabs.
SUPERS
--------------
Down, Foward x2 Punch - Final Formation (Lv.1/2/3) -Ducky will do his family's flight formation, but modified to be an attack.
Down, Down, 2 Kicks - Curbstomp Symphony (Must be used with Biting Part of Reverse Predator, Lv.1) -Ducky will start to stomp his opponent and ends with a jumping stomp.
Down, Down, Hard Punch & Hard Kick - Duck Legion(Lv.1) -Ducks will appear behind you, diving in a straight line hitting your opponent. -If the command is done during the super, Ducky will use another meter to summon a giant water geyser.
Forward 720, Punch - Last Flight(Lv.2) -Ducky will attempt to grab his opponent. If successful, he will continue onto doing two german suplexes and ending it off with an izuna drop.
Back, Foward x2 Punch - Northern Flight (Lv.3) -Ducky will do a combo finishing it off with him grabbing the opponent throwing him to the sky, with Ducky using Beak Flight to pierce through his opponent.
Tips:
-Supers do not take any juggle points.
-Supers are only invicible during startup! -Last Flight is the only super that can be dreamcanceled to, if Final Formation LV.1 connects.
-Final Formation is the only super that has 3 versions depending on what punch you use.
-Duck Legion is highly punishable.
-Water Splash can be used to connect to Duck Legion Super.
-Northern Flight will cause mid-air opponents to land. -Last Flight can catch mid-air opponents.
|
|
|
Ducky
Jun 24, 2014 21:40:44 GMT
Post by Danownsall112 on Jun 24, 2014 21:40:44 GMT
Video says that you disabled playbacks on other websites .-. Otherwise that was awesome
|
|
|
Ducky
Jun 26, 2014 0:47:05 GMT
Post by McDucky Potatoes on Jun 26, 2014 0:47:05 GMT
I like updating this secret move
|
|