I know KoF can’t be dead in the states si I’m posting what I learn. Feel free to do the same.
So far, I use Duck King, Gato, Shingo and Kasumi.
**Duck King. **
Pros: Great mobility, Good damage, easy traps, easy setups, balanced moveset, switches well, some high priority normals, normals move him forward very far.
Cons: Fair air domination, limited b&b’s, has poor wakeup game, moves have a wierd randomness, some moves leave him WIDE open, bad priority specials and short range on important normals.
Ducks Kings strength is his unpredictability, oddly high damage even on chip and his dial combos, which are actually dial strings preset into the game software. His supers are ok, but he has no anti air moves UNLESS you do Duck Dance, which leaves him open for death.
btw: f=forward, b= back. d=down, cr=full crouch, df = down+ forward, buttons are in CAPS everything else is pretty straight forward.
Air Feint ***** (d,d in air). Basically a jump reset letting him rechoose his motion when performed. Cannot be buffered like in Real Bout, but can be done after almost any move that leaves him high in the air. Best move ever!
Dash feint **** (Dash,df +C). Like a roll, he can be thrown out of it. Unlike a roll there is NO moment of vulnerability anytime when this move is performed can only be cancelled at the end. SWEET!
**Feint ***** (d+A, crf+C). **This makes his mixup game all the more evil against those cautions turtlelers. Jabs then slides in very quickly for a very short time. Great for this special throw setup.
Choke Roll **** (d+C on downed opponent). Only one use for it. Unlike Duolons, Duck’s body hits the opponent so if you are to far away or do it too late, it wont hit. If you can, do it. FREE DAMAGE, plus he always ends up on the other side meaning you can get a free C headspin for some good chip.
Overhead ** (f+A) . Too slow, uncomboable, weak damage. Just go for the C headspin. The chip alone does more damage than the overhead.
** Combo 1 ***** (cr+b, standing B, f+C). **Great combo all around. Fast, good damage, can be switched out of, performed after jump ins of any kind, starts low, can buffer to any move he has. What else can be said about it.
** Combo 2 ***** (cr+B,B, df+D). ** Interresting combo. Can be buffered into all of his moves for clean hits and maybe a good combo.
**Needle Kick *(Df+b). Like any other slide kick in the game. Nice to get a Choke roll. Cannot be buffered into or out of. Leaves him vlunerable unless done from the farthest range. Nothing more than a fast, mid range knockdown.
**Jump kick ** (standing B far away). **Its a wierd slow jump kick but it is his best anti air and can be canceled into air feint. Interresting, but otherwise useless.
Headspin Attack *** (fb+P, press C on C version for extra hit or rfb+P in air). His headspin moves are a mixed blessing. Neither is effective more than half screen away, but both will combo from close C ONLY, A version might combo from string 2.
Air cannonball is horrible if you miss, and 50/50 if they block. If you do it right above the opponent you will cross over and get a free combo for as much as 50% health
Break Storm ** (dp+K) Useless… ok not realy. The B version ONLY hits opponents HIGH on the air. D might seems to randomly hit opponents who are very close. Prety unreliable. Both versions go WAY too high but seem tricky enoguh to be unpredictable upon landing. Use sparingly if ever.
Dancing Dive *** (rfb+K).** Never use the weak version. D-version trades air, hits low at the beginning and can be followed up with an air feint for sweet mixups. Can be buffered from close C.
Break Spiral* (fb, uf, d +K). ** HAH, good luck getting THAT pretzel motion on 360’s! Uncomboable, low priority, low range. Bah, at least its a throw!
**Beat Rush **** (hcb,f +P-> A,A,B,A,C,C,D,C, dp+E). **The only reliably comboable move. Also has high invincibility frames. Good on the ground, bad anywhere else.
**Duck Dance: *(d,d +CDE) **I give it 1 star out of my love for P-Chan. Only combos in the corner from a standing C and DOESN’T dizzy if the first hit hits. Also keeps dancing no matter what. At least you don’t have to press C to perform the follow ups.
->Diving Punisher: *** (qcbx2+P in air)
->Rolling Punisher:* (qcfx2+P)**
I clump these two together because they are basically powerful headspin attacks. They deal MASSIVE, MASSIVE chip but mediocre damage. I have yet to combo either.
Air one is better cause I have been able to bounce it off the opponents head. It’s like a friggin drill for gods sake.
**->Dancing Caliper: *****( qcbx2+K) **Good move if you can get it to hit since it goes STRAIGHT UP. If you do it you will recognize it from Fatal Fury… its the original breakstorm that looks like Terry’s rising tackle and made that funny weed-whacker sound. Does GREAT damage, but only hits opponents point blank. His best anti air since it is the ONLY move he has that vacuums and has huge invincibility.
->Break Hurricane:* qcfx2+P ** Not a great move, pretty low damage starts out with a knee then goes into a break storm.
** LDM * (hcb x2 + E in air)** horrible, horrible move. Don’t even bother using his as leader. It’s just break spiral in the air. STUPID!