recursal/Fanatic-Fandom huggingface dataset:
Springs

A **spring** is an entity that pushes players or objects that contact it in a certain direction. There are 6 types of spring, the only difference between them is the direction that they push objects, these are: up, down, left, right, up-left and up-right. There are no down-left or down-right facing springs. In the level editor, springs appear in the stuff sub-menu.

If a non-charge-based gun hits a spring, it will immediately fire; grenades and mines will also immediately trigger. Darts and nets bounce off of springs.

## Miscellaneous

If a hat, key or piece of equipment is bouncing on an upwards facing spring, with the right timing a player can bounce on that item, with it repeatedly going back and forth between the player and spring.

If a row of blocks (preferably thin, such as bunker blocks) is placed on exactly the 9th gridded row from the bottom in the level editor, placing upwards facing springs inside these blocks will cause them to act differently than usual. Furthermore, on any other row, a duck hitting upwards facing springs inside blocks will simply fall back down again, but placed here, a duck will remain stuck to the row of blocks above it.
Grenade

The **Grenade** is a common weapon found on many maps. After pulling the pin, a player has 4 seconds before the grenade explodes, and a player may hold onto it to "cook" it. Grenades explode shooting out fragments in a 5 block radius - if one of them hits a player, that player dies.

A Grenade loses its pin when bouncing off a spring.

## Defense

A player can survive an explosion by having their entire body behind some block(s). Wearing Armor or a helmet and having a fragment strike the armor will stop a single fragment. Shoes do not stop fragments. It is possible to completely avoid an explosion if the affected is lucky.

## Notes

* "#1 Pull pin. #2 Throw grenade. Order of operations is important here."
* "To cook grenade, pull pin and hold until feelings of terror run down your spine. Serves as many ducks as you can fit into a 3 meter radius."
* It can be obtained from the console with the commands:
	+ "`*spawn grenade (coordinates)*"`.
	+ *"give (player) grenade".*
Flower

The **Flower** is a very useless prop that when is on the duck's hand, when pressing fire makes a calming duck sound instead of the normal sound.

## Uses

You can use this item to give other ducks a funeral. Simply place the flower near their corpse, and press fire when unarmed and roughly by the corpse's head. This would normally close the eyes of the departed duck, but if in proximity to a flower, they will turn into a lethally-heavy tombstone and funeral music will play.

The flower CANNOT be used to disarm enemies.

## Notes

* "It's beautiful."
* It can be obtained from the console with the commands:
	+ "`*spawn flower (coordinates)*"`.
	+ *"give (player) flower".*
Spawning blocks

Redirect to:

* Spawns
Also known as "item boxes" spawning blocks are four types of entities labeled in the "spawn group" by the level editor. They are in every official map, spare maybe one or two. Their main function is simple; they spawn items, but in different ways, depending on the color and design of the block.

## Blue blocks

the blue box is the simplest of the boxes, and by far the most common. It spawns one item multiple times, on a timer of 5 seconds per spawn.
Variety Zone

The cabinet image.

**Variety Zone** is an arcade cabinet found in the Challenge Arcade and is unlocked by default.

## Theme

This arcade cabinet has no unifying theme.

## Difficulty

As it is the first cabinet the player will likely play, it is intended to be very easy to complete. It also tests the player on a variety of different techniques to come, hence the name.

Full completion does not require any complex techniques, simply good execution and a basic understanding of certain mechanics, such as counteracting weapon knockback and breaking windows by sliding.

## Missions

### Obstacle Course

This mission tasks the player with collecting all the stars in a linear level, testing them on their platforming abilities.

### Death Ray 101

This mission tasks the player with defeating targets using the Death Ray, testing them on their ability to defeat enemies.

### Swing Shoes

The final mission comes full circle by tasking the player with defeating targets in a small arena using the Boots and Grapple, testing them on both their platforming and combat ability.
Old Pistol

The **Old Pistol** is a common fire and reload pistol resembling a flintlock pistol.

Unlike other fire and reload weapons, the Old Pistol can be reloaded while moving within 1.5 seconds.

Often the Old Pistol is used in place of semi-automatic Pistol.

## Notes

* "A pain in the tailfeathers to reload, but it'll get the job done."
* It can be obtained from the console with the commands:
	+ "`*spawn oldpistol (coordinates)*"`.
	+ *"give (player) oldpistol".*
Death Ray 101

> Alright, Lt.Duck Captain say you need some pratice with the Death Ray. Get as many targets as you can and watch the side!
>
>

Death Ray 101 is the second challenge on the Variety Zone arcade.

This level consists in killing as many targets with Death Ray before the time run out or you die.

## Trivia

Beyond the Death Ray you get a pair of Wall Boots on this stage
Turbo Chainsaw (weapon)

## Turbo Chainsaw

The **Turbo Chainsaw** is an alternative version of the chainsaw. The only differences between the two chainsaws is the paintjob, where the turbo chainsaw is cyan and orange, the speedier sliding and that it leaves a trail of fire.

There is a Chancy challenge with the same name that features this weapon, see Turbo Chainsaw.

In order to create a turbo chainsaw in the editor, you need to toggle the **souped** option on a chainsaw.
Swing Mace Pro

> Hey, Swing Maces is pretty hard but I bet you can't do it without a helmet on.
>
>

Swing Mace Pro is the Chancy Challenge version of Swing Mace. The difference between the regular version from this challenge is the lack of helmet leading you to die from your mace. The best strategy is dont stop moving or only going down if the mace is above you
Controls/input.dat

File "My Documents\DuckGame\Options\input.dat"

Contents:

```
<Mappings>
  <InputMapping>
    <deviceName>KEYBOARD P1</deviceName>
    <deviceGUID></deviceGUID>

    <_nodeName>InputMapping</_nodeName>
  </InputMapping>
  <InputMapping>
    <deviceName>KEYBOARD P2</deviceName>
    <deviceGUID></deviceGUID>

    <_nodeName>InputMapping</_nodeName>
  </InputMapping>
  <InputMapping>
    <deviceName>XBOX GAMEPAD</deviceName>
    <deviceGUID></deviceGUID>

    <_nodeName>InputMapping</_nodeName>
  </InputMapping>
  <InputMapping>
    <deviceName>GENERIC GAMEPAD</deviceName>
    <deviceGUID></deviceGUID>

    <_nodeName>InputMapping</_nodeName>
  </InputMapping>
</Mappings>

```
Portalgun

This weapon is not normally available in-game. It might be unfinished or removed from the game.

## General Properties

### Item ID

portalgun

The **Portal Gun** is an unused item which shoots a portal that can teleport you to another portal. Has the same texture of the phaser, its a little buggy.

It's a reference to the game "Portal" which has a similar weapon that also can create portals.

## Bugs

* Shooting the Portal Gun at the ground, while a portal is already on the ground, causes the game to crash

## Notes

* It can be obtained from the console with the commands:
	+ "`*spawn portalgun (coordinates)*"`.
	+ *"give (player) portalgun".*
Spikes

**Spikes** is a sub-menu that appears in the stuff sub-menu of the level editor. There are 2 entities that appear in the sub-menu; saws and spikes ('spikes' will more often refer to the entity than the sub-menu). Each is rotated in 4 different ways, facing up, down, left or right.

Both spikes and saws will kill players that land on them, however if a player is wearing boots or is already running on blocks adjacent to spikes, they can tread on them safely. For saws this is not the case; whatever equipment is worn, a player will always die if they come into contact with saws.

In normal and pyramid levels, saws aren't ever seen, and spikes facing upwards are seen more often than facing any other direction.

## Mechanics

* Most items and objects bounce on saws, this includes nets as well.
* Crates, ice blocks and demo crates are destroyed by saws on contact.
* Activated mines and RC cars explode on contact with saws or spikes.
* A duck can pass through spikes if it passes through in the direction that the spikes face, e.g. a duck can walk through spikes facing right if it approaches them from the left.
* Similar to water flows and ice wedges, spikes and saws can either be placed mid-air, or touching a block, depending on what's adjacent to it.
Alex

## FRAME DATA

Alex Frame Data

Super Arts

 II
 III

## Target Combos

⬇+Lk, Mk

⬇+ Lk, Hk (No entra en Combo)

## Kara

Kara throw

➡+ HP~~LK+LP

Kara Power Bomb

Lp~➡↘⬇↙⬅~➡+Hp,Mp (se cancela la animación final del Lp con un ➡ + Hp, enmedio de estos dos se buffea el power bomb y se marca con Mp o Lp)

Kara Hyper Bomb

Lp, 360, terminando en ➡ Hp,Mp (Igual al anterior solo en lugar de HCB se hace un 360 empezando y terminando ➡)

## BNB

Mk, Flash Chop (EX)

Hp Flash Chop, Power Bomb

## Hit Confirm

⬇+Lk, Boomerang Raid

St. Lp o ⬇+Lp x 2 Boomerang Raid

St. Mk, Boomerang Raid

## SGGK

Parry, Mk~Lk+Lp, Flash Chop (EX)

Parry, Mk~Lk+Lp, Boomerang Raid

## Estrategias Básicas

- Alex tiene un buen overhead (st.HP), causa mucho stun y daño aunque es algo lento. Hay que variar entre usar el overhead, agarre, Power Bomb, etc. en la esquina, que es donde Alex es mas peligroso.

- Anti airs: Air Knee Smash es muy predecible, se le puede hacer parry con facilidad, incluso a la version EX. Este movimiento se usa mejor al principio de un round anticipando un salto, o el EX en wakeup. Sus mejores opciones de anti air son adelante + MP y adelante + HP, MP usandose mas cercano al oponente pero con mayor ventaja ya que es un movimiento rapido. Con la distancia y suerte propia, abajo + HP (golpe con hombro) sirve de anti air, si da un solo hit se puede seguir con un juggle, normalmente el Air Knee Smash.

- Air to airs: Ambos ataques fuertes (HP y HK) tienen buen daño, hitbox y prioridad, haciendolos una gran opcion para air to air. HK tiene muy buen alcance y puede agarrar por sorpresa al oponente, creyendo que esta fuera de tu rango. Tambien en algunos casos se puede utilizar el Flying Cross Chop; cerca de la esquina este te da la oportunidad de un juggle para mayor daño.

- No jugar tan a la brava. Alex es de estar en la ofensiva, pero nunca irse a lo tonto, hay que saber usar bien sus mixups y no caer en un flowchart, o solo lanzarse con ataques que no son seguros.

Esto solo es lo basico que necesitan para jugar con Alex; hay muchas mas cosas, pero no esperen que les diga todo cabrones!

~Hokuto

## Estrategias Avanzadas

Alex cuenta como todos los personajes que tienen command throws con un gran repertorio para vencer algunos ataques básicos les dejo algunos videos

### Empty jump Ins con Agarre, Tick Throws

aqui lo que se hace es un OS muy útil, al acercarse el oponente en el jump in se marca un parry seguido de un command throw (➡↘⬇↙⬅ sin botón) y se termina con un salto (↖) más mp,lp~lk , hp, lp~lk ó lp~lk, esta algo confuso pero esto hará que Alex haga un parry a un ataque, un command throw superjump cancel evitando ser agarrado y si se hace a destiempo un tech throw.

### Empty jump Ins con Agarre, Tick Throws

lo mismo al anterior solo que en lugar de marcar el command throw se marca flash chop o air stampede

~911
Roman Candle

The **Roman Candle** is a fire weapon found usually on fire based levels. When the fire button is presses the roman candle is activated and after 1.75 seconds a fireball will shoot out. A fireball will continue shooting out every half a second until capacity is reached. Typically the roman candle is lit then thrown like a Grenade but it can also be held.

## Notes

* "Fireworks, but even more dangerous! Light the fuse and cross your fingers."
* "FOOM"
* It can be obtained from the console with the commands:
	+ "`*spawn romancandle (coordinates)*"`.
	+ *"give (player) romancandle".*
Contributing

Some guidelines and tutorials for contributing to Duck Game Wikia. Please add your ideas if you think there is a better way to do or improve something on this wiki.

## Creating images

### For Weapons

Duck Game wiki images for weapons/guns are 256x192 in size with a transparent background. The original xnb file from the Duck Game folder has been converted with TerrariaXNB2PNG . It is then upscaled 6x (with interpolation off), cropped to a descriptive size and centered. Use a descriptive name when uploading, e.g. the name of the weapon.

Example: The original banana.xnb includes sprites for both Banana and Banana Cluster as well as other bananas.

### For Hats

Similar to weapon images, hat images are upscaled 2x (with no interpolation) to fit into a 64x64, 128x64 (normal+quack) or 192x64 (normal+quack+cape) canvas.

## Templates

The template Template:Infobox Weapon is used on weapon pages. It will automatically add the "Weapon" category as well as the category/class if that field was filled in the template (e.g. Weapon, Rifles).

The template Template:Weapon unavailable is used on weapons which are not "officially" available ingame, but can be spawned via console.

## Item tables and lists

For item tables and lists such as Guns and Equipment avoid using the Navbox template like it was done prior because it has a few issues:

* Scrolling sideways saves vertical space, but hides items from view and is a bit tedious to use
* Tapping images on mobile will open the image instead of the article page, tapping the link in the blue header does nothing (basically, mobile users were not able to navigate these lists; 32% of wiki visitors use mobile according to Special:Analytics)

Instead, create a table with a maximum of 3 columns (fits nicely on mobile) and attach the CSS class "dgwikia-list-table" so that it looks nice on desktop browsers (custom CSS does not work on mobile on Fandom/Wikia wikis). Create empty cells to evenly fill up remaining columns to avoid weirdly sized images.

Example:

```
{| class="dgwikia-list-table"

```
Saw Champion

> Alright, here's a real challenge. You'll need to learn to fly.
>
>

## Strategy

The strat for this one is thin but useful: Jump below the starting platform and glide over to the area below, then wall jump glide over the spikes to the area where you have to slide through the boxes. Simply gun hop up through the rest and voila.
Magnet Gun

The **Magnet Gun** is a unique weapon used to attract and hold metal objects. When the fire button is held, the closest metal object will be attracted. Swords, Sledgehammers and similar objects can be thrown from the magnet gun when the fire button is released. Rocks can also be attracted by the magnet gun. Mines that have been placed can be safely moved if the magnet gun picks them up. Ducks armored with the chestplate can be grabbed by the magnet gun, immobilizing them.

The magnet gun can be used against walls to move a player wielding it, this allows for wall climbing, faster movement and reaching otherwise difficult to reach areas.

## Notes

* "Attracts metal objects. This seems like a bad idea."
* "Nope."
* It can be obtained from the console with the commands:
	+ "`*spawn magnetgun (coordinates)*"`.
	+ *"give (player) magnetgun".*
Cork Gun

This weapon is not normally available in-game. It might be unfinished or removed from the game.

## General Properties

### Item ID

corkgun

The **Cork Gun** is an unused item which shoots a cork which is fixed to the gun with a rope. The gun must be reloaded by walking towards the fired cork, and pressing or holding the shoot button when standing near it.

## Notes

* It can be obtained from the console with the commands:
	+ "`*spawn corkgun (coordinates)*"`.
	+ *"give (player) corkgun".*
Death Laser

The **Death Laser** is an unfinished weapon only found on custom maps. When using the death laser, a bolt is fired which can either kill or revive dead players. To ensure death, the player on the opposing end of the death laser must be thrown off the map. This weapon is ideal for team matches because of the reviving nature of the weapon.

In the level editor it is described as "OFFLINE ONLY".

## Bugs

* The laser that it fires cannot be angled and will only fire straight forward

## Notes

* It can be obtained from the console with the commands:
	+ "`*spawn coilgun (coordinates)*"`.
	+ *"give (player) coilgun".*
Random Item Box

**Random Item Boxes** (or Red Item Boxes) are item spawn blocks that appear in some official maps. When bumped from beneath, they will spawn a random item. Lava Barrels and grapples cannot be spawned out of random item boxes.

Guns spawned from random item boxes have a 1/1000 chance of being gold, that is, they will have a gold texture and infinite ammo. Flare guns, quad lasers, roman candles, matchboxes, firecrackers and net guns cannot be spawned as gold weapons.

Forest06 is a map that mainly features these blocks.
Target Missions

The cabinet image.

**Target Missions** is an arcade cabinet found in the Challenge Arcade and is unlocked by default.

## Theme

The progression of this cabinet plays out like a heist, with the missions all involving traditional weaponry and being part of a "3 step plan for shutting down Corptron."

## Difficulty

As this cabinet is near the beginning of the Challenge Arcade, it is relatively easy to complete. However, unlike Variety Zone, completion does require slight strategy and knowledge of less obvious techniques, such as sliding with Jetpacks, as the levels are slightly less linear.

## Missions

### Step 1: Office Raid

This mission tasks the player with shooting targets and tests them on effectively using ammo, as they are often given just as much ammo as they need to clear an area.

### Step 2: Intel

This mission tasks the player with shooting targets and grabbing certain objects, including briefcases, and stars. This tests the player with handling unique weapon properties, such as the Magnum's penetrating bullets and the Shotgun's destructive spread.

### Step 3: Headquarters

The final mission tasks the player with shooting targets in a large area. This test the player with less orthodox combat techniques, such as disarming ducks with objects.
Bunker06

**Bunker06** it's a small bunker themed level, that is known because it's very hated due to its lack of damaging weapons.

## Items & Spawn

**Player spawns:**

* 4 - All them are in different platforms symmetrically placed on the level

**Item Spawners:**

* 4 dart gun spawners with a delay of 10s
* 1 chaindart spawner that has an initial delay of 18s, and it's above the area so the players can't see it. When spawned, it will fall onto the center spring. It only can be spawned once.

**Other spawners:**

* 2 quad spawners, shooting upwards with a delay of 6s, and the right one has an initial delay of 3s.

## Strategies

A very common an obvious strategy in this level is trying to keep your duck on the center spring until the Chaindart spawns, the other players will try to pull you with the dartguns.

## Fun Facts

* The level is very hated due to the lack of weapons to kill other players, and the only way to kill any other player is waiting 18s until the chaindart spawns.
* In the Duck Game files, this level is written on capital letters and only unused and unavailable levels in the game are written in capital letters. This might mean that this level wasn't thought to be playable.
Shortsighted Saws

> Wow. You are gonna HATE this!
>
>

This level is a Chancy Challenge version of Super Duck Champ but with the camera way closer to your duck.

Knowing the map could help you beat this level easily if you want to do the regular run

## Strategy

The left descending path is the fastest path, as it allows players to fall without fluttering often.

There is an exploit that allows players to clip through the locked double doors. The execution is as follows:

1. Walk right up to the first locked door
2. Trip
3. While tripped and upright, briefly touch left and jump at the same time. this 'tricks' the game into thinking you should be sent right and up, into the roof above you.
4. Ragdoll down to the right and you will either die from the nearby spikes, or clip into the final area.
Mine

The **Mine** is a trap weapon left on the ground when the fire button is pressed. If a player steps on an active mine it will be triggered, if further movement is made the mine will explode. By throwing an item on the mine or shooting it, the mine may explode. Overall, the mine is fairly inconsistent and unpredictable and sometime will not trigger when a player is on it, this is likely programmed in.

There is an achievement for becoming the last one remaining while standing on an activated mine.

## Notes

* "Once placed in position, explodes if any curious Ducks walk by."
* It can be obtained from the console with the commands:
	+ "`*spawn mine (coordinates)*"`.
	+ *"give (player) mine".*
Trombone

The Trombone is a musical instrument in Duck Game. It can be played by using the Attack button, pitch can be varied by pressing Left Trigger (or L2) when using a gamepad controller.

## Notes

* "Just look at this thing. It's amazing. The instrument of kings."
* It can be obtained from the console with the commands:
	+ "`*spawn trombone (coordinates)*"`.
	+ *"give (player) trombone".*
Hats

**Hats** are cosmetic items that alter the appearance of the player and set their team. Players can choose what hat they want to wear in the multiplayer lobby and Challenge Arcade using the Computer.

## Obtaining Hats

Most hats are unlocked immediately at the start of the game, but some are not available right from the get-go, signified by a padlock and the word "LOCKED" instead of the hat's name (however, one of these locks is actually a hat named "Locked").

The condition for unlocking each hat is different. Some involve completing Achievements, both in Multiplayer and the Challenge Arcade. Other must be purchased: using tickets for the Arcade or money for Vincent.

Another way to get hats is to make or download Custom Hats.

## Teams

When two or more players wear the same hat, they join the same team. Being on the same team means that all players on the team share the same point total. The name of the team is the same as the hat's name, regardless of the players' individual names.

If a single team is left remaining, that team earns one point. Any number of the team's players can be alive by the end of the round to earn the point, just as long as one is still alive. Players on the same team can still harm each other.

Interestingly, if all players join the same team, the game can still begin. This will cause each round to end instantly, as only one team is remaining the moment the round starts. However, no XP is earned for doing this.

## Combat

Hats actually serve a small combat purpose if used correctly. When a player ragdolls, either by tripping or dying, they drop their hat on the ground. This can be picked up and equipped to wear the hat, replacing any headgear the player has equipped. Particularly clever players can use this to pretend to be on another team, but this is hard to pull off convincingly if the opposing team is willing or able to communicate.

Before the release 1.5, the hat could be thrown and would disarm any duck it hits. This was useful if backed into a corner without a weapon, as it gave the player a chance to steal their opponent's weapon or even knock them back into a hazard. The hat also pushes ducks back slightly.

## List of Hats

Below is a list of hats found in the game. They are split into several categories.

### Normal

These hats are unlocked by default and have no special quirks.

### Unique

These hats are unlocked by default and have unique quirks that, by themselves, separate them from normal hats. This may be a unique visual effect, a reference to another game or something else entirely.

### Vincent

These hats are purchasable from Vincent for $150 each during certain calendar events.

It should be noted that the Mothers hat is currently glitched and does not appear.

### Arcade

These hats are found in the Challenge Arcade.

### Achievement

These hats are unlocked by achieving certain in-game milestones.

### Unobtainable

These hats cannot be unlocked in normal gameplay because they are either unused or just used as props. They can be found in the game files are listed here for reference.
Tinfoil Hat

The **Tinfoil Hat** is a piece of equipment found on few official maps. When the tinfoil hat is worn, it prevents the wearer from being affected by the mind control ray. Tinfoil hats do not count as armor, and will not protect against boots or bullets.

Like all headgear, equipping the tinfoil hat will remove your own hat.
Cowboy Pistol

Characteristics of the **Cowboy pistol** are similar to the Magnum with the same penetration and range but without the recoil and cooldown the magnum has. The pistol can be aimed at any angle with the right control stick of a gamepad or by holding the left click of your mouse and moving it around your duck.

In the level editor it is described as "OFFLINE ONLY".

## Notes

* "Standard issue .44 Magnum. Pretty great for killing things, really great for killing things that are trying to hide. Watch the kick, unless you're trying to shoot the ceiling."
* It can be obtained from the console with the commands:
	+ "`*spawn cowboypistol (coordinates)*"`.
	+ *"give (player) cowboypistol".*
Water Gun

This weapon is not normally available in-game. It might be unfinished or removed from the game.

## General Properties

### Item ID

waterrifle

The **Water Gun** is an unused item which shoots liquid and deals no damage, similar to the Demo Death Ray. Might be useful for creating small water features when playtesting custom maps.

## Notes

* It can be obtained from the console with the commands:
	+ "`*spawn waterrifle (coordinates)*"`.
	+ *"give (player) waterrifle".*
Spawns

**Spawns** are found in levels and the level editor and are used to spawn items and/or entities. They are found in almost every level in Duck Game and have values (such as their spawning interval) which can be changed.

## Spawners

Spawners spawn items automatically at specific intervals without needing to be activated.

## Free Spawns

Free spawns define the starting points of ducks in a map. A player can randomly appear here in a match. Team spawns are only for Capture the Flag, an unused game mode in Duck Game.

## Item Boxes

Item boxes spawn a gun or item when they are pushed upwards by a duck.
Helmet

A **helmet** is an armour piece that allows you to take one gunshot to the head and survive, this will destroy the helmet in the process. Along with this, you will be able to survive being stomped on by boots, or being crushed by boxes and rocks. When something lands on your head there will be a crater on your helmet, but the helmet will not be destroyed.

Three isolated sword attacks will destroy a helmet worn on a player, and two quick successive sword attacks also will.
Light of Darkness 3claw Wikia

The **Light of Darkness** is an amazing web game which use 3D scene and character. With history background which is connecting the heroes in the history, this game makes all players will do heroic action and fight the true evil. With taking every themes, going through every eras, this is a story about someone from the future got trapped in the past. All the story is about the war between the time travel hero and the demon shadow. The player has to save the history through many time-travels, and get the evil go back where they belong, and find a way to go back to his/her own home.

## Blogs

 BLOG\_LISTING\_POST\_BUTTON\_TEMPLATE

NintendoMarioDX
10 August 2015

 0

## Glitches/Bugs

Read Full Post

Anbudemi
8 June 2015

 0

## Grade Stone Upgrade Sheet

Read Full Post

See more >
Room Decoration

**Room decoration** allows players to customize their multiplayer lobby with toys (items), themes and fonts from a variety of collections. This feature was introduced with an update to PC players and the PlayStation 4 Duck Game release in August 2017.

The lobby can be edited by accessing the computer in the lobby. After selecting an online profile from the computer, or joining or creating an online multiplayer game, select **Edit Room** from the computer's menu. The Edit Room menu entry is only present if at least one online game has been completed and points or a decorative toy have been earned.

## Collections

Items are categorized into 13 collections, each with a distinct theme:

* Bar Collection
* Bathroom Collection
* Character Collection
* Cheap Collection
* Default Collection
* Everyday Collection
* Fancy Collection
* Freezer Collection
* Flowers Collection
* Momento Collection
* Music Collection
* Outdoor Collection
* Stone Collection

## Toys

Up to 16 toys such as flower pots, tables, musical instruments, TVs, windows, flags etc. can be placed in a player's lobby. Certain items have multiple colours (accessible through the "mod" button) and can have restrictions where they can be placed. It is possible to own multiple of the same item.

Players earn random items at the end of a multiplayer match through gifts and the coin machine. Some items can be bought from and sold to Vincent.

### Fonts

Fonts influence how a player's name is displayed in their lobby and during a match on the various scoreboards. Fonts include the BIOS Font (the default), Tiny Font, Wide Font, quiet font, Fancy Font, Italo Font and Handstand Font.

## References

1. ↑ superjoebob on Steam Community forums, 30 August 2017: August 30th @HOME Update Notes
Working even later

> Hmm, do you really need creates to break windows? Bet you cant break all the windows just slammin into em.
>
>

This is the challenge version of Working Late. The difference between this level and the regular version is the lack of chairs and crates to throw in windows. You will need to use your duck body to destroy all the windows.
Variety Zone Final II

The cabinet image.

**Variety Zone Final II** is an arcade cabinet in the Challenge Arcade. While it is unlocked by default, it can only be accessed by purchasing the Basement Key from Chancy.

## Theme

As this is a Variety Zone cabinet, it has no unifying theme.

## Difficulty

As the name implies, this is the hardest cabinet in the game to both beat and complete. It test old techniques and introduces a new one in the form of Gun Jumping.

## Missions

### Gun Jumper

This mission tasks the player with reaching the end in the allocated time. This teaches them to perform Gun Jumping, a niche but useful multiplayer technique.

### Rebound 101

This mission tasks the player with defeating as many targets as possible in the allocated time using the Laser Rifle and teaches them about its strange bullet movement.

### Saw Champion

This mission tasks the player with reaching the end as quickly as possible and tests their Gun Jumping and wall jumping using the Wall Boots.

## Trivia

* This is the only Variety Zone cabinet that does not contain a Swing based level similar to Swing Shoes, Swing Shotgun or Swing Mace.
Zodiac System

In the chaos of time and space, it is important to light up the Zodiac. With the different horoscope, you will get the different stat too. The more star you light up, the more bonuses stat you get. Every time you try to light up Zodiac, either you succeed or fail, you still get bonus exp and blessing value. Blessing value makes your chance to succeed in lighting the Zodiac increase.
Energy Scimitar

The **Energy Scimitar** is a powerful sword. The sword can be charged by dragging it on the ground (by shortly moving down and sideways at the same time) which will make the player run faster, it then allows players to

* Jump higher/Double jump or
* Strike/Attack with great reach when pressing attack.

When charged and thrown the Energy Scimitar flies straight and fast in that direction, when it hits a wall it will stick to it and can act as a step for climbing. If thrown downwards, your duck will be sent upwards at great heights.

By timing your attack just right or simply spamming it, you can reflect shots from most guns.

If a bullet from a Quad Laser is hit by the sword, it'll turn into a powerful Death Ray-like laser beam.

## Notes

* "How do you invent a sword? It uses modern technology."
* It can be obtained from the console with the commands:
	+ "`*spawn energyscimitar (coordinates)*"`.
	+ *"give (player) `energyscimitar`".*
Spawn Cannon

— Duck

**Under Construction**
This article or section is under construction. It may currently be in the process of an expansion or major restructuring.
You are welcome to assist in its construction by editing it.
Last edited by Antikore on 2018-02-15 18:17:34.

The **spawn cannon** is a spawn-type item that you can place on a level through the level editor,

its function is to shoot and item, weapon, equipment etc. launching it with power (power can be modified on the level editor.)
Virtual Shotgun

The **Virtual Shotgun** is a blue, infinite ammunition variant of the Shotgun. The virtual shotgun is often considered the best available weapon on maps it appears on because of its infinite ammunition. Like the other shotguns the virtual shotgun will destroy wooden doors and boxes when shot.

## Notes

* "The perfect shotgun for life inside a computer simulation. Virtually infinite ammo."
* It can be obtained from the console with the commands:
	+ "`*spawn virtualshotgun (coordinates)*"`.
	+ *"give (player) virtualshotgun".*
Vincent

— Duck

**Under Construction**
This article or section is under construction. It may currently be in the process of an expansion or major restructuring.
You are welcome to assist in its construction by editing it.
Last edited by 64.251.247.184 on 2022-11-29 21:45:40.

**Vincent** is an NPC that appears on certain days of the in-game calendar after earning XP. You can purchase toys and exclusive hats from him.

Earning money to purchase exclusive hats from Vincent can be done by playing multiplayer matches or selling items to Vincent, which he occasionally requests on certain calendar days. Hats will always cost $150, so it's advisable to have at least that amount saved if you're looking to collect every hat.
Mount System

Mount is not only increases your power, but also increases your stats. You can upgrade your mount to get higher level of mount. Not only it will adds mount stats, but also will give you a nice mount skin. After being upgraded, the old mount skin wont be erased, you still can use your old mount. Click mount upgrade button in mount interface. To upgrade a mount it needs to consume mount stone in a certain number. You can get it by joining events, task, in the battlefield, BOSS drop, or buy it in mall.
한국 라이브홀 위키

## <hero description="한국 라이브홀 위키 입니다. 라이브 홀 부터, 대안공간까지 음악과 관계있는 공연을 하는 라이브홀(공연장)에 대해 적고 있습니다. 간단한 정보부터, 시설, 엔지니어 등 여러 이야기를 함께 다루고 있습니다." imagename="" cropposition=""></hero>한국 라이브홀 위키

한국의 음악 공연장. 라이브 홀 부터 대안공간까지 여러 공간들의 이야기를 다루고 있습니다.

소개
--

라이브 홀 부터, 대안공간까지 음악과 관계있는 공연을 하는 라이브홀(공연장)에 대해 적고 있습니다. 수용인원부터, 시설, 음향, 엔지니어 등 자세한 정보들을 업데이트합니다. 추가/편집을 통한 도움을 환영합니다.

## 도움말

궁금한 점이 있으시다면 도움말 문서를 참고하세요. 도움말:기여하기 페이지에서 한국 라이브홀 위키에 기여하는 법을 찾아볼 수도 있습니다.

도움말 문서로는 해결되지 않는 궁금증이 있으시다면 중앙 커뮤니티 포럼을 이용해보세요.

## 최근 활동

그림과 동영상을 이용해 위키를 멋지게 꾸며 보세요. 위키아 비디오 라이브러리에서 유용한 동영상들을 찾아볼 수 있습니다.

파일:Placeholder
Artifact System

If you want to hold on in the chaos of time and space, artifact is a necessary treasure. Having an artifact could adds many stat to your character. When the artifact growth reach 100%, you can upgrade it. You can upgrade artifact skill by combat, when it reach highest level of experience, you can upgrade it using the artifact stone.
Blocks

A **block** is an entity which can be stood on by players, and collides with objects in the game.

There are 21 default blocks in the level editor, including 4 **platforms**, two of which are trees, the other two are scaffolds. The tile set for a block is 128x128 pixels.

Solid blocks are blocks that collide with objects from all directions, whereas platforms are blocks that only collide with objects from above. Players can jump through platforms, or fall through them by pressing jump while crouching on top of one. Generally, the term block is taken to mean a solid block, not a platform.

Cave blocks are the thickest blocks, whereas pyramid blocks are the thinnest.

Snow Ice blocks have less friction than all other blocks, meaning that players and objects slide on them.

All of the default blocks tile sets are shown below, note that NONUBS in some block's names simply means that there are no extensions to the edges of the blocks (they are rectangular).

## Other Blocks

In the stuff sub-menu of the level editor, there are an additional two blocks and one platform that are available; Grey Block, Pyramid Block and Altar.

Grey Block and Pyramid Block are single texture blocks that cannot be destroyed. Pyramid Block occasionally appears on Pyramid levels. Altar also appears on Pyramid levels and unlike regular platforms, it can only be placed with widths of length 1, 2 or 3.

## Custom Blocks

Both custom blocks and platforms can be made externally, and then used in the level editor. Unlike the default blocks, whichever tile set is used, the collision area of the blocks will remain the same. Rather interestingly, custom blocks can be made to be translucent or transparent. Click here for a guide.
Controls

The Steam version of Duck Game allows the ability to play using either a keyboard or a controller. As well as this, you can edit the controls in the main menu of the game, and there are several available presets to choose for keyboard player 1, player 2 and controller.

Mouse/analog controls cannot be added using the options in game. However using a gamepad joystick allows for fine-grained movement controls (e.g. walking speed depends on how far you tilt the joystick, etc.).

If you found yourself in the unlucky situation that you messed up the controls beyond recovery (i.e. you are not able to control Duck Game anymore) then you can use the "-defaultcontrols " command line parameter to reset everything to the defaults.

Controls on the PlayStation 4 can’t be changed.

On the Switch they can be changed by going to Pick Profile - Pick the profile you want change the settings on - Y - Controls.
Positron Shooter

The **Positron Shooter** shoots orange lasers. In its initial stage, it has a very low range, and its projectiles are affected by gravity. It can be charged by holding up and pressing fire repeatedly, at which point it will play a melody. Partially charging the gun will result in its range increasing relative to the amount of charge, and will decrease how much the projectiles are affected by gravity. Shooting it in its partially charged state will reduce its total charge slightly with each shot. A fully charged Positron Shooter will shoot a wide beam projectile that destroys walls and starts fires, but will use up the gun's entire charge in the process. If overcharged, the gun will automatically release a fully charged shot, but will force the user into a ragdoll state and launch them backwards.

This gun is found in random item boxes with a 1 in 10,000 chance. It is technically not unavailable, but it cannot be placed normally in the level editor. After getting it from a random box the player that got it will have a 2/80 chance of getting another positron shooter from Random Item Boxes in his next 100 rolls, this chance will transfer between games and closing and restarting the game, even saving between PCs if steam cloud is enabled. But getting it again with the increased chance will not add another 100 higher chance rolls.

The gun is a reference to a Futurama episode.

## Bugs

* [ONLINE] Firing the positron shooter 63 times and dropping it will make it appear as having 0 ammo on others peoples client and dissapearing, firing it again will loop it back to 127.
* [ONLINE] If your not the host and grab a positron shooter spawned from a random box or in the level, its ammo will be reduced to a range between 0-127 depending on its ammo on the client that owns it, 999999 being 63.

## Notes

* "A futuristic weapon from the WORLD OF TOMORROW!"
* It can be obtained from the console with the commands:
	+ "`*spawn positronshooter (coordinates)*"`.
	+ *"give (player) positronshooter".*
Gouki

## POKES

Cr. Mk

St. Mp

Hp de Lejos

## BNB

Cr. Mk, Lk Tatsu , Hp DP si se quiere interrumpir con el SA usar el Lp DP para hacer mas daño

## BUFFERS

Cr.Mk o Mp xx Tatsu

Cr. Mk xx SA1

## HITCONFIRMS

Cl.Mk, SA1

Cr. (Lp,Lk,Lp) xx SA1

## BUFFERS PARA KARA DEMONS

Dash xx Lpx2, f.Mp,Lk,Hp

Demon flip xx Lp x2, f.Lk, Hp

Dive kick xx Lp x2, f.Mp, Lk, Hp

Dejando Hp presionado Cr. Lk xx Lpx2, F.Mp, Hp

## TRUE KARA DEMON

F.(Mp, Lp, Lp), DF+Lk, Hp

F.Mp, Lp, Lp, F.Lk, Hp
Yun

Dakai

 Kobokushi
 Tetsuzan Kou
 Nishou Kyaku
 Zenpou Tenshin

 **SA2** : Sourai Rengeki
 **SA3** : Genei Jin

 Target Combos
 Target Combos
 Target Combos
 Target Combos

## Llenar BarraBNB

Cr.Mk, Zesshou hohou

1,2,3 Zesshou hohou o tetsuzan Kou

Cr.mp para llenar la barra

## Presión

Cuando el oponente pone defensa

Dive kick cr.mp y random shoulder (DP)

Dive kick st.mp, hp, cr.mk random shoulder

1,2,cr.mk cuando crees que vayan por el red parry del 1,2,3

## Pokes y Footsies

Cr.mk para footsies

St. far hp

St. Far mk

## Training

1,2,3 genei jin

1,2…doble tap 3 delayea el 3

## Hit confirms

Cr.mp, st.lk confirmer el hit y hacer qcf+lp

Cr.mpx2 confirmar con qcf+p

Cr.lkx2 confirmar con qcf+p

## SGGK

Inputs (1er player):
→,N,↓,N,b+MK~LP+LK
oponente

Agarra, haces tech throw

Intenta golpearte parreas y pegas con launcher de patada media
no hace nada lo agarra el command grab
el movimiento del  kara tiene que empezar despues de abajo/neutral.
Nota: la primer neutral es crucial para obtener el parry alto o bajo a menos de que puedas hacer adelante y abajo antes de 10 frames para obtener ambos parries el segundo el neutral es crucial para evitar el palm al presionar puño débil

→,N,↓,N,b+Mp~LP+LK,hp, b+hp y genei jin
Elena

## Especiales

 Mallet Smash
 Spin Scythe
 Scratch Wheel
 Lynx Tail

## Pokes

Cr.Mp

Cr.Mk

F + Mk

## BNB

Cr.Mp, Ex Spin Scythe, Ex Rhino Horn, Ex Scratch Wheel.

## Estrategia Básica en Vs

Llenar Barra de poder

En situaciones donde normalmente se utilizaria un agarre hacer B+Hk

Utilizar sus mixups tiene demasiados este personaje

utilizar el cr.mp y combinarlo con el kara throw cuando se vea que entra el cr. mp se confirma con SA 1 o 2

no ser repetitivo
Gruby rzul

## Fabuła

Anusiak, Konieczko i Maślana rozmawiali sobie. Przyszedł do nich płaczący Czesio z podbitym okiem i bolącym ciałem. Konieczko zapytał się, co mu sie stało. Czesio odpowiedział, że został pobity przez grubasa za pomocą butelki po piwie (powiedział też, że po drodze zabijał wszystkich). W szkole też płakał i wyjaśnił powód Pani Frał. Poszedł do higienistki. Czesio i koledzy zaplanowali zemstę po szkole. Po szkole szukali żula i znaleźli go (Czesio wskazał na niego palcem). Zmierzyli się z nim i wygrali. Zostali określeni bohaterami ulicznymi.
Rock

Jugador del norte del país amante del parry, aun que no lo ejecuta del todo bien cuando puede toma el riego de intentar ejecutarlo. Su estilo de pelea es Rushdown pero su defensa escasea, se enfoca en sus mix ups y predecir movimientos, comenzó a jugar en XBL la version Anniversary Collection por ahí del 2005 (xbox negro) así que le falta barrio maquinero, Online Warrior a falta de comunidad en su racho.
Ryu

## POKES

Mp de lejos

Cr. Mk

Cr. Hp

## SUPER ART

A pesar de que mucha gente novata se va sobre el poder dos de ryu por que baja demasiado no es un super art malo sin embargo los otros dos son mucho mejores que éste. el super de elección debe ser Denjin o SAIII sus ventajas son que se llena muy rapido, un combo que tumbe y tienes para hacer un setup en el cual dejarias stuneado a tu oponente con lo cual le puedes bajar media barra de vida.

El super Art I se utiliza dependiendo del estilo de juego pero este es superior al SAII ya que tienes mas barra para utilizar EX, es mas facil chipear a un oponente a punto de morir y cuentas con dos barras de poder o sea que puedes utilizar varios ex y poder. una gran ventaja de este Super Art es que se puede confirmar evitando la necesidad de gastar barra.

## BNB

Jump in Hp Cr.Hp tatsumaki este combo hace buen daño y stun

Hp, EX joudan suxkutou (HCF+K), HpDp

## BUFFERS

Cr. Mk Tatsumaki

Cr. Mk SAI

St. Mp Hadouken Ex

## HITCONFIRMS

Cr. (Lk,Lp,Lk) xx SAI

De cerca Mk ~ SAI (Con el oponente agachado)

F.Mp (ultimo hit en Meaty) ~ SAI

## OPTION SELECTS

Parry, Hp ~ Lp + Lk xx Tatsumaki

Parry Mk ~ Lp + Lk xx Ex Joudan Suxkutou
Frame Data

la mayoria de la información del frame data se obtuvo de:

http://baston.esn3s.com/

## Leyendo el frame data

Lo primero que hay que saber es que todos los ataques tienen 3 fases startup, active y recovery

Los frames de inicio o startup es la animación de levantar el brazo la pierna agarrar vuelo o lo que sea, corresponde al numero de frames antes que un evento (hit/block) sea registrado por el juego. Por lo tanto, un movimiento con 2 frames de inicio golpeara en el 3er frame.

Los frames activos es cuando tu golpe es capaz de realizar daño

Los frames de recuperación o recovery es el tiempo que te toma en regresar a la posición en la que tu personaje es capaz de realizar alguna otra acción

Block Stun representa el numero de frames que no podras hacer nada excepto por seguir poniendo defensa

Hit stun representa el numero de frames que no podras hacer nada si te golpean

Frames en hit/block representan cuán rapido o más lento que tu oponente te recuperaras despues de cierto movimiento. Éstos representan que tan seguro es un movimiento

cualquier movimiento que es +0 ó mas en hit/blockstun es considerado seguro de cualquier castigo.

en cambio Ken cr.Hp es -6 en block y -4 en hit

lo cual quiere decir que tu oponente se recuperara 6 frames mas rapido que tu si le pone defensa a tu golpe y si le golpea se recuperara 4 frames mas rápido que tú, este movimiento no es seguro incluso si lo aciertas por lo cual tu oponente te puede castigar.
Włatcy Móch - fanowska Wikia

## **Witaj na Włatcy Móch - fanowska Wikia**

Już wcześniej z rzadka oglądałem tę kreskówkę. Teraz już coraz częściej i bardziej polubiłem ten serial.

A to jest fanowska wiki.

A tu jest regulamin.

## **Wskazówki**

* Dopiero zaczynasz przygodę z edytowaniem wiki? Zajrzyj do Centrum Pomocy, aby nauczyć się wszystkiego co musisz wiedzieć o budowie wiki.
* Przejrzyj obecnie istniejące kategorie, aby dowiedzieć się jakie narzędzia masz do swojej dyspozycji i jakie strony zostały już utworzone.
* Odwiedź główna kategorię administracyjną, która zawiera wszystkie najważniejsze narzędzia pozwalające utrzymać wiki w dobrej formie.

* Tutaj umieść linki do najciekawszych artykułów na wiki.
* Drugi link.
* I trzeci.

Pomóż nam i spróbuj rozbudować tę wiki.
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Możesz także pomóc rozbudować tę wiki poprzez edytowanie zalążków artykułów.
Chrono Energy

Chrono energy can be gained from doing tasks, gather energy, ice-fire battle, illusion maze and time-travel quest and many events more. Chrono energy is used to upgrade skills, adding specialization equipment, and light up Zodiac. Chrono energy is main consumption in game, light up the Zodiac, upgrade skill, and equipment focus needs chrono energy. It will help you be the strongest man in time and space chaos.
Camp Ruin

Near to Robin Hood Camp, there is an abandoned barrack which has long been abandoned. But the remains of Phantom Army seems to gather here intended to revenge.

Robin Hood hopes me to lead an army to eliminate the remains of Phantom Army. Lots of battling experience can be acquired there . Besides, I need several companions and make my skills more destructive.

Level required：lv39

Campaign type： EXP Campaign/single

Campaign monster: Mutated Resistance Army, Mutated Resistance Guard and Muted Marshal.

BOSS Introduction：Otis

A right-hand of Prince John, in order to open the Chrono Rift calling on more Abyss Phantom, Odis led his army searching around for the weakest place of Chrono Shield to open new Chrono Rift..

Eventually, he found the most weakest place of Chrono Shield and settled down there. They started building fortifications, at the meanwhile, established Energy Altar, preparing to open the Chrono Rift.