Haven't tested him in 1.0 yet, but I did test him in 1.1 (with the version made for it). Here's my say:
-When he stops talking, his lips (or beak) still moves as if he's still talking.
-Duckula apparently has the ability to fly infinitely (and by infinitely, I mean by spam both fwd and back airdash).
-His running stop animation takes way too long to finish (and I can't cancel out of it).
-"Charge" just repeats the animation instead of just hanging in there continously.
-Why does his opponent glow white during mk and jump hk, but for the rest they don't?
-Mis-aligned hitsparks here and there.
-Aside from standing mp, his standing normals deal a pathetically weak amount of damage (and just to put this in exact: mp is somehow stronger than hp and hk)
-MP chains by itself.
-Goosewing's Bullet hitbox (and the bullet itself from the gun) is mis-aligned.
-His "dodge" doesn't have a hitbox.
-That's one large hitbox for a thunder attack.
-Igor's grab position is mis-aligned.
-What's the point of EX Vegetable Flare if it does the same damage as regular? (Also, it gives back meter)
-"Tremendous" gives back a slight bit of meter.
-Tremendous doesn't even reach all the way (and the effect's cut off too).
-If I use Tremendous in the air, hitspark's mis-aligned.
-After reaching lvl 1, Tremendous doesn't drain super whatsoever (aside from being lvl 4 and 5)
-Why is Saxophone a super if it doesn't even drain any meter after reaching lvl 2?
-Obligatory big hitbox for Saxophone.
-After Saxophone is used, his super bg still hangs in there.
-For a Lvl 3, "Bats" did too little of a damage.
-Same for "AutoDuck", for a lvl 5 btw.
-Autoduck's command is surprisingly hard to perform, due to the dash and Transport getting in the way.
-His grab during "Vampire" doesn't even reach, yet it hits anyway.
I may miss some more, but otherwise for a final release, he still needs work. Lots of it.