The King of Fighters XIII/Duo Lon: Difference between revisions

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=== Tips and Tricks ===
=== Tips and Tricks ===
*Basically all of Duo Lon's combos can be started from cr.B cr.b cr.A instead of cl.C f.A.
*All of Duo Lon's combos can be started from cr.B cr.B cr.A instead of cl.C f.A. When jumping in, omit one cr.B from the hitconfirm.
*Due to spacing, qcf+P x 3 may whiff in certain combos. To avoid this, substitute cl.C for cl.D whenever possible and try sticking with basic cr.B cr.B cr.A hitconfirms. In the worst case, the player could omit f.A in the combo and cancel a close normal into qcf+P x 3.
*Due to spacing, qcf+P x 3 may whiff in certain combos. To avoid this, substitute cl.C for cl.D whenever possible and try sticking with basic cr.B cr.B cr.A hitconfirms. In the worst case, the player could omit f.A in the combo and cancel a close normal into qcf+P x 3.



Revision as of 02:26, 9 August 2011

The King of Fighters XIIIKOFXIIILogo.png
The King of Fighters XIII/System GuideThe King of Fighters XIII#Game ElementsThe King of Fighters XIII#CharactersThe King of Fighters XIII/SystemsThe King of Fighters XIII#Fun StuffThe King of Fighters XIII/StrategyMvC3HeaderButtons.png



Duo Lon

KOFXIII-Duo Lon Face.png

In a nutshell

The princely "Silent Assassin" of the Ash Saga's Protagonist Team, Duo Lon is an offensive character with a multitude of defensive and offensive tools available with stocked meter. His generally safe 'rekka' series, fast cross ups/resets, and easy combos allow the player to constantly 'pixie' or pressure the opponent, though his damage output is on the lower side of the cast. Duo Lon's other unique attacks can cover a long range, though they are not suited to play a pure defensive game (as in Duo Lon is no Dhalsim). Instead, Duo Lon can solidly control the neutral space with his normals then launch an offense based on high/low mixups and frametraps.


Video Walkthrough

Move List

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Standing Light Punch
kof.lp
25
chaincancel cancel
Standing Light Kick
kof.lk
30
low cancel
Standing Heavy Punch
kof.sp
70
cancel
Standing Heavy Kick
kof.sk
70
Close Heavy Kick
Close kof.sk
70
cancel
Crouching Light Punch
d + kof.lp
25
chaincancel cancel
Crouching Light Kick
d + kof.lk
30
low chaincancel specialcancel
Crouching Heavy Punch
d + kof.sp
70
1st hitbox: cancel
Crouching Heavy Kick
d + kof.sk
80
low softknockdown
Blowback Attack
kof.sp + kof.sk
75
softknockdown specialcancel
Jumping Light Punch
Air kof.lp
Jump: 45
Hop: 40
high cancel
Jumping Light Kick
Air kof.lk
Jump: 45
Hop: 40
high cancel
Jumping Heavy Punch
Air kof.sp
Jump: 72
Hop: 70
high cancel
Jumping Heavy Kick
Air kof.sk
Jump: 70
Hop: 68
high
Jumping Blowback Attack
Air kof.sp + kof.sk
Jump: 90
Hop: 80
softknockdown cancel

Unique Attacks

Name
Command
Damage
Special Properties (glossary)
Genmuken
f + kof.lp
ex : f + kof.lp + kof.sp
kof.lp : 40
ex : 30×2
Air kof.lp : 40
Air ex : 80
airok
Can be Drive Canceled into; Not cancelable into HD Mode
Not Drive Canceled into: specialcancel
Drive Canceled into: drivecancel
Cancelable into Himoukyaku: Mae or Himoukyaku: Ushiro
Air: high anywherejuggle
Genmukyaku
f + kof.lk
ex : f + kof.lk + kof.sk
kof.lk : 20
ex : 60
Air kof.lk : 40
Air ex : 60
airok
Can be Drive Canceled into; Not cancelable into HD Mode
Ground: chipdamage
Ground ex : softknockdown
Air: high

Throw

Name
Command
Damage
Special Properties (glossary)
Suishu: Shoukou
f or b + kof.sp or kof.sk (while close)
100
throw hardknockdown

Special Moves

Name
Command
Damage
Special Properties (glossary)
Himoukyaku: Mae
qcf + k
ex : startupinv
Himoukyaku: Ushiro
qcb + k
ex : startupinv
Juon Shikon
qcb + p
p : 50
ex : 40×5
supercancel
Shakijuuryuu
qcf + p ×3
ex : qcf + kof.lp + kof.sp , qcf + p ×2
p : 30+30+40
ex : 60+30+40
drivecancel
3rd hit: softknockdown
Himoukyaku: Mae
Shakijuuryuu (3rd hit), then qcf + k
ex : startupinv

Desperation Moves

Name
Command
Damage
Special Properties (glossary)
Hiden: Genmubakkoshikon
qcb hcf + p
p : 200
ex : 60×3+140
hardknockdown maxcancel
Hiden: Juonshikonsou
hcb hcb + kof.lp + kof.sp
10×40
throw softknockdown

Apprentice Combos

Strategy

Move Analysis

Normal Moves

  • Standing Light Punch (Snka.gif) - Quick finger strike. Anti-airs hops and reaches further than other Standing Snka.gif attacks. Doesn't hit crouching opponents, but hard to react to on whiff.
  • Standing Light Kick (Snkb.gif) - Short range low kick, similar to Ash's Standing Snkb.gif. It can be canceled and must be blocked low, but the range and hitconfirms on Crouching Light Kick are more reliable.
  • Standing Heavy Punch (Snkc.gif) - A one-handed palm strike that behaves similarly to a Close Heavy normal while being usable at any range. Works inside combos if chained into (F.gif + Snka.gif) or canceled into a special alone. Nice for frametrap application since there's no chance of a 'far' uncancelable normal activating due to range, and it carries heavy blockstun.
    • The reach on the palm is on par with Standing Light Kick (short), while the hitbox is rather slim and low. This makes Standing Heavy Punch a poor anti-air or hitbox in general to whiff, making it best used on block or hit from up close. By no means comparable to the palm strikes of a certain Chinese twin duo.
  • Standing Heavy Kick (Snkd.gif) - Duo Lon turns his back to the screen while performing a crescent kick. Somewhat slow in startup, especially compared to Duo Lon's Crouching and Close normals.
    • This kick will hit crouching opponents while controlling the horizontal 'hop space' in front of the player. Duo Lon doesn't have many other pokes with similar reach and height so this kick is a strong complement to his ground game.
    • A nice preventive anti-air and possible anti-air if spaced to hit with the tip of Duo Lon's foot.
  • Close Heavy Kick (Close Snkd.gif) - A violent knee attack that moves Duo Lon forward slightly when canceled which increases the likelihood of Shakijuuryuu ((Qcf.gif + Punch.gif) x3) connecting in a combo. Opting for Standing Heavy Punch can be safer at times to ensure a cancelable normal is used, but otherwise Standing Heavy Kick is a stronger option. Doesn't hit high enough to anti-air from running under an opponent, but the hitbox and range is wider than that found on Standing Heavy Punch.
  • Crouching Light Punch (Down.gif + Snka.gif) - A fast and rather reaching low jab. The strike hits mid but can be canceled, so it must be linked after Crouching Light Kick for a combo.
    • The hitbox is higher off the ground than Crouching Snkb.gif while Duo Lon is left with a slightly better frame advantage on block; as such the player can forfeit the low properties for more frame advantage up close while also automatically anti-airing the opponent's hop attempts.
    • Standing Snkc.gif has a rather short reach and so certain moves may be punishable instead with the reach of Crouching Snka.gif canceled into Juon Shikon (Qcb.gif + Punch.gif).
  • Crouching Light Kick (Down.gif + Snkb.gif) - Low kick resembling Ryu's crouching short kick, and one of Duo Lon's longer and fastest normals. Nice tripguard anti-air against horizontal jumping attacks and functions as his main low threat and hitconfirm starter.
    • The player can typically chain two Crouching Snkb.gif attacks before linking Crouching Snka.gif, or only one if done after a jump-in.
  • Crouching Heavy Punch (Down.gif + Snkc.gif) - Duo Lon stands up while performing an open-palm uppercut. This is a traditional crouching uppercut anti-air option that has a tall vertical hitbox with a short horizontal reach, though caution must be used due to Duo Lon's vulnerable hitbox enlarging as he stands. This is a great option against full jumps and the player can anti-air oncoming hops if done in anticipation, though Duo Lon is punishable if the attack is whiffed or simply too slow to become active.
    • Duo Lon doesn't have a basic reversal move, so when bring rushed down where a Standing Snka.gif or Crouching Snkc.gif fail, the player's best option is to block.
    • The player can cancel the attack on block, hit, and whiff, but the startup is slower than Standing Snkc.gif. The main use of canceling would typically be to cancel into a special move such as Juon Shikon (Qcb.gif + Punch.gif) after a successful anti-air.
  • Crouching Heavy Kick (Down.gif + Snkd.gif) - A standard sweep reaching further than Crouching Snkb.gif and all of Duo Lon's other normals. This spinning sweep isn't cancelable so it carries the full risk of being hopped over if read. On the flipside the soft knockdown on hit from Crouching Snkd.gif leads to better positioning than Standing Snkd.gif on hit, though it Standing Snkd.gif is immune to being hopped over. A simple and effective tool that can also serve as a tripguard meaty.
  • Blowback Attack (Snkc.gif + Snkd.gif) - A beefed up Standing Snkc.gif palm performed with both hands; the active hitbox is quite large in addition to Duo Lon sliding forward before attacking. The extra range and cancelability allows this attack to connect in instances and blockstrings where the player is pushed out too far for Standing Snkc.gif to connect. Blowback attacks cannot be canceled into command normals, and on hit the opponent is launched back - so while this doesn't translate to a full combo on hit, the player can continue locking the opponent down while whittling at the guard meter.
    • Duo Lon's heaviest blockstun-inducing normal and thus a great move to cancel into Juon Shikon (Qcb.gif + Punch.gif) to create a smaller gap in the blockstring.
    • The fat hitbox can be used to anti-air and should a trade occur the Duo Lon player has the potential to tack on another hit against the aerial, jugglable opponent.
    • There's a long recovery on whiff so be sure to use the attack in a range that it will likely hit or be blocked.
  • Jumping Light Punch (Air Snka.gif) - Jumping finger strike, identical to Standing/Crouching Snka.gif but done from the air. The player could use this as an air-to-air option but the short range of the attack will cause it to lose often due to being out-ranged. Doing a Jumping (F.gif + Snka.gif) attacks at the exact same horizontal angle while having much more range.
    • One instance that could call for Jumping Snka.gif would be when superjumping at an opponent and anti-airing with Jumping Snka.gif due to its fast speed. This type of anti-airing is rather risky and often sloppy.
  • Jumping Light Kick (Air Snkb.gif) - Duo Lon sticks his foot out at a downward angle. The hitstun generated is light and so Jumping Snkd.gif works better in general when attacking from air to ground. The key feature of this attack is that it is chain cancelable into (F.gif + Snkb.gif) which will lead into a combo upon landing. The timing for this chain combo requires the Jumping Snkb.gif to hit early against a standing opponent, meaning that the opponent can crouch and punish the player's whiffed Jumping Snkb.gif. After landing Shakijuuryuu ((Qcf.gif + Punch.gif) x3) it's possible to set up a hitreset and cause a Fuzzy Guard situation to rule out the possibility of the opponent crouching the setup.
  • Jumping Heavy Punch (Air Snkc.gif) - A mostly horizontal palm strike with a slight downward angle. Jumping Snkd.gif outclasses this attack in air-to-ground situations, but the horizontal reach makes this attack one of Duo Lon's air-to-air attacks; covering the horizontal space in front of and below his arm. His Jumping (F.gif + Snka.gif) reaches further horizontally, but Jumping Snkc.gif is less susceptible to being counterpoked and works better when up close to the aerial opponent.
  • Jumping Heavy Kick (Air Snkd.gif) - Duo Lon kicks downward at a 30° angle. This is a great jump-in attack that can cross an opponent up if done deep while also being annoying to anti-air if spaced so that the tip of his foot strikes the opponent. Deals a standard amount of hit/blockstun which will easily allow followup combos on hit.
  • Jumping Blowback Attack (Air Snkc.gif + Snkd.gif) - A beefy downward kick resembling Jumping Snkd.gif but at a 45° angle. It's possible to cross an opponent up with this attack if it connects deep in toward the opponent. The hitbox of this move has more horizontal range than at first appears so that the player can utilize it as an air-to-air attack against opponents below Duo Lon while potentially scoring a counterhit followup.
    • Works similar to Jumping Snkd.gif as an air-to-ground attack. While Jumping Blowback Attack does not hit high, the resulting blockstun length is much longer and leaves the player with a large frame advantage.

Unique Attacks

  • Genmuken (Right.gif + Snka.gif) -
    • Ex.png Genmuken (Right.gif + Snka.gif + Snkc.gif) -
  • Air Genmuken (Air Right.gif + Snka.gif) -
    • Air Ex.png Genmuken (Air Right.gif + Snka.gif + Snkc.gif) -
  • Genmukyaku (Right.gif + Snkb.gif) -
    • Ex.png Genmukyaku (Right.gif + Snkb.gif + Snkd.gif) -
  • Air Genmukyaku (Air Right.gif + Snkb.gif) -
    • Air Ex.png Genmukyaku (Air Right.gif + Snkb.gif + Snkd.gif) -

Throw

  • Suishu: Shoukou (Right.gif or Left.gif + Snkc.gif or Snkd.gif [while close]) -

Special Moves

  • Himoukyaku: Mae (Qcf.gif + Kick.gif) -
    • Ex.png Himoukyaku: Mae (Qcf.gif + Snkb.gif + Snkd.gif) -
  • Himoukyaku: Ushiro (Qcb.gif + Kick.gif) -
    • Ex.png Himoukyaku: Ushiro (Qcb.gif + Snkb.gif + Snkd.gif) -
  • Juon Shikon (Qcb.gif + Punch.gif) -
    • Ex.png Juon Shikon (Qcb.gif + Snka.gif + Snkc.gif) -
  • Shakijuuryuu (Qcf.gif + Punch.gif ×3) -
    • Ex.png Shakijuuryuu (Qcf.gif + Snka.gif + Snkc.gif, Qcf.gif + Punch.gif ×2) -
    • Himoukyaku: Mae (Shakijuuryuu 3rd hit, then Qcf.gif + Kick.gif) -
      • Ex.png Himoukyaku: Mae (Shakijuuryuu 3rd hit, then Qcf.gif + Snkb.gif + Snkd.gif) -

Desperation Moves

  • Hiden: Genmubakkoshikon (Down.gifDownleft.gifHcf.gif + Punch.gif) -
    • Ex.png Hiden: Genmubakkoshikon (Down.gifDownleft.gifHcf.gif + Snka.gif + Snkc.gif) -
  • Hiden: Juonshikonsou (Hcb.gifHcb.gif + Snka.gif + Snkc.gif) -

Tips and Tricks

  • All of Duo Lon's combos can be started from cr.B cr.B cr.A instead of cl.C f.A. When jumping in, omit one cr.B from the hitconfirm.
  • Due to spacing, qcf+P x 3 may whiff in certain combos. To avoid this, substitute cl.C for cl.D whenever possible and try sticking with basic cr.B cr.B cr.A hitconfirms. In the worst case, the player could omit f.A in the combo and cancel a close normal into qcf+P x 3.

Combos

0% Drive

0 Bar

  • cl.C f+A xx qcf+P x 3 > qcf+B, cl.C xx qcb+P - (244, 30)
    • This is Duo Lon's basic bnb. The final qcb+P at the end does not combo, but it sets up a meaty fireball that is + frames, allowing you to do any sort of mixup or pressure. Alternatively you could end the combo with st.A and recover much faster, perhaps letting you set up a different mixup.
    • Alternatively this combo can be started with - cr.B cr.A f.A...

1 Bar

  • cl.C f+A xx qcbhcf+P - (288, 11)
    • Basic super combo. As you can see, the damage is not that much better than his bnb, so overall this combo is not too useful.
    • Alternatively this combo can be started with - cr.B cr.A f.A...
  • f.BD j.CD - (136, 8)
    • An easy followup to a successful long range EX Genmukyaku.

2 Bar

  • cl.C f+A xx qcf+P x 3 > qcf+B, qcb hcf+AC - (447, 23)
    • Alternatively this combo can be started with - cr.B cr.A f.A...
  • f.BD qcbhcf+P - (250, 0)
    • A more damaging confirm off your EX Genmukyaku.

3 Bar

  • f.BD qcbhcf+AC - (351, 0)

50% Drive

0 Bar

  • (corner only) cl.C f+A xx qcf+P x 3 DC qcb+A, j.CD - (285, 37)
    • Slightly more damaging corner combo. Also has the advantage of leaving you with a lot of time to do basically anything.
    • Alternatively this combo can be started with - cr.B cr.A f.A...

1 Bar

  • cl.C f+A xx qcf+P x 3 SC qcbhcf+P - (342, 23)
    • Pretty average supercancel combo.
    • Alternatively this combo can be started with - cr.B cr.A f.A...
  • cl.C f+A xx qcf+P x 3 DC qcb+P qcbhcf+P - (369, 29)
    • Nets a little extra damage in the corner.
    • Alternatively this combo can be started with - cr.B cr.A f.A...
  • cl.C f+A xx qcf+P x 3 DC f.BD j,D - (281, 30)
    • Does less damage but sets up an ambiguous reset crossup scenario if you hyperhop j.D after the first j.D. Video
    • Alternatively this combo can be started with - cr.B cr.A f.A...

2 Bar

  • (corner only) cl.C f+A xx qcf+P x 3 DC qcb+P qcbhcf+AC - (475, 29)
    • Gives you a measly 30 damage for 50 drive...combo to avoid unless necessary.
    • Alternatively this combo can be started with - cr.B cr.A f.A...

100% Drive

Possible to start HD combos from cr.B cr.B (HD) cr.C but difficult.

1 Bar

  • cl.C (HD) cl.C f+A xx qcf+P x 2 HDC f.A HDC qcf+P x 2 HDC f.A HDC qcf+P x 2 HDC f.A qcf+P x 3 HDC qcb+A qcbhcf+P - (510, 13)
    • Must end in corner for qcb+A to connect. Otherwise, Supercancel the final rekka.

2 Bar

  • cl.C (HD) cl.C f+A xx qcf+P x 2 HDC f.A HDC qcf+P x 2 HDC f.A HDC qcf+P x 2 HDC f.A qcf+P x 3 HDC qcb+A qcbhcf+AC' - (620, 13)
    • Must end in corner for qcb+A to connect. Otherwise, Supercancel the final rekka.

Video for listed HD combos


Comboing into NeoMax is a big waste of meter, as it does less damage than these combos and his Max Cancel does very low damage as well.

Duo Lon's HD combo potential is pretty garbage. It's not recommended to use HD with him, but it can be worth it do a mixup into your NeoMax if you have 3 bars and 100% HD, as it will do 400 damage, which decent for a throw. Unfortunately, it's not as good as Ash's NeoMax.

3 Bar

  • hcbhcb+AC - (400, 0)

Basic Strategy

Advanced Strategy

Go to the Dark Dimension.

Frame Data