Hey guys, after taking a little break I think it's time to hit KoF seriously again, this time with Duo! Time to lay on the questions.
After rekkas, I see people doing st.A, does that lead to mixup opportunities like I can teleport, or do a j.B into f.B for the overhead?
Correct, ppl like to do his rekkas into B teleport (qcf+B), s.A and then --> qcf+B into d.B OR hop B-->air.f+B OR B teleport into throw OR simple s.C into qcb+A for added pressure (safer for Duo Lon as well).
After rekka, is drive cancelling into f.BD a 50/50, can I choose which side I want to run to?
The thing I've observed with the limited time I've picked up Duo Lon is that the distancing is very circumstantial as the the rekkas leave you at different spots depending on where how far you were from the opponent when you started the combo (off a d.A, two d.As, s.C-->f.A etc...). Sometimes I'll qcf+B into a juggle s.A but I'll be on the same side, other times the teleport will cross them up.
However to answer you question, most likely you can control which side you'll be on by dashing. For example, if you do a j.CD into air.f+AC (it'll connect even if the j.CD isn't a "counter" and the air.f+AC is optional) you can dash underneath them or choose to stay on the same side. The j.CD into air.f+AC setup can be preceded by rekkas [DC], f+BD
as seen here.
What are some block strings I can use with him? All I'm doing so far is just whatever into rekkas into qcf.B to cross up and stay fairly close to them.
Beware of a blocked rekkas string; in the corner it's definitely punishable and if the opponent is savvy, even mid-screen they can throw you as you teleport past them (or command throw). I'm still learning him but as a block string I use: d.B, s.A, f+A, qcb+B, and of course you quickly cancel the qcb+B into f.B as a full block sting--just don't over do it as it's real easy to GCAB out and punish you.
Recently, courtesy of B.a.l.a/Armando from our recent tourney he showed us how useful his d.A--> qcf+A, pause, d.A -->... is (and I've been reading about it from day one from the Japanese BBS but I haven't seen it being utilized so well until that day).
People at the arcade I go to mentioned that a lot of Taiwanese players use Duo as their anchor, is this true and if it is why is that? I don't see how he'd make a good anchor char.
Personally, my DL is not strong enough to anchor my team, I usually put him first or second as he's a great battery character. He does not do enough damage in a short amount of time which is why I feel he's not suited for a clutch 5th round. The only damaging thing he can do is his NM really.
I'm just repeating this question cause I didn't find answers that were satisfactory to me, what do you use as anti airs? I usually use cr.C if I predict or if they do a normal jump I can react fast enough with anti air rekkas. What are your preferences?
I also use d.C (and I feel dirty but oh well)
pre-emptively but I can't stress how slow the d.C comes out for how fast it looks. I've been snuffed out of it so many times and been punished big time. If I'm in the corner I always cancel the d.C into qcf+B teleport. That and j.CD is my preference of immediate anti-air since he's got an awesome j.CD (coupled with a speedy, albeit awkward trajectory, jump).
For zoning purposes, vertical jump.f+A works well along with f.A which keeps them firmly planted in the ground (tack on the f.B trick if you want).