s.A
Fair anti hop tool, slower than the crouching version but further range and meatier with slower recovery. Will whiff on crouching opponents (Please investigate if this is true for ALL characters) leaving you open to low hit punishes or low combo starters. s.A is the same animation and properties as the close A version.
That I will need to check but I don't see why not...maybe the exception would be big characters such as Maxima, Goro, Raiden etc...
s.B
Hits low, can only be canceled into a special move, command normal. Cannot be canceled into any other normal .More meaty than standing A
Small nitpick, Duo Lon doesn't have any command moves. The move list image for Duo Lon lists his f A and f B as command normal, when in fact, they are
special moves. Much like a tomato which shares characteristics of both a fruit and a vegetable, both have Ex versions which are trademarks of a special move yet allow you to free cancel into a special off of it. Confusing.
s.D
Slower than standing C but covers all the way to Dou Lon's head, allowing you to use it as an anti-hop at times.
Is it slower? The frame data from Keykakko says it's both 5F for startup.
j.CD
Great air to air or air to ground tool, covers his mid and mid-low profiles, cannot be punished by Trip guard if done low enough. Fast and special cancelable move which allows guard break pressure and can be combined with f.A or f.B or their EX versions
The term
trip guard is constantly misused (this isn't to single you out Sir Octopus, everyone does this). In a nutshell, Trip Guard is the ability to
Guard the grounded opponent's trip. It describes the
jumper,
not the character that is on the
ground. In KOF I think we just call it anti-air d.B, it's a lot clumsy than saying trip guard, but more accurate.
f.A
Duo Lon’s preferred mid-range poke, slow startup, and good range of about ¼ of the screen. Will whiff on crouching opponents that do a low hit (d.B, d.D) and has slow recovery as well as a large hurt box. It is special cancellable but cannot activate HD from it.
Small nitpick again (sorry): I want to say the range is closer to 35% of the screen, it's pretty far.
f.A EX version
Faster startup. Does 2 hits instead of 1. Second hit pulls them towards Duo Lon regardless of on ground or aerial opponent. If aerial, it will allow great cross up potential as Duo Lon recovers before the opponent hit’s the ground, giving you the high/low mix-up, cross up or Kara canceling his cl.CD into reverse rekkas.
I tested it on the aerial opponents after you typed this up, and it only pulls them closer if the tip of his hand hits them, if they land on anywhere else of Duo Lon's stretched hands, it only hits them once and does not pull them closer.
f.A Aerial version
Faster startup and recovery. Only horizontal hit detection. Do not use it to anti air jumping forward, only on neutral or back jump. Good for combo extensions and hit confirming when doing a jump it with j.B
It cannot be overstated how good of a zoning tools this is for him, it controls space that almost no one else can, certainly not as well as he can.
air.f A EX version
As fast as the normal version and same amount of hits. The only real advantage over the normal air version is that it hits opponents out of air invincibility, such as Vice’s EX whip or Hwa Jai’s EX Dragon kick.
Otherwise known as "Anywhere juggle". Problem with this Anywhere Juggle, no move can juggle AFTER it, rendering it somewhat useless (except using another EX air.f AC). It's ok at best at setting up ambiguous crossups but most players can see it coming a mile away.
f.B EX version
Faster, almost instant startup and faster recovery. Same hit detection but hits opponents a little further of the ground than its normal version. Cannot be dodged by running.
It's true you can kinda use it as a ghetto anti air from afar. If the opponent is close to you it will always knock them away from you, if they are mid to far away it will always knock them towards you. In term of the hitbox, it seems like the hit detection was merely shifted upwards instead of extending upwards--case and point: the f.BD will completely
whiff (!) Chin's d x2+P punch stance lol.
qcb K EX version
- Same overall properties as the forward version. Also, you can cancel the animation with f.A, f.B or their EX versions at any moment in the animation.
WOW! I did not KNOW you can do a f.A. Learn something new everyday.