One of the best 2A's in the game (4 startup, +4 frame advantage)
Useful 214P now help with his pressure game
EX Rekkas do good damage if used correctly
Gameplay Overview
Duo Lon is an versatile rushdown charcter who uses strong pokes to control neutral before launching a suffocating offense based on high/low mixups and frametraps.
His gameplay revolves around his pokes, fast mix up with Rekkas (Suteki Juryu, qcf+Px3), and his teleports. With the introduction of EX specials in XIII, his j.f+A and j.f+B command normals become very useful for setting up mixups.
He's typically a rush down character but can zone his opponent well with his f+A/j.f+A. His f+B also prevents opponents from turtling.
Despite having overall a low damage output and losing his other variation of Rekkas from '03 and XI, he's still a very capable silent assasin like his official nickname suggests.
Pros
Cons
Decent mixup game with meter
Builds meter relatively fast, making him an excellent point character.
Decent keep away game means he can maintain a life lead easily.
Good rush down game
Great against projectile characters (minus King)
1-frame Neo Max command throw
Rekkas can shut down hop attempts with their deceivingly large hit boxes.
Slightly lower damage compared to the rest of the cast.
Rekka pressure is not safe on block.
Limited move set makes him somewhat predictable.
Restrictive HD combos due to his limited move set.
No meterless reversal, and his only metered reversal in EX teleport is easily punished.
Can be hard to open an opponent up
Jumps
This picture demonstrates different jump heights/distances.
Grey/White = Neutral Jump
Yellow = Neutral Hop
Orange = Forward Hop
Red = Forward Hyper Hop
Blue = Forward Jump
Green = Forward Super Jump
The forward moving jumps/hops display one image at the apex of the jump and one at the landing point.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
25
Mid
command
5
3
7
+5
+3
-
Cancelable/chainable, hits mid. A good normal to anti-air short hops with. It whiffs on crouching opponents, unless they are hit with another normal first, such as crA or crB.
One of Duo Lon's primary normals used to reset the opponent after landing his rekkas.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
30
Low
command
6
4
8
+3
+1
-
A special cancellable standing low attack. Can be used for tick throws and frame traps, or to feint a f+B since it has the same animation.
The drawbacks are that it isn't chainable, and it lacks range in comparison to Duo Lon's other commonly used ground normals.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
70
Mid
command
5
4
16
+1
-1
-
A fast normal, but it has a fairly small hitbox. Also causes more push-back than st.D, so st.D is a better option for punishes and frame traps for the most part, aside from st.D being slower.
It is often used for mid screen resets after landing Duo Lon's rekkas.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
70
Mid
-
9
4
22
-5
-7
-
A decent far range anti-air normal, and not bad to end a blockstring with because it doesn't whiff on crouching opponents. Not special cancellable.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
70
Mid
command
6
6
22
-7
-9
-
The go-to normal for punishes and frame traps. It is about 1 frame slower than st.C, but it easily makes up for that in every other department.
It causes less push-back than st.C, so you can confirm into f+A-rekkas without having to worry about the first rekka in the series whiffing.
Can also be late cancelled out of into qcb+A or qcb+B in corner resets to keep applying pressure. A lot of reversals go right through qcb+P though, so don't use it too much.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
25
Mid
command
4
3
6
+6
+4
-
Chainable, this thing is amazing. This should be your main pressure tool when rushing down up close, and what you should chain into after crB, since crB isn't cancellable.
Also a good reset option after landing Duo Lon's rekkas.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
30
Low
-
5
4
8
+3
+1
-
This is Duo Lon's main low threat. Chains into itself. It's a good normal for the most part, but the main drawback is that it isn't special cancellable.
It also doesn't have quite as much frame advantage as crA. For these reasons, it's usually best to end your chains with crA.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
70
Mid
command
6
7
22
-8
-10
-
A decent anti-air against normal or super jumps. It does have kind of a slow start up though, so you need pretty good reaction time to use this for anti-air purposes.
Can be cancelled into qcb+P or qcf+K after an anti-air or a ground hit to set up a mix-up, or to start applying pressure. Cancelling into qcb+P can be punished if anticipated though, so it's recommended to use it sparingly if you do so.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
80
Low
-
9
3
21
SKD
-5
-
Not a bad sweeping attack, but unlike many sweeps, it isn't special cancellable.
It also lacks in range compared to a lot of characters. Has use sparingly as a frame trap at the end of attack strings, but not much else.
Jump Normals
jump A
j.A
j.A
Version> indicates a follow-up to the main move, >> a follow-up to a follow-up and so on.Different versions and/or follow-ups to the move.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
jump A
jump A
45
High
command
5
6
-
-
-
-
hop A
hop A
40
High
command
5
4
-
-
-
-
Good close range air to air. Basically the same thing as st.A, but in the air.
jump B
j.B
j.B
Version> indicates a follow-up to the main move, >> a follow-up to a follow-up and so on.Different versions and/or follow-ups to the move.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
jump B
jump B
45
High
command
5
8
-
-
-
-
hop B
hop B
40
High
command
5
4
-
-
-
-
A light jumping attack aimed downward. Decent as a jump in, but j.D is better for this purpose in most ways.
The most noteworthy thing about this normal is that it can be cancelled into the air version of f+B to create a double overhead.
The main problem with this idea, is that the j.B must be done as soon as possible, and will whiff on crouching opponents at this height. This leaves Duo Lon vulnerable to being punished, so only use this if you know your opponent is conditioned to block high.
Can also be cancelled into the EX version of f+B, which comes out faster so it can be cancelled into a little later.
jump C
j.C
j.C
Version> indicates a follow-up to the main move, >> a follow-up to a follow-up and so on.Different versions and/or follow-ups to the move.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
jump C
jump C
72
High
command
6
7
-
-
-
-
hop C
hop C
70
High
command
6
6
-
-
-
-
Good close range air to air. Also decent for air resets after the ground version of EX f+B hits.
jump D
j.D
j.D
Version> indicates a follow-up to the main move, >> a follow-up to a follow-up and so on.Different versions and/or follow-ups to the move.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
jump D
jump D
70
High
-
7
7
-
-
-
-
hop D
hop D
68
High
-
7
6
-
-
-
-
Cannot be cancelled. Duo Lon's best air to ground attack. Aimed pretty much straight below Duo Lon.
Causes good hitstun, and can be activated fairly early during a hop while still hitting most crouching opponents. Can also be used as a weird air to air if the opponent is below Duo Lon. Also has the ability to cross up.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
75
Mid
special
13
6
18
SKD
-1
-
This is mostly used to whiff cancel into Duo Lon's special moves to give them more range, or to set up dirty mix-ups on an opponent's wake-up. More detailed information about this is listed below on this wiki page.
jump CD
j.CD
j.CD
Version> indicates a follow-up to the main move, >> a follow-up to a follow-up and so on.Different versions and/or follow-ups to the move.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
jump CD
jump CD
90
Mid
-
10
7
-
-
-
-
Solid jump CD. Fairly fast, and has a deceptive hitbox. It is aimed slightly downward though, so be wary of opponents jumping higher than Duo Lon.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
100
-
-
-
-
-
HKD
-
-
Can be broken. Gives a hard knockdown.
Command Moves
Genmuken
Genmuken
f+A/AC
6A/AC
Version> indicates a follow-up to the main move, >> a follow-up to a follow-up and so on.Different versions and/or follow-ups to the move.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
f+A
f+A
40
Mid
special
9
2
21
-2
-4
-
Can be special cancelled, Duo Lon extend his arm half of the screen.
Take care while doing f+A > rekka, depending of your range, rekka(1) can whiff but if you do the rekka(1)>rekka(2) quickly, the second rekka can combo even if the first one whiff.
One of the big use is for drive cancel rekka(2) to extend the rekka combo and also creating a infinite loop during Hyper Drive.
Can also be cancelled by qcb+b/d > f+B to stay +2, cause rekka is negative.
f+AC
f+AC
40+40
Mid
special
6
1,(1),2
15
+9
+2
-
Dealing more damage than the normal one, better advantage on hit and on block(Positive).
Allow Duo Lon to continue his combo by a strong normal on hit.
Genmukyaku
Genmukyaku
f+B/BD
6B/BD
Version> indicates a follow-up to the main move, >> a follow-up to a follow-up and so on.Different versions and/or follow-ups to the move.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
f+B
f+B
30
Mid
-
11
5
29
+5
+1
-
A tracking full screen mid attack, positive on block.
Can be used for free after any version of 214K, making f+A > qcb+K > f+B a relatable and safe combo on hit and block.
f+BD
f+BD
60
Mid
-
7
3
25
SKD
+2
-
Faster, more damaging and safer on block than the normal version.
Land the opponent in the air on hit, cannot be comboed by any special move but allow Duo Lon to air reset with his stand and jump normal(That can also be followed by j.F+AC for more damage).
Can be comboed by any version of his super move(qcb,hcf+P).
Air Genmuken
Air Genmuken
j.f+A/AC
j.6A/AC
Version> indicates a follow-up to the main move, >> a follow-up to a follow-up and so on.Different versions and/or follow-ups to the move.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
jump f+A
jump f+A
40
High
-
8
4
-
-
-
-
Air version of his f+A, can be used as a far air to air.
And also combo after a counter hit air to air(Every jump attack exept j.D cause its not command cancellable).
jump f+AC
jump f+AC
80
High
-
5
4
-
-
-
-
Faster and more damaging than the A version but can combo after a air to air even if that's not a counter hit(same j.D excluded).
Air Genmukyaku
Air Genmukyaku
j.f+B/BD
j.6B/BD
Version> indicates a follow-up to the main move, >> a follow-up to a follow-up and so on.Different versions and/or follow-ups to the move.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
jump f+B
jump f+B
40
High
-
11
3
-
-
-
-
A really far overhead, as explained in the j.B section, can be used after f+B to create a double overhead.
But j.B must be done as soon as possible, and will whiff on crouching opponents at this height. Leaving Duo Lon vulnerable to being punished.
jump f+BD
jump f+BD
60
High
-
8
3
-
-
-
-
Faster, more damage and leaving at a better advantage.
Has the same use than the normal version but better.
Special Moves
Himoukyaku • Zen
Himoukyaku • Zen
qcf+B/D/BD
236B/D/BD
Version> indicates a follow-up to the main move, >> a follow-up to a follow-up and so on.Different versions and/or follow-ups to the move.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
qcf+B
qcf+B
-
-
-
-
-
29
-
-
-
Duo Lon teleport half of the screen forward.Not invincible, can be punished by a hit, projectile or even a throw.
Can be used for free after rekkas(x3) like every version of this move.
qcf+D
qcf+D
-
-
-
-
-
39
-
-
-
Slower than the B version but travel near than full screen, no invincibility in this one too.
qcf+BD
qcf+BD
-
-
-
-
-
23
-
-
Full: 1 to 6 (6 Frames)
Invincible at start and faster than the other version, travel a bit less distance than the B version.
Can be used after rekkas(x3) to be safer than the other version.
Himoukyaku • Go
Himoukyaku • Go
qcb+B/D/BD
214B/D/BD
Version> indicates a follow-up to the main move, >> a follow-up to a follow-up and so on.Different versions and/or follow-ups to the move.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
qcb+B/D
qcb+B/D
-
-
command
-
-
47
-
-
-
Duo Lon teleport half of the screen backward, not invincible but can be cancelled by f+B/BC at no drive cost.
qcb+BD
qcb+BD
-
-
command
-
-
32
-
-
Full: 1 to 8 (8 Frames)
Invincible at start, Duo Lon travel a bit less backward but faster than the other version, can also be cancelled by f+B/BC at no drive cost.
Shaki Juuryuu (1)
Shaki Juuryuu
qcf+A/C/AC
236A/C/AC
Version> indicates a follow-up to the main move, >> a follow-up to a follow-up and so on.Different versions and/or follow-ups to the move.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
qcf+A/C
qcf+A/C
30
Mid
drive/super
7
7
19
-5
-2~-8
-
Duo Lon first rekka with a good range, can also work as an anti-air.
Can be safer if spaced correctly.
qcf+AC
qcf+AC
60
Mid
-
5
4
18
-1
-4
-
Faster, deal more damage than the normal version and can be cancelled at no drive cost by qcb+P.
In exchange of drive, can be used to extend Duo Lon rekka combo.
Shaki Juuryuu (2)
Shaki Juuryuu (2)
qcf+A/C/AC > qcf+A/C/AC
236A/C/AC > 236A/C/AC
Version> indicates a follow-up to the main move, >> a follow-up to a follow-up and so on.Different versions and/or follow-ups to the move.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
qcf+A/C > qcf+A/C
qcf+A/C > qcf+A/C
30
Mid
drive/super
7
7
22
-8
-11
-
Second part of the Duo Lon rekka, really unsafe on block but can be drive cancelled on hit by f+A, EX rekka or even qcb+P in juggle to extend the combo.
qcf+AC > qcf+AC
qcf+AC > qcf+AC
40
Mid
-
5
5
18
+3
-1
-
More damaging and faster than the normal version, safer but still negative.
EX rekka (2) can be cancelled at no drive cost by qcb+P creating some combo possibilities in juggle and mainly in the corner.
A combo exemple can be : rekka(1) > rekka (2) > rekka (3) > (DC) EX rekka (1) > EX rekka (2) > qcb+A > rekka (1) > rekka (2) > rekka (3) > qcf+B > st.CD
Shaki Juuryuu (3)
Shaki Juuryuu (3)
qcf+A/C/AC > qcf+A/C/AC > qcf+A/C/AC
236A/C/AC > 236A/C/AC > 236A/C/AC
Version> indicates a follow-up to the main move, >> a follow-up to a follow-up and so on.Different versions and/or follow-ups to the move.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
qcb+A
qcb+A
60
Mid
super
21
-
24
+7
+4
-
qcb+C
qcb+C
60
Mid
super
44
-
7
+24
+21
-
qcb+AC
qcb+AC
40+40
Mid
super
39
-
20
+82
+78
-
Super Special Moves
Hiden • Genmu Bakkou Shikon
qcb,hcf+A/AC
2141236A/AC
Version> indicates a follow-up to the main move, >> a follow-up to a follow-up and so on.Different versions and/or follow-ups to the move.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
qcb,hcf+A/C
qcb,hcf+A/C
200
Mid
max
14
11
34
HKD
-9
Projectile
Big damage one hit super but with no invincibility, can be comboed after rekkax3.
qcb,hcf+AC
qcb,hcf+AC
60x3+140
Mid
max
5
9
34
HKD
-17
Full: 1 to 12 (12 Frames)
Faster, fully invincible and deal more damage than the normal one.
Depending of qcf+b timing, you have to revert the imput of this move when doing : rekkax3 > qcf+b > qcbhcf+ac midscreen.
Meaning you just have to do : rekkax3 > qcf+b > hcb+ac.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
10x40
Unblockable
-
1
1
77
SKD
-
Full: 1 to 48 (48 Frames)
1F throw that deal a lot of multihit damage, during HD the normal and max version of qcb,hcf+A can be cancelled into it.
Old Moves List Description
Blowback Attack
GCCD : Cannot be canceled. Has longer startup (17f) when used against jumping attacks.
Special Moves
Genmu Ken = (f+A)
(EX) = f+AC
Cancellable
Hit Detection: Mid
Damage: 40; EX Damage: 40 x 2
Genmu Ken Air = (f+A) in air
(EX) = f+AC in air
Hit Detection: Overhead
Damage: 40; EX Damage: 80
Genmu Kyaku = (f+B)
(EX) = f+BD
Hit Detection: Mid
Damage: 30; EX Damage: 60
Genmu Kyaku Air = (f+B) in air
(EX) = f+BD in air
Hit Detection: Overhead
Damage: 40; EX Damage: 60
Hike Kyaku Zen = (qcf+K)
(EX) = qcf+BD
No Damage
Ex has startup Invincibility
Hike Kyaku Ushiro = (qcb+K)
(EX) = qcb+BD
No Damage
Ex has startup Invincibility
Can be cancelled into Genmu Kyaku (f+B) at any time. Genmu Kyaku can be cancelled into his DM.
Hit Detection: Throw (/ High if MAX canceled into)
Damage: 10 x 40
Damage up to 448 for console release
Common Combo Starters
(j.D,) d.B, (d.B), d.A, f A
(j.D,) s.D, f A
Combos
No Stock, No Drive Gauge -
d.A x2, Rekkas x3, qcf B, s.C (reset): 184
s.D, f A, Rekkas x3, qcf B, s.C (reset): 244
1 Stock, No Drive Gauge -
j.CD, f AC in air
f A, f B, qcb~hcf+P DM: 248
s.D, f A, f B, DM: 305
d.B x2, d A, f A, f B, DM: 288
f B, DM: 220
d.A x2, f A, f B, DM: 269
d.A x2, Ex Rekkas x2, qcb A, Rekkas x3, qcf B, s.C: 295
s.D, f AC, qcb A, s.A, Rekkas x3, qcf B, s.C: 326
s.D, f A, Ex Rekkas x2, qcb A, s.A, Rekkas x3, qcf B, s.C: 364
s.D, f A, Ex Rekkas x2, qcb A, s.D, Rekkas x3, qcf B, s.C 398 If you add a j.D 443
s.D, f A, Ex Rekkas x2, qcb A, s.D, f A, Rekkas x3, qcf B, s.C 418
1 Stock, 1+ Drive Gauge -
s.D, f A, Rekkas x3, [SC], DM: 342
s.D, f A, Rekkas x2, [DC] f.A, f.B, DM: 354
s.D, f A, Rekkas x2, [DC], Ex Rekkas x2, qcb A, d.A, Rekkas x3, qcf B, s.C: 381
s.D, f A, Rekkas x2, [DC] f AC, qcb A, s.D, f A, Rekkas x3, qcf B, s.C: 400
s.D, f A, Ex Rekkas x2, qcb A, d.A, Rekkas x2, [DC] f A, Rekkas x3, qcf B, s.C: 403
s.C, f A, (qcf+P) x2, [DC]) f BD, j.C (reset)
s.D, f A, Ex Rekkas x2, qcb A, d.A, f.A, rekkas x2 (1st one whiffs), [DC] f.A, rekkas x3, qcf B, s.C - 410 (451 if you replace d.A with s.D)
(corner) s.D, f A, Ex Rekkas x2, qcb A, s.D, f A, rekkas x2, [DC] qcb B~f B, s.C, f A, rekkas x3 (1st one whiffs), qcf B, s.C: 477
2 Stock, No Drive Gauge -
s.C, f A, (qcf+P) x3, qcf B, qcb~hcf+AC
s.D, f AC, s.D, f A, Ex Rekkas x2, qcb A, s.D, f.A, Rekkas x3, qcf B, s.C - 479
s.D, f A, Ex Rekkas x2, qcb A, s.D, Ex Rekkas x2, qcb A, s.D, Rekkas x3, qcf B, s.C 506 If you add a j.D 540
(s.D, f A, Ex Rekkas x2, qcb A) x2 s.D, f.A, Rekkas x3, qcf B, s.C - 524 (555 with j.D)
s D, f A, f B, Ex DM: 408
d.B x2, d.A, f.A, f.B, Ex DM: 393
s.D, f A, Ex Rekkas x2, qcb A, d A, f.AC, d.A, f A, Rekkas x3, s.C: 408
s.D, f A, Ex Rekkas x2, qcb A, s.A, f.A, f.B, DM: 429
s.D, f A, Rekkas x3, qcf B, Ex DM: 447
s.D, f AC, s.D, f A, Ex Rekkas x2, qcb A, s.D, f.A, Rekkas x3, qcf B, s.C: 479
2 Stock, 1+ Drive Gauge -
s.D, f A, Rekkas x3, [DC] Ex Rekkas (2nd whiffs), DM: 409
s.D, f.A Rekkas, [SC] Ex DM: 447
s.D, f.A, Rekkas x2, [DC] f.AC, qcb A, s.C, Ex Rekkas x2, qcb A, s.C, Rekkas x3, qcf B, s.C 479
3 Stock, No Drive Gauge -
f BD, qcb~hcf+AC 351 If you add a juggled qcb A before Ex DM 399
s.D, f A, Ex Rekkas x2, qcb A, s.D, Rekkas x3, qcf B, Ex DM 579 If you add a j.D 618
3 Stock, 1+ Drive Gauge -
s.C, f A, (qcf+P)x2, [DC] (qcf+AC)x3, qcf+D, qcb hcf+AC
Notes
All of Duo Lon's [DC] combos add less than 50dmg making the decision to use a [DC] very difficult.
Duo Lon's [HD] are not particularly damaging either due to scaling and overall low damage output.
However, if using rekkas as a start of a combo to punish (whiff normal or special), it is much easier to hit confirm the first two rekkas, then [DC] f AC, than to blow a Ex rekkas hoping it connects in time then [DC] f A.
When performing Ex rekkas, cancel into the second hit as late as possible but the qcb A as fast as possible--that is the only way to get Duo Lon close enough to do a s.D, f A instead of just a d.A.
If starting from low attacks (d.B x2, d.A), skip the f A to do the Ex rekkas.
Like any other character, if Duo Lon is going to maximize damage in a combo, use the Ex rekkas first and use [DC] f AC, qcb A towards the end. E.g. (Ex rekkas --> [DC] f AC) > (rekkas, [DC] f AC, Ex rekkas) in damage.
Remember that f A does slightly more damage than the first rekkas so it's still better to do: d.Bx2, d.A, f A, Rekkas x2 (first one whiffs) than d.B x2, d.A, rekkas.
His DM, Genmu Bakko Shikon (qcb hcf+P), has startup invincibility only but has projectile invincibility throughout the move. The Ex version, is fully invincible all the way through.
If performing the f A, f B, DM cancels is a little tricky at first, use the: f A, qcb B, hcf B~P shortcut.
6B special properties
When you [DC] into f B, it increases his startup but also increases his recovery so you cannot link anything afterwards.
Duo Lon's f B when non-[DC] into, leaves him in a positive enough state, to link a special or normal afterwards in the corner.
A clever way around this "limitation", is to [DC] into qcb B, use the free f B cancel off the back teleport, then link into a s.C Saiki_TJ_MX illustrates the point here.
Additional notes from Saiki_TJ_MX
After DM or EX DM. Before the opponent lands or any situation whereas s.CD would cross the opponent.
Do CD but do not intend to rekka after it. Instead. Let it hit the opponent with the raw CD.
This will allow for a reversal not to cause a counter hit.
It will allow for a CD cross up hit, or if you delay it just a couple of frames it will hit in front of the oponent.
Some reversals like Iori's EX DP will do only 1 hit and continue away from you and leave the oponent opened for a full punish
If, they reversal and you do get the counter hit. You can: Do another DM or EX DM and be back at the exact same position. If no DM avaliable you can do f.A, qcf.b or D. Depending on which side of the oponent you want to end up on
You can do f.AC so as the 2nd hit brings the opponent back to you, allowing another CD cross up leaving you at the exact same position
Will reduce the possibility of a full reversal punish
Frame Traps and Links
(L) = Link, can be a frame trap as well.
"(n) frame gap" = The amount of frames that opponent has to counter a frame trap.
1. st. A > cl. C (L) - 2 frame gap between st. A and cl. C. St. A whiffs on crouching opponents, except on Daimon, Raiden, and Maxima.
2. st. A > cr. C - 3 frame gap between st. A and cr. C. St. A whiffs on crouching opponents, except on Daimon, Raiden, and Maxima.
3. st. A > cl. D - 3 frame gap between st. A and cl. D. St. A whiffs on crouching opponents, except on Daimon, Raiden, and Maxima.
4. cr. A > cl. C (L) - 1 frame gap between cr. A and cl. C.
5. cr. A > cr. C (L) - 2 frame gap between cr. A and cr. C.
6. cr. A > cl. D (L) - 1 frame gap between cr. A and cl. D.
7. st. B > st. A - 4 frame gap between st. B and st. A. St. A whiffs on crouching opponents, except on Daimon, Raiden, and Maxima.
8. st. B > cr. A - 4 frame gap between st. B and cr. A.
9. st. B > cl. C - 4 frame gap between st. B and cl. C.
10. st. B > cr. B - 4 frame gap between st. B and cr. B.
11. cr. B > cl. C - 4 frame gap between cr. B and cl. C.
HD Combos
NOTE: All combos listed below start with st/cr.X or anything that properly links into the rest of the combo
Duo Lon does not have many tools to play with in this range; as long as the opponent does not hyper jump in, he can use his qcb+P projectile as tool to advance in or simply just to see what the opponent does. Although it has incredibly bad start up, once out, the qcb+P (particularly the C version) lingers for quite some time allowing Duo Lon to chase after it allowing for some good pressure strategies. If they jump at him, hop f+A will poke out any jumper due to it's range or a well timed DM will snag them as they jump over. If they do not do anything, annoy the opponent with qcb K~f+B and poke him/her out. It's a good habit to cancel the f+B off the back teleport just in case the opponent jumps in as well to keep good distance away from them. If they are advancing too much for comfort, jump back air.f+B and air.f+A does wonders.
Mid range
This is where Duo Lon is most comfortable at. Despite Duo Lon having a good rushdown game, he excels at this distance because of his mix ups but mainly because his only true special move, his rekkas, are sadly punishable on block.
Duo Lon can continue to annoy his opponent with qcb~f+B pokes but now he can add f+A in front making a cool 2-hit combo. If he uses the Ex version, it will set him up for a DM juggle or more mix up. After the Ex f+K from full screen, it'll knock the opponent towards him. Use (dash) f+A and cancel into his qcf B to land in front of them, or his qcf D to land behind them to add more pressure or simply do his DM.
As long as you're not too close when you do f A --> Ex f BD (...f A, qcb+K, f BD) you can do the following:
a) DM. You can add an extra qcb A before the DM if you're close enough.
b) j.CD into Ex f A, which blows a stock but allows him to dash underneath the opponent for a mix (and he then can either teleport back or go for a crossup D)
c) a little less effective but j.CD --> land qcb+C, qcf D and as long as the opponent does not tech the j.CD knockdown, the projectile should reach them just as they're getting up and Duo Lon should be on the other side to add more pressure
d) hop C, hyper hop j.D which should just cross them up (http://youtu.be/PndqRE10eFw?t=1m58s) (Sadly this mix up no longer works in console release)
Apparently in v1.1, if the opponent has their back turned (qcf x3, qcf B, s.A --> opponent's back turned or Ex f K, dash underneath, s.A -->back turned) there's a small 1-2 frame window where the opponent is landing and is changing direction where the hop B --> air f B is incredibly hard to block according to reports from Japanese players, some reports say on certain opponents it may even be unblockable but this has yet to be confirmed. Although it takes some practice, hop B (press it as early as possible) --> air f.B (cancel it as late as possible) stun them long enough for a ground combo making Duo Lon's mix up even more deadly. He can also time a sets of hop B, air f B if he positions his jump correctly (http://youtu.be/PndqRE10eFw?t=1m45s). You can also time a hyper hop B, air f B to connect into a ground combo as long as your hyper hop B hits them on his way up from his jump arc.
However, do not get too predictable as the opponent is in range for them to punish Duo Lon with a jump in if the f+A is mistimed. If they jump in on Duo Lon, an early d.C (it does have a slower start up than it looks so be careful) is a good anti air canceled into qcb+A (which is still punishable so keep that in mind) or a qcf+B teleport or dash in d.B.
Duo Lon's jump C is a great air-to-air and his jump D is a grat air-ground attack so use them accordingly.
Close range
Like mentioned before, this is like a double edge sword for him. His rekkas are his strengths yet it is his kryptonite. If he is over reliant on the rekkas he will get punished on the teleport which can be command thrown if they have a 1-frame throw or simply punished by fast moves like Maxima's Ex Maxima Press (Ex hcb+BD). If the rekkas block string is staggered, the opponent can even normal throw him but holding back+P/K as he teleports past them. Since the last hit of the rekka can only be free cancelled into his forward teleport (and he cannot drive cancel on a blocked special move of course)--it is suicidal to do it in the corner on a blocking opponent.
Pokes and blockstrings
Duo Lon's d.A has good reach, relatively fast, and good recovery; it's arguably one of the best d.As in the game due to it's +4 frame advantage. This should be the poke of choice in a blockstring. After two d.As, one qcf+P leaves him relatively safe due to distancing but is still punishable. The light pokes also help serve as a good hit confirm and like most fast characters, he can do three light attacks into a special (rekkas) or a command attack; d.B x2, d.A, f+A is an even better hit confirm and he can always omit one d.B if he is too far. Note, if he chooses to do three light attacks the best thing to do after the f+A is a DM or cancel into the Ex f+K --> Mixup. If he goes for only two hits, f+A, rekka--> his first hit of the rekka will whiff but the second and third hit will connect-- and since the f+A does more damage than the first qcf+P it is still worth it.
Remember to do d.A instead of s.A because on a blocking crouching opponent the s.A will whiff (however if the d.B connects so will the s.A on a crouching opponent)
Do not forget to let the stick return to neutral before pushing it to f+A otherwise it is easy to overlap with the rekka motion.
Alternatively, holding df on the stick when pressing d.B, d.A and just pushing the lever to f+A will also prevent the rekka overlap.
Ex f+K juggles the opponent towards Duo Lon only if they are far away from him when getting hit. Hence, time d.B x2, d.A, f+A slower so it gives as much pushback as possible for the f+A so that the Ex f+K hits them far enough.
Duo Lon's s.C comes out as fast as s.D but s.C has more pushback making certain strings such as d.A, s.C, f+A, rekkas harder to connect. j.D is an excellent air-to-ground attack and it crosses up nicely, j.C works as well but the timing to crossup is a little tricker. j.C is a good air-to-air attack and a correctly timed vertical j.C serves as a great anti air when cornering an opponent. After a d.A blocked, he can chose to crossup with a j.D (normal jump as his jump arcs are pretty long) or continue to dash in and do another d.A again. Finally, if the opponent is being too defensive and he can always go for his command throw NeoMax; he can always do d.B (blocked), dash in NeoMax.
Mixups
Land the rekkas and here's when the fun of mixups begin. As long as the qcf+B is cancelled off the last rekkas early, Duo Lon should have crossup'd the opponent where he can do a s.C and either teleport back or cancel it into a qcb A for added pressure. Otherwise he should do a s.A to juggle them them go for his mixups:
a) qcf+B and teleport back
b) dash in and start a low combo
c) dash in and normal throw and teleport B to be right on top of them (or teleport D to be behind them)
d) hop B --> air f.B (once again, hop and press the B as early as possible but cancel the air f+B as late as possible)--> ground combo (http://youtu.be/atp-xXJGQKs?t=7m44s)
e) empty hop and start a d.B combo
f) empty hop and throw
Wake up mind games
Anytime Duo Lon is on top of his opponent as they're waking up he can time a ground CD attack (whiff) which will actually put him in behind the opponent --> rekkas (http://youtu.be/pr2wLHuvUi4?t=2m53s) (or s.CD (wiff), qcb A, d.A, rekkas but it's easier to see it coming). Even if they try to roll it on wake up the rekkas will hit the opponent. The only thing they can do hold block for a crossup which of course Duo Lon can condition them to do, only to do rekkas immediately instead of doing the s.CD. After Duo Lon's DM (Ex DM distancing is a little trickier, he will have to dash a little before pressing s.CD), he can also do the same wake up mix up (http://youtu.be/pr2wLHuvUi4?t=3m1s). Duo Lon can also hop vertically B as they're getting up and do a f+B real late (just skip a ground attack and go for the rekkas immediately) or Ex f+K (timing is much easier) to add to the mix up fun (http://youtu.be/pr2wLHuvUi4?t=3m11s).
General Gameplan
Duo Lon is a great character all around but he's generally seen in the first position. With his quick mixups and constant poking / attacking he builds meter relatively quick. Since he's weak in the corner, without a stock, it is best to start of really strong and attack for the bulk of the first round. If Duo Lon finds himself getting pressured into the corner find a chance to f+A (hit or blocked) --> qcf D or (hop B air f.B) --> qcf D. A well timed hyper rising jump B also helps a lot. Most of the time just save all his drives for his next character or use it for his HD combos.
Once he get two stocks he can start going for his first real decent damage combo: rekkas x3 --> qcf B, Ex DM. If he wants to get fancy he can use the one drive, one stock combo: rekka x3 --> [DC] Ex f+K --> j.C --> j.D crossup mixup (Sadly this mix up no longer works in console release). He can also do his Ex Rekkas x2, qcb A, d.A/s.D, f.A, rekkas, qcf B, s.C whenever he gets a chance. Hit confirming the rekkas may not always be feasible, especially if he uses the rekkas to punish a whiffed special (Ks Eins Trigger, qcf P). In the case it's best to [DC] the second rekka into Ex f AC --> qcb A, d.A continue...
If all the mixups are correctly blocked, save up for a NeoMax and dash in and throw the opponent. Another great strategy on a blocked opponent is to do far d.A (blocked), Ex qcf+K teleport, combo from the other side. The mixup is incredibly fast and if Duo Lon is always attacking with d.As, dash d.As, it's really hard to react to the teleport crossup.
Last but not least, the occasional random Ex f+K (mid to far) (into qcb A) into DM often catches the most experienced players as well.
Duo Lon's qcf K punishes
User Demoninja did some extensive testing with Duo Lon's rekka x3, qcf K blockstring to see what which characters could punish his teleport
Command grabs that will punish Duo Lon after rekka rekka rekka B teleport:
Beni hcb~f+AC
Clark hcf+D, hcbx2+P, hcbx2+AC
Daimon hcb~f+P, hcb~f+AC
Raiden hcf+K, hcf+BD, hcbx2+P, hcbx2+AC
Vice hcb~f+P, hcb~f+AC, hcbx2+K, hcbx2+BD
Command grabs that will punish Duo Lon after rekka rekka rekka D teleport:
Ash hcbx2+BD
Athena hcf+AC
Beni hcb~f+P
Duo hcbx2+AC
Hwa qcf~hcb+A
Kensou qcf~hcb+P
Kyo hcb+BD
Maxima hcb+B
Saiki hcbx2+P
Shen hcb~f+AC
Yuri hcb+B
Command grabs that will not punish rekka rekka rekka teleport.
Athena hcf+P
Daimon dp+K, dp+BD
Iori hcf+P, hcf+AC
Liz hcb~f+P, hcb~f+AC
Robert hcf+K, hcf+BD
Saiki hcbx2+AC
Shen hcb~f+P
Takuma hcb+K, hcb+BD
D teleport has more start up so things in the B teleport category will work on D teleports as well.
Draw yourself in gradually if Ash tries to zone too much. Punish projectile attempts with 6B when Ash is grounded and if you anticipate a projectile, then continue to draw yourself for the offense.Don't get too jumpy around Ash on his wake-up. Hop in carefully so that you can get the safe jump. Use 214P projectile to follow up during Ash's wake up from a knockdown.
Ash does not have that many good options in mid air, so take advantage of this. j.6A, j.6B, and j.CD works wonders here.
Be careful when Ash sets his Genei traps. You will need to migrate around the field a bit more cautiously while trying to move in on Ash to defeat him. Continue to pester Ash with f+B if he is on the ground for too long and if you anticipate a projectile.
Continue to pressure Ash and mix him up after getting a knockdown. He does not do very well when he is cornered.
Watch out for Athena's j.CD. Smack her out of the air with jumping f+A or your own j.CD but you need be quick.
Punish projectile attempts with f+B, DM, or EXDM if you are mid range
After scoring a knockdown, use qcb+P to discourage Athena's wake up options and continue your rush down.
Athena's qcb+A projectile will actually give her a slight advantage on block so be careful. Stop Athena's hops and/or jumping attacks with cr.C if she is close to you in the corner
Always try to stay at a mid range distance between you and Athena so that you will be ready to punish any badly timed projectiles or jumps. Gradually start a rush down against Athena before she does!