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{| style="margin- | {{CharNavbox XIII}} | ||
{| class="wikitable" style="float:right; margin-left:10px;" | |||
|- | |||
[[ | |[[File:XIII_Duo_Profile.png|350px]] | ||
<center><font size="4"><b>Duo Lon</b></font></center> | |||
|- | |||
|- | |||
| [[File:XIII_Duo.gif]] | |||
|} | |||
{{TOClimit|3}} | |||
==Movelist== | |||
'''Throws''' | |||
Suishu • Shoukoh: Close, [[File:bk.gif]] / [[File:fd.gif]] + [[File:c.gif]] / [[File:d.gif]] | |||
'''Command Normals''' | |||
Genmuken: [[File:fd.gif]] + [[File:a.gif]] (AIR OK) (*) | |||
Genmukyaku: [[File:fd.gif]] + [[File:b.gif]] (AIR OK) (*) | |||
'''Special Moves''' | |||
* | Himoukyaku • Zen: [[File:qcf.gif]] + [[File:b.gif]] / [[File:d.gif]] (*) | ||
* | Himoukyaku • Go: [[File:qcb.gif]] + [[File:b.gif]] / [[File:d.gif]] (*) | ||
* | Shaki Juuryuu: [[File:qcf.gif]] + [[File:a.gif]] / [[File:c.gif]] (*) | ||
:'''┗'''Shaki Juuryuu (2): [[File:qcf.gif]] + [[File:a.gif]] / [[File:c.gif]] | |||
::'''┗'''Shaki Juuryuu (3): [[File:qcf.gif]] + [[File:a.gif]] / [[File:c.gif]] | |||
* | Juon Shiko: [[File:qcb.gif]] + [[File:a.gif]] / [[File:c.gif]] (*) | ||
'''Desperation Moves''' | |||
* | Hiden • Genmu Bakkou Shikon: [[File:qcb.gif]][[File:db.gif]][[File:qcf.gif]] + [[File:a.gif]] / [[File:c.gif]] (*) | ||
'''Neomax''' | |||
Hiden • Genmu Juon Shikon Sou: [[File:hcb.gif]][[File:hcb.gif]] + [[File:a.gif]][[File:c.gif]] | |||
=== | (*) = EX version possible<br> | ||
(AIR OK) = Can be done in the air | |||
:[https://www.youtube.com/watch?v=7za0J4VDXoE Duo Lon's Move List VIdeo] | |||
{| border="1" align="center" style="font-size:90%" | |||
|+ | |||
== Quick Combo Reference == | |||
|- | |||
| '''0 Stock, No Drive Gauge''' | |||
| | |||
Anywhere<br/> | |||
Low<br/> | |||
Low<br/> | |||
| | |||
st.D, qcf+Px3, qcf+B, cl.D = 215 dmg<br/> | |||
st.B, f+A, qcf+Px3, qcf+B, cl.D = 204 dmg<br/> | |||
cr.B, cr.A, cr.A, qcf+Px3, qcf+B, cl.D = 203 dmg<br/> | |||
|- | |||
| '''0 Stock, 1 Drive Gauge''' | |||
| | |||
Anywhere<br/> | |||
| | |||
cr.B, cr.A, qcf+Px2, f+A, qcf+Px3, qcf+B, cl.D = 270 dmg<br/> | |||
|- | |||
= | | '''1 Stock, No Drive Gauge''' | ||
| | |||
Anywhere<br/> | |||
Anywhere<br/> | |||
| | |||
j.D, st.D, f+A, qcb,hcf+P = 342 dmg<br/> | |||
st.D, f+A, qcf+ACx2, qcb+A, cr.A, qcf+Px3, qcf+B, cl.D = 364 dmg<br/> | |||
|- | |||
|} | |||
==Console Changes== | |||
*f.A --> f.B --> DM | |||
' | *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== | ||
''' | {{StrengthsAndWeaknesses | ||
| intro = 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.<br> | |||
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.<br> | |||
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.<br> | |||
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 = | |||
*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. | |||
| cons = | |||
*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''' | ||
[[File:KofxiiiDoulonjumps.jpg]] | |||
This picture demonstrates different jump heights/distances. | |||
=== | Grey/White = Neutral Jump<br> | ||
Yellow = Neutral Hop<br> | |||
Orange = Forward Hop<br> | |||
Red = Forward Hyper Hop<br> | |||
Blue = Forward Jump<br> | |||
Green = Forward Super Jump<br> | |||
The forward moving jumps/hops display one image at the apex of the jump and one at the landing point. | |||
==Normals== | |||
===Far Standing Normals=== | |||
==== ==== | |||
{{FrameDataCargo-KOFXIII | |||
|moveId=duo_lon_sta | |||
|description= 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.<br> | |||
One of Duo Lon's primary normals used to reset the opponent after landing his rekkas. | |||
}} | |||
=== | ==== ==== | ||
{{FrameDataCargo-KOFXIII | |||
|moveId=duo_lon_stb | |||
|description= 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.<br> | |||
The drawbacks are that it isn't chainable, and it lacks range in comparison to Duo Lon's other commonly used ground normals. | |||
}} | |||
==== ==== | |||
{{FrameDataCargo-KOFXIII | |||
|moveId=duo_lon_stc | |||
|description= 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.<br> | |||
It is often used for mid screen resets after landing Duo Lon's rekkas. | |||
}} | |||
' | ==== ==== | ||
{{FrameDataCargo-KOFXIII | |||
|moveId=duo_lon_std | |||
|description= 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. | |||
}} | |||
===Close Standing Normals=== | |||
= | ==== ==== | ||
{{FrameDataCargo-KOFXIII | |||
|moveId=duo_lon_cld | |||
|description= 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.<br> | |||
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.<br> | |||
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. | |||
}} | |||
===Crouching Normals=== | |||
==== ==== | |||
{{FrameDataCargo-KOFXIII | |||
|moveId=duo_lon_cra | |||
|description= 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.<br> | |||
Also a good reset option after landing Duo Lon's rekkas. | |||
}} | |||
= | ==== ==== | ||
{{FrameDataCargo-KOFXIII | |||
|moveId=duo_lon_crb | |||
|description= 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.<br> | |||
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. | |||
}} | |||
==== ==== | |||
{{FrameDataCargo-KOFXIII | |||
|moveId=duo_lon_crc | |||
|description= 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.<br> | |||
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. | |||
}} | |||
==== ==== | |||
{{FrameDataCargo-KOFXIII | |||
|moveId=duo_lon_crd | |||
|description= Not a bad sweeping attack, but unlike many sweeps, it isn't special cancellable.<br> | |||
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=== | |||
==== ==== | |||
{{FrameDataCargo-KOFXIII | |||
|moveId=duo_lon_ja,duo_lon_ha | |||
|description2= Good close range air to air. Basically the same thing as st.A, but in the air. | |||
}} | |||
==== ==== | |||
{{FrameDataCargo-KOFXIII | |||
|moveId=duo_lon_jb,duo_lon_hb | |||
|description2= A light jumping attack aimed downward. Decent as a jump in, but j.D is better for this purpose in most ways.<br> | |||
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.<br> | |||
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.<br> | |||
Can also be cancelled into the EX version of f+B, which comes out faster so it can be cancelled into a little later. | |||
}} | |||
==== ==== | |||
{{FrameDataCargo-KOFXIII | |||
|moveId=duo_lon_jc,duo_lon_hc | |||
|description2= Good close range air to air. Also decent for air resets after the ground version of EX f+B hits. | |||
}} | |||
==== ==== | |||
{{FrameDataCargo-KOFXIII | |||
|moveId=duo_lon_jd,duo_lon_hd | |||
|description2= Cannot be cancelled. Duo Lon's best air to ground attack. Aimed pretty much straight below Duo Lon.<br> | |||
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. | |||
}} | |||
===Blowback Normals=== | |||
==== ==== | |||
{{FrameDataCargo-KOFXIII | |||
|moveId=duo_lon_stcd | |||
|description= 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. | |||
}} | |||
==== ==== | |||
{{FrameDataCargo-KOFXIII | |||
|moveId=duo_lon_jcd,duo_lon_hcd | |||
|description2= 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. | |||
}} | |||
==Throws== | |||
====Suishu • Shoukoh==== | |||
{{FrameDataCargo-KOFXIII | |||
|moveId=duo_lon_throw | |||
|description= Can be broken. Gives a hard knockdown. | |||
}} | |||
==Command Moves== | |||
====Genmuken==== | |||
{{FrameDataCargo-KOFXIII | |||
|moveId=duo_lon_f+a,duo_lon_f+ac | |||
|input=f+A/AC | |||
|input2=6A/AC | |||
|description=Can be special cancelled, Duo Lon extend his arm half of the screen.<br> | |||
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.<br> | |||
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.<br> | |||
Can also be cancelled by qcb+b/d > f+B to stay +2, cause rekka is negative. | |||
|description2= Dealing more damage than the normal one, better advantage on hit and on block(Positive).<br> | |||
Allow Duo Lon to continue his combo by a strong normal on hit. | |||
}} | |||
====Genmukyaku==== | |||
{{FrameDataCargo-KOFXIII | |||
|moveId=duo_lon_f+b,duo_lon_f+bd | |||
|input=f+B/BD | |||
|input2=6B/BD | |||
|description=A tracking full screen mid attack, positive on block.<br> | |||
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. | |||
|description2= Faster, deal more and safer on block than the normal version.<br> | |||
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).<br> | |||
Can be comboed by any version of his super move(qcb,hcf+P). | |||
}} | |||
====Air Genmuken==== | |||
{{FrameDataCargo-KOFXIII | |||
|moveId=duo_lon_jf+a,duo_lon_jf+ac | |||
|input=j.f+A/AC | |||
|input2=j.6A/AC | |||
|description=Air version of his f+A, can be used as a far air to air.<br> | |||
And also combo after a counter hit air to air(Every jump attack exept j.D cause its not command cancellable). | |||
|description2= Faster and deal more than the A version but can combo after a air to air even if that's not a counter hit(same j.D excluded).<br> | |||
}} | |||
====Air Genmukyaku==== | |||
{{FrameDataCargo-KOFXIII | |||
|moveId=duo_lon_jf+b,duo_lon_jf+bd | |||
|input=j.f+B/BD | |||
|input2=j.6B/BD | |||
|description=A really far overhead, as explained in the j.B section, can be used after f+B to create a double overhead.<br> | |||
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. | |||
|description2= Faster, more damage and leaving at a better advantage.<br> | |||
Has the same use than the normal version but better. | |||
}} | |||
==Special Moves== | |||
====Himoukyaku • Zen==== | |||
{{FrameDataCargo-KOFXIII | |||
|moveId=duo_lon_qcf+b,duo_lon_qcf+d,duo_lon_qcf+bd | |||
|input=qcf+B/D/BD | |||
|input2=236B/D/BD | |||
|description3= | |||
* Any version of this move can be used for free after rekkas(x3). | |||
Duo Lon teleport himself forward, can be used for mixing or escape your opponent. | |||
---- | |||
A version : Teleport half of the screen forward but it's not invincible, can be punished by a hit, projectile or even a throw. | |||
---- | |||
B Version : Slower than the B version but travel near than full screen, no invincibility in this one too.<br> | |||
---- | |||
EX Version : Invincible at start and faster than the other version, travel a bit less distance than the B version.<br> | |||
Can be used after rekkas(x3) to be safer than the other version. | |||
}} | |||
====Himoukyaku • Go==== | |||
* | {{FrameDataCargo-KOFXIII | ||
|moveId=duo_lon_qcb+b,duo_lon_qcb+bd | |||
|input=qcb+B/D/BD | |||
|input2=214B/D/BD | |||
|description2= *Can be cancelled by f+B/BC at no drive cost. | |||
Duo Lon teleport himself backward and by the fact it can be cancelled by f+B, this move allow Duo Lon to combo f+A into f+B. | |||
---- | |||
B/D Version : Duo Lon teleport half of the screen backward, not invincible. | |||
---- | |||
EX Version : Invincible at start, Duo Lon travel a bit less backward but faster than the other version. | |||
}} | |||
====Shaki Juuryuu (1)==== | |||
{{FrameDataCargo-KOFXIII | |||
|moveId=duo_lon_qcf+a,duo_lon_qcf+ac | |||
|input=qcf+A/C/AC | |||
|input2=236A/C/AC | |||
|description=Duo Lon first rekka with a good range, can also work as an anti-air.<br> | |||
Can be safer if spaced correctly. | |||
|description2= Faster, deal more damage than the normal version and can be cancelled at no drive cost by qcb+P.<br> | |||
In exchange of drive, can be used to extend Duo Lon rekka combo. | |||
}} | |||
====Shaki Juuryuu (2)==== | |||
{{FrameDataCargo-KOFXIII | |||
|moveId=duo_lon_qcf+a_qcf+a,duo_lon_qcf+ac_qcf+ac | |||
|input=qcf+A/C/AC > qcf+A/C/AC | |||
|input2=236A/C/AC > 236A/C/AC | |||
|description= 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.<br> | |||
|description2= Deal more and faster than the normal version, safer but still negative.<br> | |||
EX rekka (2) can be cancelled at no drive cost by qcb+P, on hit qcb+A is a really nice combo extender.<br> | |||
}} | |||
====Shaki Juuryuu (3)==== | |||
{{FrameDataCargo-KOFXIII | |||
|moveId=duo_lon_qcf+a_qcf+a_qcf+a,duo_lon_qcf+ac_qcf+ac_qcf+ac | |||
|input=qcf+A/C/AC > qcf+A/C/AC > qcf+A/C/AC | |||
|input2=236A/C/AC > 236A/C/AC > 236A/C/AC | |||
|description= Lastest part of Duo Lon rekka, can be cancelled at no drive cost by qcf+K.<br> | |||
Send your opponent in the air on hit, allow Duo Lon to reset his opponent by following with qcf+b > Stranding normal or to extend his combo in exchange of drive and meter.<br> | |||
But beware, it's really unsafe on block, you can try to run away with qcf+K but if you did it when your opponent is in the corner it's time to accept your fate.<br> | |||
|description2= Faster, deal more damage and land the opponent higher in the air than the normal version.<br> | |||
EX Rekka (3) is still really unsafe on block but can be cancelled by qcf+K to try run away but also by qcb+P leaving you positive on block.<br> | |||
qcb+P cancel is not blockstring, so you're opponent can throw you or just use a fast reversal. | |||
}} | |||
====Juon Shikon==== | |||
{{FrameDataCargo-KOFXIII | |||
|moveId=duo_lon_qcb+a,duo_lon_qcb+c,duo_lon_qcb+ac | |||
|input=qcb+A/C/AC | |||
|input2=214A/C/AC | |||
|description=A really slow projectile that travel ~40% of the screen, positive on block even if landed close.<br> | |||
Allow Duo Lon to act freely while the projectile is active, can be used after a reset or during a combo after EX rekka.<br> | |||
Take care while using it after a standing normal, there a gap allowing your opponent to punish you with a hop attack or any reversal. | |||
|description2=Slower startup but travel ~60% of the screen.<br> | |||
Too slow to be used after a standing normal, can be used for some juggle combo, zoning or a creating a wall where Duo Lon can choose to attack/throw his opponent, wait for a jump or start to press when the projectile his blocked by the opponent. | |||
|description3= Near the same than the C version, a tiny bit faster but still has long startup, the EX version is an multi-hit projectile.<br> | |||
Allowing Duo Lon to press more when the projectile is active on block. | |||
}} | |||
= | ==Super Special Moves== | ||
====Hiden • Genmu Bakkou Shikon==== | |||
{{FrameDataCargo-KOFXIII | |||
|moveId=duo_lon_qcbhcf+a,duo_lon_qcbhcf+ac | |||
|input=qcb,hcf+A/AC | |||
|input2=2141236A/AC | |||
|description=Big damage one hit super but with no invincibility, can be comboed after rekkax3. | |||
|description2= Faster, fully invincible and deal more damage than the normal one.<br> | |||
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. | |||
}} | |||
==Neo Max Super Special Moves== | |||
===Hiden • Genmu Juon Shikon Sou=== | |||
{{FrameDataCargo-KOFXIII | |||
|moveId=duo_lon_hcbhcb+ac | |||
|description=1F throw that deal a lot of multi-hit 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. | |||
[http://1.bp.blogspot.com/-p5KJCxJFmZE/U9-kkFp2uTI/AAAAAAAACRI/Jzoo9yHyEf4/s1600/Duo+Lon4.gif '''Juon Shikon = (qcb+P)'''] | |||
''' | '''(EX) = qcb+AC''' | ||
* Super-Cancellable | |||
* Hit Detection: Mid | |||
* Damage: 60; EX Damage: 40 x 5 | |||
'''Suteki Juryu = (qcf+P) x3''' | |||
''' | '''(EX) = qcf+AC x3''' | ||
* Drive- / Super-Cancellable | |||
* Hit Detection: Mid | |||
* Damage: 30, 30, 40; EX Damage: 60, 40, 50 | |||
===Super Special Moves=== | |||
'''Genmu Bakko Shikon = (qcb hcf+P)''' | |||
''' | '''(EX) = qcb hcf+AC''' | ||
* Both versions have projectile invincibility | |||
* Only the Ex version is fully invincible | |||
* MAX Cancellable | |||
* Hit Detection: Mid | |||
* Damage: 200; EX Damage: 60 x 3, 140 | |||
===Neo Max Super Special Moves=== | |||
'''Juon Ko Ha = (hcbx2+AC)''' | |||
* Hit Detection: Throw (/ High if MAX canceled into) | |||
* Damage: 10 x 40 | |||
* '''Damage up to 448 for console release''' | |||
== | ==Videos, Links & References== | ||
''' | '''KCE Basic Introduction''' | ||
{{#ev:youtube|HYTPyFnUjvc}} | |||
'''Duo Lon's Safe Jump Setups''' | |||
http://www.youtube.com/watch?v=c-cCJeAdEts (from 2:00 to 2:25) | |||
{{#ev:youtube|OE9vnwat2aI}} | |||
'''Duo Lon Hit Boxes''' | |||
{{#ev:youtube|275S21P18X8}} | |||
'''Duo Lon Double Stun combo''' | |||
{{#ev:youtube|AvnCUAaXYHE}} | |||
'''Evo Top 3 player Verna Duo Lon compilation''' | |||
Duo Lon' | |||
{{#ev:youtube|xvwOmQMH4mA}} | |||
http://keykakko.wordpress.com/ | |||
https://kofxiiihitbox.blogspot.com/2019/05/duo-lon.html | |||
==Contributors== | |||
[http://dreamcancel.com/forum/index.php?action=profile;u=10 Kane317] | |||
[http://dreamcancel.com/forum/index.php?action=profile;u=4128 machina] [http://dreamcancel.com/wiki/index.php?title=Duo_Lon_(XIII)#Dou_Lon.27s_Jumps] | |||
[http://dreamcancel.com/forum/index.php?action=profile;u=3887 keykakko] [http://dreamcancel.com/wiki/index.php?title=Duo_Lon_(XIII)#Move_Metadata] | |||
[http://dreamcancel.com/forum/index.php?action=profile;u=5721 Saiki_TJ_MX][http://www.dreamcancel.com/wiki/index.php?title=Duo_Lon_(XIII)#f_b_special_properties] | |||
==Discussion Threads== | ==Discussion Threads== | ||
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{{Navbox XIII}} | {{Navbox XIII}} | ||
[[Category:The King of Fighters XIII]] | [[Category:The King of Fighters XIII]] | ||
[[Category:Duo Lon]] |
Latest revision as of 15:15, 16 April 2025
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Movelist
Throws
Suishu • Shoukoh: Close, /
+
/
Command Normals
Special Moves
Desperation Moves
Hiden • Genmu Bakkou Shikon: +
/
(*)
Neomax
Hiden • Genmu Juon Shikon Sou: +
(*) = EX version possible
(AIR OK) = Can be done in the air
0 Stock, No Drive Gauge |
Anywhere |
st.D, qcf+Px3, qcf+B, cl.D = 215 dmg |
0 Stock, 1 Drive Gauge |
Anywhere |
cr.B, cr.A, qcf+Px2, f+A, qcf+Px3, qcf+B, cl.D = 270 dmg |
1 Stock, No Drive Gauge |
Anywhere |
j.D, st.D, f+A, qcb,hcf+P = 342 dmg |
Console Changes
- f.A --> f.B --> DM
- 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. |
|
Pros | Cons |
|
|
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.
Normals
Far Standing Normals
stand A
st.A
5A |
---|
stand B
st.B
5B |
---|
stand C
st.C
5C |
---|
stand D
st.D
5D |
---|
Close Standing Normals
close D
cl.D
cl.D |
---|
Crouching Normals
crouch A
cr.A
2A |
---|
crouch B
cr.B
2B |
---|
crouch C
cr.C
2C |
---|
crouch D
cr.D
2D |
---|
Jump Normals
jump A
j.A
j.A |
---|
jump B
j.B
j.B |
---|
jump C
j.C
j.C |
---|
jump D
j.D
j.D |
---|
Blowback Normals
stand CD
st.CD
CD |
---|
jump CD
j.CD
j.CD |
---|
Throws
Suishu • Shoukoh
Suishu • Shoukoh
Close, b/f+C/D
Close, 4/6C/D |
---|
Command Moves
Genmuken
Genmuken
f+A/AC
6A/AC |
---|
Genmukyaku
Genmukyaku
f+B/BD
6B/BD |
---|
Air Genmuken
Air Genmuken
j.f+A/AC
j.6A/AC |
---|
Air Genmukyaku
Air Genmukyaku
j.f+B/BD
j.6B/BD |
---|
Special Moves
Himoukyaku • Zen
Himoukyaku • Zen
qcf+B/D/BD
236B/D/BD |
---|
Himoukyaku • Go
Himoukyaku • Go
qcb+B/D/BD
214B/D/BD |
---|
Shaki Juuryuu (1)
Shaki Juuryuu
qcf+A/C/AC
236A/C/AC |
---|
Shaki Juuryuu (2)
Shaki Juuryuu (2)
qcf+A/C/AC > qcf+A/C/AC
236A/C/AC > 236A/C/AC |
---|
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 |
---|
Juon Shikon
Juon Shikon
qcb+A/C/AC
214A/C/AC |
---|
Super Special Moves
Hiden • Genmu Bakkou Shikon
Hiden • Genmu Bakkou Shikon
qcb,hcf+A/AC
2141236A/AC |
---|
Neo Max Super Special Moves
Hiden • Genmu Juon Shikon Sou
Hiden • Genmu Juon Shikon Sou
hcbx2+AC
6321463214AC |
---|
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.
(EX) = qcb+AC
- Super-Cancellable
- Hit Detection: Mid
- Damage: 60; EX Damage: 40 x 5
Suteki Juryu = (qcf+P) x3
(EX) = qcf+AC x3
- Drive- / Super-Cancellable
- Hit Detection: Mid
- Damage: 30, 30, 40; EX Damage: 60, 40, 50
Super Special Moves
Genmu Bakko Shikon = (qcb hcf+P)
(EX) = qcb hcf+AC
- Both versions have projectile invincibility
- Only the Ex version is fully invincible
- MAX Cancellable
- Hit Detection: Mid
- Damage: 200; EX Damage: 60 x 3, 140
Neo Max Super Special Moves
Juon Ko Ha = (hcbx2+AC)
- Hit Detection: Throw (/ High if MAX canceled into)
- Damage: 10 x 40
- Damage up to 448 for console release
Videos, Links & References
KCE Basic Introduction
Duo Lon's Safe Jump Setups
http://www.youtube.com/watch?v=c-cCJeAdEts (from 2:00 to 2:25)
Duo Lon Hit Boxes
Duo Lon Double Stun combo
Evo Top 3 player Verna Duo Lon compilation
http://keykakko.wordpress.com/
https://kofxiiihitbox.blogspot.com/2019/05/duo-lon.html
Contributors
Discussion Threads
Discuss at Dream Cancel