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

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=Strategies=
=Strategies=
==Far==
==Far==
Duo Lon does not have too many tools to play with in this range, but if the opponent is not going to hyper jump in Duo Lon 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 Duo Lon, ''hop'' f+A will poke out any jumper due to it's range. If they don't do anything, annoy your 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.
Duo Lon does not have too many tools to play with in this range; as long as the opponent ''does not'' hyper jump in, Duo Lon 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 Duo Lon, ''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 don't do anything, annoy your 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==
==Mid range==

Revision as of 04:16, 8 October 2011

File:Duo Lon.png


Gameplay Overview

Starts at 2m37 (http://www.youtube.com/watch?v=gFX8UBiyo8w#t=2m37)

Gameplay Notes

Duo Lon is one of the more versatile players in the XIII roster. His gameplay revolves around his pokes, fast mix up with Rekkas (Suteki Juryu, qcf+P x3), and his teleports. With the introduction of Ex specials in XIII, his (air) f+A and (air) f+B command/special attack become very useful for setting up mixups. He's typically a rush down character but at the same time he can zone his opponent well with his f+A ground and air version. His f+B also prevents opponents from turtling him from a far.

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

-Good Mixups in general

-Fast

-Builds meter relatively fast

-Decent keep away game

-Good rush down game

-1-frame Neo Max command throw

-f.A --> f.B link good to keep opponents grounded

-j.B --> air.f+B adds great pressure and is also good for mixups

Cons

-Low damage

-Rekkas not safe on block

-Limited move set makes him somewhat predictable

-Limited HD combos due to limited move set

Normals

Standing

st. A

  • Cancellable / Chain-able
  • Hit Detection: High
  • Damage: 25

st. B

  • Cancellable
  • Hit Detection: Low
  • Damage: 30

st. C

  • Cancellable
  • Hit Detection: High
  • Damage: 70

st. D

  • Can't be cancelled
  • Hit Detection: High
  • Damage: 70

cl. D

  • Cancellable
  • Hit Detection: High
  • Damage: 70


Crouching

cr. A

  • Cancellable / Chain-able
  • Hit Detection: High
  • Damage: 25

cr. B

  • Chain-able
  • Hit Detection: Low
  • Damage: 30

cr. C

  • Cancellable
  • Hit Detection: High
  • Damage: 70

cr. D

  • Can't be cancelled
  • Hit Detection: Low
  • Damage: 80


Jumping

j. A

  • Cancellable
  • Hit Detection: Mid
  • Damage: 45 (40)

j. B

  • Cancellable
  • Hit Detection: Mid
  • Damage: 45 (40)

j. C

  • Cancellable
  • Hit Detection: Mid
  • Damage: 72 (70)

j. D

  • Can't be cancelled
  • Hit Detection: Mid
  • Damage: 70 (68)


Blowback Attack

CD

  • Cancellable
  • Hit Detection: High
  • Damage: 75

j. CD

  • Cancellable
  • Hit Detection: High
  • Damage: 90 (80)

GCCD

  • Can't be cancelled
  • Hit Detection: High
  • Damage: 10


Throw

Suite Shikon = (b/f+C/D)

  • Can be broken
  • Hit Detection: Throw
  • Damage: 100


Special Moves

Genmu Ken = (f+A)

(EX) = f+AC

  • Cancellable
  • Hit Detection: High
  • Damage: 40; EX Damage: 30 x 2


Genmu Ken Air = (f+A) in air

(EX) = f+AC in air

  • Hit Detection: Mid
  • Damage: 40; EX Damage: 80


Genmu Kyaku = (f+B)

(EX) = f+BD

  • Hit Detection: High
  • Damage: 20; EX Damage: 60


Genmu Kyaku Air = (f+B) in air

(EX) = f+BD in air

  • Hit Detection: Mid
  • Damage: 40; EX Damage: 60


Hike Kyaku Zen = (qcf+K)

(EX) = qcf+BD

  • No Damage


Hike Kyaku Ushiro = (qcb+K)

(EX) = qcb+BD

  • No Damage


Juon Shikon = (qcb+P)

(EX) = qcb+AC

  • Super-Cancellable
  • Hit Detection: High
  • Damage: 50; EX Damage: 40 x 5


Suteki Juryu = (qcf+P) x3

(EX) = qcf+AC x3

  • Drive- / Super-Cancellable
  • Hit Detection: High
  • Damage: 30, 30, 40; EX Damage: 60, 30, 40


Desperation Moves

Genmu Bakko Shikon = (qcb hcf+P)

(EX) = qcb hcf+AC

  • MAX Cancellable
  • Hit Detection: High
  • Damage: 200; EX Damage: 60 x 3, 140


Neomax

Juon Ko Ha = (hcbx2+AC)

  • Hit Detection: Throw (/ High if MAX canceled into)
  • Damage: 10 x 40


Combos

No Drive Gauge

No Power Gauge

  • [cr.B, cr.A / st.C, f+A], (qcf+P)x3, qcf+K, st.C/D (reset)


1 Power Gauges

  • j.CD, f+AC in air
  • [cr.B, cr.A / st.C, f+A], qcb hcf+P


2 Power Gauges

  • [cr.B, cr.A / st.C, f+A], (qcf+P)x3, qcf+K, qcb hcf+AC

3 Power Gauges

  • f+BD, qcb hcf+AC

50% Drive Gauge

1 Power Gauge

  • [cr.B, cr.A / st.C, f+A], (qcf+P)x2, (DC) f+AC, (cr.A,) st.C, (qcf+P)x3
  • [cr.B, cr.A / st.C, f+A], (qcf+P)x2, (DC) (qcf+AC)x3, qcf+D, s.A
  • [cr.B, cr.A / st.C, f+A], (qcf+P)x2, (DC) f+BD, j.C...

Corner

  • [cr.B, cr.A / st.C, f+A], (qcf+P)x3, (DC) qcb+A, qcb hcf+P

2 Power Gauges

  • [cr.B, cr.A / st.C, f+A], (qcf+P)x2, (DC) (qcf+AC)x3, qcf+D, qcb hcf+P

3 Power Gauges

  • [cr.B, cr.A / st.C, f+A], (qcf+P)x2, (DC) (qcf+AC)x3, qcf+D, qcb hcf+AC

HD Combos

NOTE: All combos listed below start with st/cr.X or anything that properly linksinto the rest of the combo


Legend

① = [(qcf+P)x2, (HDC) f+A]*N


1 Power Gauge

  • st.C, f+A, ①, (qcf+P)x2, (DC) qcb+P (HD end), qcb hcf+P


2 Power Gauges

  • st.C, f+A, ①, (qcf+P)x3, (DC) qcf+D (HD end), qcb hcf+AC


3 Power Gauges

  • st.C, f+A, ①, (qcf+P)x2, (SC) hcbx2+AC

4 Power Gauges

  • st.C, f+A, ①, (qcf+P)x2, (SC) qcb hcf+P, (MC) hcbx2+AC


5 Power Gauges

  • st.C, f+A, ①, (qcf+P)x2, (SC) qcb hcf+AC, (MC) hcbx2+AC

Strategies

Far

Duo Lon does not have too many tools to play with in this range; as long as the opponent does not hyper jump in, Duo Lon 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 Duo Lon, 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 don't do anything, annoy your 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 and but mainly because his only true special move, his rekkas, are punishable on block.


Duo Lon can continue to annoy his opponent with qcb~f+B pokes but now you can add f+A in front of it making a cool 2-hit combo and if he makes the f+B the Ex version, it'll 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 you. Use 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.


If he canceled the Ex f+B off of the f+A (...f+A, qcb+K, f+BD), then you're close enough to do:

i) DM

ii) j.CD into Ex f.A, which blows a stock but allows you dash underneath the opponent for a mix (and he then can either teleport back or go for a crossup D)

iii) 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

iv) hop C, hyper hop j.D which should just cross them up (http://youtu.be/PndqRE10eFw?t=1m58s)

v) dash underneath and do a s.A on the other side then hop B-->air f.B (http://youtu.be/PndqRE10eFw?t=2m5s)


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 not be confirmed. Although it takes some practice, hop B (press it as early as possible) --> 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. You can also time to sets of hop B, air f+B if you position your jump correctly (http://youtu.be/PndqRE10eFw?t=1m45s)


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 you but holding back+P/K as you teleport past them.


His d.A has good reach, relatively fast, and good recovery. This should be the poke of choice in a block string. After two d.As, one qcf+P leaves Duo Lon relatively safe due to distancing but it still punishable. The light pokes also help serve as a good hit confirm since you don't want to complete the rekkas to avoid punishment. Duo Lon's s.C comes out faster than s.D but it 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. After a d.A blocked, you can chose to crossup with a j.D (full jump as Duo Lon's jump arcs are pretty long) or continue to dash in and do another d.A again.


Land the rekkas and here's when the fun of mixups begin. As long as you cancel the qcf+B off the last rekkas early, Duo Lon should have crossup'd the opponent where you can do a s.C and either teleport back or cancel it into a qcb A for added pressure. Otherwise you want to 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) 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)

d) dash in and normal throw and teleport B to be right on top of them


Anytime Duo Lon is on top of his opponent as they're waking up you can time a ground CD attack (whiff) which will actually put him in behind the opponent --> rekkas. Even if they try to roll it 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 to mix up the conditioned opponent. After Duo Lon's DM (Ex DM has too much recovery), you can also do the same wake up mix up. Duo Lon can also hop vertically B as they're getting up and do a f+B real late or Ex f+K (timing is much easier) to add to the mix up fun.

Miscellaneous

Character Sprite

File:Duo Lon Sprite.gif

Colors

Other

Taunt

First Row: Standing/Crouching/Evasive Roll

Second Row: Walking (forward/Walking (Backward)/Safe Roll

Third Row: Running/Back Step/Throw Break

Fourth Row: Standing Guard/Crouching Guard/Guard Crush

Fifth Row: Dizzy/Downed/Hyper Drive Activation

Last Row: Win Pose/Knock Out/Time Up Pose

Links & References

Technical Reference

http://www.youtube.com/watch?v=gFX8UBiyo8w&t=2m40s


Discussion Threads

Discuss at Dream Cancel

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