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===Duo Lon (mirror match)===
===Duo Lon (mirror match)===


===Elisabeth Blanctorche===
===Elisabeth Branctorche===


===Goro Daimon===
===Goro Daimon===

Revision as of 23:49, 3 April 2012

File:Duo Lon Sprite.gif


Gameplay Overview

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
  • j.B --> air.f+B adds great pressure and is also good for mixups
  • Console change
  • f.A --> f.B --> DM link good to keep opponents grounded
  • One of the best d.A in the game (4 startup, +4 frame advantage)
  • Useful qcb+P now help with his pressure game
  • Ex Rekkas does good damage if used correctly

Cons

  • Slightly lower damage overall
  • Rekkas not safe on block
  • Limited move set makes him somewhat predictable
  • Limited HD combos due to limited move set

Normals

Hit detection notes

Hit detection is defined by the following:

Overhead An attack that must be blocked high.

Mid An attack that can be blocked either high or low.

Low An attack that must be blocked low.

Standing

s.A: 25 damage, cancellable/chainable, hits mid.

s.B: 30 damage, cancellable, hits mid.

s.C: 70 damage, cancellable, hits mid.

s.D: 70 damage, cannot becanceled, hits mid.

Far D: 70 damage, cancellable, hits mid.

Crouching

d.A: 25 damage, chainable, hits mid.

d.B: 30 damage, chainable, hits low.

d.C: 70 damage, cancellable, hits mid.

d.D: 80 damage, cannot be canceled, hits low.

Jumping

j.A: 45 (40) damage, cancellable, hits overhead.

j.B: 45 (40) damage, cancellable, hits overhead.

j.C: 72 (70) damage, cancellable, hits overhead.

j.D: 70 (68) damage, cannot be cancelled, hits overhead.

Blowback Attack

CD: 75 damage, cancellable, hits mid.

j.CD: 90 (80) damage, cancellable, hits mid.

GCCD: 10 damage, cannot be canceled, hits mid.

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: Mid
  • Damage: 40; EX Damage: 30 x 2
  • Ex Damage in console: 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: 20; EX Damage: 60
  • Damage in console: 30


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


Hike Kyaku Ushiro = (qcb+K)

(EX) = qcb+BD

  • No Damage


Juon Shikon = (qcb+P)

(EX) = qcb+AC

  • Super-Cancellable
  • Hit Detection: Mid
  • Damage: 50; EX Damage: 40 x 5
  • Damage in console: 60


Suteki Juryu = (qcf+P) x3

(EX) = qcf+AC x3

  • Drive- / Super-Cancellable
  • Hit Detection: Mid
  • Damage: 30, 30, 40; EX Damage: 60, 30, 40
  • Ex Damage in console: 60, 40, 50

Desperation Moves

Genmu Bakko Shikon = (qcb hcf+P)

(EX) = qcb hcf+AC

  • MAX Cancellable
  • Hit Detection: Mid
  • 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
  • Damage up to 448 for console release

Common Combo Starters

d.B, (d.B), d.A, f A

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, 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)


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.C, Ex rekkas x2, qcb A, s.C, Rekkas, qcf B, s.C - 506 (540 with j.D)


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

f A, f B, Ex DM: 350

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

(corner): s.D, f.A, Ex Rekkas x2, qcb A, s.C, Ex Rekkas x2, qcb A, s.C, Rekkas x3, qcf B, s.C: 506


3 Stock, No Drive Gauge -

f BD, qcb~hcf+AC


3 Stock, 1+ Drive Gauge -

s.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 links into the rest of the combo


Legend

① = [(qcf+P)x2, (HDC) f+A]*N


1 Stock -

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

(2) (Near corner) s.C, f+A, [HD], s.C f+A, qcf x3, [HDC] Ex qcb+P, (qcf+P, qcf+P (whiff), qcf+P, [HDC], qcb C) x3, qcf x3, [HDC] qcf B, (jump CD) / f+B, s.C (http://www.youtube.com/watch?v=FjnaIv4_130&feature=youtu.be&t=10m6s)


2 Stock -

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


3 Stock -

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


4 Stock -

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


5 Stock -

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


Strategies

Far

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)

e) 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 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 it 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.

Character Matchups

Andy Bogard

Ash Crimson

Athena Asamiya

Benimaru Nikaido

Billy Kane

Chin Gentsai

Clark Still

Duo Lon (mirror match)

Elisabeth Branctorche

Goro Daimon

Hwa Jai

Iori Yagami (Claw)

Iori Yagami (Flame)

Joe Higashi

K'

Kim Kaphwan

King

Kula Diamond

Kyo Kusanagi (XIII)

Kyo Kusanagi (NESTS)

Leona Heidern

Mai Shiranui

Mature

Maxima

Raiden

Ralf Jones

Robert Garcia

Ryo Sakazaki

Saiki

Shen Woo

Sie Kensou

Takuma Sakazaki

Mr. Karate

Terry Bogard

Vice

Yuri Sakazaki

Move Metadata

Move Damage Stun Startup On Guard Remarks
s.A 25 3 5 +3
d.A 25 3 4 +4
Far A 25 3 5 +3
j.A 45 3 5 -
Hop A 40 3 5 -
s.B 30 3 6 +1
d.B 30 3 5 +1
Far B 30 3 6 +1
j.B 45 3 5 -
Hop B 40 3 5 -
s.C 70 7 5 -1
d.C 70 7 6 -10
Far C 80 7 5 -1
j.C 72 7 6 -
Hop C 70 7 6 -
s.D 70 7 5 -9
d.D 80 7 9 -5
Far D 70 7 9 -7
j.D 70 7 7 -
Hop D 68 7 7 -
s.CD 75 10 12 -1
j.CD 90 7 10 -
Hop CD 80 7 10 -
Normal Throw 100 0 1 - Hard knockdown
GCCD 4 0 13 -15 17 on startup vs jump attacks?
Genmu Kyaku = f.B 30 5 13 +1 4 frames from afar & no cancel
Air Genmu Kyaku = air f.B 40 5 11 - 12 Blockstun, 14 Hitstun
Genmu Ken = f.A 40 4 9 -4 4 frames from afar & no cancel
Air Genmu Ken = air f.A 40 3 8 - 12 Blockstun, 14 Hitstun
Suteki Juryu (1st and 2nd hit) = qcf+P x3 30 3 7 -8 2nd hit -11
Suteki Juryu (3rd hit) = qcf+P x3 40 6 - -26 B Himoukyaku -13
Juon Shikon = qcb P 60 6 21,44 +4, 21 Close
Himoukyaku Zen = qcf K 0 0 - - B All frames 29, D All frames 39
Himoukyaku Go = qcb K 0 0 - - B All frames 47
Ex Genmu Kyaku = f.BD 60 0 8 +2 4 frames from afar & no cancel
Air Ex Genmu Kyaku = air f.BD 60 0 8 - 24 Blockstun, 25 Hitstun
Ex Genmu Ken (1st hit) = f.AC 40 0 6 - 4 frames from afar & no cancel
Ex Genmu Ken (2nd hit) = f.AC 40 0 - +2
Air Ex Genmu Ken = air f.AC 80 0 6 - 12 Blockstun, 14 Hitstun
Ex Suteki Juryu (1st hit) = qcf AC x3 60 0 5 -4
Ex Suteki Juryu (2nd hit) = qcf AC x3 40 0 - -1
Ex Suteki Juryu (3rd hit) = qcf AC x3 50 0 - -26
Ex Juon Shikon (1 hit) = qcb AC 40 0 39 - Close
Ex Juon Shikon (2-5th hit) = qcb AC 40 0 - -
Ex Hike Kyaku Zen = qcf BD 0 0 - - All frames 24
Ex Hike Kyaku Ushiro = qcb BD 0 0 - - All frames 32
Genmu Bakko Shikon = qcb~hcf+P 200 0 43(14) -9 Freeze 29
Ex Genmu Bakko Shikon (1st hit) = qcb~hcf+AC 60 0 34(5) -17 Freeze 29
Ex Genmu Bakko Shikon (2nd and 3rd hit) = qcb~hcf+AC 60 0 - -
Ex Genmu Bakko Shikon (4th hit) = qcb~hcf+AC 120 0 - -
Juon Ko Ha = hcb x2+AC 448 0 1 - Whiff all frames 117, Freeze 39

Dou Lon's 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.


Videos

KCE Basic Introduction

Links & References

http://keykakko.wordpress.com/

Contributors

Kane317

machina [1]

keykakko [2]


Discussion Threads

Discuss at Dream Cancel

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