Duo Lon(KOFXI)
Zur Navigation springen
Zur Suche springen
| Duolon デュオロン | |
| |
| Tiers & Ranking | |
| Tier: | C- |
| Ratio Cost: | 2 Points |
| Properties | |
| Damage Modifier: | 1.04 |
| Stun Modifier: | 1.02 |
| Crouch height (Tier): | C |
Quick Guide
- Duolon is a very fast, offense-based, highly technical & difficult to master character.
- He excels at attacking quickly and in rapid succession, but deals low damage.
- His combos allow many easy quick shift opportunities, but with relatively low stun & no juggle potentital.
- He suffers from bad defensive options, with no reversals available to him at all.
- He should either be played as a point (shift combo starter & battery) or as a Leader (highly damaging LDM combos that can however unfortunately be saving shifted)
Neutral
- Duolon has many options in neutral to annoy the opponent: 623B/D for a long range poke, his fast projectile super to catch jumpers, his teleports to move around or his j.214K for unpredictable, delayed dive kicks, which all makes movement & approaching easy.
Offense
- j.C is a strong jump-in that can also crossup. J.D and j.B are also good jump-in options.
- 5B(f) is a quick, annyoing poke with long range that is useful to end block strings if you do not want to rejump with j.C
- 2A gives enough advantage to link a 5C(c) after, particularly after crossup j.C.
- Once close, use a mix of smalljump j.C, 2A, 2B and the occasional teleport to open the opponent up.
- On 2A,2A... or j.X>5C Hit, try to confirm into the 236A rekka-series (which can be hard since it is so fast)
- If you can land a very close hit, use 236A>delay 6B>214C, link 2A... for maximum damage & combo options.
Defense
- Duolon has no reversals and very bad anti-airs, with the exception of jump up C. It is advisable to use his movement options as best as possible to not get caught
- If you have to block, try 2-frame jumping out, or try your luck with a 5A to stop smalljumps (bad hitbox) and 2C (against normal jumps, also bad hitbox).
Colors
|
|
|
|
| A | B | C | D |
|
|
|
|
| R1 + |
R1 + |
R1 + |
R1 + |
| E+A | E+B | E+C | E+D |
|
|
|
|
| L1 + |
L1 + |
L1 + |
L1 + |
| Start+A | Start+B | Start+C | Start+D |
Frame Data
Note: All Conqueror's Guide data (damage, stun, guard damage, gauge) needs double-checking.| Move | S | A | Hit | Grd | Dmg | C-Dmg | Stn | C-Stn | G-Dmg | Gauge | J-Type | Air | C-Air | Note |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Throw | 1 | 1 | +44 | / | 16 | 16 | 0 | 0 | 0 | 0 | Hard knockdown. | |||
| 5A(c) | 4 | 2 | +5 | +4 | 4 | 5 | 6 | 7 | 5 | 6 | ||||
| 5A(f) | 5 | 3 | +5 | +4 | 4 | 5 | 6 | 7 | 5 | 6 | ||||
| 5B(c) | 5 | 3 | +3 | +2 | 4 | 5 | 6 | 7 | 5 | 6 | ||||
| 5B(f) | 8 | 3 | -1 | -2 | 8 | 10 | 9 | 10 | 7 | 8 | ||||
| 5C(c) | 5 | 2 | +2 | +1 | 12 | 15 | 14 | 15 | 11 | 12 | ||||
| 5C(f) | 16 | 4 | -3 | -4 | 13 | 16 | 15 | 16 | 12 | 14 | ||||
| 5D(c) | 6 | 3 | +6 | +5 | 12 | 15 | 14 | 15 | 11 | 12 | ||||
| 5D(f) | 17 | 4 | -3 | -4 | 14 | 17 | 15 | 16 | 12 | 14 | ||||
| 5E | 9 | 4 | KD | -6 | 14 | 17 | 12 | 13 | 14 | 16 | ||||
| GC | 7 | 7 | KD | -15 | 5 | 5 | 0 | 0 | 0 | 0 | F1-13 invul. | |||
| 6A | 26 | 4 | -6 | -7 | 8 | 10 | 4 | 6 | 0 | 8 | Pulls in, Special Cancel | |||
| Saving Shift | 0 | n* | / | / | Active until landing. 9F/10F recovery (hit/whiff). | |||||||||
| Backdash | / | 24 | / | / | F5-20 invul on feet. F21-24 recovery. 186px distance. | |||||||||
| 2A | 4 | 2 | +6 | +5 | 4 | 5 | 6 | 7 | 5 | 6 | ||||
| 2B | 5 | 3 | +5 | +4 | 4 | 5 | 6 | 7 | 5 | 6 | ||||
| 2C | 11 | 2+2 | -5 | -6 | 12 | 15 | 14 | 15 | 11 | 12 | ||||
| 2D | 11 | 3 | KD | -9 | 13 | 16 | 14 | 15 | 11 | 12 | ||||
| 3D | 15 | 2 | +0 | -1 | 8 | 10 | 4 | 5 | 6 | 6 | ||||
| 3D>5E | 9 | 2 | KD | -12 | 10 | 12 | 5 | 6 | 6 | 6 | Wall bounce on counter hit | |||
| small A | 5 | 6 | / | / | 6 | 7 | 8 | 9 | 6 | 8 | same as j.A | |||
| small up A | 5 | 6 | / | / | 6 | 7 | 8 | 9 | 6 | 8 | same as jump up A | |||
| j.A | 5 | 6 | / | / | 7 | 9 | 9 | 10 | 7 | 8 | same as smalljump A | |||
| up j.A | 5 | 6 | / | / | 7 | 9 | 9 | 10 | 7 | 8 | same as smalljump up A | |||
| small B | 6 | 6 | / | / | 6 | 7 | 8 | 9 | 6 | 8 | same as j.B | |||
| small up B | 6 | 10 | / | / | 6 | 7 | 8 | 9 | 6 | 8 | same as jump up B | |||
| j.B | 6 | 6 | / | / | 7 | 9 | 9 | 10 | 7 | 8 | same as smalljump B | |||
| up j.B | 6 | 10 | / | / | 7 | 9 | 9 | 10 | 7 | 8 | same as smalljump up B | |||
| small C | 7 | 6 | / | / | 11 | 13 | 13 | 14 | 10 | 12 | all smalljump C the same | |||
| j. fwd C | 7 | 6 | / | / | 12 | 15 | 14 | 15 | 11 | 12 | ||||
| j. back C | 7 | 6 | / | / | 13 | 16 | 15 | 16 | 12 | 14 | ||||
| up j.C | 7 | 6 | / | / | 12 | 15 | 14 | 15 | 11 | 12 | Unique animation | |||
| small D | 11 | 4 | / | / | 11 | 13 | 13 | 14 | 10 | 12 | Smalljump forward & back the same | |||
| small up D | 10 | 4 | / | / | 11 | 13 | 13 | 14 | 10 | 12 | Unique hitbox | |||
| j. fwd D | 11 | 4 | / | / | 12 | 15 | 14 | 15 | 11 | 12 | ||||
| j. back D | 11 | 4 | / | / | 13 | 16 | 14 | 15 | 11 | 14 | ||||
| up j.D | 9 | 4 | / | / | 12 | 15 | 14 | 15 | 11 | 12 | Unique hitbox (better than smalljump up D) | |||
| small E | 10 | 4 | / | / | 11 | 13 | 9 | 10 | 11 | 14 | Same as j.E | |||
| j.E | 10 | 4 | / | / | 12 | 15 | 10 | 11 | 12 | 14 | Same as smalljump E | |||
| 623B | 13 | 3 | +5 | +4 | 6 | 7 | 10 | 12 | 12 | 0/12 | Shorter range than 623D. Can hit OTG. F1-22 counterhit-state. Super Cancel. | |||
| 623D | 13 | 3 | +5 | +4 | 6 | 7 | 10 | 12 | 12 | 0/12 | Longer range than 623D. Can hit OTG. F1-22 counterhit-state.Super Cancel. | |||
| 632146P | 15 | 2 | +11 | / | 0 | 0 | 0 | 0 | 0 | 4/0 | Command throw. In counterhit-state F1-16. Moves forward on F11 & F13+14. | |||
| 236P | 9 | 4 | -6 | -7 | 6 | 8 | 2 | 4 | 4 | 4/4 | F1-13 in counterhit-state. A & C Version are identical, but only A-version can be cancelled into 6B. | |||
| 236Px2 | 7 | 3 | +3 | -12 | 8 | 10 | 2 | 4 | 4 | 2/4 | F1-9 in counterhit-state. Forces standing (combos after make the opponent crouch again). | |||
| 236Px3 | 7 | 3 | -8 | -20 | 8 | 10 | 10 | 12 | 8 | 2/4 | F1-9 in counterhit-state. Can be cancelled into 236K. | |||
| 236Px3>236K | / | 23 | +9 | -3 | 0 | 0 | 0 | 0 | 0 | 2/0 | Same as 236B. F1-10 counterhit-state. 5-18 invul waist up. F19+20 crouching recovery. | |||
| 236A>6B | 7 | 3 | -3 | -4 | 8 | 10 | 2 | 4 | 2 | 2/4 | F1-9 in counterhit-state. Can be cancelled into 623K and 236K(close). Super Cancel. | |||
| 236A>6B>214C | 14 | 3 | +5 | -7 | 12 | 15 | 14 | 16 | 12 | 2/6 | F1-16 counterhit-state. Super Cancel. | |||
| 236B | / | 23 | / | / | 0 | 0 | 0 | 0 | 0 | 2/0 | F1-10 counterhit-state*. 5-18 invul waist up. F19+20 crouching recovery. *=1-9F counterhit-state if done after 236A>6B. | |||
| 236B(cl) | / | 21 | / | / | 0 | 0 | 0 | 0 | 0 | 2/0 | Passes through opponent. F1-6 counterhit-state. 5-15 invul waist up. F16+17 crouching recovery. | |||
| 236D | / | 30 | / | / | 0 | 0 | 0 | 0 | 0 | 2/0 | F1-17 counterhit-state*. 9-25 invul waist up. F26+27 crouching recovery. *=F1-14 counterhit-state if done after 236A>6B. | |||
| 236D(cl) | / | 25 | / | / | 0 | 0 | 0 | 0 | 0 | 2/0 | Passes through opponent. F1-10 counterhit-state. 9-19 invul waist up. F20-21 crouching recovery. | |||
| j.214B | 15 | 3*2 | +1/+3* | +0/+2* | 18 | 19 | 15 | 16 | 15 | 0/15 | Steep angle. Hard knockdown on air hit. Same hitboxes & hit timing as j.214D. 17F landing recovery. *1=1 hit/3hits (vs standing Kyo). Earliest possible timing = F4/3 of small/regular jump. | |||
| j.214D | 15 | 3*2 | -3/+3* | -4/+2* | 18 | 19 | 15 | 16 | 15 | 0/15 | Flat angle. Hard knockdown on air hit. Same hitboxes & hit timing as j.214B. 17F landing recovery. *1=1 hit/3hits (vs standing Kyo). Earliest possible timing = F4/3 of small/regular jump. | |||
| 236236K | 10 | 8*3 | -34/-34* | -39/-33* | 29 | 32 | 0 | 0 | 0 | 0 | Invul F1+2. Can hit OTG. *=point blank against Kyo/Jazu | |||
| 2141236A | 11 | ? | KD | +9 | 20 | 25 | 0 | 0 | 0 | 0 | Travels slower than C-Version. No invulnerability. F1-11 counterhit-state. 32F total duration. Can juggle after in the corner. | |||
| 2141236C | 11 | ? | KD | +9 | 22 | 27 | 0 | 0 | 0 | 0 | Travels faster than A-Version. No invulnerability. F1-11 counterhit-state. 32F total duration. Can juggle after in the corner. | |||
| 6321463214P | 7 | 20*2 | KD | -6 | 30 | 31 | 0 | 0 | 0 | 0 | 4F counterhit-state before Super Freeze. Freeze starts on F5. Invul on legs F5-114. | |||
| A,C,B,D | 5 | 2+2+6 | KD | -18 | 25 | 31 | 0 | 0 | 0 | 0 | No invulnerability. F1-17 in counterhit-state. 43F total duration. Activation super. 2 ghosts repeat Duolon's attack, after 8F each. | |||
| A,C,B,D(can) | / | 3 | / | / | 0 | 0 | 0 | 0 | 0 | 0 | Cancel Version (both regular & dream cancel). F1+2 invul. F3 = recovery (3F total duration). Has no hitbox (but the activation behaves the same). |
| Attack | Hitbox | Startup | Active | Hit | Guard | Note |
|---|---|---|---|---|---|---|
| 2A |
|
4 | 2 | +6 | +5 | |
| 2B |
|
5 | 3 | +5 | +4 | |
| 2C | ![]()
|
11 | 2+2 | -5 | -6 | |
| 2D |
|
11 | 3 | KD | -9 | |
| 3D |
|
15 | 2 | +0 | -1 | |
| 3D>5E | ![]()
|
9 | 2 | KD | -12 | Wall bounce on counter hit |
Special Attributes & Bugs
- Wakes up 2F slower on face down knockdown
- Duo Lon's front roll goes further than normal (192px instead of 160px)
- There is a bug that if Duolon kills the last character with his LDM shadows & light hits, the game registers the KO but the enemy character freezes in the guard animation - Duolon just stands there and nothing happens. After 2 minutes, a fallback triggers and the match ends normally.
Combos
Basic Combos
- 2A, Rekkas
- close 2A,236A,6B,214C, link 2A...
- Crossup j.C,\/,2A,5C, Rekkas
- close 2A,236A,6B,214C Super Cancel into any super [1 Super, 1 Shift]
- 2A,2A,236A, 6B, 623B Super Cancel 2141236C: [1 Super, 1 Shift]
- 2B,2B,2A,2141236P, [2C]: [1 Super] 2C = corner only.
- [2B,2B,2A] or[j.D,\/,C,236A,6B,214C, link 2A,],2141236P, link 63214,63214P: [2 Supers] corner only, might have to dash between first 63214 & second. With Jump-In+Rekkas ~ 75% dmg.
- 623D Super Cancel 2141236C, link 623D Source: U-Rasia
- Corner Command Throw > 63214,63214P > OTG 623B
- Full Screen 623D SC 2141236C, dash juggle 623B:' from u-rasia @8:31
LDM Combos
- 2A,236A,6B,214C -> activate, ...
- j.D,\/,C -> activate, hyperhop j.B (slightly delayed, 3 hits), \/, [C,236A,6B,236B]xN
- 2B,2A,236A,6B -> activate, hyperhop j.B (slightly delayed, 3 hits), \/, [C,236A,6B,236B]xN
- Corner 236A>6B>214C, link 2A > activate 5A(f)... setup from k-tani
Other Combos
- Inescapable grab setup vs. Vanessa (untested), by BZR: here
Links & Videos
BZR going crazy with point Duolon, 2025
Miekazu playing Duolon @port24
- Sacred Treasures Team: Kyo | Iori | Shingo
- Hero Team: Ash | Oswald | Shen
- Fatal Fury Team: Terry | Kim | Duck King
- Agent Team: Vanessa | Mary | Ramon
- Art of Fighting Team: Ryo Sakazaki | Yuri Sakazaki | King
- Rival Team: Elisabeth | Duo Lon | Benimaru
- Team K': K' |Kula | Maxima
- Garou Team: Jenet | Gato | Griffon
- Ikari Warriors Team: Ralf | Clark | Whip
- Anti Kyokugenryu Team: Malin | Kasumi | Eiji
- Psycho Soldier Team: Athena Asamiya | Sie Kensou | Momoko
- Time Unlock: Adelheid | Gai | Hayate | Jazu | Silber























































