Duolon デュオロン
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Tiers & Ranking
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Tier:
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C-
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Ratio Cost:
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2 Points
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Properties
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Damage Modifier:
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1.04
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Stun Modifier:
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1.02
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Crouch height (Tier):
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C
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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
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A
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B
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C
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D
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R1 +
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R1 +
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R1 +
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R1 +
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E+A
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E+B
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E+C
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E+D
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L1 +
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L1 +
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L1 +
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L1 +
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Start+A
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Start+B
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Start+C
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Start+D
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Frame Data
Short List
Ausklappen
5A(c) |
4 |
2 |
+5 |
+4 |
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5A(f) |
5 |
3 |
+5 |
+4 |
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5B(c) |
5 |
3 |
+3 |
+2 |
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5B(f) |
8 |
3 |
-1 |
-2 |
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5C(c) |
5 |
2 |
+2 |
+1 |
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5C(f) |
16 |
4 |
-3 |
-4 |
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5D(c) |
6 |
3 |
+6 |
+5 |
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5D(f) |
17 |
4 |
-3 |
-4 |
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5E |
9 |
4 |
KD |
-6 |
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GC |
7 |
7 |
KD |
-15 |
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6A |
26 |
4 |
-6 |
-7 |
Pulls in, Special Cancel
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6B |
18 |
3+3 |
-5 |
-6 |
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Saving Shift |
? |
n* |
/ |
/ |
Active until landing. 9F/10F recovery (hit/whiff).
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2A |
4 |
2 |
+6 |
+5 |
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2B |
5 |
3 |
+5 |
+4 |
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2C |
11 |
2+2 |
-5 |
-6 |
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2D |
11 |
3 |
KD |
-9 |
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3D |
15 |
2 |
+0 |
-1 |
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3D>5E |
9 |
2 |
KD |
-12 |
Wall bounce on counter hit
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small A |
5 |
6 |
/ |
/ |
same as j.A
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small up A |
5 |
6 |
/ |
/ |
same as jump up A
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j.A |
5 |
6 |
/ |
/ |
same as smalljump A
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up j.A |
5 |
6 |
/ |
/ |
same as smalljump up A
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small B |
6 |
6 |
/ |
/ |
same as j.B
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small up B |
6 |
10 |
/ |
/ |
same as jump up B
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j.B |
6 |
6 |
/ |
/ |
same as smalljump B
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up j.B |
6 |
10 |
/ |
/ |
same as smalljump up B
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small C |
7 |
6 |
/ |
/ |
all smalljump C the same
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j.C |
7 |
6 |
/ |
/ |
jump forward & back C the same
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up j.C |
7 |
6 |
/ |
/ |
Unique animation
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small D |
11 |
4 |
/ |
/ |
Smalljump forward & back the same
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small up D |
10 |
4 |
/ |
/ |
Unique hitbox
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j.D |
11 |
4 |
/ |
/ |
jump forward & back D the same
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up j.D |
9 |
4 |
/ |
/ |
Unique hitbox (better than smalljump up D)
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small E |
10 |
4 |
/ |
/ |
Same as j.E
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j.E |
10 |
4 |
/ |
/ |
Same as smalljump E
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623B |
13 |
3 |
+5 |
+4 |
Shorter range than 623D. Can hit OTG. F1-22 counterhit-state. Super Cancel.
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623D |
13 |
3 |
+5 |
+4 |
Longer range than 623D. Can hit OTG. F1-22 counterhit-state.Super Cancel.
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632146P |
15 |
2 |
+11 |
/ |
Command throw. In counterhit-state F1-16. Moves forward on F11 & F13+14.
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236P |
9 |
4 |
-6 |
-7 |
F1-13 in counterhit-state. A & C Version are identical, but only A-version can be cancelled into 6B.
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236Px2 |
7 |
3 |
+3 |
-12 |
F1-9 in counterhit-state. Forces standing (combos after make the opponent crouch again).
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236Px3 |
7 |
3 |
-8 |
-20 |
F1-9 in counterhit-state. Can be cancelled into 236K.
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236Px3>236K |
/ |
23 |
+9 |
-3 |
Same as 236B. F1-10 counterhit-state. 5-18 invul waist up. F19+20 crouching recovery.
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236A>6B |
7 |
3 |
-3 |
-4 |
F1-9 in counterhit-state. Can be cancelled into 623K and 236K(close). Super Cancel.
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236A>6B>214C |
14 |
3 |
+5 |
-7 |
F1-16 counterhit-state. Super Cancel.
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236B |
/ |
23 |
/ |
/ |
F1-10 counterhit-state*. 5-18 invul waist up. F19+20 crouching recovery. *=1-9F counterhit-state if done after 236A>6B.
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236B(cl) |
/ |
21 |
/ |
/ |
Passes through opponent. F1-6 counterhit-state. 5-15 invul waist up. F16+17 crouching recovery.
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236D |
/ |
30 |
/ |
/ |
F1-17 counterhit-state*. 9-25 invul waist up. F26+27 crouching recovery. *=F1-14 counterhit-state if done after 236A>6B.
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236D(cl) |
/ |
25 |
/ |
/ |
Passes through opponent. F1-10 counterhit-state. 9-19 invul waist up. F20-21 crouching recovery.
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j.214B |
15 |
3*2 |
+1/+3* |
+0/+2* |
Steep angle. Hard knockdown on air hit. Same hitboxes & hit timing as j.214D. 17F landing recovery. *1=1 hit/3hits (vs standing Kyo).
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j.214D |
15 |
3*2 |
-3/+3* |
-4/+2* |
Flat angle. Hard knockdown on air hit. Same hitboxes & hit timing as j.214B. 17F landing recovery. *1=1 hit/3hits (vs standing Kyo).
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236236K |
10 |
8*3 |
-34/-34* |
-39/-33* |
Invul F1+2. Can hit OTG. *=point blank against Kyo/Jazu
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2141236A |
11 |
? |
KD |
+9 |
Travels slower than C-Version. No invulnerability. F1-11 counterhit-state. 32F total duration. Can juggle after in the corner.
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2141236C |
11 |
? |
KD |
+9 |
Travels faster than A-Version. No invulnerability. F1-11 counterhit-state. 32F total duration. Can juggle after in the corner.
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6321463214P |
7 |
20*2 |
KD |
-6 |
4F counterhit-state before Super Freeze. Freeze starts on F5. Invul on legs F5-114.
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A,C,B,D |
5 |
2+2+6 |
KD |
-18 |
No invulnerability. F1-17 in counterhit-state. 43F total duration. Activation super. 2 ghosts repeat Duolon's attack, after 8F each.
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A,C,B,D(can) |
/ |
3 |
/ |
/ |
Cancel Version (both regular & dream cancel). F1+2 invul. F3 = recovery (3F total duration). Has no hitbox (but the activation behaves the same).
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Standing Attacks
Ausklappen
5A(c)
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4
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2
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+5
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+4
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5A(f)
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5
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3
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+5
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+4
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5B(c)
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5
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3
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+3
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+2
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5B(f)
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8
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3
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-1
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-2
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5C(c)
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5
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2
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+2
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+1
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5C(f)
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16
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4
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-3
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-4
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5D(c)
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6
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3
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+6
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+5
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5D(f)
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17
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4
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-3
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-4
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5E
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9
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4
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KD
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-6
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GC
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7
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7
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KD
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-15
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6A
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26
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4
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-6
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-7
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Saving Shift
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?
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n*
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/
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/
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Active until landing. 9F/10F recovery (hit/whiff).
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Crouching Attacks
Ausklappen
2A
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4
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2
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+6
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+5
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2B
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5
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3
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+5
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+4
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2C
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11
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2+2
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-5
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-6
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2D
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11
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3
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KD
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-9
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3D
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15
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2
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+0
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-1
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3D>5E
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9
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2
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KD
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-12
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Wall bounce on counter hit
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Jump Attacks
Ausklappen
small A |
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5 |
6 |
same as j.A
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small up A |
 |
5 |
6 |
same as jump up A
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j.A |
 |
5 |
6 |
same as smalljump A
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up j.A |
 |
5 |
6 |
same as smalljump up A
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small B |
 |
6 |
6 |
same as j.B
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small up B |
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6 |
10 |
same as jump up B
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j.B |
 |
6 |
6 |
same as smalljump B
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up j.B |
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6 |
10 |
same as smalljump up B
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small C |
 |
7 |
6 |
all smalljump C the same
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j.C |
 |
7 |
6 |
jump forward & back C the same
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up j.C |
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7 |
6 |
Unique animation
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small D |
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11 |
4 |
smalljump forward & back D the same
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small up D |
 |
10 |
4 |
unique hitbox
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j.D |
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11 |
4 |
jump forward & back D the same; hitbox is further out than smalljump D (better)
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up j.D |
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9 |
4 |
unique hitbox
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small E |
 |
10 |
4 |
Same as j.E
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j.E |
 |
10 |
4 |
Same as smalljump E
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Specials & Supers
Ausklappen
623B
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13
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3
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+5
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+4
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Shorter range than 623D. Can hit OTG. F1-22 counterhit-state. Super Cancel.
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623D
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13
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3
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+5
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+4
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Longer range than 623D. Can hit OTG. F1-22 counterhit-state.Super Cancel.
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623146P
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15
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2
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+11
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N/A
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Command throw. In counterhit-state F1-16. Moves forward on F11 & F13+14.
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236P
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9
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4
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-6
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-7
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F1-13 in counterhit-state. A & C Version are identical, but only A-version can be cancelled into 6B.
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236Px2
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7
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3
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+3
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-12
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F1-9 in counterhit-state. Forces standing (combos after make the opponent crouch again).
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236Px3
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7
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3
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-8
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-20
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F1-9 in counterhit-state. Can be cancelled into 236K.
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236Px3>236K
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/
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23
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+9
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-3
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Same as 236B. F1-10 counterhit-state. 5-18 invul waist up. F19+20 crouching recovery.
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236A>6B
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7
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3
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-3
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-4
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F1-9 in counterhit-state. Can be cancelled into 623K and 236K(close). Super Cancel.
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236A>6B>214C
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14
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3
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+5
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-7
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F1-16 counterhit-state. Super Cancel.
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236B
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/
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23
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/
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/
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F1-10 counterhit-state*. 5-18 invul waist up. F19+20 crouching recovery. *=1-9F counterhit-state if done after 236A>6B.
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236B(close)
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/
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21
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/
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/
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Passes through opponent. F1-6 counterhit-state. 5-15 invul waist up. F16+17 crouching recovery.
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236D
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/
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30
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/
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/
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F1-17 counterhit-state*. 9-25 invul waist up. F26+27 crouching recovery. *=F1-14 counterhit-state if done after 236A>6B.
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236D(close)
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/
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25
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/
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/
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Passes through opponent. F1-10 counterhit-state. 9-19 invul waist up. F20-21 crouching recovery.
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j.214B
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15
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2+2+2
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+1/+3*
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+0/+2*
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Steep angle. Hard knockdown on air hit. Same hitboxes & hit timing as j.214D. 17F landing recovery. *1=1 hit/3hits (vs standing Kyo).
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j.214D
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15
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2+2+2
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-3/+3*
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-4/+2*
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Flat angle. Hard knockdown on air hit. Same hitboxes & hit timing as j.214B. 17F landing recovery. *1=1 hit/3hits (vs standing Kyo).
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236236K
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10
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8*3
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-34/-34*
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-39/-33*
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Invul F1+2. Can hit OTG. *=point blank against Kyo/Jazu
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2141236A
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11
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?
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KD
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+9
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Travels slower than C-Version. No invulnerability. F1-11 counterhit-state. 32F total duration. Can juggle after in the corner.
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2141236C
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11
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?
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KD
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+9
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Travels faster than A-Version. No invulnerability. F1-11 counterhit-state. 32F total duration. Can juggle after in the corner.
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6321463214P
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7
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20*2
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KD
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-6
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4F counterhit-state before Super Freeze. Freeze starts on F5. Invul on legs F5-114.
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A,C,B,D
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5
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2+2+6
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KD
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-18
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No invulnerability. F1-17 in counterhit-state. 43F total duration. Activation super. 2 ghosts repeat Duolon's attack, after 8F each.
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A,C,B,D(cancel)
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/
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3
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/
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/
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Cancel Version (both regular & dream cancel). F1+2 invul. F3 = recovery (3F total duration). Has no hitbox (but the activation behaves the same).
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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
- 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.
- Corner Command Throw > 63214,63214P > OTG 623B
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
Links & Videos
Miekazu playing Duolon @port24
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