Duo Lon(KOFXI)

Aus Hardedge Wiki
Zur Navigation springen Zur Suche springen
Duolon
デュオロン
KOFXI duolon full.png
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

KOFXI Duo Lon S.png KOFXI Duo Lon X.png KOFXI Duo Lon T.png KOFXI Duo Lon C.png
BUTTON SQUARE A.png BUTTON CROSS A.png BUTTON TRIANGLE A.png BUTTON CIRCLE A.png
A B C D
KOFXI Duo Lon R1S.png KOFXI Duo Lon R1X.png KOFXI Duo Lon R1T.png KOFXI Duo Lon R1C.png
R1 + BUTTON SQUARE A.png R1 + BUTTON CROSS A.png R1 + BUTTON TRIANGLE A.png R1 + BUTTON CIRCLE A.png
E+A E+B E+C E+D
KOFXI Duo Lon L1S.png KOFXI Duo Lon L1X.png KOFXI Duo Lon L1T.png KOFXI Duo Lon L1C.png
L1 + BUTTON SQUARE A.png L1 + BUTTON CROSS A.png L1 + BUTTON TRIANGLE A.png L1 + BUTTON CIRCLE A.png
Start+A Start+B Start+C Start+D

Frame Data

Short List
Move S A Hit Grd Note
5A(c) 4 2 +5 +4
5A(f) 5 3 +5 +4
5B(c) 5 3 +3 +2
5B(f) 8 3 -1 -2
5C(c) 5 2 +2 +1
5C(f) 16 4 -3 -4
5D(c) 6 3 +6 +5
5D(f) 17 4 -3 -4
5E 9 4 KD -6
GC 7 7 KD -15
6A 26 4 -6 -7 Pulls in, Special Cancel
6B 18 3+3 -5 -6
Saving Shift ? n* / / Active until landing. 9F/10F recovery (hit/whiff).
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
small A 5 6 / / same as j.A
small up A 5 6 / / same as jump up A
j.A 5 6 / / same as smalljump A
up j.A 5 6 / / same as smalljump up A
small B 6 6 / / same as j.B
small up B 6 10 / / same as jump up B
j.B 6 6 / / same as smalljump B
up j.B 6 10 / / same as smalljump up B
small C 7 6 / / all smalljump C the same
j.C 7 6 / / jump forward & back C the same
up j.C 7 6 / / Unique animation
small D 11 4 / / Smalljump forward & back the same
small up D 10 4 / / Unique hitbox
j.D 11 4 / / jump forward & back D the same
up j.D 9 4 / / Unique hitbox (better than smalljump up D)
small E 10 4 / / Same as j.E
j.E 10 4 / / Same as smalljump E
623B 13 3 +5 +4 Shorter range than 623D. Can hit OTG. F1-22 counterhit-state. Super Cancel.
623D 13 3 +5 +4 Longer range than 623D. Can hit OTG. F1-22 counterhit-state.Super Cancel.
632146P 15 2 +11 / Command throw. In counterhit-state F1-16. Moves forward on F11 & F13+14.
236P 9 4 -6 -7 F1-13 in counterhit-state. A & C Version are identical, but only A-version can be cancelled into 6B.
236Px2 7 3 +3 -12 F1-9 in counterhit-state. Forces standing (combos after make the opponent crouch again).
236Px3 7 3 -8 -20 F1-9 in counterhit-state. Can be cancelled into 236K.
236Px3>236K / 23 +9 -3 Same as 236B. F1-10 counterhit-state. 5-18 invul waist up. F19+20 crouching recovery.
236A>6B 7 3 -3 -4 F1-9 in counterhit-state. Can be cancelled into 623K and 236K(close). Super Cancel.
236A>6B>214C 14 3 +5 -7 F1-16 counterhit-state. Super Cancel.
236B / 23 / / 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 / / Passes through opponent. F1-6 counterhit-state. 5-15 invul waist up. F16+17 crouching recovery.
236D / 30 / / 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 / / 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* Steep angle. Hard knockdown on air hit. Same hitboxes & hit timing as j.214D. 17F landing recovery. *1=1 hit/3hits (vs standing Kyo).
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).
236236K 10 8*3 -34/-34* -39/-33* Invul F1+2. Can hit OTG. *=point blank against Kyo/Jazu
2141236A 11 ? KD +9 Travels slower than C-Version. No invulnerability. F1-11 counterhit-state. 32F total duration. Can juggle after in the corner.
2141236C 11 ? KD +9 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 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 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 / / Cancel Version (both regular & dream cancel). F1+2 invul. F3 = recovery (3F total duration). Has no hitbox (but the activation behaves the same).
Standing Attacks
Attack Hitbox Startup Active Hit Guard Note
5A(c) Kofxi duolon 5A(c).png 4 2 +5 +4
5A(f) Kofxi duolon 5A(f).png 5 3 +5 +4
5B(c) Kofxi duolon 5B(c).png 5 3 +3 +2
5B(f) Kofxi duolon 5B(f).png 8 3 -1 -2
5C(c) Kofxi duolon 5C(c).png 5 2 +2 +1
5C(f) Kofxi duolon 5C(f).png 16 4 -3 -4
5D(c) Kofxi duolon 5D(c).png 6 3 +6 +5
5D(f) Kofxi duolon 5D(f).png 17 4 -3 -4
5E Kofxi duolon 5E.png 9 4 KD -6
GC Kofxi duolon GC.png 7 7 KD -15
6A Kofxi duolon 6A.png 26 4 -6 -7
Saving Shift Kofxi duolon saving.png ? n* / / Active until landing. 9F/10F recovery (hit/whiff).
Crouching Attacks
Attack Hitbox Startup Active Hit Guard Note
2A Kofxi duolon 2A.png 4 2 +6 +5
2B Kofxi duolon 2B.png 5 3 +5 +4
2C Kofxi duolon 2C 1.pngKofxi duolon 2C 2.png 11 2+2 -5 -6
2D Kofxi duolon 2D.png 11 3 KD -9
3D Kofxi duolon 3D.png 15 2 +0 -1
3D>5E Kofxi duolon 3D5E 1.pngKofxi duolon 3D5E 2.png 9 2 KD -12 Wall bounce on counter hit
Jump Attacks
Move Hitbox Startup Active Note
small A Kofxi duolon smalljump A.png 5 6 same as j.A
small up A Kofxi duolon smalljump up A.png 5 6 same as jump up A
j.A Kofxi duolon jump A.png 5 6 same as smalljump A
up j.A Kofxi duolon jump up A.png 5 6 same as smalljump up A
small B Kofxi duolon smalljump B.png 6 6 same as j.B
small up B Kofxi duolon smalljump up B.png 6 10 same as jump up B
j.B Kofxi duolon jump B.png 6 6 same as smalljump B
up j.B Kofxi duolon jump up B.png 6 10 same as smalljump up B
small C Kofxi duolon smalljump C.png 7 6 all smalljump C the same
j.C Kofxi duolon jump C.png 7 6 jump forward & back C the same
up j.C Kofxi duolon jump up C.png 7 6 Unique animation
small D Kofxi duolon smalljump D.png 11 4 smalljump forward & back D the same
small up D Kofxi duolon smalljump up D.png 10 4 unique hitbox
j.D Kofxi duolon jump D.png 11 4 jump forward & back D the same; hitbox is further out than smalljump D (better)
up j.D Kofxi duolon jump up D.png 9 4 unique hitbox
small E Kofxi duolon smalljump E.png 10 4 Same as j.E
j.E Kofxi duolon jump E.png 10 4 Same as smalljump E
Specials & Supers
Move Hitbox Startup Active Hit Guard Note
623B Kofxi duolon 623B.png 13 3 +5 +4 Shorter range than 623D. Can hit OTG. F1-22 counterhit-state. Super Cancel.
623D Kofxi duolon 623D.png 13 3 +5 +4 Longer range than 623D. Can hit OTG. F1-22 counterhit-state.Super Cancel.
623146P Kofxi duolon 623146P.png 15 2 +11 N/A Command throw. In counterhit-state F1-16. Moves forward on F11 & F13+14.
236P Kofxi duolon 236P.png 9 4 -6 -7 F1-13 in counterhit-state. A & C Version are identical, but only A-version can be cancelled into 6B.
236Px2 Kofxi duolon 236Px2.png 7 3 +3 -12 F1-9 in counterhit-state. Forces standing (combos after make the opponent crouch again).
236Px3 Kofxi duolon 236Px3.png 7 3 -8 -20 F1-9 in counterhit-state. Can be cancelled into 236K.
236Px3>236K Kofxi duolon 236Px3,236K.png / 23 +9 -3 Same as 236B. F1-10 counterhit-state. 5-18 invul waist up. F19+20 crouching recovery.
236A>6B Kofxi duolon 236A6B.png 7 3 -3 -4 F1-9 in counterhit-state. Can be cancelled into 623K and 236K(close). Super Cancel.
236A>6B>214C Kofxi duolon 236A6B214C.png 14 3 +5 -7 F1-16 counterhit-state. Super Cancel.
236B Kofxi duolon 236B.png / 23 / / F1-10 counterhit-state*. 5-18 invul waist up. F19+20 crouching recovery. *=1-9F counterhit-state if done after 236A>6B.
236B(close) Kofxi duolon 236B close.png / 21 / / Passes through opponent. F1-6 counterhit-state. 5-15 invul waist up. F16+17 crouching recovery.
236D Kofxi duolon 236D.png / 30 / / F1-17 counterhit-state*. 9-25 invul waist up. F26+27 crouching recovery. *=F1-14 counterhit-state if done after 236A>6B.
236D(close) Kofxi duolon 236D close.png / 25 / / Passes through opponent. F1-10 counterhit-state. 9-19 invul waist up. F20-21 crouching recovery.
j.214B Kofxi duolon jump 214B 1.pngKofxi duolon jump 214B 2.pngKofxi duolon jump 214B 3.png 15 2+2+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).
j.214D Kofxi duolon jump 214D 1.pngKofxi duolon jump 214D 2.pngKofxi duolon jump 214D 3.png 15 2+2+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).
236236K Kofxi duolon 236236K.png 10 8*3 -34/-34* -39/-33* Invul F1+2. Can hit OTG. *=point blank against Kyo/Jazu
2141236A Kofxi duolon 2141236A.png 11 ? KD +9 Travels slower than C-Version. No invulnerability. F1-11 counterhit-state. 32F total duration. Can juggle after in the corner.
2141236C Kofxi duolon 2141236C.png 11 ? KD +9 Travels faster than A-Version. No invulnerability. F1-11 counterhit-state. 32F total duration. Can juggle after in the corner.
6321463214P Kofxi duolon 6321463214P 1.pngKofxi duolon 6321463214P 2.pngKofxi duolon 6321463214P gif.gif 7 20*2 KD -6 4F counterhit-state before Super Freeze. Freeze starts on F5. Invul on legs F5-114.
A,C,B,D Kofxi duolon ACBD 1.pngKofxi duolon ACBD 2.pngKofxi duolon ACBD 3.png 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.
A,C,B,D(cancel) Kofxi duolon ACBD cancel.png / 3 / / Cancel Version (both regular & dream cancel). F1+2 invul. F3 = recovery (3F total duration). Has no hitbox (but the activation behaves the same).

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.
  • 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

Navigation