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== Quick Guide == | |||
:Duolon is a very fast, offense-based, highly technical & difficult to master character. | |||
:He excels at attacking with 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'''<br> | |||
: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.14K for unpredictable, delayed dive kicks, which all makes movement & approaching easy. | |||
'''Offense'''<br> | |||
: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>214C, link 2A... for maximum damage & combo options. | |||
'''Defense'''<br> | |||
:Duolon has no reversals and very bad anti-airs. 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 == | == Colors == |
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