Duo Lon(KOFXI): Unterschied zwischen den Versionen

1.313 Bytes hinzugefügt ,  19. August 2023
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(9 dazwischenliegende Versionen desselben Benutzers werden nicht angezeigt)
Zeile 25: Zeile 25:
:Once close, use a mix of smalljump j.C, 2A, 2B and the occasional teleport to open the opponent up.
: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)
: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.
:If you can land a very close hit, use 236A>delay 6B>214C, link 2A... for maximum damage & combo options.


'''Defense'''<br>
'''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
: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).
: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).


Zeile 71: Zeile 71:
| 5E|| 9 || 4|| KD|| <span style="color: red;">-6</span>||
| 5E|| 9 || 4|| KD|| <span style="color: red;">-6</span>||
|-
|-
| GC|| 7 || 7|| KD|| <span style="color: red;">-?</span>||
| GC|| 7 || 7|| KD|| <span style="color: red;">-15</span>||
|-
|-
| 6A|| 26 || 4|| <span style="color: red;">-6</span>|| <span style="color: red;">-7</span>||Pulls in, Special Cancel
| 6A|| 26 || 4|| <span style="color: red;">-6</span>|| <span style="color: red;">-7</span>||Pulls in, Special Cancel
|-
|-
| 6B|| 18 || 3+3|| <span style="color: red;">-5</span>|| <span style="color: red;">-6</span>||
| 6B|| 18 || 3+3|| <span style="color: red;">-5</span>|| <span style="color: red;">-6</span>||
|-
| Saving Shift|| ? || n*|| /|| /||Active until landing. 9F/10F recovery (hit/whiff).
|-
|-
| 2A|| 4 || 2|| <span style="color: blue;">+6</span>|| <span style="color: blue;">+5</span>||
| 2A|| 4 || 2|| <span style="color: blue;">+6</span>|| <span style="color: blue;">+5</span>||
Zeile 87: Zeile 89:
| 3D|| 15 ||2 || <span style="color: blue;">+0</span>|| <span style="color: red;">-1</span>||
| 3D|| 15 ||2 || <span style="color: blue;">+0</span>|| <span style="color: red;">-1</span>||
|-
|-
| 3D>5E|| 9 ||2 || KD|| <span style="color: red;">-12</span>||
| 3D>5E|| 9 ||2 || KD|| <span style="color: red;">-12</span>||Wall bounce on counter hit
|-
|-
| small A|| 5 ||6 || /|| /||same as j.A
| small A|| 5 ||6 || /|| /||same as j.A
Zeile 131: Zeile 133:
| 236P|| 9 ||4 || <span style="color: red;">-6</span>|| <span style="color: red;">-7</span>||F1-13 in counterhit-state. A & C Version are identical, but only A-version can be cancelled into 6B.
| 236P|| 9 ||4 || <span style="color: red;">-6</span>|| <span style="color: red;">-7</span>||F1-13 in counterhit-state. A & C Version are identical, but only A-version can be cancelled into 6B.
|-
|-
| 236Px2|| 7 ||3 || <span style="color: blue;">+3</span>|| <span style="color: red;">-12</span>||F1-9 in counterhit-state.
| 236Px2|| 7 ||3 || <span style="color: blue;">+3</span>|| <span style="color: red;">-12</span>||F1-9 in counterhit-state. Forces standing (combos after make the opponent crouch again).
|-
|-
| 236Px3|| 7 ||3 || <span style="color: red;">-8</span>|| <span style="color: red;">-20</span>||F1-9 in counterhit-state. Can be cancelled into 236K.
| 236Px3|| 7 ||3 || <span style="color: red;">-8</span>|| <span style="color: red;">-20</span>||F1-9 in counterhit-state. Can be cancelled into 236K.
Zeile 239: Zeile 241:
| style="background-color:#F9F9F9;" |-3
| style="background-color:#F9F9F9;" |-3
| style="background-color:#F9F9F9;" |-4
| style="background-color:#F9F9F9;" |-4
| style="background-color:#F9F9F9;" |
|-
| style="background-color:#F9F9F9;" |'''5E'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_duolon_5E.png]]
| style="background-color:#F9F9F9;" |9
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-6
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
|-
|-
Zeile 246: Zeile 256:
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-?
| style="background-color:#F9F9F9;" |<span style="color: red;">-15</span>
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
|-
|-
Zeile 256: Zeile 266:
| style="background-color:#F9F9F9;" |-7
| style="background-color:#F9F9F9;" |-7
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
|-
| style="background-color:#F9F9F9;" |'''Saving Shift'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_duolon_saving.png]]
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |n*
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |Active until landing. 9F/10F recovery (hit/whiff).
|-
|-
|}
|}
Zeile 306: Zeile 324:
| style="background-color:#F9F9F9;" |2
| style="background-color:#F9F9F9;" |2
| style="background-color:#F9F9F9;" |+0
| style="background-color:#F9F9F9;" |+0
| style="background-color:#F9F9F9;" |+1
| style="background-color:#F9F9F9;" |-1
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
|-
|-
Zeile 315: Zeile 333:
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-12
| style="background-color:#F9F9F9;" |-12
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |Wall bounce on counter hit
|}
|}


Zeile 406: Zeile 424:
| style="background-color:#F9F9F9;" |+3
| style="background-color:#F9F9F9;" |+3
| style="background-color:#F9F9F9;" |-12
| style="background-color:#F9F9F9;" |-12
| style="background-color:#F9F9F9;" |F1-9 in counterhit-state.  
| style="background-color:#F9F9F9;" |F1-9 in counterhit-state. Forces standing (combos after make the opponent crouch again).
|-
|-
| style="background-color:#F9F9F9;" |'''236Px3'''
| style="background-color:#F9F9F9;" |'''236Px3'''
Zeile 542: Zeile 560:
*Wakes up 2F slower on face down knockdown
*Wakes up 2F slower on face down knockdown
*Duo Lon's front roll goes further than normal (192px instead of 160px)
*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 ==
== Combos ==
19.065

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