Duo Lon(KOFXI): Unterschied zwischen den Versionen

K
 
(3 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 560: 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 ==
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