Duo Lon(KOFXI)
Duolon デュオロン | |
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
A | B | C | D |
R1 + | R1 + | R1 + | R1 + |
E+A | E+B | E+C | E+D |
L1 + | L1 + | L1 + | L1 + |
Start+A | Start+B | Start+C | Start+D |
Frame Data
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). |
Attack | Hitbox | Startup | Active | Hit | Guard | Note |
---|---|---|---|---|---|---|
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 |
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.
- 623D Super Cancel 2141236C, link 623D Source: U-Rasia
- 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
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- Agent Team: Vanessa | Mary | Ramon
- Art of Fighting Team: Ryo Sakazaki | Yuri Sakazaki | King
- Rival Team: Elisabeth | Duo Lon | Benimaru
- Team K': K' |Kula | Maxima
- Garou Team: Jenet | Gato | Griffon
- Ikari Warriors Team: Ralf | Clark | Whip
- Anti Kyokugenryu Team: Malin | Kasumi | Eiji
- Psycho Soldier Team: Athena Asamiya | Sie Kensou | Momoko
- Time Unlock: Adelheid | Gai | Hayate | Jazu | Silber