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KOF XIII: Duo Lon

Posted: Tue Jul 13, 2010 16:31
by videoman190
Image

Duo Lon

Command Moves:
Genmu Ken - fwd .A (ground or air)
Genmu Kyaku - fwd .B (ground or air)

Special Moves:
Hike Kyaku Zen - qcf .B or .D
Hike Kyaku Ushiro - qcb .B or .D
Juon Shikon - qcb .A or .C
Suteki Juryu - qcf .A or .C (x3)

-DM-
Genmu Bakko Shikon - qcb hcf .A or .C

-NM-
Juon Ko Ha - hcb x2 .A + .C
Console changes:
*Hit stun on EX f.A is adjusted. It is possible to combo with a strong attack or qcb.A after EX f.A.
*EX rekka can be cancelled with a special or greater
*fb frames have been adjusted. It is now easier to include the weak version in attacks strings and combos as it is faster.
*f.B can be cancelled by super or greater
-Damage adjusted on NM from 400 to 480

Producer Yamamoto says: f.B, aside from one shot cancels, the following is also possible: f.A>qcb.B>f.B>super ,so a f.A intitiated hit confirm combo. His fb is now easier to leave on the screen so coordinate attacks with it on the screen.
Movelist Video
Strategy Video by Hardedge (thx ATG)

basic duolon guide. also explains the crossup bug.
Basic Strategies
c .B, c .A --> qcf .P x3

DL can teleport after this combo and continue:

qcf+P chain -> qcf+K -> standing D (resets opponent) -> Ghost fierball for pressure
or
qcf+P chain -> qcf+K -> EX DM

Try to inflict as much tick damage as possible as DL has fast recovery.

His f+A and f+B are still good pokes, but I think they have more recovery time than in XII. If he misses, you can probably hit him while he's still recovering. But DL now revolves more on his chains anyway.

DL's c .C has excellent priority as an anti air.

Advanced

Teleport like crazy and hope to confuse your opponent. If you're well distanced, you'll end up behind them as they recover from trying to poke you.
DL can do two attacks in mid air, which can confuse opponent into blocking low while DL is still in the air, thus open to combo.

Re: KOF XIII: Duo Lon

Posted: Wed Jul 28, 2010 16:07
by PenPen
Standard DL stuff:

qcf+P chain -> qcf+K -> standing D (resets opponent) -> Ghost fierball for pressure
or
qcf+P chain -> qcf+K -> EX DM

His f+A and f+B are still good pokes, but I think they have more recovery time than in XII. If he misses, you can probably hit him while he's still recovering. But DL now revolves more on his chains anyway.

Re: KOF XIII: Duo Lon

Posted: Sun Aug 01, 2010 22:01
by SonicTempest
Arcadia combo for Duo Lon:

C (HD Activate), C, (QCF+P x2 dc f+A) x 3, QCF+P x3 dc QCB, HCF+P

482 or 592 damage depending on whether or not you used the EX version of his DM or not.

Re: KOF XIII: Duo Lon

Posted: Fri Aug 27, 2010 08:10
by fiol

Re: KOF XIII: Duo Lon

Posted: Wed Dec 21, 2011 01:12
by Dark_Chaotix
Added console changes and movelist vid

Re: KOF XIII: Duo Lon

Posted: Mon Jan 23, 2012 16:07
by AtTheGates

basic duolon guide. also explains the crossup bug.

edit: updated.

Re: KOF XIII: Duo Lon

Posted: Tue Feb 21, 2012 05:51
by Dark_Chaotix
Cominb back from OHN X, seen some good stuff from Colonov with Duo Lon. When on a roll, it can be hard to stop.

After reset with sD from teleport, if you do his EX teleport on wakeup adds to mix up (seen in OHN finals).

If you AB roll on second rekka (assuming he continues the 3ed rep) the opponent cant teleport but if you AB roll the right direction on 3rd rep, you catch up with them so you face to face again, but more advantage to the Duo Lon player for combo start.

If you have a character that slightly jump with moves ( EG Eliz sD, Beni sD, kyo sD, k' qcf+A~f+B) duo Lon's f+B will whiff.

EX teleport is invulnerable to hits and quick so use it to get out of corners quickly.

DM / SDM is great for spammers of fireballs. Got caught a fews times with it as it invincible as it travels. SDM is quicker and has more invincibility. If you see someone doing that fb motion, get it ready as it teaches them not to spam so much if Dou Lon has meter.

For block strings, do cB, cB, cA then sD. Good from a distance and good for someone trying to jump after cA. Also add in a few qcb+A to keep them guessing. If they do guess right they can dp or jump combo you before qcb+A comes out but if done right you have more of chance at keeping them in corner.

MOst of the stocks were saved for BnB SDM combo but when HD is on, use it.

Re: KOF XIII: Duo Lon

Posted: Sat Mar 17, 2012 17:21
by Toxic Avanger


From Nohohonto. Japanese combo makers have been pretty active this week (probably a coincidence, though).

Re: KOF XIII: Duo Lon

Posted: Wed May 30, 2012 15:07
by Great_Dark_Hero
AtTheGates wrote:
basic duolon guide. also explains the crossup bug.

edit: updated.
As for that cross up bug - I ran into a similar bug while drive cancelling into his projectile on the second hit of his rekka series combo up close in the corner.