The King of Fighters XIII/Duo Lon
From Shoryuken Wiki, Marvel vs. Capcom 3 Strategy and More!
In a nutshell
The princely "Silent Assassin" of the Ash Saga's Protagonist Team, Duo Lon is an offensive character with a multitude of defensive and offensive tools available with stocked meter. His generally safe 'rekka' series, fast cross ups/resets, and easy combos allow the player to constantly 'pixie' or pressure the opponent, though his damage output is on the lower side of the cast. Duo Lon's other unique attacks can cover a long range, though they are not suited to play a pure defensive game (as in Duo Lon is no Dhalsim). Instead, Duo Lon can solidly control the neutral space with his normals then launch an offense based on high/low mixups and frametraps.
- EX Genmuken (f+AC) has increased hitstun. It can be followed up with attacks like a heavy punch or light Juon Shikon (qcb+A).
- Genmukyaku (f+K) can be canceled into DM's.
- Juon Shikon's (qcb+P) frames have been tweaked. The light version comes out faster than before, so it's easier to use for strings and combos.
- EX Shakijuuryuu (qcf+AC) is special-cancelable instead of Drive-cancelable.
- Hiden: Juonshikonsou (hcb hcb+AC) damage has been increased from 400 (10×40) to 448.
- Genmuken (f+A) no longer has different properties when Drive-canceled (or HD-canceled) into. Previously, the Drive Cancel version was Drive-cancelable instead of special-cancelable, though it could still be canceled normally into Himoukyaku: Mae (qcf+K) or Himoukyaku: Ushiro (qcb+K).
- Standing Light Punch () - Quick finger strike. Anti-airs hops and reaches further than other Standing attacks. Doesn't hit crouching opponents, but hard to react to on whiff.
- Standing Light Kick () - Short range low kick, similar to Ash's Standing . It can be canceled and must be blocked low, but the range and hitconfirms on Crouching Light Kick are more reliable.
- Standing Heavy Punch () - A one-handed palm strike that behaves similarly to a Close Heavy normal while being usable at any range. Works inside combos if chained into ( + ) or canceled into a special alone. Nice for frametrap application since there's no chance of a 'far' uncancelable normal activating due to range, and it carries heavy blockstun.
- The reach on the palm is on par with Standing Light Kick (short), while the hitbox is rather slim and low. This makes Standing Heavy Punch a poor anti-air or hitbox in general to whiff, making it best used on block or hit from up close. By no means comparable to the palm strikes of a certain Chinese twin duo.
- Duo Lon's fastest normal. This can be linked after a Crouching Light Punch.
- Standing Heavy Kick () - Duo Lon turns his back to the screen while performing a crescent kick. Somewhat slow in startup, especially compared to Duo Lon's Crouching and Close normals.
- This kick will hit crouching opponents while controlling the horizontal 'hop space' in front of the player. Duo Lon doesn't have many other pokes with similar reach and height so this kick is a strong complement to his ground game.
- A nice preventive anti-air and possible anti-air if spaced to hit with the tip of Duo Lon's foot.
- Close Heavy Kick (Close ) - A violent knee attack that moves Duo Lon forward slightly when canceled which increases the likelihood of Shakijuuryuu (( + ) x3) connecting in a combo. The startup is slower than Standing Heavy Punch, but Duo Lon moves forward which can stop combos from dropping due to spacing. Doesn't hit high enough to anti-air from running under an opponent, but the hitbox and range is wider than that found on Standing Heavy Punch.
- Crouching Light Punch ( + ) - A fast and rather reaching low jab. The strike hits mid but the added range and cancelability makes it often preferred for hitconfirming into Duo Lon's rekkas.
- The hitbox is higher off the ground than Crouching while Duo Lon is left with a slightly better frame advantage on block; as such the player can forfeit the low properties for more frame advantage up close while also automatically anti-airing the opponent's hop attempts.
- Standing has a rather short reach and so certain moves may be punishable instead with the reach of Crouching canceled into Juon Shikon ( + ).
- Crouching Light Kick ( + ) - Low kick resembling Ryu's crouching short kick, and one of Duo Lon's longer and fastest normals. Nice tripguard anti-air against horizontal jumping attacks and functions as his main low threat and hitconfirm starter.
- Crouching Heavy Punch ( + ) - Duo Lon stands up while performing an open-palm uppercut. This is a traditional crouching uppercut anti-air option that has a tall vertical hitbox with a short horizontal reach, though caution must be used due to Duo Lon's vulnerable hitbox enlarging as he stands. This is a great option against full jumps and the player can anti-air oncoming hops if done in anticipation, though Duo Lon is punishable if the attack is whiffed or simply too slow to become active.
- Duo Lon doesn't have a basic reversal move, so when bring rushed down where a Standing or Crouching fail, the player's best option is to block.
- The player can cancel the attack on block, hit, and whiff, but the startup is slower than Standing . The main use of canceling would typically be to cancel into a special move such as Juon Shikon ( + ) after a successful anti-air.
- Crouching Heavy Kick ( + ) - A standard sweep reaching further than Crouching and all of Duo Lon's other normals. This spinning sweep isn't cancelable so it carries the full risk of being hopped over if read. On the flipside the soft knockdown on hit from Crouching leads to better positioning than Standing on hit, though it Standing is immune to being hopped over. A simple and effective tool that can also serve as a tripguard meaty.
- Blowback Attack ( + ) - A beefed up Standing palm performed with both hands; the active hitbox is quite large in addition to Duo Lon sliding forward before attacking. The extra range and cancelability allows this attack to connect in instances and blockstrings where the player is pushed out too far for Standing to connect. Blowback attacks cannot be canceled into command normals, and on hit the opponent is launched back - so while this doesn't translate to a full combo on hit, the player can continue locking the opponent down while whittling at the guard meter.
- Duo Lon's heaviest blockstun-inducing normal and thus a great move to cancel into Juon Shikon ( + ) to create a smaller gap in the blockstring.
- The fat hitbox can be used to anti-air and should a trade occur the Duo Lon player has the potential to tack on another hit against the aerial, jugglable opponent.
- There's a long recovery on whiff so be sure to use the attack in a range that it will likely hit or be blocked.
- Jumping Light Punch (Air ) - Jumping finger strike, identical to Standing/Crouching but done from the air. The player could use this as an air-to-air option but the short range of the attack will cause it to lose often due to being out-ranged. Doing a Jumping ( + ) attacks at the exact same horizontal angle while having much more range.
- Jumping Light Kick (Air ) - Duo Lon sticks his foot out at a downward angle. The hitstun generated is light and so Jumping works better in general when attacking from air to ground. The key feature of this attack is that it is chain cancelable into ( + ) which will lead into a combo upon landing. The timing for this chain combo requires the Jumping to hit early against a standing opponent, meaning that the opponent can crouch and punish the player's whiffed Jumping . After landing Shakijuuryuu (( + ) x3) it's possible to set up a hitreset and cause a Fuzzy Guard situation to rule out the possibility of the opponent crouching the setup.
- Jumping Heavy Punch (Air ) - A mostly horizontal palm strike with a slight downward angle. Jumping outclasses this attack in air-to-ground situations, but the horizontal reach makes this attack one of Duo Lon's air-to-air attacks; covering the horizontal space in front of and below his arm. His Jumping ( + ) reaches further horizontally, but Jumping is less susceptible to being counterpoked and works better when up close to the aerial opponent.
- Jumping Heavy Kick (Air ) - Duo Lon kicks downward at a 30° angle. This is a great jump-in attack that can cross an opponent up if done deep while also being annoying to anti-air if spaced so that the tip of his foot strikes the opponent. Deals a standard amount of hit/blockstun which will easily allow followup combos on hit.
- Jumping Blowback Attack (Air + ) - A beefy downward kick resembling Jumping but at a 45° angle. It's possible to cross an opponent up with this attack if it connects deep in toward the opponent. The hitbox of this move has more horizontal range than at first appears so that the player can utilize it as an air-to-air attack against opponents below Duo Lon while potentially scoring a counterhit followup.
- Genmuken ( + ) - Duo Lon's arm lengthens 1/3 the screen's length as while performing Standing . This cancelable attack will hit crouching characters and combo from light attacks so it can function as a combo extender. This attack works as great jump check when timed to tag opponents starting a jump or hop, though if done too late the Duo Lon player risks a big punish.
- The hitbox is purely horizontal while Duo Lon's entire arm is vulnerable to attacks. The opponent can easily jump in and punish Duo Lon's outstretched arm if the attack is mis-spaced or whiffed. Good as a poke until the opponent decides to take an aerial approach or move outside of the attack's range.
- The frame advantage on block isn't desirable and may result in very fast specials or DMs to punish the player with the risk increasing the closer the two players are on recovery. The player can't fully escape this frame disadvantage by canceling into a special move since Juon Shikon ( + ) leaves a large gap during the startup, Shakijuuryuu ( + ×3) is punishable similarly to Genmuken ( + ), and either Himoukyaku (/ + ) is vulnerable at all times. To avoid this situation the player should avoid a punishable situation by watching the matchup/meter available to the opponent or use a safer move for pressuring/hitconfirming such as Crouching or .
- If an opponent is anti-aired by Genmuken ( + ) this rule changes due to the extra time in which the opponent is unable to act from the resulting hitreset. This allows fast setups by canceling into a now more meaty Juon Shikon ( + ) or by canceling into Himoukyaku ( + ) to quickly and ambiguously cross an opponent up.
- From near maximum range Duo Lon can still combo off this attack into rekkas by whiffing the first rekka immediately into the second one which should still come out quick enough to combo the opponent.
- Genmuken ( + + ) - Hits twice while pulling the opponent in closer to Duo Lon. Recovers faster than the normal version allowing the player to link a Crouching or Standing on hit. The first hit reaches only half Duo Lon's limb though the second hit which pulls in the opponent inward reaches the standard length. On top of the recovery buff, the player can still cancel this attack into specials and DMs as usual.
- The extra hit adds up against the enemy guard gauge and the recovery can leave the player with the opportunity to continue a blockstring against a hesitant opponent, especially considering the possibility the Duo Lon player can cancel into Shakijuuryuu ( + ×3) when close to a guardbreak.
- Air Genmuken (Air + ) - Reaches just a little shorter than the grounded version, but the crazy length makes for a great air-to-air attack. An airborne opponent above the player can beat Air Genmuken (Air + ) with a downward-angled jumping attack especially if the oncoming attack hits Duo Lon's extended arm.
- By neutral hopping or hopping backward and using Air Genmuken (Air + ), the player can anti-air a variety of smartly-spaced downward jumping attacks.
- Air Genmuken (Air + + ) - Deals more damage than the standard version, though the most interesting feature is that this attack can Anywhere Juggle the opponent. Other characters' Anywhere Juggle moves result in more damage, though it's important to keep this option in mind to close out a match or tack on more damage before an opponent lands.
- Genmukyaku ( + ) - An interesting move; Duo Lon sticks his leg into the ground and his foot pops out after auto-targeting the opponent's location. The kick has to be blocked low, though the startup is heavy enough to be easily hopped or jumped over. The easiest use of this attack is to punish projectile attempts from a full screen away, though it can also punish odd whiffs or mistakes from any range. The damage is rather minute though so getting hit isn't that much of a big deal; in fact if done too late against a fast projectile the player may deal 20 damage only to be hit by a 100 damage projectile.
- Nice as an occasional low check against approaching opponents or after hitresets that leave the opponent far away.
- Frame disadvantage on block; avoid using it too close to the opponent or canceling into it much. The opponent could possibly punish the player if Genmukyaku ( + ) is blocked really close, but from a distance it is quite safe.
- Cancels into Hiden: Genmubakkoshikon ( + ) without requiring any Drive Meter. This can allow Duo Lon to get more damage from a projectile punish if he's within range of his DM and it also gives Duo Lon a longer DM hitconfirm by canceling Genmuken into this attack (i.e. cl.C f.A xx qcb+K xx f+B xx qcb,hcf+P).
- Genmukyaku ( + + ) - Starts and recovers faster, dealing more damage while being less likely to result in being hit by a projectile. The opponent is launched into the air on hit which can be followed up multiple ways, some of which are located under Duo Lon's Strategy subsection.
- Typically the opponent is launched forward toward the player after bring hit. If the opponent is close to the player when hit, the enemy will be launched backward.
- Air Genmukyaku (Air + ) - A stretched-out downward kick similar to Jumping but twice the length. The hitstun of the attack isn't enough to warrant much use as a typical jump in attack, meaning that the player will not be able to land a combo by smartly spacing the attack to hit at the hit of the hitbox. But by correctly tipping the opponent from neutral hop or forward hop it can be difficult to punish and a nuisance to deal with.
- Jumping chain cancels into Air Genmukyaku (Air + , though doing so requires a setup so that Jumping isn't crouched under and punished. If done too late, Jumping will not chain into Air Genmukyaku (Air + quickly enough to combo. The setup usually relies on a Fuzzy Guard setup or taking advantage of the opponent's tendency to bock standing often in order to land an early Jumping .
- The relatively quick startup combined with the long reach allows the player to use Air Genmukyaku (Air + as an instant overhead attack. Simply hop backward or neutral hop and immediately input the attack.
- Air Genmukyaku (Air + + ) - Causes a much longer period of hitstun which allows for it to be used much earlier when jumping in on an opponent while still allowing a combo followup. The player could also land it from a slightly delayed instant overhead setup, land, and combo into Genmuken ( + ) as a gimmick.
- Suishu: Shoukou ( or + or [while close]) - Duo Lon grabs and shoulder tackles the opponent into a hard knockdown that positions the opponent about 1/2 the screen away. This sets the player up for a variety of mixup options from midscreen, though plenty of strong and safe corner options are available.
- A midscreen opponent can be crossed up by Himoukyaku: Mae ( + ).
- Wait slightly, then run forward and hyper hop at the opponent for a safejump setup.
- The safest followup in the corner is to simply safejump the opponent and continue the offense from there. If the player feels the opponent may try to roll out of the corner, hold and press or to automatically throw a roll should the jumping attack whiff. If the opponent blocks, a Close normal should come out which can be canceled or left alone for a frame advantage.
- By altering the timing of the safejump by hopping early, the player can set meaty the opponent with a low attack which must be reacted to as the hop Option Select will not work for the opponent.
- Run a bit further than the safejump setup and hyperhop with a late Jumping for a crossup against a midscreen opponent.
- Run forward and roll at the midscreen opponent. With the correct timing the player can land on either side of the opponent.
- Run forward into the opponent and input Standing + just as the opponent begins to get their back off the ground before fully waking up while buffering the command for Shakijuuryuu ( + ×3) backwards. If timed correctly Duo Lon should step through the opponent with Standing + and by whiff canceling into his rekka series the player crosses up the opponent.
- Run forward or move in close to the opponent and time Juon Shikon ( + ) to hit the opponent as a meaty attack. Mistiming the meaty can leave the player vulnerable to invulnerable attacks as Duo Lon recovers.
- Landing this grab is always great. Due to Duo Lon's quick resets and setups it can be easy to sneak in a tick throw, empty hop throw, or a throw from a run. Capitalize on each throw as it's the source of Duo Lon's best hard knockdown.
- Himoukyaku: Mae ( + ) - Duo Lon's forward 'teleport' and the key to fast grounded crossups. Dashing with starts and recovers faster while moving Duo Lon about 1/2 screen's length. The version moves 2/3 the screen but suffers from more recovery. Both versions leave Duo Lon completely vulnerable to being hit throughout the full duration of the move. Throwing this out unwisely is an easy way to get damaged.
- Himoukyaku: Mae ( + ) is the more used version, namely after landing Shakijuuryuu ( + ×3) to set up a reset. From a close range the version can be canceled into in order to get behind the opponent though this is punishable if the opponent reacts fast enough. Another great way to sneak this in is to cancel an anti-air Crouching into Himoukyaku: Mae ( + ) to possibly cross the opponent up during the hitreset.
- This move is more of a command dash than a true teleport due to lacking any sort of invulnerability.
- Still, the player can dash under a full jump and go under the opponent, reversing the spacing of the match.
- Himoukyaku: Mae ( + + ) - Travels slightly shorter than the dash, starts up and recovers faster, and has startup invulnerability to boot. Think of this as a true teleport, or a faster roll. The opponent can punish the player during the recovery period at the end of the dash.
- Duo Lon's safest reversal option. Travels about the same length a roll would take him but with a faster duration, making it harder for the opponent to punish.
- Certain characters can punish blockstrings with large gaps (take for instance the gap between Duo Lon's Close canceled into Juon Shikon ( + )) by committing to an invulnerable move such as Shen's Tatsu: Gekiken ( + ). While this method works, it relies on reading the blockstring and requires a risky and often unsafe special. Duo Lon's Himoukyaku: Mae ( + + ) can sidestep that risk by being harder to punish while on a successful read the player can punish a whiffed special with a full combo that will corner the opponent. This tactic only works against blockstrings with gaps; solid blockstrings still require Guard Cancel Rolling to achieve the same setup.
- Himoukyaku: Ushiro ( + ) - A backward dash traveling somewhere around 1/2 the screen away from the opponent. An alright tool for creating more space to work with, though vulnerable at all times to being hit. Works alright at times to back away from the opponent off of a reset in order to bait a reversal or gauge the opponent's response to getting out of the player's pressure.
- Duo Lon's command backdash can be canceled at any time into Genmukyaku ( + ). This allows him to do a true combo or blockstring with ...f.A qcb+K xx f.B if done immediately. Delaying the low kick gives the opponent time to quit blocking in order to try something, only to have Duo Lon's leg burrow into them afterwards.
- Himoukyaku: Ushiro ( + + ) - A short length, quick and invulnerable teleport with a vulnerable recovery period, albeit a short one. Similar to ( + + ) only backward. Could be used late against an opponent to avoid a reversal or to 'backdash' out of bad situation.
- Juon Shikon ( + ) - A very slow moving and low-to-ground projectile. version starts up fast then lets out a projectile that moves forward shortly before dissipating. The projectiles shloshes around before becoming active, but once out travels about 1/2 screen. The startup on either version is so slow that it cannot form a tight blockstring from any of his normals; the tradeoff is that the player is granted an enormous frame advantage on hit or block.
- The combined poor startup and low hitbox allows for opponents to easily hop on Duo Lon during the startup frames. Using Juon Shikon from midscreen against aggressive opponents is a bad idea; it's not a zoning projectile like Saiki's fireball. Once out though the player move freely as the projectile provides passive support as it moves forward. As such, it's a more passive aggressive move than a pure defensive special.
- Juon Shikon ( + + ) - A far-traveling, multi-hitting projectile. The startup period falls somewhere between either normal Juon Shikon versions, but once out controls space for a long time. If an opponent is hit the player has enough time to easily convert the hit into a full combo, while a blocking opponent is locked down and forced to block whatever the Duo Lon player does next. Great utility move if the player can safely get the attack out safely.
- Shakijuuryuu ( + ×3) - Duo Lon's 'rekka' or three-part attack. His main combo ender as it combos from light attacks and leads to a soft knockdown or a number of hitreset options. Freely cancels into Himoukyaku: Mae (Shakijuuryuu 3rd hit, then + ) on the third hit, be it blocked or hit. Has a good range to it thanks to the initial forward movement, and the active hitbox is pretty big.
- Can function as an anti-air due to it's solid hitbox. All three rekkas can connect from an anti-air so crank them out on hit.
- The safety of this move is highly volatile on block. The second and third hits are completely punishable, avoid ending the series with either. The third hit can be canceled into Himoukyaku: Mae ( + ) which dashes Duo Lon forward, but even from midscreen opponents can get a guaranteed punish by using a fast/far-moving special/DM or even a reversal throw. Against a cornered opponent Duo Lon would move close into the opponent while being fully punishable, so watch out. That leaves the first hit for discussion. If blocked deep, the opponent should be able to punish with a quick move such as an EX command grab or especially fast EX move, or at worst a Close normal. By spacing the first hit of Shakijuuryuu to hit from its max range, the player should be pushed back to a relative safety. Long story short, rekkas are 100% safe against scrubs, but once the enemy knows how to punish save them for hitconfirms.
- The myriad of followups on hit shall be listed in the Strategy - Offense subsection.
- Shakijuuryuu ( + + , + ×2) - Super fast startup! Not only is this move for punishing those annoying attacks that are barely safe on block against most means of counterattacks, but Duo Lon can cancel any hit of the series into any other special move for free. As an example, any of Duo Lon's rekkas should be punishable with Rekka, and even some sweeps can be made unsafe on block by punishing with Shakijuuryuu. Just having one meter stocked can limit an opponents options.
- Strong combo extending tool when confirmed into. A basic midscreen combo is to cancel the second hit into ( + ) and then link a Crouching Light Punch into the normal Shakijuuryuu series. Opting to spend meter on Shakijuuryuu instead of Hiden: Genmubakkoshikon ( + ) nets a slight bit less damage but allows for longer combos that end in resets instead of a stiff knockdown that sometimes puts Duo Lon in the corner.
- Himoukyaku: Mae (Shakijuuryuu 3rd hit, then + ) - The exact same + forward dash, but done after the third hit of Shakijuuryuu. To get a hitreset or link a DM, use the version. Depending on the spacing, the player may land on either side of the opponent from the dash. The followup moves the player much further behind the opponent with less frame advantage. Still leaves Duo Lon with a vulnerable hitbox throughout the duration of the move.
- Himoukyaku: Mae (Shakijuuryuu 3rd hit, then + + ) - Likewise, this is just the forward teleport. Unfortunately the speed increase isn't enough to keep the player safe from a punish after a blocked 3rd rekka. The primary use then comes down to leaving the player at a larger frame advantage on hit, leaving the opponent higher in the air for a few more reset options. The slight range decrease makes it more difficult to cross the opponent up than the dash.
- Hiden: Genmubakkoshikon ( + ) - Duo Lon slides low to the ground and moves forward about 2/3 the screen's length, causing a smoky skull to pop out from the opponent on hit.
- This DM will always connect from ( + ) on hit.
- Duo Lon's hitbox shrinks significantly once he begins sliding foward. Similar to the application of Iori's Ya Otome/Maiden Masher DM from KOF '98, this allows Duo Lon to slide under and punish non-grounded projectiles on reaction. Another way to take advantage of his smaller vulnerable hitbox is to anti-air full jumps with this DM, though the player must take into account the slow startup speed as well as the spacing of the opponent to tag them while landing from a jump.
- No invulnerability whatsoever. Punishable on block.
- Hiden: Genmubakkoshikon ( + + ) - Invulnerable on startup, and much faster overall. The opponent is blown up with a multitude of foggy skulls. One of Duo Lon's only damaging reversals, yet a costly risk.
- Can anti-air about anything, but the DM must be done much later to make sure Duo Lon doesn't speed under the opponent without dealing damage.
- Goes through projectiles or just about anything. Duo Lon's strongest, and fastest midscreen punish.
- Hiden: Juonshikonsou ( + + ) - An instant command grab Neomax where Duo Lon disappears with the opponent before letting loose a graveyard of skeletal heads at the opponent. Duo Lon must be very close to the enemy in order for the grab to connect. With enough Super and Drive meter this opens up a new threat for the opponent to worry about when trying to block Duo Lon.
Tips and Tricks
- All of Duo Lon's combos can be started from cr.B cr.B cr.A instead of cl.C f+A. When jumping in, omit one cr.B from the hitconfirm.
- Due to spacing, qcf+P x 3 may whiff in certain combos. To avoid this, substitute cl.C for cl.D whenever possible and try sticking with basic cr.B cr.B cr.A hitconfirms. In the worst case, the player could omit f.A in the combo and cancel a close normal into qcf+P x 3.
- When doing Duo Lon's f+A xx qcb+K ~ f+B xx qcb,hcf+P combo, it can be executed easily by inputting + xx + ~ + ~ .
- When spaced far, Duo Lon's first rekka is very difficult to punish and requires an EX move or even an EX command grab to fully punish him. His midscreen qcf+P x 3 xx qcf+B string is trickier to punish, but it's more susceptible to counters:
- Any instant grab can be input in reverse during blockstun to auto-correct and grab Duo Lon out of his teleport.
- Most EX Ranbus will punish Duo Lon's teleport.
- Though tight, everyone can perform a reversal throw to punish Duo Lon.
- Quick and far-reaching light attacks like Daimon's st.B can punish the teleport recovery, though unless activated into a HD combo these punishes are minor.
- more to come later/add on
Duo Lon follows a traditional KOF combo archetype as he's one of the fewer characters that has to rely on a cancelable Crouching Light Punch that does not hit low, but also leaves him with a nice frame advantage on block. He also has a somewhat combo-standard command normal which has a poor recovery on block, so players should be careful when committing to his f.A attack in a blockstring. His typical combo starters are as follows:
- cl.C f.A xx...
- Pay heed that cl.C is faster than cl.D, though cl.D moves Duo Lon forward a slight bit which can help him avoid having to whiff his first rekka hit in combos.
- cr.B, cr.A xx...
- Don't forget Duo Lon can always stick with chaining Crouching Light Punches since they confirm easily and in many instances Duo Lon's mixups are about blocking a crossup moreso than guessing high/low.
- cr.B cr.A f.A xx
- Canceling into rekkas from this series will cause the first one to whiff, but the remaining two hits can combo if canceled into quick enough. Just remember that f.A has a poor recovery though it does allow Duo Lon to extend all of his hitconfirms.
- Canceling into rekkas from this series will cause the first one to whiff, but the remaining two hits can combo if canceled into quick enough. Just remember that f.A has a poor recovery though it does allow Duo Lon to extend all of his hitconfirms.
Finally, Duo Lon cannot activate into HD mode ny canceling any of his command normals, meaning he has to rely on a Close Normal or Crouching Light Punch/Kick to start an HD combo.
- st.C f+A xx qcf+P x 3 > qcf+B, st.C [xx qcb+P] - (244, 30)
- This is Duo Lon's basic BnB. The final qcb+P at the end does not combo, but it sets up a meaty fireball that is + frames, allowing you to do any sort of mixup or pressure. Alternatively you could end the combo with st.A and recover much faster, perhaps letting you set up a different mixup.
- st.C f+A xx qcb+K xx f+B xx qcb hcf+P - (305, 16)
- Basic super combo. Doesn't deal much extra damage over his BnB but is easier to confirm into and will connect from maximum f+A range. Nice confirmable blockstring that's pretty safe on block.
- st.C f+A xx qcf+AC > qcf+P xx qcb+A, cr.A xx qcf+P x 3 > qcf+B, st.C [xx qcb+P] - (364, 39)
- This combo is a bit more advanced, but it does significantly more damage than the super and leads into the same setup as the meterless BnB. In the corner Duo Lon can link a cl.C instead of the cr.A for added damage.
- f+BD, j.CD - (136, 8)
- An easy followup to a successful long-range EX Genmukyaku. By jumping, it's possible to completely avoid an oncoming projectile should the opponent have gotten one out before being interrupted.
- f+A xx qcb+K ~ f+B xx qcb hcf+P - (248, 9)
- Hit-confirm combo into super from a long-range poke.
- st.C f+A xx qcf+P x 3 > qcf+B, qcb hcf+AC - (447, 23)
- Easy combo into EX DM that works anywhere on the screen, though take care to input the DM's motion depending on which side of the opponent you plan to land on.
- st.C f+A xx qcf+AC > qcf+P xx qcb+A, cr.A xx qcf+AC > qcf+P xx qcb+A, cr.A xx qcf+P x 3 > qcf+B, st.C - (447, 48)
- More advanced 2 bar combo that ends in a reset.
- f+BD, qcb hcf+P - (250)
- A more damaging confirm off your EX Genmukyaku.
- f+A xx qcb+K ~ f+B xx qcb hcf+AC - (350, 9)
- A more damaging version of the f+A confirm into super.
- f+BD, qcb hcf+AC - (351)
- Very costly, though an alright option when going for the kill as otherwise it wastes a lot of meter for little damage.
- cl.C f.A xx qcf+P x 2 (DC) f+A xx qcf+P x 3 xx qcf+B, st.C - (303)
- Deals a minor amount of added damage over his standard BnB though only worth doing if going for a kill while lacking other resources.
- cl.C f+A xx qcf+P x 3 SC qcbhcf+P - (342, 23)
- An average supercancel combo that works best from midscreen as Duo Lon can get better damage in the corner.
- (corner) cl.C f+A xx qcf+P x 3 DC qcf+AC qcf+P qcb+A, qcf+P x 3 xx qcf+B, st.CD - (381, 48)
- Cool corner rekka combo that does more damage than his standard supercancel and results in a hitreset of choice, though the st.CD finisher allows Duo Lon to get a safe/empty jump setup. Note that one of the 8th rekka will whiff but the finishing one should connect.
- cl.C f+A xx qcf+P x 3 DC f.BD j,D - (281, 30)
- Does less damage but sets up an ambiguous reset crossup scenario if you hyperhop j.D after the first j.D. Video
- (near corner) cl.C f+A xx qcf+P x 3 DC qcb+P qcbhcf+AC - (475, 29)
- Gives you a measly 30 damage for 50 drive...combo to avoid unless necessary.
Possible to start HD combos from cr.B cr.B (HD) cr.C but difficult.
- cl.C (BD) cl.C f+A xx [qcf+P x 2 (HDC) f+A]x6 qcf+P x 3 xx qcf+K, st.C - (473)
- cl.C (BD) cl.C f+A xx [qcf+P x 2 (HDC) f+A]x6 xx qcf+AC qcf+P qcb+A, cr.A xx qcf+P x3 xx qcf+K, st.C - (510)
- Not worth the extra damage, but sets up a reset instead of ending with his DM.
- cl.C (BD) cl.C f+A xx [qcf+P x 2 (HDC) f+A]x6 qcf+P x 3 xx qcf+K, qcbhcf+AC' - (651)
- The meterless combo but with EX DM linked at the end. Does as much as directly comboing into his Neo Max and is easier to combo into.
Duo Lon's HD combo potential is pretty low, but he can do decent damage although confirming into HD mode is difficult.
- All of Duo Lon's BnB combos end with qcf+P x 3 which can be followed up numerous ways:
- Most often, the player can cancel into qcf+B to possibly cross up the opponent and get a hitreset.
- st.C/cl.D xx qcb+A will reset the opponent and set up a projectile, but the opponent can react and punish the hefty startup on the projectile with an invulnerable move, or escape the setup with a roll or backdash.
- st.C/cl.D xx qcf+B will give the player the added damage of a Heavy attack while crossing up the opponent.
- st.C/cl.D xx qcb+B puts space between both players and can be good to give the opponent the space to act on their own in order to read their current mood.
- Using st.A/cr.A for the reset leaves the player with even more frame advantage for better meaty followups.
- An anti-air cr.C can be canceled into qcb+A to start up the slow-moving projectile and a followup, or could be canceled into qcf+B to possibly cross under the opponent for a quick mixup.
- Projectiles can be beaten with f.B, but the command normal needs to hit the startup of the projectile or else the oncoming projectile can punish Duo Lon on hit. An easier way to deal with fireballs is to have one meter stocked while staying inside the range of qcf,hcb+P against non-grounded projectiles.
- qcf+B can be used to slide under full jumps to escape when approaching the corner. Even better is qcf+BD as the startup is invulnerable.
- If the opponent backs away long enough for qcb+P to be used then either walk, run, or hop/jump with the projectile to get in on the opponent. The player could leave the projectile and prevent any escape options from an overly offensive opponent, just don't expect to have the time to use another qcb+P from a neutral situation soon.
* Note: Startup does not include first active frame.