[KOF XIII] Duo Lon

Dr. GrammarDr. Grammar Fighting Game ScientistJoined: Posts: 1,726 ✭✭✭
KOF XIII Hyper Guide - Duo Lon

Duo Lon is back in KOF XIII with a new bag of tricks, including some of the most unique options in the game for zoning, rushdown, and mixups.

Changes from arcade to console:
KOFXIII Character Changes part 4
  • 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 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).
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Comments

  • FullMetalRossFullMetalRoss That Hurt! Liar... Joined: Posts: 3,719 ✭✭
    Im pretty interested in Duo Lon as well here are some arcade setups that I believe mostly still work in console starts at about 1:40


    Thanks Kane from Dreamcancel for the link.
    <<>>
  • SpαrksterSpαrkster G.F.B.T.G. Joined: Posts: 311
    All of his fuzzy guard meaty j.B setups no longer work, so his j.B j.6B air chain isn't too useful anymore.
  • FullMetalRossFullMetalRoss That Hurt! Liar... Joined: Posts: 3,719 ✭✭
    Oh really? What change makes the fuzzy guard setups not work?
    <<>>
  • Heroic_LegacyHeroic_Legacy Hero of all Theory Fighters Joined: Posts: 1,385
    It feels like his hop is higher. No wonder I never land overheads with him anymore. I did it perfect on arcade and then console came out and I haven't landed a single meaty j.B
    Grapes of Hoggoth! Eye of Avacados! Flames of the Saltines! The Onion Rings of Raggador!
  • SpαrksterSpαrkster G.F.B.T.G. Joined: Posts: 311
    I believe that all the fuzzy guard setups no longer function, so it's a system change.
  • Dr. GrammarDr. Grammar Fighting Game Scientist Joined: Posts: 1,726 ✭✭✭
    I'm trying to find practical ways to use his Air f+AC. The best use I've found so far is j.CD, hh.f+AC, run under for a tricky cross-up. It's pretty difficult to do consistently, though.
    #SFxT @ EFNet - It's better than SRK
  • SupahRreemSupahRreem Joined: Posts: 473
    how do i cancel the qcf+A 3x into duo lons super? ive tried slowing it down and I still cant get it.
    You smoking jub rocks, you gotta just stop and do the hop-ATCQ
    Steam tag:KrimzonX
  • rogueyoshirogueyoshi Nothing Comes Easy Joined: Posts: 1,918
    its the universal jumpin hit stun change that causes it to be much harder to do his fuzzy guard

    Sent from my Galaxy Nexus using Tapatalk
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  • SupahRreemSupahRreem Joined: Posts: 473
    Just wondering if anyone is going to answer my question I previously posted I dont know how active this part of the forum
    You smoking jub rocks, you gotta just stop and do the hop-ATCQ
    Steam tag:KrimzonX
  • rogueyoshirogueyoshi Nothing Comes Easy Joined: Posts: 1,918
    how do i cancel the qcf+A 3x into duo lons super? ive tried slowing it down and I still cant get it.
    you have to cancel the last rekka into teleport then use ex super

    Sent from my Galaxy Nexus using Tapatalk
    nignagnog: minority report
    nignagnog: you got punished for your future crimes
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  • SupahRreemSupahRreem Joined: Posts: 473
    you have to cancel the last rekka into teleport then use ex super

    Sent from my Galaxy Nexus using Tapatalk
    in the trial, when I demo the combo he doesnt use a teleport or the ex super he just strictly cancels after the 3rd hit into the rekka in the super but it doesnt seem to let me cancel it like idk the inputs is really hard to do
    You smoking jub rocks, you gotta just stop and do the hop-ATCQ
    Steam tag:KrimzonX
  • SpαrksterSpαrkster G.F.B.T.G. Joined: Posts: 311
    There's no trick to it. Crank out three rekkas and then start the DM input.

    And I take it you found a way to land his fuzzy guard setup, RogueYoshi?
  • SupahRreemSupahRreem Joined: Posts: 473
    There's no trick to it. Crank out three rekkas and then start the DM input.

    And I take it you found a way to land his fuzzy guard setup, RogueYoshi?
    idk man ive tried and it never comes out ive spent atleast 4 hours trying. the rekkas come out fine but even when i slow down the inputs I get nothing. theres no kind of shortcut for the dm motion?
    You smoking jub rocks, you gotta just stop and do the hop-ATCQ
    Steam tag:KrimzonX
  • SpαrksterSpαrkster G.F.B.T.G. Joined: Posts: 311
    There's two shortcuts, but I don't think they help much:

    2142146+P

    21426+P

    Both give more leeway to the DM input, but since the 214 input is opposite of 236 there isn't a real good way to buffer it. Sorry dude, maybe start inputting the DM earlier immediately after the last 236+P.
  • JozhearJozhear Densetsu no Jozhear Joined: Posts: 6,687 ✭✭✭
    i couldn't get it a lot at first either, just keep practicing it. it's really easy once you start slowing it down and looking at what parts of the gate you're hitting / need to hit. Make sure to turn on input display so you know exactly what you're doing and don't waste any time inputting stuff you don't need to.
  • cucososiocucososio Joined: Posts: 4
    This is one of the characters that i Really like, had a good combos, not to much, but good ones, the only problem that I've see with this character, is doing the max cancel, you need to be so fast to do that!
    PSN ID: cucososio
    Main Characters:
    SSFIV AE: Juri
    KOF XIII: Kyo, Elizabeth, Iori
  • ShadowRoxasShadowRoxas Swag... controls... everything. Joined: Posts: 15
    Any tips on how to beat this guy? I play King/Leona/Elisabeth and he kinda rapes me whenever I play him. Even though King is easily rushed down, I feel I'm more likely to beat him with her as her tornado kick flies clean over fireballs and can AA him. There is a rhythm that most Duo Lon players have with their attacks and once I figure it out I can plan accordingly. But still any tips for any of my characters or in general on how to deal with him?
  • Great_Dark_HeroGreat_Dark_Hero Going to Mai Tournament Joined: Posts: 1,238 ✭✭✭
    There may be a bug occurrence with Duo Lon...


    I explain this a little more in the Glitches/Bugs sections of the game.
    https://twitter.com/Great_Dark_Hero http://ask.fm/Great_Dark_Hero
    [KOFXIII]: Mai / Hwa / Takuma [Subs]: Terry, Beni, Iori, Leona
    [TTT2]: Armor King / Jaycee [Subs]: Michelle, Heihachi, Bruce
    [DOA5U]: Mila [Subs]: Pai, Helena, Nyotengu
    If you're learning about KOFXIII, please click on my FAQS here
    If you're learning how to play Mai Shiranui (or the Mai match up) on KOFXIII, start here

  • Great_Dark_HeroGreat_Dark_Hero Going to Mai Tournament Joined: Posts: 1,238 ✭✭✭
    Any tips on how to beat this guy? I play King/Leona/Elisabeth and he kinda rapes me whenever I play him. Even though King is easily rushed down, I feel I'm more likely to beat him with her as her tornado kick flies clean over fireballs and can AA him. There is a rhythm that most Duo Lon players have with their attacks and once I figure it out I can plan accordingly. But still any tips for any of my characters or in general on how to deal with him?

    I'll guide you. Leona fits into any team position quite easily. Leona also the best defensive options, but ALL of her special moves are unsafe and it is easy for any good/decent Duo Lon to take advantage of that. Leona DOMINATES in the air and she has one of the best DM's in the game (Mid-air QCB > HCF A/C = A travels a steeper slope for Leona and C travels further). Duo Lon damage ratio is not that high but he can still dish out so much damage in little time if the player knows what he/she is doing. It's best to react to Duo Lon's movements. Leona Back Charge Forward A/C move is a decent/anti-air. It catches people and helps you reset your opponent with an air with a j.D. Leona's BnB's include close D > command forward B > QCB A. (If you use QCB C you can finish the combo with a Down charge Up A for more damage). Leona is very good at zoning as well, so you can use her ear rings from a full screen to toss at Duo Lon. Watch out for Duo Lon's teleports because that plays a huge role in his mix-ups and rush down games!

    Elizabeth is REALLY good at building meter. If I were you I would place her as a battery (second character order). Use QCF A/C for building meter and to counteract Duo Lon's front teleport and jump-in's/hops. Elizabeth has an unorthodox offensive fighting style and a command throw. After using close C you can use you command forward B or move away with QCB B/D. Her DP causes her to travel forward and is slightly unsafe after a guad but has decent priority. Her QCFx2 A/C move gives her start-up invincibility and her
    It is also easy to get Neo Max combos off of Elizabeth as well. Elizabeth's movement is good enough to counteract Duo Lon's movement and his teleports. Duo Lon CAN NOT be zoned easily and he can use short hop forward for his B to while you are guarding low so make sure you react

    King... she has one of the easiest BnB's combos in the game, but she does not build meter quickly. She moves very fast and has a very nice projectile game. B Tornado Kick is safe on guard (and EX) and her EX Trap Shot can be used as an anti-air options in case the Duo Lon player hops/jumps too much and it has some good priority and it is to drive cancel for a Tornado Kick. King is a really solid character, in spite of the obvious flaws.

    As for Duo Lon himself, you need to watch out for his standing B because it hits LOW and is easily cancelled into other specials. The reason why Duo Lon can not be zoned easily is because of his Forward B move which kills any attempt for zoners - King is at a small advantage because during her projectile she is not on the ground for a moment. Really good Duo Lon players will use his speed and teleport at their fullest so you should react appropriately. Duo Lon can combo from his forward hop B > fB > then continue on when he is on the ground - if you have enough meter saved, you can use Guard Cancel Blowbacks for safety or, even better, Guard Cancel Roll because you can NOT be get a meaty from those, while on regular rolls you can.


    Please go to Dream Cancel wiki for the said characters. That way you will know the characters better. If you want further assistance my PSN is on my Signature and I also play Duo Lon and your characters.
    https://twitter.com/Great_Dark_Hero http://ask.fm/Great_Dark_Hero
    [KOFXIII]: Mai / Hwa / Takuma [Subs]: Terry, Beni, Iori, Leona
    [TTT2]: Armor King / Jaycee [Subs]: Michelle, Heihachi, Bruce
    [DOA5U]: Mila [Subs]: Pai, Helena, Nyotengu
    If you're learning about KOFXIII, please click on my FAQS here
    If you're learning how to play Mai Shiranui (or the Mai match up) on KOFXIII, start here

  • MakerMaker Contemptible Shrew Joined: Posts: 22
    An odd spark put me back to playing this game recently and Duo Lon is part of that reason. Love this characters style.Still looking for a good third character though So far im rolling with Terry up front, random middle with Duo Lon anchor. Thoughts?
  • Great_Dark_HeroGreat_Dark_Hero Going to Mai Tournament Joined: Posts: 1,238 ✭✭✭
    snip
    Duo Lon is... better off as a starter character.
    Here is more insight on Duo Lon himself here:
    http://www.dreamcancel.com/wiki/index.php?title=Duo_Lon_(XIII)
    If you wish to utilize Terry, I suggest you place him as your anchor, because he could really benefit from whatever meter the second character generates from combat. Since Duo Lon, could be your starter, try putting a "meter builder" in the battery (second character) spot - (Kula, Andy, Betty, King, Yuri...). If you want to switch up your third character, try someone who benefits extremely well from meter (Claw Iori, Regular Kyo, Mai, Ash, or Leona for example).
    If you are curious about Terry's analysis please report here and see what you can make out of this. (I swear... this truly is a fun game!).
    http://www.dreamcancel.com/wiki/index.php?title=Duo_Lon_(XIII)
    https://twitter.com/Great_Dark_Hero http://ask.fm/Great_Dark_Hero
    [KOFXIII]: Mai / Hwa / Takuma [Subs]: Terry, Beni, Iori, Leona
    [TTT2]: Armor King / Jaycee [Subs]: Michelle, Heihachi, Bruce
    [DOA5U]: Mila [Subs]: Pai, Helena, Nyotengu
    If you're learning about KOFXIII, please click on my FAQS here
    If you're learning how to play Mai Shiranui (or the Mai match up) on KOFXIII, start here

  • MakerMaker Contemptible Shrew Joined: Posts: 22
  • B_RaBBiiTTB_RaBBiiTT USF4: Cammy/Ryu Twitter :@OG_Swiizy XBL OG Swiizy Joined: Posts: 312
    would king duo lon & kyo work out in a team or no???
  • MAGUNITOMAGUNITO Brokeback Lover Joined: Posts: 77
    Thats a pretty strong team, but i would put them as Duo/King/Kyo, best order imo ^^
  • JohnDewJohnDew Joined: Posts: 37
    Right now I have been playing Duo Lon/Karate/Ralf as my main team. My question is this: would I benefit from sticking karate in front then putting duo lon in the middle? If karate gets meter he has a tendency to use it for EX command grab and his BnB, making him kind of a bad battery for the anchor. That, and he can dominate the other character when they don't have meter. Is this viable? Or does Duo Lon in the middle position lose to other battery characters and anchors?
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