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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Thanks Kane from Dreamcancel for the link.
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0 • Off Topic Disagree Agree LikeAnd I take it you found a way to land his fuzzy guard setup, RogueYoshi?
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0 • Off Topic Disagree Agree Like2142146+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.
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0 • Off Topic Disagree Agree LikeMain Characters:
SSFIV AE: Juri
KOF XIII: Kyo, Elizabeth, Iori
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0 • Off Topic Disagree Agree LikeI explain this a little more in the Glitches/Bugs sections of the game.
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0 • Off Topic Disagree Agree LikeI'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.
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0 • Off Topic Disagree Agree LikeHere 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)
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