KOF XIII Technical Reference Videos


#1

I’ve gotten really interested after seeing the new technical videos that SNK Playmore has been releasing lately. I had a bunch of free time so I thought I’d analyze and list down everything that these videos are demonstrating (in the order that they are shown) just for text reference and better understanding as well as providing a great opportunity to see how the characters might have changed from their KOF XII counterparts. I decided to put up a new thread only because this list was going to be hella-long.

I’m going to be updating this thread as new video chapters are released while simultaneously getting hyped. I’ve been working on this list for like the past eight hours with no sleep. All for you KOF fans of course, lol. I’m still not even done yet but I’m getting to it.

[media=youtube]r4WhEc_pjOE"[/media] - Ash Crimson

[Ash]

  • EX Ventôse (Charge ?, ? + P) shoots out two projectiles, travels a lot faster than regular, completely negates / goes through projectiles and knocks down (both projectiles).

  • EX Nivôse (Charge ?, ? + K) has invincibility frames on start-up, allowing it to go through projectiles.

  • Nivôse can be drive canceled into EX Génie (??? + A or B or C or D) in the corner for extra damage and knockdown. This is possible because the EX Génie explodes faster compared to the regular variations which explode too slow. The video demonstrates this in the corner so this is probably a corner-only combo. Also, EX Génie looks to be the same distance as the LK variation so I’m not sure if either that’s what it is or if it has homing properties. The two buttons pressed for EX Génie might affect the distance as well but I’m not sure on this.

  • Ash has a new Special Move called Germinal Caprice (Charge ?, ? + K) which is like a tackle attack that travels a good distance. He dashes forward, burns the opponent on contact and knocks them down. The EX variation does 4 hits, puts the opponent in a juggle state and you’re able to follow up with Nivôse in the corner whereas the regular variation is only 1 hit and just knocks down.

  • Floréal (Command Normal) can combo into EX Pluviôse (???, ??? + K ) whereas the regular variation of the Super is too slow to connect. Floréal looks like it can be an overhead but it’s not. What blows my mind is that the video demonstrates Ash executing c.LK > c.LK > Floréal > EX Pluviôse where that’s impossible in KOF XII because Floréal couldn’t even be combo’d into and it couldn’t be canceled at all. So after seeing this video, we learn that Ash can now combo into Floréal but I’m not sure if it either canceled into the EX Super or linked. It wasn’t a Drive Cancel because no meter was depleted from the Hyper Drive Gauge. It looks like a link to me but maybe it’s just looks like it. I would be scared if they just suddenly threw links into KOF XIII. God I hate links.

  • Ventôse can be canceled into EX Thermidor (???, ??? + P) using Super Cancel. EX Thermidor has a bit of a faster start-up than the regular variation. I guess the video just demonstrated this to show that it works. I’m sure you can set up some dirty frame traps and fun gimmicks with this though.

  • HP Ventôse can be canceled into EX Pluviôse after two hits using Super Cancel for good damage. I’m sure the non-EX variation of the Super Desperation Move would work too.

  • EX Ventôse can be canceled into EX Thermidor using Super Cancel. With both characters being full-screen away from each other, EX Thermidor is executed as soon as the first projectile hits the opponent. This looks like it can be used for some sick setups because if either one of the two projectiles touch the opponent it’s an automatic knockdown and then the opponent would be forced to block the incoming Thermidor. At this time, you would be already be running towards the opponent as they’re getting up so you can go for a jump-in, cross-up, sweep or whatever for a mix-up. If they don’t block Thermidor then you get a free reset and lots of extra damage.

  • Nivôse can be canceled into Germinal Caprice (probably the Heavy variation) using Drive Cancel for extra damage. This would also be good for pushing the opponent farther towards the corner. Plus you end up right near the opponent so you can continue to add pressure.

  • Nivôse can be canceled into LP Ventôse using Drive Cancel. This pushes the opponent as far as the Nivôse > HP Germinal Caprice combo except it leaves both players at a full-screen distance. This is perfect if you need space.

  • HK Génie can be canceled into EX Thermidor using Drive Cancel. Obviously another frame trap / setup. I’m sure any variation of the Génie can be used to set up different mix-ups and mind games.

  • c.HP > Germinal Caprice > Nivôse is demonstrated using Drive Cancel. I’m not sure which variations were used for the Special Moves (probably the Heavy variations, why not) but it’s a pretty cool-looking combo for the cost of only one meter off the Hyper Drive Gauge. This might be the most damaging punish combo without the use of the Super Meter.

  • Germinal Caprice can be canceled into EX Génie using Super Cancel in the corner for extra damage. EX Génie looks like it has fast recovery so I’m wondering if it puts the opponent in a juggle state or if you can follow up with something else. Otherwise there’s no point of this combo unless you just want the extra damage.

  • One of the ways to combo into Ash’s Neo Max; Fructidor (Close, ??? , ??? + BD), demonstrated in the video is canceling EX Pluviôse into it after 8 hits while in Hyper Drive Mode using Max Cancel. Another way is canceling into it after 11 hits. I’m thinking you can probably cancel it anytime during the Super but why not just do it after 11 hits every time for the maximum amount of hits, lol.


[media=youtube]gFX8UBiyo8w"[/media] - Team Elisabeth: Elisabeth Blanctorche / Duo Lon / Shen Woo

[Elisabeth]

  • EX Étincelles (??? + P) does 3 hits and inflicts about 10% more damage compared to the HP variation.

  • EX Rêverie-geler (??? + P) has fast recovery after the teleport which allows you to follow up with any combo of choice after a successful counter. The regular variations have slower recovery after the teleport so Elisabeth wouldn’t have time to punish but it all depends on the situation.

  • EX Mistral (Close, ???, ? + P) executes and looks the same as the regular variations except the EX version gets an added juggle property which allows her to follow up with a reset (the video shows Elisabeth connecting a Standing HP for the reset) or possibly even a Super Desperation Move (I wouldn’t doubt it). I really like this addition. It makes you want to go for that EX Command Throw knowing that you can pull off some interesting mix-ups and / or good extra damage. EX Mistral does less damage than the regular variations. I also noticed that the regular variations of Mistral actually does more damage in this game compared to KOF XII (maybe 10% to 20% more) and EX Mistral does about the same damage as the regular variations in KOF XII.

  • EX Coup de Veine (??? + P), Elisabeth’s new Special Move (or rather returning Special Move from KOF XI), has invincibility on start-up and goes through projectiles. Whether it travels farther than the regular variations or not, I don’t know. It doesn’t look like it has faster start-up or travel speed though.

  • EX Noble-Blanche (???, ??? + P) actually flies towards the opponent whereas the regular variation just stays at close-range. It seems to fly about 80% to 90% of the screen. I like it.

  • HP Étincelles can be canceled into Noble-Blanche after the second hit using Super Cancel. Easy way to land a Super.

  • Coup de Veine can be canceled into LP Étincelles using Drive Cancel. Nothing much I can say about this except it’s extra damage if you really want to use up one bar off your Hyper Drive Gauge.

  • While in Hyper Drive Mode, you can land Grand Rafale (???, ?, ??? + P), a returning Super Desperation Move from KOF XI, and cancel it into Neo Max; Étoile Filanto (D, C, B, A), using Max Cancel. It looks a kind of hard to hit confirm though, at least the way it was demonstrated in the video because Elisabeth is just randomly executing the Super from half-screen away and you would have to Max Cancel it as soon as the white beam rises up. I’m sure you can just combo it off something like a Standing or Crouching HP though. During Elisabeth’s Neo Max animation, she hovers into the air and white lights shine everywhere all around the screen. It’s totally inescapable.

[Duo Lon]

  • EX Genmukyaku (? + B) does significantly more damage than the regular variation (three times more damage) and it launches the opponent right towards your face whereas the regular variation just simply pushes the opponent back a bit. This definitely leads into reset opportunities and other amazing things.

  • EX Air Genmukyaku > c.LP. What’s the purpose of this combo? I have no idea. The EX Air Genmukyaku doesn’t look like it has any special properties compared to the regular variation. A regular Air Genmukyaku > c.LP still combos except it actually does a lot more damage than using the EX variation, LOL. So I don’t know what the point is. Someone help me out here?

  • EX Himokyaku-Mae (??? + K) has invincibility frames, allowing it to go through projectiles and most-likely other attacks. The video demonstrates Duo Lon using it to go through Kensou’s Shinryuu Choukyuudan (Super Desperation Move; Lightning Ball) which is pretty badass. That means it can go through a bunch of other things like Ash’s Pluviôse too. The regular variations don’t have any invincibility frames at all. This is a great tool to use to easily get in on your opponent who likes to space and zone. Just show 'em that rush-down Duo Lon, lol. The regular variations of Himokyaku-Mae can still be used for traveling and aggressive mix-ups up-close.

  • EX Himokyaku-Ushiro (??? + K) is demonstrated but Duo Lon doesn’t do it in reaction to anything so you can’t tell what’s so special about it. We can assume that it has the same properties as the EX version of the Forward Teleport except Duo Lon teleports backwards. This would be useful for getting away from your opponent if they’re rushing you down whereas the regular variation would most-likely get stuffed if you attempted it in that situation.

  • EX Genmuken (? + A) does 2 hits and pulls the opponent towards you whereas the regular variation only does 1 hit and pushes the opponent back.

  • Jumping HK > Short Hop EX Air Genmuken. In this game, Jumping HK oddly knocks the opponent away and up in the air, putting them in a juggle state. It didn’t do anything like that KOF XII. EX Air Genmukyaku has juggle properties where the regular variation doesn’t so after you connect a Jumping HK, you can follow up and catch the opponent with a short hop EX Air Genmukyaku. This combo is a reset. I’m wondering if you can do other interesting things with Jumping HK.

  • EX Shakijyouryuu (??? + P / up to three times) has faster start-up compared to the regular variation, allowing it to punish things it normally couldn’t. In the video, it demonstrates Duo Lon punishing Kensou’s sweep. This looks like a really good tool for Duo Lon.

  • EX Tamashii Noroi (??? + P), brand-new Special Move, does 5 hits and pushes the opponent really far back whereas the regular variation only hits once. This could definitely lead into some really powerful combos and setups. The EX variation does as much damage as a regular Super Desperation Move on it’s own. It’s so good, I think it’s actually kind of scary. Both variations look like they have slow start-up though. This means that you probably can’t combo into it. I could be wrong though. And if I am then Duo Lon is going to be so nasty.

  • EX Hiden Genmubakkoshikon (???, ?, ??? + P) has faster start-up and does a lot more hits and damage than the regular variation. If you have the extra meter then you probably want to combo into the EX Super. Also a very useful and powerful punish.

  • Shakijyouryuu (2 Hits) > Genmuken > Shakijyouryuu (3 Hits). This is a pretty neat-looking combo using Drive Cancel. I think this might be Duo Lon’s bread and butter without Super Meter once he gets in.

  • Shakijyouryuu (3 Hits) can be canceled into Tamashii Noroi in the corner using Drive Cancel. The EX variation of Tamashii Noroi is demonstrated for extra damage.

  • Tamashii Noroi can be canceled into Hiden Genmubakkoshikon using Super Cancel for more damage. I don’t know how you’re supposed to hit confirm this though.

  • While in Hyper Drive Mode, Hiden Genmubakkoshikon can be canceled into Neo Max; Hiden Genmu Onryou Kabe (???, ??? + AC), using Max Cancel. This looks hard to execute as you have to cancel the Super immediately after it hits. On hit, it goes into an animation where the opponent flies up above the screen and a bunch of summoned skulls rise up from the ground to inflict damage. This means that Duo Long’s Neo Max probably wouldn’t do anything on block compared to some of the other character’s Neo Max supers where they have projectiles covering up the screen thing which looks like easy inescapable chip damage. It’s all good though because Duo Lon seems to have some powerful tools in this game. He’d probably be too broken if he had a godlike Neo Max too.

  • While in Hyper Drive Mode, EX Hiden Genmubakkoshikon can be canceled into Neo Max using Max Cancel. This looks a lot easier to hit confirm. The video demonstrates Duo Lon canceling into Neo Max after 5 hits but you could probably cancel anytime you feel like it.

[Shen]

  • EX Gekiken (??? + P) has invincibility frames on start-up and has an insanely-fast start-up. It can punish projectiles mid-screen. The video demonstrates Shen punishing Ryo’s Haohshoukouken (Super Desperation Move; Big Flying Fireball) from mid-screen.

  • EX Fukkogeki > Kouryugeki (??? + A, ??? + A ) knocks the opponent up in the air and puts them in a juggle state. The video demonstrates Shen following up with Zetsu-Gekiken (???, ??? + P). You could probably use this as a setup for other nice things. I’m guessing if you input EX Fukkogeki, EX Kouryugeki is automatic as in they both count as one Special Move. You can’t follow up with the regular variation of Fukkogeki > Kouryugeki.

  • EX Tenrenken (??? + K) knocks the opponent straight up and puts them in a juggle state whereas the regular variations knocks the opponent away. No follow-ups were demonstrated in the video but it’s most-likely possible.

  • EX Danken (Close, ???, ? + C) puts the opponent in a crumple state right in front of your face where you’re free to follow up with a reset. The regular variation just knocks the opponent away. I’m not sure how much time you have before the opponent falls down to his / her knees. I’m wondering if you have enough time to follow up with a free Super Desperation Move after this.

  • HP Tenrenken > EX Zetsu-Gekiken connects in the corner whereas a regular Zetsu-Gekiken wouldn’t because it has a slower start-up.

  • Gekiken > Fukkogeki > Kouryugeki can combo using Drive Cancel for a nice mid-range poke / punish. Note that all three Special Moves are unsafe on block though.

  • EX Gekiken can be canceled into EX Zetsu-Gekiken using Super Cancel for an easy Super combo.

  • Fukkogeki > Kouryugeki > LP Tenrenken can be done using Drive Cancel. Good simple combo that knocks the opponent away.

  • EX Fukkogeki > Kouryugeki > HP Gekiken can be done using Drive Cancel. HP Gekiken might have to be held for a certain amount of time in order for it to connect.

  • LP Gekiken > Fukkogeki can be done using Drive Cancel for a simple 2-hit knock down that also leaves you space.

  • While in Hyper Drive Mode, Zetsu-Gekiken can be canceled into Neo Max; Tenshou Shingeki (???, ?, ??? + AC), using Max Cancel. This Neo Max goes into an animation on hit, meaning it probably wouldn’t do anything on block. The EX variation of Zetsu-Gekiken is demonstrated and it does stupid damage. Takes away about 80% off the opponent’s health. Very powerful and very dangerous.

  • While in Hyper Drive Mode, Emergency Evasion (Roll) > EX Bakushin (C, A , B, C) > Tenshou Shingeki is demonstrated using Max Cancel. I don’t know what the point of the Emergency Evasion was though. Looks like a gimmick to me, unless EX Bakushin is unblockable.


Chapter 3 - Team Japan: Kyo Kusanagi / Benimaru Nikaido / Goro Daimon

[media=youtube]KIlyOUbMvC0"[/media] - Kyo
[media=youtube]EXurbPgzWek"[/media] - Benimaru / Daimon

[Kyo]

  • EX Hyakusiki Oniyaki (??? + P) has more priority, does 4 hits and guarantees knockdown whereas the regular variations leave the opponent at a reset state at a distance. I noticed that the demonstrations show Kyo connecting the Dragon Punches (both regular and EX variations) on Counter Hit, yet the words “Counter!!” doesn’t appear like I thought it should. Guess it wasn’t a Counter Hit.

  • Hyakuhatisiki Yamibarai (??? + P) knocks down whereas the regular Ground Projectile just leaves the opponent at a reset state. But you should already know that if you’ve played any KOF.

  • After HK Nanazyuugasiki Kai (??? + K), Kyo can follow up with LK Hyakuichishiki Oboroguruma (??? + K) > EX Air Kick because the EX Air Kick has really fast start-up whereas the regular variations are too slow.

  • EX Nihyakujyuunishiki Kotatsuki Yah (??? + K) is unblockable. The video demonstrates the HP variation where Kyo and his opponent, Iori, are at a certain distance and Iori blocking the Command Grab while Kyo is running towards him. Then in the second demonstration for the EX variation, it shows Kyo grabbing Iori with the EX command grab while he is right up in Iori’s face. I wonder if this is because Kyo isn’t able to run using the EX variation. An unblockable running command grab would have been too broken I guess, lol.

  • EX Nanazyuugasiki Kai (??? + K) dashes forward and travels farther than the regular variations which allow Kyo to follow up with certain combos whereas using the regular variations wouldn’t work. In the video, Kyo demonstrates this by doing Standing Heavy Punch > Hatizyuuhatisiki (DF+ HK) > EX Nanazyuugasiki Kai. He cancels the first hit of Hatizyuuhatisiki into EX Nanazyuugasiki Kai. This ends up launching the opponent so I’m thinking you can possibly follow up with something else.

  • EX Urahyakuhatisiki Orotinagi (???, ?, ??? + P) does like around 20% extra damage compared to the regular variation.

  • HK Hyakuichishiki Oboroguruma (??? + K) can be canceled into Urahyakuhatisiki Orotinagi in the air after 2 hits. Seems like an easy way to connect Super for the cost of one bar off the Hyper Gauge Meter. EX Hyakuichishiki Oboroguruma is also possible this way if you want to inflict a bit more damage.

  • Kyo’s Neo Max; Ura 121 Shiki: Tenmurakumo (???, ??? + P), is freakin’ boss. He sends huge waves of fire towards his opponent which covers up the entire screen and is inescapable. He can simply cancel his Urahyakuhatisiki Orotinagi Super into Neo Max while in Hyper Drive Mode using Max Cancel.

[Benimaru]

  • EX Iaigeri (??? + K) has faster start-up than regular. In the video, it shows Benimaru punishing Daimon’s Standing HK with it on block. It’s not apparent whether EX Iaigeri had added invincibility frames or not.

  • EX Iaigeri > Handousandangeri (??? + K, ?? + K) does 5 hits and inflicts about two times more damage than the regular variation which is only 3 hits. Very powerful for no reason. I’m guessing the follow-up Handousandangeri is automatically the EX variation when inputted and doesn’t waste extra meter.

  • EX Super Inazuma Kick (??? + K) does 3 hits and inflicts about two times more damage than the regular variation which is only 1 hit.

  • EX Benimaru Lancer (??? + K) seems to have homing properties whereas the regular variation can only be used for a vertical anti-air. Also does really good damage.

  • EX Rajinken (??? + P) does 3 hits and two times the damage compared to the regular variation which is only 2 hits. Start-up seems the same. In KOF XII, both variations of Rajinken were only 1 hit.

  • EX Air Rajinken has been returned to Benimaru from many other previous titles. It does 4 hits and inflicts two to three times more damage than the regular variation which is only 2 hits. Start-up seems the same.

  • EX Benimaru Collider (Close, ??? + P) does a bit more damage than the regular variation and puts the opponent in a crumple state, allowing an extra follow-up like Super Inazuma Kick.

  • c.LK > c.LK > EX Raikouken is demonstrated in the video and it’s only apparent that the EX variation of the Super Desperation Move does inflicts about 20% more damage.

  • Iaigeri > Super Inazuma Kick can be done using Drive Cancel. I don’t know why you’d want to go for this combo.

  • EX Iaigeri > Super Inazuma Kick can be done using Drive Cancel. This only does a bit more damage than the previous combo.

  • Iaigeri > Handousandangeri (1 Hit) > Rajinken can be done using Drive Cancel. The first hit of Handousandangeri can be canceled. The EX Iaigeri variation is also demonstrated for extra damage.

  • Super Inazuma Kick (1 Hit) > Air Rajinken can be done in the corner using Drive Cancel. This is a neat combo. The EX Super Inazuma Kick variation is also demonstrated for extra damage. I noticed the Super Inazuma Kick only does 1 hit in this game and the EX variation now does 3 hits. In KOF XII, the LK variation did 2 hits and the HK variation did 3 hits.

  • Rajinken (1 Hit) > Raikouken can be done using Super Cancel. Easy way to combo into Super. The EX variation of Rajinken is demonstrated for extra damage. I’m not sure if you’re able to cancel Rajinken at any other time besides the first hit.

  • Raikouken (1 Hit) can be canceled into Neo Max; Raikouken (???, ??? BD), using Max Cancel. The EX variation of Raikouken is demonstrated for extra damage. I’m not sure if you’re able to cancel the Super at any other time besides the first hit.

[Daimon]


These are all just what I have personally analyzed from watching the technical videos alone. Feel free to correct any mistakes I might have made, love me, hate on me, agree, disagree or whatever and let’s discuss!


#2

Looks informative and all but I stopped reading after you kept making comparisons to Street Fighter.


#3

I was wondering if someone would mention that, lol. I guess I’ll delete those parts. Wouldn’t want to disappoint anyone. I’m still making revisions, changing around and adding more info. And it looks like I’ve exceeded the post length on my initial post so I’ll have to add the rest here.


Chapter 4 - Fatal Fury Team: Terry Bogard / Andy Bogard / Joe Higashi

[media=youtube]bfxLAjjdckw"[/media] - Terry
[media=youtube]TJ5qVBA3QjU"[/media] - Andy / Joe

[Terry]

  • LP Power Wave (??? + P) leaves the opponent at a reset state on hit, HP Power Wave knocks down on hit and EX Power Wave does 3 hits and leaves the opponent at a reset state on hit. In KOF XII, HP Power Wave didn’t knock down but it had a faster start-up. I’d say these are good buffs for Terry.

  • EX Burn Knuckle (??? + P) travels farther than HP Burn Knuckle. It basically goes full-screen.

  • EX Crack Shoot (??? + K) is an overhead and knocks down whereas the non-EX variations are not overheads. EX Crack Shoot knocks down and also causes the opponent to slide mid-screen away on hit, leaving great space if you need it. The start-up for Crack Shoot is significantly quicker compared to the KOF XII version which had incredibly slow start-up similar to Abel’s Wheel Kick in SFIV. Both variations of Crack Shoot were overheads in KOF XII. It must have been the trade-off for a faster start-up in this new iteration.

  • EX Rising Tackle (Charge ?, ? + P) seems to suck the opponent in to inflict many hits and has faster start-up than the regular variations. The regular variations only hit once as an anti-air but the video shows Terry doing up to 14 hits with the EX variation as an anti-air.

  • EX Power Geyser (???, ?, ? + P) inflicts about 20% more damage than the regular variation.

  • EX Buster Wolf (???, ??? + BD) has faster start-up, invincible frames on start-up and can go through projectiles compared to the regular variation. This is a new Super Desperation Move given to Terry for KOF XIII. I guess I can’t say it’s new since Terry has had this Super in many other games such as Garou: Mark of the Wolves. They just gave it back to him, lol.

  • Power Wave can be canceled into Power Geyser using Super Cancel for an easy and simple combo.

  • LP Burn Knuckle > HK Rising Tackle works using Drive Cancel. I’m sure the HP variation of Burn Knuckle would work too. Burn Knuckle actually seems to have a faster start-up in this game compared to KOF XII.

  • EX Burn Knuckle > EX Rising Tackle also works using Drive Cancel for a bit more damage.

  • LK Rising Tackle > LK Crack Shoot works using Drive Cancel. This is a good Reversal if you want to knock the opponent away from you on wake-up whereas a regular Rising Tackle would leave you near your opponent on hit.

  • c.HP > EX Crack Shoot is demonstrated in the video using Drive Cancel. What’s interesting to me is that the EX Crack Shoot left the opponent at a reset state. Earlier in the video, we’ve seen that EX Crack Shoot knocks down against a crouching opponent but it resets within this specific combo. I’m not sure whether it’s a unique property it gains while using it within a combo or it normally leaves the opponent at a reset state on hit against a standing opponent. Anyhow, this could definitely lead into some interesting mix-ups.

  • While in Hyper Drive Mode, the video demonstrates Terry connecting Buster Wolf (2 Hits) into his Neo Max; Trinity Geyser (???, ??? + AC), which looks like a more devastating version of the Power Stream from KOF XI. The video then demonstrates it again, this time canceling Buster Wolf into the Neo Max after 6 hits which does significantly more damage. Obviously you should always go for this one.

[Andy]

[Joe]

Chapter 5 - Psycho Soldier Team: Athena Asamiya / Sie Kensou / Chin Gentsai

[media=youtube]ibSZvON1U2M"[/media] - Athena
[media=youtube]5H73NEY7sfQ"[/media] - Kensou / Chin

[Athena]

[Kensou]

[Chin]


#4

i dont have time to read all of it at once here but i’ll read it eventually… but u sound like u don’t really have a lot of experience with KOF itself… as u made a bunch of mistakes… also u shouldn’t go by the videos alone… rather go by what generally will be the best option… i’ll give u an example by talking about ur mistakes on Duo Lon…

first of all his B&B is s.C_D or cr.B,cr.A or cr.A,A > REKKA > TELEPORT > s.D or DM

mid-air EX f+B lets u combo into his B&B even if u do it almost immediately after u jump…

EX f+A seems like it will pull them in and let u combo into his B&B…

mid-air EX f+A has juggle anywhere property… because Duo Lon hits the opponent with jump C+D… not jump D… and then he combos into EX f+A…

two hits of REKKA > f+A > two hits of REKKA will most likely be his Hyper Mode combo… like hop D, s.C xx HD mode, s.C xx {(rekka 2 hits xx f+A) x ???}, rekka xx teleport, DM xx NeoMax…

oh and u don’t need to be in Max Mode to cancel into NeoMax… so EX DM > NeoMax doesn’t require u to be in Max Mode… but the combo mentioned above requires u to be in it…