King of Fighters XI Duo Lon Barebones Guide By: dj_ouro Copyright 2006. Table of Contents ----------------- 1. Why Duo Lon 2. Legend 3. Movelist 4. Bread and Butter 5. Teleport Mixup-Tricks 6. Closing ======================================== 1. Why Duo Lon ======================================== Why not? He has a crazy offense game, his character design is badass and he fights with a broken foot! Chances are anyone that played kof2k3 had felt his wrath. While he is no longer the best in the game anymore, he is still a force to be reckoned with and many of old tactics can be ported over. He has been weakened significantly, but he also gains a few new tools like an 80%+ combo off his LDM. Strengths: Unrivaled range on his normals, extremely fast and a sick ass rushdown/pressure game, especially in the corner. Weaknesses: Outside of his LDM and combos into supers, he doesnt do much damage compared to other characters. The majority of his damage comes from resets. Since hes a rushdown character, there will be days where you just rush every character down or just die without doing much damage. Also, he has been nerfed a lot since KOF2k3 and because of that, he can not build meter by whiffing specials. Another thing to note is that you cant QS out of his supers except his LDM. ======================================== 2. Legend ======================================== I'm going to use notation from the Marvel Vs series so if you don't understand, look here. lp = light punch, A button hp = hard punch, C button lk = light kick, B button hk = hard kick, D button dp = dragon punch motion, done by f,d,d/f d/f = down+forward simultaneously mvc2 = Marvel vs Capcom 2 qcf = quarter circle forward qcb = quarter circle back hcf = half circle forward hcb = half circle back SCable = super cancellable DCable = dream cancellable QS = Quick Shift DM = desperate maneuver, super LDM = leader desperate maneuver, leader super ======================================== 3. Move List ======================================== ------------- Normal Moves ------------- -standing lp ------------- Good anti air, it can be chained together and its bufferable when connected. Can be ducked tho. -crouching lp -------------- This is one of, if not, his most important move for a few reasons. 1. It has tons of range and priority. you can punish a lot of unpunishable moves due to its range. 2. Its bufferable and it can be chained together or from c.lk. ABUSE IT!!! -jumping lp ------------ Hits really close to the ground, great vertical range, and one of his best jump ins. Great for low jumps and good for close air to air encounters. -close standing hp ------------------- Fast, good priority, bufferable and can be followed up with d/f hk. -far standing hp ----------------- A bit slow, goes thru opponent when too close like Dhalsim of the Street Fighter series. Not too useful. Standing e is much better. -crouching hp -------------- Like far hk, its used mainly as an anti air. A tad slow coming out but bufferable afterwards. -jumping hp ------------ His best jump in, imo. hits pretty low to the ground too but not as close as his j.lp. although it has more horizontal range to compensate. Also, it has more crossup potential than all his other moves. Pretty good for low jumping and air to air encounters. -standing close lk ------------------- Not too useful, theres really no point of using it over close hp. -standing far lk ----------------- Pretty good for poking. the range pretty deceptive and the range is actually shorter than it looks. The blur in front doesn't hit. -crouching lk ------------- Used to start combos low and trip guard anti air. not bufferable anymore unfortunately but you can link it into c.lp and go into whatever from there -jumping lk ----------- Also a good jump in. Priority has been nerfed since the last game but nevertheless, still good. It hits deep but not as deep as j.lp but has more horizontal range -close standing hk ------------------ Sorta like close hp and used like close hp but i think its a bit slower. -far standing hk ----------------- Other than being used as a far anti air from a distance, theres not much other uses. -crouching hk --------------- Good range but too slow for a sweep. c.lk into c.lp into whatever is much better. -jumping hk ----------- This move has a really wierd hitbox. for some reason i find it hard to jump over fireballs with this. The hitbox is somewhere near the middle to the end of his foot. Because of this, it has some good crossup potential. -standing E ----------- Basically its like the 2nd hit of his rekka minus the recovery time. Really really good priority. This is his best poke inside sweep distance besides c.lp or c.lk. anything else is either too slow or lack the priority. Also its make a great anti air. Bufferable too. -jumping E ---------- Really really good priority and really good to low jump with. -forward roll and backward roll (f+lp+lk or b+lp+lk) ---------------------------------------------------- Faster and shorter than most other characters roll so its one of the better rolls in the game. The distance it covers is a bit shorter than his lk teleport. ---------------- Command Normals ---------------- -f+lp ----- Fairly slow but it pulls your opponent closer even with blocked. Fairly useless outside of his LDM. -d/f hk, e ----------- Chains off a close hp and hk. First hit is bufferable. Outside of combos, its good to use sparingly. The second hit can be ducked if too far away by crouching opponents. -------------- Special Moves -------------- Selfless Serpent of Submission: qcf+p (AKA rekka kens) -->Selfless Serpent of Submission: qcf+p --->Selfless Serpent of Submission: qcf+p ------------------------------------------------------- First hit of his rekka is pretty safe when blocked, covers tons of ground and can be comboed off close hp, c.lp, close hk, c.hp. Second hit tends to miss when too far but you can still cancel it into the last rekka even when when it misses provided that the first rekka connects (blocked or hit). The second hit is not really safe when blocked so try not to stop after the 2nd hit unless you know they wont hit back. The second hit is also QSable. Sadly, after getting the third rekka in the it doesnt knock you high up into the air anymore for more juggle options. Not cancellable into his toe kick or SC anymore, but cancellable into his teleport. Semi safe when blocked, some characters with fast supers like Gato can super you back. After you connect the third rekka and teleport afterwards, you'll land next to them and recover before them while they are still airborne. Keep the offense going.... Bilious Serpent Slam: qcf+lp, f+lk (SCable) -->Cleaving Mortality: qcb+hp (SCable) (AKA the palm) ------------------------------------------------------ This is his other set of rekkas. can follow up into toe kick, teleport or the palm as mentioned above. I'm pretty certain that the palm follow up is 99% safe if blocked. The palm is tends to miss unless you did the first rekka extremely upclose. SCable and the only way to connect his LDM consistantly. Also, its comboable into c.lp afterwards. Spectral Smash: dp+k (SCable) (AKA toe kick) ---------------------------------------------- Think of Omega Reds burrowing coil (c.hk) in mvc2. Doesnt launch your opponent high up in the sky anymore unlike kof2k3. Back then it was used to stuff fireballs and for keepaway, but now its harder and not really worth using since it doesnt launch anymore and there are only two variations instead of four like in kof2k3, thus making its easier to avoid. SCable and OTGs. Transmigration Stomper: qcb+k in the air (AKA dive kick) --------------------------------------------------------- A 3 hit dive kick. This is basically the 2nd half of his teleport kick from 2k3. Great for pressuring but it gets beaten by quite a few things like some characters jabs. Can be used in a low jump. If it connects, you can OTG with his toe kick. Flying Hair Punt: qcf+k (AKA teleport) --------------------------------------- Duo Lon runs through you at mach speed. Think of Yangs teleport in 3s. Noticably slower, doesnt go thru fireballs, has less invincibility and more vulnerable than it was in kof2k3, yet it is still leagues better than Yangs teleport. A good bulk of your mixups comes from the move so you MUST know when will his teleport end. Reinforced Satan Step: hcb, f+p (aka command grab) --------------------------------------------------- Like ioris command grab, it nets you a free combo afterwards. Range has been shortened, comes out slower than from kof2k3 and you cant switch spots anymore. A bit hard to use since its hard to tick throw in this game. Heres a quick list of his rekka chains for quick reference 1st input > 2nd input > 3rd input > 4th input ------------------------------------------------------------- qcf + lp > f + lk > qcf + lk > --------- qcf + lp > f + lk > dp + lk > --------- qcf + lp > f + lk > qcb + hp > SC qcf + lp > f + lk > SC --------- qcf + p > qcf + p > qcf + p > qcf + k ----------------- Supers (aka DMs) ----------------- Secretive Shades of the Damned: hcbx2+p (DCable) (aka phantom wall) -------------------------------------------------------------------- Looks and works a lot like athenas shining crystal bit but more cooler since ghosts covers duo lons body. hes not invincible throughout the entire phase anymore. hes vulerable at his head and at he feel and some fireballs can go thru it now. Nevertheless a decent anti air and great for combos since you get about 17 hits so it doesnt scale too badly. Good for chipping only if its going to kill them since you are left vulnerable after it ends and cant quick shift from it. DCable but whats the point? the startup of his LDM will blow the opponent away. Secretive Wall of Wraiths: qcb, hcf+p (aka fireball super) ----------------------------------------------------------- It gained a huge speed boost since 2k3. Doesnt take forever to come out unlike in 2k3. Basically your standard fireball super. can combo off a from most bufferable normals right now. Fairly good if you are having trouble getting in, throw his lp version out and rush in. Super Spectral Smash: qcfx2+k (aka super toe kicks) ---------------------------------------------------- This is the super version of his toe kick, where a does a shockwave of toe kicks. Not that great of a super, but it does have its uses. You can use it against fireballers but it'll trade. Other uses are punishing Elizabeth or Benimarus LDM. Another good thing about this super is you can have his fireball super on screen and do this at the same time. Try not to use this against a cornered opponent as they can hit you can even when it does connects. ---- LDM ---- Mysterious Multiple Dark Drubbler: A C B D (aka Genei Jin, A-Groove, Custom Combo) ------------------------------------------- Holy shite, this is one of the better LDMs in the game. Basically, Duo Lon summons five shadows that mirrors all his attacks except supers. If you hit the opponent on startup, it does about 20% damage on counter hit and blow them away. The LDM lasts about five seconds if you do not hit your opponent, but if you do manage to combo them and keep the combo going, it lasts much longer. Doesnt scale since its all little hits and can take off 80% of your life and still be able to combo afterwards. However getting it in might be a bit tricky since it is easy to mess up but practice makes perfect. Theres a section in the Bread and Butters part of the faq on how to do his LDM combos. I'm not sure is this true but I've been told his shadows also mimicks his command grab so if you whiffed the command grab with Duo Lon, his shadows can grab you. Someone please confirm this for me. ======================================== 4. Bread and Butters ======================================== I'm not going to list down every combo he has, just only his most useful and basic ones. Note that you can substitude c.lp with any other bufferable move. 1. c.lp x3, qcf+px3 His most basic b&b combo and the easiest to do. Nothing too special about it except that you can Quick Shift out of his second rekka. 2. c.lp x2, qcf+lp, f+lk, dp+lk SC into hp fireball super This combo does around 40% and is his most solid combo for dealing high damage. The SC from the toe kick to the hp fireball is a bit tricky tho. 3. c.lp, qcf+lp, f+lk, qcb+hp SC into any super or LDM This combo only works if the c.lp hits at point blank or near point blank. Do it any further, the palm will whiff. 4. c.lp, qcf+lp, f+lk qcb+hp, c.lp, qcf+px3 Same as the third b&b. 5. in corner, c.lp, qcf+lp, f+lk, hcb+p, c.lp, fireball super, phantom wall This combo does around 60% or so, not too much seeing how it takes 2 meters, but it costs no skill point. 6. c.lp, qcf+lp, f+lk, SC I dont find this combo too useful at all. going for his 2nd b&b is much better. 7. close hp, d/f hk for one hit, qcf+px3 Mainly, I use this combo when the opponent misses something very big and laggy like a super or a dp. ----------- LDM Combos ----------- All of his LDM combos begins by doing the palm rekka chain and then supercancelling into his LDM (qcf+lp, f+lk, qcb+hp, SC A C B D) From there there are a few variations: Variation 1: low jump hp, [close hp, teleport, hp x n] Variation 2: c.hp, f+lp, [teleport, c.lp, qcf+lp, f+lk xn] Variation 3: [c.hp, f+lp, teleport, close hk, qcf+lp, f+lk, qcb+hp xn] I have not tried it out but i'm pretty sure sure you can combine different variations of the combo into one a single combo. -credits to Kamikaze NOW of Gamefaqs for Variation #1. ======================================== 5. Teleport Mix-up Tricks ======================================== Since a good bulk of Duo Lons offense is based on his teleports, it deserves a section on its own, however I'm not here to spoon feed anyone since this is a basic bare bones Duo Lon faq so its up to you to figure out the safe distance of his teleports. --------------------- Setups into Teleport --------------------- -qcf+p x3, teleport -qcf+lp, f+lk, teleport -c.lp, teleport -c.lk, c.lp, teleport -close hp/hk/e, teleport -------------------------------------------------------- After Teleporting and Depending on Spacing and Distance -------------------------------------------------------- -back roll -roll -c.lk, c.lp into whatever -c.lp into whatever -close hp/hk into whatever -jump back, dive kick -standing E -jump in anything -low jump back lk -throw -command throw -tick into command throw -block and bait -d/f hk -phantom wall (really risky but sometimes worth it) ======================================== 6. Closing ======================================== Thanks to: 1. SF Crew (Long, John, Paul, Gordon, Jeff) You guys taught me a lot over the years and gave me good competition. And for that I am grateful. 2. Louisiana crew (Greg Jacobs, Mike (shadowcharlie), Brydon, Irvin, Rahsaan, Ricky, Nik, |Nas| and a few more I forgot about) It was fun chillin with you at evo. Hopefully we'll meet up again next evo and own each other up. 3. Team B.C. (Kyle, Tao, Alex) It was fun playing mvc2 against you all. Thanks for the warm hospitality. Eventually, I'll come back to B.C. although I suck in mvc2 now. 4. San Francisco State players. (You know who you are!) Thanks for the competition. ----------------------------------------------------------------------- If you want to use this FAQ, drop me an email me @ highland_assassin@yahoo.com or instant message me on AIM via "poison sushi" and I'll be happy to give permission. Just give me credit for my work. Also e-mail or message me if you want to contribute/correct anything. Do not use this FAQ for any kind of profit whatsoever (like you could anyway). King of Fighters XI and its characters are all copyrights of their respective trademarks. Disregarding this warning might just land you in court for plagiarizing.