KOF XII - Dou Lon thread

it’s a very quick, far reaching attack…you’d use it like you use :r: :snka: and :r: :snkb: …when they’re in range of it, why NOT use it.
note: 6D has less range than 2D, but 2D is a bit slower and will be very vulnerable to jumps/hops, where as 6D will catch them out of hop/jump at the beginning of the jump animation

the other use is for the mid-screen combo of
(optional jump) :snkd:, :snkc:+:snkd: xx :qcf:+:snkb:, :r:+:snkd:
on counterhit :r:+:snkd:, :r:+:snkb: or :snka:

on the issue of teleport…can you continue safe pressure like D 236B, 2B? or even something like D, CD, 236b, D, CD?

counterhit 6D is also hit confirmable to his super

i’ve always hated duo lawn mower since 03… cause of his execution based style such as c. viper not my fault… i’m an astaroth veteran …but i just tried him yesterday and in xii he is awesome… he has a little yet fun moveset… and he can be annoying with rushdown or frustrating with pokes…

i haven’t seen any good vids of him yet… but aside from the stuff here which r very good i was trying some tricks with him… such as…

2B, 2A xx roll …crosses up …so mix-up with 2B, 2A, 2A xx roll which doesn’t cross-up…
2B, 2A xx qcf+B or D xx qcf+B recovers SOO fast …and u can sneak in a throw out of nowhere from it…

i’m even considering dropping clark or goro for him… he is just weird and sick at the same time… fun combos like 2A, A, 2A, A, 6B then stuffing ur opponent with max range 6A… or 2B, 2A, A xx DM… i learned a lot from reading here… just waiting to see some DG vids of raping with him like i see him do in xi with those 100% stuff…

I barely used him in previous games but I always liked the character design. Been using him a lot in KOFXII.

  • 6B is annoying cause homes in on them and does chip damage on block. Once this annoys them enough they will often try to hop or jump to get in.
  • against hops and hyper hops 6A is a great anti air, though low damage. Once they realize hops aren’t getting them in they will turn to normal jumps and super jumps to go over 6A
  • against normal jumps and super jumps 2C can be used on reaction and will often hit on coutnerhit because they try to attack from the air. if you land it on counterhit you can do 236B > 5D (hits) > 236B > pressure/mixup

also i was checking charged C+D pressure and if it’s blocked or hit at mid screen u can 2B, 2A, A, DM or 2A, A, 2A, A, 6B… reason i stick with 2B is because if a charged C+D connects at mid screen u can’t combo into heavy attacks…

also more on cross-ups with him… this is really tricky… since he recovers soo fast from qcf+B …i think this is his best cross-up setup… if u r close to ur opponent and u do 2B, 2A xx qcf+B and cancel the qcf+B really fast u will cross-up ur opponent… but if u cancel the qcf+B a little slower then u won’t cross-up… the cross-up is really hard to tell… and u can combo right after…

also mid-air 6B combos with 6A from like miles away…

I’m iffy on Duo Lon’s CD pressure game, mostly because the only good way to use it outside of 2B or 2A strings is from 5D. 2D pushes out too far, 2C has to be in really close (and even then, CD doesn’t always connect on block), and 5C / 6D doesn’t even work.

If you try to pressure with poke strings up close, who’s to say they won’t retaliate with a poke string of their own? And even if you decide to roll to their opposite side, they can still poke you during your recovery frames.

236B/D seems to be only good as a follow up after (ch)2C.

Well poke strings should always end in f + A if anything, pushes you back far enough. Never f + B since it keeps you neutral, it’s very safe at close range blocked outside. Also mix it up with qcb + B/D to get safe again.

I tend to get in, combo/poke. After I poke I run away and start annoying them with f + B on the ground with a mix-up of F + A, then cr. C for AA.

That’s so interesting that you play a rush-down game with Duo Lon. I don’t really feel like he’s all that great at that, so I tend to play a more turtle-style approach now.

And 6B keeps you neutral during poke strings? IIRC, 2D>6B pushes you hella far back…not that it’s useful or anything :rofl:

ya i stopped using roll cancel cause the recovery is slow… that’s why i posted the qcf+B mix-up above… the trick i think is not to become predictable… like different variations of tele cancel can be…

2A xx qcf+B cross-up
2B, 2A xx qcf+B cross-up or not
2B, 2B, 2A xx qcf+B
2B, 2A, A, 6A xx qcf+B
2A, A, 2A, A, 6A xx qcf+B
D_2C xx qcf+B
D, C+D xx qcf+B

and mix in a charged C+D somewhere… u know just be unpredictable with the teleport and instead of doing it all the time stop a string randomly and jump in or jump back… or teleport back… or just do 6A or 6B ender and see what screws with ur opponent’s head and what works on who…

Soundatron made me second guess myself, so I played around with 6B and 6A with a friend.

It turns out that 6A pushes away only when the opponent is in the corner, no where else. 6B pushes out really far outside of the corner, but you don’t budge an inch if you use it when the opponent is in the corner.

A 6A poke into 236B/D will still lose out to pokes. You can’t even 4CD them in time. Terrible.

Overall, 6A is a much better poke string ender inside and outside of the corner than 6B. It recovers faster, can be cancelled into 236 or 214 B/D for maneuverability, and at the very least beats out short hops. You can anticipate a hop in by baiting 6A>236B into 2C>236B etc.

I did notice that (in corner)2B, 2A, 6B is a pretty good bait tool for 5C>236Cx2 or 5D>CD follow ups if they don’t know what to do after you train them not to jump. But yeah, 6A is much better than 6B for the moment for me.

I dont really rush down, more of a hit-n-run style.

BTW, what’s a good CC if you have no bar, all I’m doing is C, qcf+C x2, teleport (D), st. C, qcf+C x2.

Got anything better?

a really easy one without meter is C, qcf+C, C, qcf+C, 6D, C, qcf+C, qcf+C… does decent damage… i seem to screw up hop links in the middle of a CC… so the ones i use are…

without meter…

mid screen C, qcf+C, C, qcf+C, 6D, D, C+D xx qcf+B, 6D = 391 dmg
corner 6B, 6B, 6D, charged C+D xx qcf+B, C, qcf+C, qcf+C, qcf+B, 6D = 398 dmg

with meter…

mid screen C, qcf+C, C, qcf+C, 6D, D, C+D xx DM = 489 dmg
corner 6B, 6B, 6D, charged C+D xx qcf+B, C, qcf+C, qcf+C, qcf+B, DM = 496 dmg

and for FLASH…

C, qcf+C, qcf+C, qcf+D, D xx qcf+D, D xx qcf+D, DM thanks to DG

so me and my friend were playing yesterday and found out that 6A goes right through a running opponent(literally, it goes through their chest). It’s not that big of a deal b/c I sure you could just 6B them instead to stop them but just a heads up so you know and won’t eat a free combo for trying it.

Yes this is nothing really new. Still my favorite is full-screen “Haouh-Sho-Koh-” stuffed. :r: + :snkb: never fails. Don’t forget it chips :smiley:

I found those recently.
Without Super
With Super

Critical Counter:

Corner / CC, f+B, f+B, f+B, f+D, D, CD, qcf+B, f+D = 425
Corner / CC, f+B, f+B, f+B, f+D, D, CD, Super = 528
(Really simple to do)

And some numbers :

c.B, c.B, A, f+B = 131
c.B, c.B, A, Super = 268 (Easy if you do qcb+A, and hit confirm with Hcf+P when the A hit.)

j.C, D, CD, qcf+B, f+D = 264
j.C, D, CD, Super = 366

D (CH), CD (max), qcf+B, Hop B, C, qcf+C, qcf+C, qcf+B, c.A = 357
D (CH), CD (max), qcf+B, Hop B, D, CD, super = 449

Corner / D (CH), CD (max), qcf+B, C, qcf+C, qcf+C, qcf+B, super = 465

I need some good corner combo without meter… :sweat:

just do D, C+D, qcf+B, D(close), qcf+B

it’s the same as the midscreen CD combo, just you use close D instead of f.D…since you can command dash after it just makes the combo better since you can set-up mix-up/reset after

edit: fixed

all those C are D’s right? cause Duo doesnt have a f.C nor can he do C xx qcf+B…

replace everywhere he says C with D and it makes sense :slight_smile: (other than the C+D command which is correct)

yeah, sorry…with almost every other character I use C as a main combo attack, so it was just out of habit

also note that you can qcf.D after the D reset into a throw, course you can also qcf.B into throw but you’ll have to wait a bit or the throw will whiff, which telegraph’s the throw a bit

Been using Duo Lon a bit more lately and messing with random stuff in and out of the corner. Still haven’t found any charged CD resets unfortunately, but I did a somewhat new combo in the corner and made a new discovery.

5D, CD, 6A.

Really stupid, I know lol.

But the cool thing I found was that sometimes when I screwed up the combo with a fully charged CD, I could cancel out of it into 6A. You can’t do it too early and you can’t cancel it too late, so there seems to be a specific “time” when you can cancel a fully charged CD move.

The great thing is that when you cancel charged CD into 6A, if you land a hit you can immediately cancel into his 2141236C super and score some nice damage (or just cancel it into 236B/D warps). Either way, this was an entirely new find for KoF, and something that works with all the characters.

I also play Leona, and she was able to cancel her CD into 214B/D, although it’s terribly hard to do.

I wonder if there’s any other moves Duo Lon can cancel into that would make him more effective for pressure? Perhaps 5C?