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Duon: Difference between revisions

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! Move !! Input !! Description !! Side
! Move !! Input !! Description !! Side
|-
|-
| Head Sword Chop || A || Duon bashes its head forward with high speed and immense knockback. It is an [[OHKO]] on Hard or higher difficulties (Very Hard in [[Boss Battles]]), while damage reaches 58%. Knockback can be both vertical and angled,  depending on how it lands; if the player stands on Duon, the hit always lands and has even more OHKO potential. In general this move is swift and unpredictable, but suffers from a very short [[range]]. || Blue
| Head Sword Chop || A || Duon bashes its head forward with high speed and immense knockback. It is an [[OHKO]] on Hard or higher difficulties (excluding [[Boss Battles]]), while damage reaches 58%. Knockback can be both vertical and angled,  depending on how it lands; if the player stands on Duon, the hit always lands and has even more OHKO potential. In general this move is swift and unpredictable, but suffers from a very short [[range]]. || Blue
|-
|-
| Jump Crash || A^ || Duon jumps up high and crashes down, then grinds in place (prevents close-range attacks). The jump goes farther across the field on higher difficulties, which, ironically, makes it easier to avoid. If the player is hit by Duon in the fall, they will sustain enormous vertical knockback with OHKO power on Hard or above (Very Hard in Boss Battles). Damage can reach 62%. If the player stands on Duon during this move, they will be inflicted vertical knockback with guaranteed KO power just before the jump lands, no matter if they don't get hit by the attack. Being hit while midair also drastically increases the OHKO potential, regardless of difficulty. On the contrary, if the player is only hit by the swords when Duon grinds, they will be simply [[meteor smash]]ed and take up to 20% damage. || Both
| Jump Crash || A^ || Duon jumps up high and crashes down, then grinds in place (prevents close-range attacks). The jump goes farther across the field on higher difficulties, which, ironically, makes it easier to avoid. If the player is hit by Duon in the fall, they will sustain enormous vertical knockback with OHKO power on Hard or above (excluding Boss Battles). Damage can reach 62%. If the player stands on Duon during this move, they will be inflicted vertical knockback with guaranteed KO power just before the jump lands, no matter if they don't get hit by the attack. Being hit while midair also drastically increases the OHKO potential, regardless of difficulty. On the contrary, if the player is only hit by the swords when Duon grinds, they will be simply [[meteor smash]]ed and take up to 20% damage. || Both
|-
|-
| Vacuum Spin || Av || Duon spins around with a very strong [[vacuum]] effect (although the range is quite short). It is extremely difficult for the player to escape once they have been trapped by the spin. On the higher difficulties (Very Hard in the Subspace Emissary and Intense in Boss Battles), multiple hits chaining will result in an OHKO. If all hits chain on Intense, the move will deal more than 100% damage in around three seconds. It also pushes down the character if below edge, effectively negating many non-tether-based recoveries and dealing a [[meteor smash]] of OHKO power if the player is on the stage's edge or airborne. Also, if the player stands on Duon, they will always be sucked in by the attack, suffering the maximum damage and knockback. || Both
| Vacuum Spin || Av || Duon spins around with a very strong [[vacuum]] effect (although the range is quite short). It is extremely difficult for the player to escape once they have been trapped by the spin. On the higher difficulties (Very Hard in the Subspace Emissary and Intense in Boss Battles), multiple hits chaining will result in an OHKO. If all hits chain on Intense, the move will deal more than 100% damage in around three seconds. It also pushes down the character if below edge, effectively negating many non-tether-based recoveries and dealing a [[meteor smash]] of OHKO power if the player is on the stage's edge or airborne. Also, if the player stands on Duon, they will always be sucked in by the attack, suffering the maximum damage and knockback. || Both
|-
|-
| Sword Blast || A< or A> || Duon readies its arms shaping a cross, then slashes making a large shockwave in front of him. The hit itself deals immense knockback and can OHKO on Hard difficulty and above (or from Very Hard in Boss Battles). Damage is extremely high: a huge 85% on Intense; however, the slash itself has a very low range. The red shockwave inflicts very high knockback, KOing most or all characters below 20% on Intense (but not OHKOing) and dealing up to 40%. In Boss Battles it can still KO below 40% on the same difficulty. Its hitbox is also very large.|| Blue
| Sword Blast || A< or A> || Duon readies its arms shaping a cross, then slashes making a large shockwave in front of him. The hit itself deals immense knockback and can OHKO on Hard difficulty and above (or from Very Hard in Boss Battles). Damage is extremely high: a huge 85% on Intense; however, the slash itself has a very low range. The red shockwave inflicts very high knockback, KOing most or all characters below 20% on Intense (but not OHKOing) and dealing up to 40%. In Boss Battles, it won't KO until noticeably later, but is still powerful. Its hitbox is also very large.|| Blue
|-
|-
| Mines || B || Duon launches several mines in the air. These can be detonated (but won't hurt Duon) with vertical-based attacks, such as {{SSBB|Pikachu}}’s [[Thunder]] or a chucked item. It is always followed by a "shared attack". The mines are quite difficult to avoid, despite being slow, but they are also one of Duon’s weakest attacks, KOing at relatively high percentuals (over 100% on the lower difficulties and around 75% on Intense). Knockback is perfectly vertical, while damage reaches around 30% for each hit on Intense. || Blue
| Mines || B || Duon launches several mines in the air. These can be detonated (but won't hurt Duon) with vertical-based attacks, such as {{SSBB|Pikachu}}’s [[Thunder]] or a chucked item. It is always followed by a "shared attack". The mines are quite difficult to avoid, despite being slow, but they are also one of Duon’s weakest attacks, KOing at relatively high percentages (over 100% on the lower difficulties and around 75% on Intense). Knockback is perfectly vertical, while damage reaches around 30% for each hit on Intense. The higher the difficulty, the more mines are launched. || Blue
|-
|-
| Homing Missiles || B^ || Duon moves its non-weapon arm back to shoot four homing missiles. The missiles can be directed to hit Duon itself, inflicting very high damage (although on higher difficulties it becomes progressively smaller). On lower difficulties in Boss Battles, all four missiles redirected to Duon can nearly KO the boss (or anyway reduce its health of at least 75%). The missiles can be detonated with vertical-ranged attacks or thrown items. They can damage Duon even if the explosion hits it (will also detonate on contact with Duon). It is always followed by a "shared attack". The missiles are very powerful, inflicting up to 30% with enough power to KO under 50% on Intense difficulty. All four missiles exploding together at the same time results in an invariable OHKO on Intense, also it instantly deals 120% damage. || Pink
| Homing Missiles || B^ || Duon moves its non-weapon arm back to shoot four homing missiles. The missiles can be directed to hit Duon itself, inflicting very high damage (although on higher difficulties it becomes progressively smaller). On lower difficulties in Boss Battles, all four missiles redirected to Duon can nearly KO the boss (or anyway reduce its health of at least 75%). The missiles can be detonated with vertical-ranged attacks or thrown items. They can damage Duon even if the explosion hits it (will also detonate on contact with Duon). It is always followed by a "shared attack". The missiles are very powerful, inflicting up to 30% with enough power to KO under 50% on Intense difficulty. All four missiles exploding together at the same time results in an invariable OHKO on Intense, also it instantly deals 120% damage. The higher the difficulty, the more accurate the homing is. || Pink
|-
|-
| Blue Bolts || Bv || Duon's head glows, and then shoots three strong blue bolts that will pierce though everything (including the field and Duon, but it doesn't hurt himself) except {{SSBB|Pit}}'s [[Mirror Shield]]. At higher difficulties, they will break shields leaving the player unharmed, so dodging is far preferable, although difficult. They cannot be reflected or absorbed. Touching the blue sphere on Duon's head deals very high vertical knockback and is an OHKO on Intense, dealing up to 48%. The beams themselves are extremely powerful, being able to KO around 30% and inflicting high damages (up to 35%). The beams' high speed and piercing ability, as well as the unpredictable beginning, make this attack extremely dangerous. || Pink
| Blue Bolts || Bv || Duon's head glows, and then shoots three strong blue bolts that will pierce though everything (including the field and Duon, but it doesn't hurt himself) except {{SSBB|Pit}}'s [[Mirror Shield]]. At higher difficulties, they will break shields leaving the player unharmed, so dodging is far preferable, although difficult. They cannot be reflected or absorbed. Touching the blue sphere on Duon's head deals very high vertical knockback and is an OHKO on Intense, dealing up to 48%. The beams themselves are extremely powerful, being able to KO around 30% and inflicting high damages (up to 35%). The beams' high speed and piercing ability, as well as the unpredictable beginning, make this attack extremely dangerous. || Pink
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| Ground Pink Shots || B> || Duon shoots pink lasers at the ground in the front. These lasers can be reflected or absorbed. Each laser projectile (around twelve shots in a row) deals up to 30% and KOs around 60%. This attack can be quite difficult to avoid on the higher difficulties. || Pink
| Ground Pink Shots || B> || Duon shoots pink lasers at the ground in the front. These lasers can be reflected or absorbed. Each laser projectile (around twelve shots in a row) deals up to 30% and KOs around 60%. This attack can be quite difficult to avoid on the higher difficulties. || Pink
|-
|-
| Charge || L or R || Duon charges forward quickly. Wheels do damage while tilted after dash (max 18%). On Very Hard difficulty (Intense in Boss Battles) it is an OHKO move, while damage can reach 50%. Knockback can be either vertical or angled, depending on how Duon lands and on what part of his body hits the player. It is possible to be hit only by side by touching Duon's head, which deals less damage (max 20%) and decent spiked knockback, KOing around 70%. It might be used several times in a row with little pause in between, especially when Duon has low [[health]]. || Both
| Charge || L or R || Duon charges forward quickly. Wheels do damage while tilted after dash (max 18%). On Very Hard difficulty (excluding Boss Battles) it is an OHKO move, while damage can reach 50%. Knockback can be either vertical or angled, depending on how Duon lands and on what part of his body hits the player. It is possible to be hit only by side by touching Duon's head, which deals less damage (max 20%) and decent spiked knockback, KOing around 70%. It might be used several times in a row with little pause in between, especially when Duon has low [[health]]. || Both
|-
|-
| Spin || Unusable || Duon turns around, switching active sides and dealing damage. Used after Mines or Missiles. The hit inflicts up to 18% and has decent knockback, enough to KO at 70%. || Both
| Spin || Unusable || Duon turns around, switching active sides and dealing damage. Used after Mines or Missiles. The hit inflicts up to 18% and has decent knockback, enough to KO at 70%. || Both

Revision as of 13:42, February 9, 2021

This article is about the Subspace boss. For the Australian smasher, see Smasher:Duon.
Duon
Duon.jpg
SubspaceSymbol.svg
A boss in Brawl
Universe Super Smash Bros.

Duon (デュオン, Duon) is the sixth boss encountered in The Subspace Emissary. He doesn't hail from any particular series, and is unique to Super Smash Bros. Brawl. He is created by several Shadow Bugs that have gathered in a single, very powerful being.

His name is derived from the Latin word duo, a word meaning twosome, or a group of two, alluding to his two-faced design.

Boss description

Duon is a two-sided robot on one set of wheels; one half is pink and has a head cannon and two arm cannons, and the other half is blue with two arm swords and a curved blade on his head. Both sides have shoulder exhaust pipes which rockets (pink side) or mines (blue side) can be fired from (though these can also be fired from the arm cannons). He rotates 180 degrees to change his attack strategy. The wheels he pivots on are the Yin and Yang symbols from Chinese belief, symbolizing balance and juxtaposition of two forces. There is an invisible platform between Duon's two halves, making Duon one of only two bosses that a character can actually stand on, the other being Porky Minch.

Role in The Subspace Emissary

After Snake, Lucario, and Meta Knight kick all the Mr. Game & Watches out of the Halberd's control room, they fall to the bridge and dissolve into Shadow Bugs, which form into Duon, a last resort to defend the Halberd. The monster is confronted by Snake, Lucario, Fox, Zelda/Sheik, Peach, and Falco (Meta Knight stays behind to retake his ship and does not take part in the fight). The boss battle makes up the entirety of the Battleship Halberd Bridge level. After Duon is defeated, it dissolves into Shadow Bugs and leaves behind the trophy of Mr. Game & Watch.

Duon later reappears in The Great Maze and is refought by the playable characters.

Moveset

Like all bosses Duon is controllable with hacks in Boss Battles Mode. The start button self-destructs any boss. Several of its moves gain OHKO power on the higher difficulties, usually Hard or above, and higher in Boss Battles.

Move Input Description Side
Head Sword Chop A Duon bashes its head forward with high speed and immense knockback. It is an OHKO on Hard or higher difficulties (excluding Boss Battles), while damage reaches 58%. Knockback can be both vertical and angled, depending on how it lands; if the player stands on Duon, the hit always lands and has even more OHKO potential. In general this move is swift and unpredictable, but suffers from a very short range. Blue
Jump Crash A^ Duon jumps up high and crashes down, then grinds in place (prevents close-range attacks). The jump goes farther across the field on higher difficulties, which, ironically, makes it easier to avoid. If the player is hit by Duon in the fall, they will sustain enormous vertical knockback with OHKO power on Hard or above (excluding Boss Battles). Damage can reach 62%. If the player stands on Duon during this move, they will be inflicted vertical knockback with guaranteed KO power just before the jump lands, no matter if they don't get hit by the attack. Being hit while midair also drastically increases the OHKO potential, regardless of difficulty. On the contrary, if the player is only hit by the swords when Duon grinds, they will be simply meteor smashed and take up to 20% damage. Both
Vacuum Spin Av Duon spins around with a very strong vacuum effect (although the range is quite short). It is extremely difficult for the player to escape once they have been trapped by the spin. On the higher difficulties (Very Hard in the Subspace Emissary and Intense in Boss Battles), multiple hits chaining will result in an OHKO. If all hits chain on Intense, the move will deal more than 100% damage in around three seconds. It also pushes down the character if below edge, effectively negating many non-tether-based recoveries and dealing a meteor smash of OHKO power if the player is on the stage's edge or airborne. Also, if the player stands on Duon, they will always be sucked in by the attack, suffering the maximum damage and knockback. Both
Sword Blast A< or A> Duon readies its arms shaping a cross, then slashes making a large shockwave in front of him. The hit itself deals immense knockback and can OHKO on Hard difficulty and above (or from Very Hard in Boss Battles). Damage is extremely high: a huge 85% on Intense; however, the slash itself has a very low range. The red shockwave inflicts very high knockback, KOing most or all characters below 20% on Intense (but not OHKOing) and dealing up to 40%. In Boss Battles, it won't KO until noticeably later, but is still powerful. Its hitbox is also very large. Blue
Mines B Duon launches several mines in the air. These can be detonated (but won't hurt Duon) with vertical-based attacks, such as Pikachu’s Thunder or a chucked item. It is always followed by a "shared attack". The mines are quite difficult to avoid, despite being slow, but they are also one of Duon’s weakest attacks, KOing at relatively high percentages (over 100% on the lower difficulties and around 75% on Intense). Knockback is perfectly vertical, while damage reaches around 30% for each hit on Intense. The higher the difficulty, the more mines are launched. Blue
Homing Missiles B^ Duon moves its non-weapon arm back to shoot four homing missiles. The missiles can be directed to hit Duon itself, inflicting very high damage (although on higher difficulties it becomes progressively smaller). On lower difficulties in Boss Battles, all four missiles redirected to Duon can nearly KO the boss (or anyway reduce its health of at least 75%). The missiles can be detonated with vertical-ranged attacks or thrown items. They can damage Duon even if the explosion hits it (will also detonate on contact with Duon). It is always followed by a "shared attack". The missiles are very powerful, inflicting up to 30% with enough power to KO under 50% on Intense difficulty. All four missiles exploding together at the same time results in an invariable OHKO on Intense, also it instantly deals 120% damage. The higher the difficulty, the more accurate the homing is. Pink
Blue Bolts Bv Duon's head glows, and then shoots three strong blue bolts that will pierce though everything (including the field and Duon, but it doesn't hurt himself) except Pit's Mirror Shield. At higher difficulties, they will break shields leaving the player unharmed, so dodging is far preferable, although difficult. They cannot be reflected or absorbed. Touching the blue sphere on Duon's head deals very high vertical knockback and is an OHKO on Intense, dealing up to 48%. The beams themselves are extremely powerful, being able to KO around 30% and inflicting high damages (up to 35%). The beams' high speed and piercing ability, as well as the unpredictable beginning, make this attack extremely dangerous. Pink
Vertical Pink Shots B< Duon shoots pink lasers with a vertical-spread coverage. Can be reflected or absorbed. It will aim higher and a little back if above or behind Duon. Touching the pearl sphere on Duon's head is an OHKO on Intense, dealing a maximum of 48%. Each laser projectile (around twelve shots in a row) deals up to 30% and KOs around 60%. Pink
Ground Pink Shots B> Duon shoots pink lasers at the ground in the front. These lasers can be reflected or absorbed. Each laser projectile (around twelve shots in a row) deals up to 30% and KOs around 60%. This attack can be quite difficult to avoid on the higher difficulties. Pink
Charge L or R Duon charges forward quickly. Wheels do damage while tilted after dash (max 18%). On Very Hard difficulty (excluding Boss Battles) it is an OHKO move, while damage can reach 50%. Knockback can be either vertical or angled, depending on how Duon lands and on what part of his body hits the player. It is possible to be hit only by side by touching Duon's head, which deals less damage (max 20%) and decent spiked knockback, KOing around 70%. It might be used several times in a row with little pause in between, especially when Duon has low health. Both
Spin Unusable Duon turns around, switching active sides and dealing damage. Used after Mines or Missiles. The hit inflicts up to 18% and has decent knockback, enough to KO at 70%. Both
Triple slash Unusable Duon slowly approaches, and then slashes three times when within range. He will turn around before slashing if the character jumps over him. All the slash chaining can result in an OHKO on Intense difficulty, but only if the last hit lands. Each hit deals up to 14%, except the third that deals the double (max 28%). Also, the first two hits don't deal knockback, while the last inflicts high vertical knockback. This attack can be fast and very difficult to avoid. Blue

HP and damage taken

HP Values Lowest difficulty Below-middle difficulty Middle difficulty Above-middle difficulty Highest difficulty
Battleship Halberd Bridge 339 375 402 447 492
The Great Maze 267.5 297.5 320 357.5 395
Round 1-3 4-6 7-9 1-3 4-6 7-9 1-3 4-6 7-9 1-3 4-6 7-9 1-3 4-6 7-9
Boss Battles 149.8 157.4 164.6 161 170 180 173 183.5 196.5 185 197 213 217 233 257
  Normal Slash Electric Freezing Flame Grass (effect) Water (effect) Darkness Aura (effect) Specials: Direct Specials: Indirect
Damage taken ×1.0 ×0.7 ×1.0 ×1.0 ×1.0 ×0.7 ×1.3 ×1.0 ×1.0 ×1.0 ×0.75

Like all bosses in Brawl, Duon gains an additional ×0.6 damage resistance modifier when fought in co-op mode, effectively gaining 67% more health. This modifier is applied whenever the second player is in-game, and is no longer applied if the second player loses all their stocks.

Trophy

Duon's trophy is obtained by using a Trophy Stand on it during the boss fight.

The Duon trophy in Brawl.
Duon
A robot with two upper bodies sharing one set of wheels. The blue-bodied half uses sword attacks, while the pink one uses lasers from his head and arms for offensive power. Whichever side is facing you will attack. Duon also threatens with homing missiles and the blade on top of the blue half.
Wii: Super Smash Bros. Brawl

Spirit

No. Image Name Type Class Slots Base Power Max Power Base Attack Max Attack Base Defense Max Defense Ability Series
1,099
SSBU spirit Duon.png
Duon
Attack
★★ 2 1711 6865 924 3707 787 3158 No Effect Super Smash Bros. Series

Moveset gallery

Trivia

  • Duon is the only boss that can hurt himself without the aid of items or a reflector.
  • It is possible to stand on Duon, between the two heads, although it only increases the chances to be KOed by any attack. Also, standing during Jump Crash always ends in an OHKO.
  • During Duon's battle, a Trophy Stand is very hard to obtain and requires very good timing to throw it. Duon also quite commonly pushes the Trophy Stand off the stage if it is not grabbed quick enough, making his capture even more difficult.
  • Sonic's Homing Attack will always home in on Duon's pink side.
  • The word "DUON" is hidden on his wheels. This can be more closely seen when examined as a trophy.
  • Duon shares a resemblance to bosses from other series represented in Smash.
    • The missiles that are fired out can be redirected to hit Duon, similar to Dr. Eggman's robot in The Doomsday Zone in Sonic & Knuckles.
    • Even though the color is different, the shockwaves that Duon fires out are similar to Dark Meta Knight's shockwave attacks in Kirby & The Amazing Mirror.
  • Duon has 8 potential OHKO attacks, exactly as Galleom and Rayquaza and behind the only Tabuu, with a huge 14.
  • If Duon is defeated while not attacking, it will use Vacuum Spin as his body becomes smaller before vanishing. Although the attack can KO the player and even OHKO on the higher difficulties, it will never truly KO since the battle is already won when the hitboxes land. However, in Boss Battles it can still inflict very high damage even after the player won.