Skullgirls/Double/Team Building: Difference between revisions
< Skullgirls | Double
Jump to navigation
Jump to search
(New subnav) |
(move assists to main page) |
||
Line 1: | Line 1: | ||
{{SG Character Subnav|char=Double|short=dub|sub=1}} | {{SG Character Subnav|char=Double|short=dub|sub=1}} | ||
==Assists this character especially benefits from== | ==Assists this character especially benefits from== |
Revision as of 09:42, 12 August 2022
Assists this character especially benefits from
- A fast assist combined with Flesh Step can set up crossups
- Some assists can make TK barrel safe on block, turning it into a usable overhead option
DHCs
- Catheads is one of the most annoying safe DHCs in the game since it gives Double offensive momentum
- When DHCing from car, it has the added convenience of picking which side it will come out on. If you are ending a combo by DHCing from car, picking the right direction can usually give the next character the corner
- With a DHC that grants a combo, car can be used as a damaging full screen punish against zoners
- Puddle is a very flexible DHC for combos
- DHCing from puddle leaves it on the screen for the next character to use, although the timer is shortened.
Meter management
- Catheads on point costs 2 bars, but it is useful for chipping the opponent out, or safely continuing your offensive momentum
- She needs 1 bar for puddle to combo off her meterless reversal (L Bomber)
External Links