Skullgirls/Double/Strategy: Difference between revisions

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__TOC__
{{SG Character Subnav|char=Double|short=dub|sub=1}}
{{NavigationSub-SG}}
==Strategy==
==Strategy==
<span style="color:#FF0000">TODO: organize the info below cohesively</span>
===Important Moves===
;5HP
* Cancel into 236P to negate the lingering hurtbox
* Easy to combo into from her magic series chains, so you can choose to end your combos in a sliding knockdown for oki as long as OTG wasn't spent in the combo. Canceling 5HP into two subsequent Flesh Steps and throwing out a jHK is a safejump that will put Double point blank with a meaty projectile for oki.


;Tag
* '''2LK''' - Fast, long range low poke that is plus on block. Also moves double's collision box forward, which allows for visually ambiguous crossunders.
* Very risky outside of a combo, unless you can hit out of it
* '''2HP''' - Fast, long range heavy that also acts as an anti-air and can be hitconfirmed into Clide for a fullcombo with OTG or assist.
* '''5HP''' - An extremely long range heavy poke that is extremely hard to punish on block, but has slow start-up. Also useful as a combo-ender that gives hard knockdown if OTG is saved. 
* '''jLP''' - Very fast air normal with a hitbox that sets up for easy crossups. Also very good at challenging air resets because it shrinks her hurtbox.
* '''jMK''' - Good for travelling from one side of the screen to the other and its disjointed first hit make it an exceptional air-to-air.
* '''jHP''' - Versatile multihit jump-in that confirms into full combos.
* '''jHK''' - Creates space between you and the opponent, and useful to use on the opponent's wakeup.
* '''Throw''' - Double has excellent low/throw setups, as her dash allows her to cover a short distance very quickly.
* '''Air-throw''' - Double's air-throw is very important when combined with her low/throw game as it punishes opponents that try to stay airborne to avoid low/throw setups. Also an essential part of her air mixup game.
* '''Cilia Slide''' - Command normal that's a sweep double can convert off with an assist, OTG, or meter. Very useful for breaking armor, low profiling under airborne opponents, and even as a mix-up tool with the right setup.
* '''L/H Luger (236P)''' - Great space control tools. L can be thought of as a fireball. H anti-airs and confirms into a full combo.
* Reversals
**  '''L Hornet Bomber (623LK)''' - Meterless fully invulnerable reversal. Full combo on hit with 214KK super cancel. The hitbox will only hit in front of Double as it has no vertical reach.
** '''Car (236PP)''' - Very useful for repositioning the opponent on hit, or double's teammates when combined with a safe dhc. Fully invulnerable until recovery frames, even pre-super flash, and becomes post flash unblockable if you're in the corner and they're point blank.


;214K (Flesh Step)
===Meter management===
* Use for assist crossups
* 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)
;236P (Luger)
* Incredible anti air tool that can net you a combo
* {{NotationIcon-SG|LP}} - It can be crouched under, but will catch moves that aren't low profile and air moves at IAD height. If it hits an air opponent, it knocks down and a conversion is usually possible by dashing and picking up OTG. Especially useful against characters with big hurtboxes, since it's harder for them to jump over.
* {{NotationIcon-SG|MP}} - Hits people on the ground where they could avoid the LP version
* {{NotationIcon-SG|HP}} - Reaches a space very high in front of Double
 
;4LK+HK (Slide)
* Used to confirm off of 2HP, and in more damaging combo routes that side swap. (... 2HP Clide, dash 5LK ...)
* Because of its forward movement and active frames, it can be used to trip guard people landing from a jump normal
 
;236PP (Car)
* This full invulnerability makes this one of the best supers in the game for winning a DHC war (where both players DHC to try and beat the opponent's supers).
* The only way to beat this attack aside from punishing its recovery is with Valentine's counter super.
* Since it can hit from either side of the screen, it can be used to punish from fullscreen away and then go into a DHC. For example, if Peacock is committing to two George bombs, this super can punish her.
* Used as a combo ender on point when it will kill, or to DHC into another character. Since you can choose the direction, you can get back the corner if you didn't have it already as long as you're close to either side of the screen.
** You can also DHC after the car passes through the opponent for a side switch.
* It will only work as a reversal if you are in the corner and the opponent is right in your face. Otherwise, there is travel time and the opponent can avoid it by cancelling into an ivincible attack.
 
;214KK (Puddle / Monster)
* Used primarily to convert off of L Bomber, or as a DHC for conversions. Outside of combos, it's used to trap the opponent in the corner, or to set up tricky incoming mixups. Lastly, it can be used to make fridge safe on block.
* Convert easily using H Luger. A better conversion is 2MP, but it's more difficult to time.
* The opponent can whiff a move over the top of the puddle to trigger it without being grabbed, as long as the move retracts its hurtbox quickly enough.
 
;236KK (Catheads)
* Used on point to extend pressure and keep your turn. As a DHC, it's amazing since it allows you to keep your turn as long as the super you're DHCing from is blocked.
* Although you get your turn, it can be hard to open up the opponent since Double has no quick overhead from the ground. However, jumping and mixing up between a low jLP and 2LK can be effective. Using Flesh Step will not work as a crossup if they're in continuous blockstun due to crossup protection from blockstun. However, if they pushblock, it's possible to crossup since they exit blockstun. In this case you can delay the cathead's attacks before attempting a Flesh Step crossup or low/throw mixup.
* Useful as a DHC in optimal combos. Can potentially do more damage than car for the same meter cost if you can get enough hits in and/or use any remaining undizzy effectively.
 
;214PP (Level 3)
* A combo ender for lots of damage. Using this as a reversal works, but is extremely risky. It's very punishable, costs a lot of meter, and you can't convert into a full combo unless you spend even more meter to DHC.
 
;22KK (Level 5)
* The most damaging super in the game if you can hit them with a lot of projectiles and the explosion. Can ToD in 3v3 with a 2LK starter.
* Methods for comboing the projectiles together:
** Just mash all 6 buttons (simple but inconsistent)
** LP+MK+HK in rhythm
** https://youtu.be/hie0TlMxcBk
* Technically this is an air reversal option. Using this move in the air hits overhead and adds an initial hit and active frames as Double falls to the ground. This doesn't affect the number of invulnerable frames. It's easy to mash this super while being comboed, and your opponent can't mess up your input by crossing you up.


==Counterplay==
==Counterplay==
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[http://www.youtube.com/playlist?list=PLgLPYjs8Xw3HMmv9P4FBYYCRo6g7HJ9KP Punishing Double]
[http://www.youtube.com/playlist?list=PLgLPYjs8Xw3HMmv9P4FBYYCRo6g7HJ9KP Punishing Double]


;Guarding against low / throw mixups
;Catheads DHC


[https://youtu.be/Xp7bGqaxWG0 Low throw mix-up and you!]
This DHC lets them keep their turn after a blocked reversal for only 2 bars. Catheads costs 2 bars on its own, but the timer is half as long as normal when used as a DHC.
 
;Catheads DHC


This technique is extremely strong since if Double is next in line on the team, the player gets to keep their turn after a blocked reversal for only 2 bars, when catheads costs 2 bars on its own.
* The Catheads super has a significant recovery period
** Alpha counter to punish the recovery
** If they didn't make you block before the DHC, can punish with a fast button or special/super cancel.
* At far range, you can PBGC and jump away. If you chicken blocked and your character has air options, you can stall for time as the catheads timer depletes.
* At close range, Double gets a few moments to try mixups. She can flesh step past you to cross you up, jump over you to cross you up, attempt a Barrel overhead, or delay the cats and throw. You can't be crossed up while in blockstun, so Double has to delay the head attacks a bit to go for a crossup. Because pushblocking will end with you returning to neutral, you may open yourself up to crossups if you pushblock, so it's not recommended, unless you are trying to PBGC into a reversal or movement.


* If you do have to block it, it's not the end of the world. Double gets momentum but she has limited options for opening you up.
** First of all, if Double is not in range to attack you herself when catheads are summoned, you can PBGC and jump away. If you end up blocking the heads in the air, Double can't perform any ground mixups on you. If your character has air options, you can potentially stall for time as the catheads timer depletes.
** If you're in range where Flesh Step crosses up, it becomes riskier to pushblock and jump since now you're in range for Double to threaten you. Pushblocking the heads does push Double away too, but the multiple, consecutive hits from the attacks typically keeps her in place. In this situation, there's something very important to realize: '''if you're in blockstun, you cannot be crossed up'''. This means that if you are in continuous blockstun from the heads and Double crosses you up with Flesh Step, you don't have to block crossup, as long as you are in continuous blockstun. The only time you have to be aware of the crossup is if you pushblock (since you exit blockstun once your pushblock animation completes), or if Double delays the head's attacks, bringing you out of blockstun for a brief moment. However, that delay will give you more of a visual cue to react. Considering all of this, the core mixup Double has available to her is to delay the head's attacks and do a low / throw mixup, or Flesh Step crossup.  Pay attention to when Double delays the heads. If Double dashes at you, fuzzy jump the low / throw. If not, watch for the flesh step.
* If you think the opponent will fish for a reversal into catheads DHC, you have some options to prevent it altogether. The key here is that '''catheads super has significant recovery before Double can start attacking with the heads'''. Some characters have moves that are fast enough or invulnerable long enough that they can hit Double out of this recovery. This will also depend on the move and how much blockstun the point character inflicts before they DHC. Pushblocking before the DHC can help with this. Otherwise, if you can make the reversal whiff before they DHC, you have a window of opportunity to hit Double out of the recovery of catheads regardless. How you can make the point's reversal whiff depends on the matchup and the specific reversal they will use. The other method is using alpha counters, which works even if you block the point's reversal. It will depend on which assists you have, but if you are in blockstun as the catheads DHC occurs, you can alpha counter and hit Double out of the recovery of catheads. Set up the dummy to safe DHC using catheads in training mode and see if your team has any alpha counter options that work against it.
<youtube>TRQ8GzUM6fw</youtube>
<youtube>TRQ8GzUM6fw</youtube>
<youtube>W7Y3IkKiCfE</youtube>
<youtube>W7Y3IkKiCfE</youtube>

Latest revision as of 20:42, 1 September 2022

Strategy

Important Moves

  • 2LK - Fast, long range low poke that is plus on block. Also moves double's collision box forward, which allows for visually ambiguous crossunders.
  • 2HP - Fast, long range heavy that also acts as an anti-air and can be hitconfirmed into Clide for a fullcombo with OTG or assist.
  • 5HP - An extremely long range heavy poke that is extremely hard to punish on block, but has slow start-up. Also useful as a combo-ender that gives hard knockdown if OTG is saved.
  • jLP - Very fast air normal with a hitbox that sets up for easy crossups. Also very good at challenging air resets because it shrinks her hurtbox.
  • jMK - Good for travelling from one side of the screen to the other and its disjointed first hit make it an exceptional air-to-air.
  • jHP - Versatile multihit jump-in that confirms into full combos.
  • jHK - Creates space between you and the opponent, and useful to use on the opponent's wakeup.
  • Throw - Double has excellent low/throw setups, as her dash allows her to cover a short distance very quickly.
  • Air-throw - Double's air-throw is very important when combined with her low/throw game as it punishes opponents that try to stay airborne to avoid low/throw setups. Also an essential part of her air mixup game.
  • Cilia Slide - Command normal that's a sweep double can convert off with an assist, OTG, or meter. Very useful for breaking armor, low profiling under airborne opponents, and even as a mix-up tool with the right setup.
  • L/H Luger (236P) - Great space control tools. L can be thought of as a fireball. H anti-airs and confirms into a full combo.
  • Reversals
    • L Hornet Bomber (623LK) - Meterless fully invulnerable reversal. Full combo on hit with 214KK super cancel. The hitbox will only hit in front of Double as it has no vertical reach.
    • Car (236PP) - Very useful for repositioning the opponent on hit, or double's teammates when combined with a safe dhc. Fully invulnerable until recovery frames, even pre-super flash, and becomes post flash unblockable if you're in the corner and they're point blank.

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)

Counterplay

Playlist

Punishing Double

Catheads DHC

This DHC lets them keep their turn after a blocked reversal for only 2 bars. Catheads costs 2 bars on its own, but the timer is half as long as normal when used as a DHC.

  • The Catheads super has a significant recovery period
    • Alpha counter to punish the recovery
    • If they didn't make you block before the DHC, can punish with a fast button or special/super cancel.
  • At far range, you can PBGC and jump away. If you chicken blocked and your character has air options, you can stall for time as the catheads timer depletes.
  • At close range, Double gets a few moments to try mixups. She can flesh step past you to cross you up, jump over you to cross you up, attempt a Barrel overhead, or delay the cats and throw. You can't be crossed up while in blockstun, so Double has to delay the head attacks a bit to go for a crossup. Because pushblocking will end with you returning to neutral, you may open yourself up to crossups if you pushblock, so it's not recommended, unless you are trying to PBGC into a reversal or movement.


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