Skullgirls/Double/Strategy: Difference between revisions

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__TOC__
{{SG Character Subnav|char=Double|short=dub|sub=1}}
{{NavigationSub-SG}}
==Strategy==
==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==
==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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