Skullgirls/Double/Strategy: Difference between revisions
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[http://www.youtube.com/playlist?list=PLgLPYjs8Xw3HMmv9P4FBYYCRo6g7HJ9KP Punishing Double] | [http://www.youtube.com/playlist?list=PLgLPYjs8Xw3HMmv9P4FBYYCRo6g7HJ9KP 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. | |||
<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
- 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.