Skullgirls/Double: Difference between revisions
(→Basics) |
m (made a change consistent with notation on jHK) |
||
(62 intermediate revisions by 18 users not shown) | |||
Line 1: | Line 1: | ||
{{SG Character Intro|char=Double|short=dbl|content= | |||
==Story== | ==Story== | ||
Double’s origins are a complete mystery. Seemingly without a will or motive of its own, this formless monster aids the Skullgirl. | Double’s origins are a complete mystery. Seemingly without a will or motive of its own, this formless monster aids the Skullgirl. | ||
Line 7: | Line 5: | ||
Double is capable of transforming its nightmarish form into that of any person, but often appears as a smiling nun. It can frequently be found in the Grand Cathedral of the Divine Trinity, listening to confessions and attending to the catacombs beneath. | Double is capable of transforming its nightmarish form into that of any person, but often appears as a smiling nun. It can frequently be found in the Grand Cathedral of the Divine Trinity, listening to confessions and attending to the catacombs beneath. | ||
== | ==Overview== | ||
Double is a jack of all trades character whose moves borrow animations from other characters in the cast. Many of them have different properties than their original, and their uses are re-contextualized by belonging to a different character with a different kit. She also has some choice assists and a safe DHC that actually puts the momentum in her favor. | Double is a jack of all trades character whose moves borrow animations from other characters in the cast. Many of them have different properties than their original, and their uses are re-contextualized by belonging to a different character with a different kit. She also has some choice assists and a safe DHC that actually puts the momentum in her favor. | ||
* '''Playstyle''': Double's toolkit is very versatile and suited for either rushdown or turtling. Her double jump paired her varied air normals lets her play a slow paced game and out-maneuver opponents in the air | * '''Playstyle''': Double's toolkit is very versatile and suited for either rushdown or turtling. Her double jump paired with her varied air normals lets her play a slow paced game and out-maneuver opponents in the air, and jHP poses a threat as long as she's above her opponent. Her Lugers (236P) allow her to control a good amount of space from the ground, and is often able to convert into a combo. She has a great ground game as well: 2HP is both a ground poke and frame trap tool, 5HP is a slower long range poke that causes sliding knockdown, and her forward dash is quick and covers a large distance. | ||
* '''Mixup''': Double doesn't have a grounded | * '''Mixup''': Double doesn't have a grounded or IAD overhead option like much of the cast. Instead, she leverages her long 2LK to keep opponents honest and create opportunities to open them up with her amazing throw range. Coupled with her quick forward dash, she has some of the best low/throw pressure in the game. After she lands a hit or throw, she has an extremely simple and flexible left/right air vortex that allows for air throws and burst baits while also being incredibly easy to loop back into. Last but not least, Flesh Step is a powerful crossup tool when combined with an assist. | ||
* '''Team Synergy''': While Double is a strong character on her own, | * '''Team Synergy''': While Double is a strong character on her own, she is unrivaled in terms of team support. Double has access to 2 different safe DHCs: Catheads (236KK) for immediate overwhelming pressure or Beast of Gehenna (214KK) for laying down a safe but strong trap. She also has a very versatile super with Bandwagon Rushdown (236PP), and very powerful damage output with Nightmare Legion (214PP). She has a DHC super for just about every situation, and no other character can match her versatility or effectiveness in that regard. Combined with her very strong assists in Hornet Bomber (623K) or Cilia Slide (4LKHK), Double can uniquely enable anyone that she is placed on a team with with her plethora of support options. | ||
{{ | {{StrengthsAndWeaknesses | ||
|pros= | | intro =[[file:SG_dbl_icon.png|32px]] '''Double''' is a well-rounded character that boasts a lot of strong options to synergize with teams, as well as a versatile kit when on her own. | ||
* | | pros = | ||
*'''Versatile Moveset''': Double's toolset is incredibly intuitive and balanced, including a meterless DP, a fireball, and solid normals. | |||
*'''Strong Assists''': Cilia Slide and all three versions of Hornet Bomber are great assists that fill multiple roles well, meaning she has an assist that'll work for every team. | |||
*'''Fantastic DHCs / Meter Usage''': Double's supers and DHC synergy are absolutely tremendous. Car lets her switch sides if she wants and is fully invulnerable on start-up, Puddle is great for combo extensions or safely DHCing at a distance, and Level 3 is a high damage combo-ender DHC that gives hard knockdown. Furthermore, Catheads is notorious for the sheer amount of options it provides on DHC for just one bar, as it is a safe DHC that allows teammates to get out of unsafe on block situations and continue to pressure the opponent, it allows for a combo extension, and can even be used to chip out low health Characters. | |||
*'''Vortex Ability''': Double, even without an assist, has an abundance of ways to force her opponent which side she will be on when going for a reset. When backed with an assist, her options expand dramatically and is able to setup many cross-up situations when combined with her many different abilities to get behind her opponent or bluff that she will do so. | |||
*'''Neutral Options/ Good Range''': Double has numerous good options for getting a hit on her opponent, whether used defensively or offensively. She has several options for anti-airs, air-to-airs, and long range buttons that all can hitconfirm into a full combo. | |||
| cons = | |||
*'''Tall Standing Hurtbox''': When standing, Double is the tallest character in the game, allowing for opponents to do various fuzzy setups on her. | |||
*'''Horizontal Reversals''': While Double has multiple defensive options her disposal, they all share a lack of vertical reach. | |||
*'''Linear Offense''': Despite having no instant overhead or grounded overhead in a cast with characters full of them, double is generally able to make up for this when backed by an assist that gives her unreactable left/rights. When alone however, she is very reliant on her low/throw and fast-fall setups to get a hit on opponents, making her options straightforward and predictable. | |||
|tablewidth=80 | |||
}} | |||
<br> | |||
<div class="heading" style="text-align: center;">'''Video Overview'''</div> | |||
<div style= "margin: 20px;">{{#ev:youtube|https://youtu.be/QMlK6ZrYVqg||center|||start=5474}}</div> | |||
}} | }} | ||
<br> | |||
==Stats== | ==Stats== | ||
Line 53: | Line 47: | ||
| forwardtech = 39 | | forwardtech = 39 | ||
| backwardtech = 41 | | backwardtech = 41 | ||
| slidingkd = | | slidingkd = 91 | ||
| hardkd = 36 | | hardkd = 36 | ||
| crumple = 33 | | crumple = 33 | ||
Line 60: | Line 54: | ||
| airchain = 5 Buttons: {{NotationIcon-SG|LP}} → {{NotationIcon-SG|LK}} → {{NotationIcon-SG|MP}} → {{NotationIcon-SG|MK}} → {{NotationIcon-SG|HP}} → {{NotationIcon-SG|HK}} | | airchain = 5 Buttons: {{NotationIcon-SG|LP}} → {{NotationIcon-SG|LK}} → {{NotationIcon-SG|MP}} → {{NotationIcon-SG|MK}} → {{NotationIcon-SG|HP}} → {{NotationIcon-SG|HK}} | ||
}} | }} | ||
==Assists== | |||
<gallery style="float:right"> | |||
Image:SG_dbl_dpk.png|500px|'''Hornet Bomber (default assist)''' | |||
Image:SG_dbl_blkhk.png|500px|'''Cilia Slide (4LK+HK)''' | |||
</gallery> | |||
===Hornet Bomber (default assist)=== | |||
The L version is an [[Skullgirls/Team_Building#Invulnerable_DP_assists|invulnerable DP assist]] that travels horizontally across the ground and locks down with two hits. The assist version of this move has a 2 more additional vulnerable startup frames, on top of the standard 3 vulnerable frames on every assist. | |||
The M version is the first default assist choice. It's a three hit [[Skullgirls/Team_Building#Lockdown_assists|lockdown / neutral assist]] that travels a fair distance across the screen in an arc. Some hits will whiff at certain ranges on crouching characters, but the upside to that is the space control the assist provides. | |||
H version is like the M version, but travels all the way to full screen and in a taller arc. | |||
===L Luger Replica (default assist)=== | |||
Horizontal [[Skullgirls/Team_Building#Projectile_.2F_Neutral_assists|projectile assist]]. Knocks down and away on airborne opponents. | |||
===Cilia Slide (4LK+HK)=== | |||
Fast, forward moving [[Skullgirls/Team_Building#Low_assists|low assist]] that is also a sweep and has generous active frames. Sends the opponent backwards on hit, making it easy to combo off of. Great as a low hitting meaty, opening up possibilities for hard to block high/lows. You can also call it in neutral to cover the ground, since it travels forward very quickly. | |||
<br clear=all/> | |||
==Move List== | ==Move List== | ||
Line 91: | Line 104: | ||
* Double's fastest normal | * Double's fastest normal | ||
* Chains into itself once with the same frame data. | * Chains into itself once with the same frame data. | ||
* Used in air crossup resets and to start the last chain of a combo. | |||
}} | }} | ||
Line 117: | Line 131: | ||
| | | | ||
* High profile | * High profile | ||
* Used in combos to convert from H Luger and OTG's in general. | |||
}} | }} | ||
Line 142: | Line 157: | ||
| framedata = [[File:SG_dbl_shp_fd.png|left]]}} | | framedata = [[File:SG_dbl_shp_fd.png|left]]}} | ||
| | | | ||
* Slow, long range poke that causes sliding knockdown. | |||
* Hurtbox lingers after active frames. | * Hurtbox lingers after active frames. | ||
* Cancel into 236P for safety and 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. | |||
}} | }} | ||
Line 212: | Line 230: | ||
| framedata = [[File:SG_dbl_smk2_fd.png|left]]}} | | framedata = [[File:SG_dbl_smk2_fd.png|left]]}} | ||
| | | | ||
* Delaying this move in a combo can help restand airborne opponents | * Delaying this move in a combo can help restand airborne opponents. | ||
* Generally used as an ender/max scaling move in a combo. | |||
* Although 2LK 5MKx2 is a true blockstring, it's suspect to PBGC and has poor block advantage. | * Although 2LK 5MKx2 is a true blockstring, it's suspect to PBGC and has poor block advantage. | ||
}} | }} | ||
Line 239: | Line 258: | ||
| framedata = [[File:SG_dbl_shk_fd.png|left]]}} | | framedata = [[File:SG_dbl_shk_fd.png|left]]}} | ||
| | | | ||
* Double's normal launcher. Simple and effective. | |||
* Lets Double go into her air strings directly, or can be followed up with 236HP to bring the opponent back down. | |||
}} | }} | ||
Line 295: | Line 316: | ||
| | | | ||
* Moves Double forward. | * Moves Double forward. | ||
* Solid amount of active frames, so it can be used to convert from Beast of Gehenna. | |||
* Unable to crossup opponents not already in hitstun. | * Unable to crossup opponents not already in hitstun. | ||
}} | }} | ||
Line 321: | Line 343: | ||
| framedata = [[File:SG_dbl_chp_fd.png|left]]}} | | framedata = [[File:SG_dbl_chp_fd.png|left]]}} | ||
| | | | ||
* Fast startup for a heavy button | * Excellent poke and frame trap tool with low profile, and can even anti-air. Fast startup for a heavy button. Difficult to punish from max range. | ||
* Combo: 2HP > 4LK+HK | * Combo: 2HP > 4LK+HK | ||
* | * Use 2HP xx H Bomber at the end of chains to end combos. Although 5HP does more damage, 2HP is far more consistent. | ||
}} | }} | ||
Line 349: | Line 371: | ||
| framedata = [[File:SG_dbl_clk_fd.png|left]]}} | | framedata = [[File:SG_dbl_clk_fd.png|left]]}} | ||
| | | | ||
* Fast, slightly disjointed low poke with plenty of range and frame advantage. | |||
* Use this to establish Double's low / throw mixup. | |||
* Chain into 2MP or 2MK to hit confirm. | |||
}} | }} | ||
Line 401: | Line 425: | ||
| framedata = [[File:SG_dbl_chk_fd.png|left]]}} | | framedata = [[File:SG_dbl_chk_fd.png|left]]}} | ||
| | | | ||
* It's a sweep. | |||
}} | }} | ||
Line 430: | Line 454: | ||
| | | | ||
* Tied for fastest air normal in the game. | * Tied for fastest air normal in the game. | ||
* | * Has a good crossup hitbox and shrinks Double's hurtbox, which can evade some attacks. | ||
* Use this when you need your fastest air to air, or to disrespect air resets. | |||
}} | }} | ||
Line 456: | Line 481: | ||
| framedata = [[File:SG_dbl_jmp_fd.png|left]]}} | | framedata = [[File:SG_dbl_jmp_fd.png|left]]}} | ||
| | | | ||
* | * Multi-hitting move allowing it to be used to break armour. | ||
* Easy to convert off of, but the multiple hits will scale the combo. | |||
* Can be used for crossups. | |||
}} | }} | ||
Line 482: | Line 509: | ||
| framedata = [[File:SG_dbl_jhp_fd.png|left]]}} | | framedata = [[File:SG_dbl_jhp_fd.png|left]]}} | ||
| | | | ||
* Versatile jump-in. Good hitbox, multi-hit, and can be converted from almost any range using dash 5LP. | |||
* Can chain into jHK to fastfall and land before the 2nd/3rd hits connect. | * Can chain into jHK to fastfall and land before the 2nd/3rd hits connect. | ||
}} | }} | ||
Line 508: | Line 536: | ||
| framedata = [[File:SG_dbl_jlk_fd.png|left]]}} | | framedata = [[File:SG_dbl_jlk_fd.png|left]]}} | ||
| | | | ||
* Disjointed air-to-air. | |||
* Vacuums the opponent towards Double. | * Vacuums the opponent towards Double. | ||
* Useful in burst bait setups due to its vacuum not actively pulling the opponent closer, but rather keeping them in place (Example string: 5HK > back jump (IPS-trigger) jLK). | |||
}} | }} | ||
Line 534: | Line 564: | ||
| framedata = [[File:SG_dbl_jmk_fd.png|left]]}} | | framedata = [[File:SG_dbl_jmk_fd.png|left]]}} | ||
| | | | ||
* Gives Double forward momentum after the first hit. | * Gives Double forward momentum after the first hit, can be used as a movement option to move forward in the air and delay your fall. | ||
* Good air to air with disjointed hitbox on the first hit. | |||
* Second hit pops a grounded opponent into the air. | * Second hit pops a grounded opponent into the air. | ||
Line 581: | Line 612: | ||
* Hits once, then summons a bird projectile, Avery, which has two additional hits and travels straight downward. | * Hits once, then summons a bird projectile, Avery, which has two additional hits and travels straight downward. | ||
* The first hit will pop a grounded opponent into the air. | * The first hit will pop a grounded opponent into the air. | ||
* In neutral, the projectile can allow Double to safely back up and create space. With Avery, the opponent won't be able to chase too closely. | |||
* In combos and resets, this move is essential. There are two ways this move can interact with the opponent: | |||
** All three hits of this move connect and maintain the combo. This leaves the opponent suspended in the air, and enables Double to perform a crossunder left / right by dashing and pressing a button. | |||
*** Example: jLKx3 > jMP(1) > jHK. Then, dash under 5LP. | |||
** The first hit connects, but the followup hits do not immediately connect. This causes the combo to drop, but this can actually benefit Double, as she can perform a left / right with Flesh Step (214K). | |||
*** Example: OTG 5MP 2HP 214K > jLP jMKx2 jHK. Then, land and perform 214K. | |||
* A great way to pressure a cornered opponent, especially on incoming as they have to respect Avery. | |||
}} | }} | ||
Line 608: | Line 646: | ||
| framedata = [[File:SG_dbl_throw_fd.png|left]]}} | | framedata = [[File:SG_dbl_throw_fd.png|left]]}} | ||
| | | | ||
* Double's throw is an essential part of her mixup game, and one of the bigger throws in the game. | |||
* Combo: Throw > 214K > 2MP > etc | * Combo: Throw > 214K > 2MP > etc | ||
}} | }} | ||
Line 634: | Line 673: | ||
| framedata = [[File:SG_dbl_airthrow_fd.png|left]]}} | | framedata = [[File:SG_dbl_airthrow_fd.png|left]]}} | ||
| | | | ||
* Used frequently as a mixup in her air vortex. | |||
* Combo: Air throw > dash > OTG 2MP or 2LK. The latter saves OTG. | * Combo: Air throw > dash > OTG 2MP or 2LK. The latter saves OTG. | ||
}} | }} | ||
Line 663: | Line 703: | ||
* Double will not perform the second hit if she does not get off the screen after the first hit. Trading with the first hit causes a regular knockdown instead of the full ground bounce. | * Double will not perform the second hit if she does not get off the screen after the first hit. Trading with the first hit causes a regular knockdown instead of the full ground bounce. | ||
* Combo: Tag > dash > OTG 2MP or 2LK. The latter saves OTG. | * Combo: Tag > dash > OTG 2MP or 2LK. The latter saves OTG. | ||
* Very risky outside of a combo, unless you can hit out of it. | |||
}} | }} | ||
Line 718: | Line 759: | ||
* Projectile invuln frames 12-27 | * Projectile invuln frames 12-27 | ||
* There is only one version of this move. Which kick button is pressed doesn't change the move. | * There is only one version of this move. Which kick button is pressed doesn't change the move. | ||
* Use for assist and solo crossups. | |||
}} | }} | ||
Line 779: | Line 821: | ||
| framedata = [[File:SG_dbl_qcfhp_fd.png|left]]}} | | framedata = [[File:SG_dbl_qcfhp_fd.png|left]]}} | ||
| | | | ||
* Double fires a gunshot towards the opponent. | |||
* One of her safer moves to end a blockstring with. | |||
* Button pressed determines the trajectory. | * Button pressed determines the trajectory. | ||
* Each version knocks down on air hit, giving a followup combo possibility when used as an anti air. | * Each version knocks down on air hit, giving a followup combo possibility when used as an anti air. | ||
Line 784: | Line 828: | ||
* {{NotationIcon-SG|LP}} | * {{NotationIcon-SG|LP}} | ||
** Travels in a straight, horizontal line. | ** Travels in a straight, horizontal line. | ||
** 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}} | * {{NotationIcon-SG|MP}} | ||
** Travels diagonally towards the ground | ** Travels diagonally towards the ground. | ||
** Useful for hitting crouching opponents, but does not go as far as L. | |||
* {{NotationIcon-SG|HP}} | * {{NotationIcon-SG|HP}} | ||
** Ricochets off the floor and covers the area right above Double. | ** Ricochets off the floor and covers the area right above Double. | ||
** Incredible anti air tool that can net you a combo. | |||
** Second use in a combo won't make the opponent go as high, limiting combo options. | ** Second use in a combo won't make the opponent go as high, limiting combo options. | ||
** Best block advantage of all the Lugers | ** Best block advantage of all the Lugers. | ||
}} | }} | ||
Line 850: | Line 897: | ||
| framedata = [[File:SG_dbl_dphk_fd.png|left]]}} | | framedata = [[File:SG_dbl_dphk_fd.png|left]]}} | ||
| | | | ||
* Double flies across the screen in an arc. The button used determines the size of the arc. The L version has invulnerable startup. Hitboxes for each version are the same | * Double flies across the screen in an arc. The button used determines the size of the arc. The L version has invulnerable startup. Hitboxes for each version are the same. | ||
* {{NotationIcon-SG|LK}} | * {{NotationIcon-SG|LK}} | ||
** Double's main reversal tool | ** Double's main reversal tool. | ||
** Combo by super canceling into 214KK | ** Combo by super canceling into 214KK | ||
** Super canceling with 214KK is -18 on block | ** Super canceling with 214KK is -18 on block | ||
Line 888: | Line 935: | ||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| version = {{NotationIcon-SG|MK}} | | version = {{NotationIcon-SG|MK}} | ||
| guard = {{Property-SG|High}} | | guard = {{Property-SG|High}}, Mid | ||
| properties = - | | properties = - | ||
| dmg = 450, 475 (100, 100) | | dmg = 450, 475 (100, 100) | ||
Line 905: | Line 952: | ||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| version = {{NotationIcon-SG|HK}} | | version = {{NotationIcon-SG|HK}} | ||
| guard = {{Property-SG|High}} | | guard = {{Property-SG|High}}, Mid | ||
| properties = - | | properties = - | ||
| dmg = 550, 650 (100, 200) | | dmg = 550, 650 (100, 200) | ||
Line 933: | Line 980: | ||
* {{NotationIcon-SG|HK}} | * {{NotationIcon-SG|HK}} | ||
** Fridge | ** Fridge | ||
** | ** Causes a ground bounce that makes the opponent go high in the air | ||
** Super canceling into 214KK is -5 on block. | ** Super canceling into 214KK is -5 on block. | ||
}} | }} | ||
Line 962: | Line 1,009: | ||
* Moves Double forward quickly | * Moves Double forward quickly | ||
* Has sweep properties (breaks armor) | * Has sweep properties (breaks armor) | ||
* 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 | |||
* Unsafe on block, so don't throw it out in neutral unless you are certain it will hit or you have an assist to cover you. | |||
* Super canceling into 214KK is ~-10 on block | * Super canceling into 214KK is ~-10 on block | ||
* Super canceling into 236KK, the cathead attacks will be a true blockstring | * Super canceling into 236KK, the cathead attacks will be a true blockstring | ||
Line 997: | Line 1,047: | ||
** [http://wiki.shoryuken.com/images/7/7b/SG_dbl_qcfpp_l2r.png Left to right] | ** [http://wiki.shoryuken.com/images/7/7b/SG_dbl_qcfpp_l2r.png Left to right] | ||
** [http://wiki.shoryuken.com/images/e/e6/SG_dbl_qcfpp_r2l.png Right to left] | ** [http://wiki.shoryuken.com/images/e/e6/SG_dbl_qcfpp_r2l.png Right to left] | ||
* The recovery is long so it's not very advantageous even when it hits. If OTG has been used and the opponent is knocked back into the corner | * 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. | ||
* The recovery is long so it's not very advantageous even when it hits. If OTG has been used and the opponent is knocked back into the corner, this super is punishable on hit by a large proportion of the cast. | |||
* 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. | |||
** 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 invincible attack. | |||
}} | }} | ||
Line 1,026: | Line 1,082: | ||
* Double descends into the floor to set a puddle in front of her which has a lingering hitbox for 8 seconds, then disappears. The monster will attempt to attack if they go over the hitbox with 5f of startup. | * Double descends into the floor to set a puddle in front of her which has a lingering hitbox for 8 seconds, then disappears. The monster will attempt to attack if they go over the hitbox with 5f of startup. | ||
* Combo: 214KK > 236HP > 5MP | * Combo: 214KK > 236HP > 5MP | ||
** A better combo uses 2MP instead of 236HP, but it's more difficult to time. | |||
* 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. | |||
* 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. | |||
* The countdown timer will go 1.5x as fast when Double is not the point character. | * The countdown timer will go 1.5x as fast when Double is not the point character. | ||
* The puddle will disappear if Double is hit, even if it has already been activated. | * The puddle will disappear if Double is hit, even if it has already been activated. | ||
Line 1,061: | Line 1,120: | ||
** M buttons attack upwards at an angle. | ** M buttons attack upwards at an angle. | ||
** H buttons will attack downwards at an angle if they're in the air, or behave like the L buttons if they're on the ground. | ** H buttons will attack downwards at an angle if they're in the air, or behave like the L buttons if they're on the ground. | ||
** The timer seems to include superflash, so there appears to effectively only be ~330f where you can actually control the heads. | |||
** Duration is only 220f if used as a DHC. | |||
* 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. | |||
* Double gains 16.6% of her usual meter gain as long as the super remains active. | * Double gains 16.6% of her usual meter gain as long as the super remains active. | ||
* The super ends early if Double leaves the screen. | * The super ends early if Double leaves the screen. | ||
Line 1,093: | Line 1,156: | ||
| | | | ||
* On hit, goes into a sequence of attacks as Double transforms into a variety of characters, ending in a sliding knockdown. | * On hit, goes into a sequence of attacks as Double transforms into a variety of characters, ending in a sliding knockdown. | ||
* 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. | |||
* Combo: OTG Car (reverse) | * Combo: OTG Car (reverse) | ||
* The full attack will only trigger after a successful first hit. If the point blocks but the move hits an assist, it will execute the attack but stop when the point blocks a hit. The follow up hits are all extremely advantageous on block, making this move safe if it hits an assist. | * The full attack will only trigger after a successful first hit. If the point blocks but the move hits an assist, it will execute the attack but stop when the point blocks a hit. The follow up hits are all extremely advantageous on block, making this move safe if it hits an assist. | ||
Line 1,228: | Line 1,292: | ||
* Can end the super early by exploding with 214P or 214K | * Can end the super early by exploding with 214P or 214K | ||
** Damages the opponent and inflicts 1500 recoverable damage to herself which cannot KO herself. | ** Damages the opponent and inflicts 1500 recoverable damage to herself which cannot KO herself. | ||
* 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. | |||
** Must be done in order to get the most damage out of this super. | ** Must be done in order to get the most damage out of this super. | ||
* There is no recovery animation if she doesn't explode. | * There is no recovery animation if she doesn't explode. | ||
Line 1,297: | Line 1,367: | ||
| text3=Based on [http://angrybirds.wikia.com/wiki/Red_Bird Red] from Angry Birds. | | text3=Based on [http://angrybirds.wikia.com/wiki/Red_Bird Red] from Angry Birds. | ||
| text4=Original alternate color palette. | | text4=Original alternate color palette. | ||
| text5=Original color palette based on [http://skullgirls.wikia.com/wiki/Umbrella Umbrella] | | text5=Original color palette based on [http://skullgirls.wikia.com/wiki/Umbrella Umbrella]. | ||
| text6=Based on [http://blazblue.wikia.com/wiki/Arakune Arakune] from BlazBlue. | | text6=Based on [http://blazblue.wikia.com/wiki/Arakune Arakune] from BlazBlue. | ||
| text7=Original color palette based on Double's story mode ending. | | text7=Original color palette based on Double's story mode ending. | ||
Line 1,320: | Line 1,390: | ||
| text27=Based on the [https://www.monsterenergy.com/at/de/products/monster-energy Monster Energy Drink]. | | text27=Based on the [https://www.monsterenergy.com/at/de/products/monster-energy Monster Energy Drink]. | ||
| text26=Based on [https://www.ssbwiki.com/Wii_Fit_Trainer_(SSBU) Wii Fit Trainer] from Wii Fit. | | text26=Based on [https://www.ssbwiki.com/Wii_Fit_Trainer_(SSBU) Wii Fit Trainer] from Wii Fit. | ||
| text28=Based on [https://steven-universe.fandom.com/wiki/Cluster_Gems Cluster Gems] from Steven Universe. | |||
| text29=Based on [https://knd.fandom.com/wiki/Father Father] from Codename: Kids Next Door. | |||
| color1=SG_dbl_color1.png | | color1=SG_dbl_color1.png | ||
| color2=SG_dbl_color2.png | | color2=SG_dbl_color2.png | ||
Line 1,346: | Line 1,418: | ||
| color25=SG_dbl_color25.png | | color25=SG_dbl_color25.png | ||
| color27=Double_26.png | | color27=Double_26.png | ||
| color26=Double_27.png}} | | color26=Double_27.png | ||
| color28=SG_dbl_color28.png | |||
| color29=SG_dbl_color29.png}} | |||
==Intro Poses== | ==Intro Poses== | ||
Line 1,364: | Line 1,438: | ||
|} | |} | ||
== | == Players to Watch == | ||
{{PlayerList|colorPrefix=SG_dbl_color|data= | |||
{{PlayerListEntry | |||
|name = Fuzzy_Snugs <br> | |||
|color = 8 | |||
|region = us | |||
|status = Active | |||
|notes = {{CharLink-SG|dbl| L Bomber}}/ {{CharLink-SG|squ| DnB}}/ {{CharLink-SG|eli| H Spiral}} (Old team) <br>FUZZY <br>[https://youtu.be/nUK8NyWMp_U Example Play] | |||
}} | |||
{{PlayerListEntry | |||
|name = Noaa <br>[https://twitter.com/victorspection @victorspection ] | |||
|color = 10 | |||
|region = br | |||
|status = Retired | |||
|notes = {{CharLink-SG|par| Pillar}} / {{CharLink-SG|pwl| L Pinion}} / {{CharLink-SG|dbl| L Bomber}} <br> <br>[https://youtu.be/nGtiefQ9B9g?t=7430 Example Play] | |||
}} | |||
{{PlayerListEntry | |||
|name = Penpen <br>[https://twitter.com/penpen0860g @penpen0860g] | |||
|color = 25 | |||
|region = jp | |||
|regionNote = 神戸 (Koube) | |||
|status = Active | |||
|notes = {{CharLink-SG|par| L Shot}}/ {{CharLink-SG|dbl| Clide}}/ {{CharLink-SG|beo| H Chair}} (Old team) <br>Bomb <br>[https://www.youtube.com/watch?v=DX45E-nVS-w Example Play] | |||
}} | |||
{{PlayerListEntry | |||
|name = Receita Federal <br>[https://twitter.com/MillerRobert1 @MillerRobert1 ] | |||
|color = 3 | |||
|region = br | |||
|status = Retired | |||
|notes = {{CharLink-SG|dbl| H Bomber}} / {{CharLink-SG|pea| L George}} / {{CharLink-SG|big| M Beat}} <br> <br>[https://youtu.be/HKOX92z71cU?t=923 Example Play] | |||
}} | |||
{{PlayerListEntry | |||
|name = Sev <br> | |||
|color = 14 | |||
|region = us | |||
|regionNote = WA | |||
|status = Retired | |||
|notes = {{CharLink-SG|beo| H Chair}}/ {{CharLink-SG|dbl| H Bomber}}/ {{CharLink-SG|big| H Train}} (Old team) <br>Loves closed-room situations. <br>[https://www.youtube.com/watch?v=2pBSGfYUZ7M&feature=youtu.be&t=1h5m58s Example Play] | |||
}} | |||
{{PlayerListEntry | |||
|name = Sinclair <br> | |||
|color = 16 | |||
|region = EU | |||
|status = Retired | |||
|notes = {{CharLink-SG|eli| Butchers}}/ {{CharLink-SG|dbl| L Bomber}} <br>evil vile little creature incapable of feeling empathy or remorse<br>[https://www.youtube.com/watch?v=6GlivP3JlBk Example Play] | |||
}} | |||
{{PlayerListEntry | |||
|name = Turvon <br> | |||
|color = 9 | |||
|region = us | |||
|regionNote = FL | |||
|status = Inactive | |||
|notes = {{CharLink-SG|dbl| Clide}}/ {{CharLink-SG|cer| Copter}}/ {{CharLink-SG|big| M Beat}} <br> <br>[https://www.youtube.com/watch?v=ugxZT1A34g4&feature=youtu.be&t=1m54s Example Play] | |||
}} | |||
{{PlayerListEntry | |||
|name = Tyrone O'Canada <br>[https://twitter.com/TyroneOCanada @TyroneOCanada ] | |||
|color = 24 | |||
|region = ca | |||
|status = Active | |||
|notes = {{CharLink-SG|val| H Bypass}}/ {{CharLink-SG|rfo| H Beam}}/ {{CharLink-SG|dbl| L Bomber}} <br>Keep away enthusiast and Avery loop expert <br>[https://youtu.be/ADLPtJkujjw?t=1037 Example Play] | |||
}} | |||
}} | |||
{{SG}} | {{SG}} |
Latest revision as of 09:40, 15 May 2024
Story
Double’s origins are a complete mystery. Seemingly without a will or motive of its own, this formless monster aids the Skullgirl.
Double is capable of transforming its nightmarish form into that of any person, but often appears as a smiling nun. It can frequently be found in the Grand Cathedral of the Divine Trinity, listening to confessions and attending to the catacombs beneath.
Overview
Double is a jack of all trades character whose moves borrow animations from other characters in the cast. Many of them have different properties than their original, and their uses are re-contextualized by belonging to a different character with a different kit. She also has some choice assists and a safe DHC that actually puts the momentum in her favor.
- Playstyle: Double's toolkit is very versatile and suited for either rushdown or turtling. Her double jump paired with her varied air normals lets her play a slow paced game and out-maneuver opponents in the air, and jHP poses a threat as long as she's above her opponent. Her Lugers (236P) allow her to control a good amount of space from the ground, and is often able to convert into a combo. She has a great ground game as well: 2HP is both a ground poke and frame trap tool, 5HP is a slower long range poke that causes sliding knockdown, and her forward dash is quick and covers a large distance.
- Mixup: Double doesn't have a grounded or IAD overhead option like much of the cast. Instead, she leverages her long 2LK to keep opponents honest and create opportunities to open them up with her amazing throw range. Coupled with her quick forward dash, she has some of the best low/throw pressure in the game. After she lands a hit or throw, she has an extremely simple and flexible left/right air vortex that allows for air throws and burst baits while also being incredibly easy to loop back into. Last but not least, Flesh Step is a powerful crossup tool when combined with an assist.
- Team Synergy: While Double is a strong character on her own, she is unrivaled in terms of team support. Double has access to 2 different safe DHCs: Catheads (236KK) for immediate overwhelming pressure or Beast of Gehenna (214KK) for laying down a safe but strong trap. She also has a very versatile super with Bandwagon Rushdown (236PP), and very powerful damage output with Nightmare Legion (214PP). She has a DHC super for just about every situation, and no other character can match her versatility or effectiveness in that regard. Combined with her very strong assists in Hornet Bomber (623K) or Cilia Slide (4LKHK), Double can uniquely enable anyone that she is placed on a team with with her plethora of support options.
Stats
Movement
Weight | Dash | Double Jump | Airdash | IAD Lockout |
---|---|---|---|---|
Heavy | Step | Yes | No | N/A |
Wakeup Time
Forward Tech | Backward Tech | Sliding KD | Hard KD | Crumple |
---|---|---|---|---|
39 | 41 | 91 | 36 | 33 |
Assists
Hornet Bomber (default assist)
The L version is an invulnerable DP assist that travels horizontally across the ground and locks down with two hits. The assist version of this move has a 2 more additional vulnerable startup frames, on top of the standard 3 vulnerable frames on every assist.
The M version is the first default assist choice. It's a three hit lockdown / neutral assist that travels a fair distance across the screen in an arc. Some hits will whiff at certain ranges on crouching characters, but the upside to that is the space control the assist provides.
H version is like the M version, but travels all the way to full screen and in a taller arc.
L Luger Replica (default assist)
Horizontal projectile assist. Knocks down and away on airborne opponents.
Cilia Slide (4LK+HK)
Fast, forward moving low assist that is also a sweep and has generous active frames. Sends the opponent backwards on hit, making it easy to combo off of. Great as a low hitting meaty, opening up possibilities for hard to block high/lows. You can also call it in neutral to cover the ground, since it travels forward very quickly.
Move List
Standing Normals
Standing Jab Toggle Hitboxes Toggle Hitboxes
|
| |||||||||||||||||||||||||||||||||||
| ||||||||||||||||||||||||||||||||||||
| ||||||||||||||||||||||||||||||||||||
Fugazi Knuckle Toggle Hitboxes Toggle Hitboxes
|
| ||||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||
Substitute Short Toggle Hitboxes Toggle Hitboxes
|
| ||||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||
Too Forward Toggle Hitboxes Toggle Hitboxes
|
| |||||||||||||||||||||||||||||||||||
| ||||||||||||||||||||||||||||||||||||
| ||||||||||||||||||||||||||||||||||||
| ||||||||||||||||||||||||||||||||||||
Impawster Toggle Hitboxes Toggle Hitboxes
|
| ||||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||
Crouching Normals
Crouching Jab Toggle Hitboxes Toggle Hitboxes
|
| |||||||||||||||||||||||||||||||||||
| ||||||||||||||||||||||||||||||||||||
| ||||||||||||||||||||||||||||||||||||
Elbow Emulator Toggle Hitboxes Toggle Hitboxes
|
| ||||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||
Double Drawn Weave Toggle Hitboxes Toggle Hitboxes
|
| ||||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||
Stamp Toggle Hitboxes Toggle Hitboxes
|
| ||||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||
Cliché Toggle Hitboxes Toggle Hitboxes
|
| ||||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||
Sweeping Generalization Toggle Hitboxes Toggle Hitboxes
|
| ||||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||
Jumping Normals
Clawpy Cat Toggle Hitboxes Toggle Hitboxes
|
| ||||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||
Cheap Haircut Toggle Hitboxes Toggle Hitboxes
|
| ||||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||
Violet Tantrum Toggle Hitboxes Toggle Hitboxes
|
| ||||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||
Spiral Fraud Toggle Hitboxes Toggle Hitboxes
|
| ||||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||
Patellar Repeat Toggle Hitboxes Toggle Hitboxes
|
| ||||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||
Bogus Buzzard Toggle Hitboxes Toggle Hitboxes
|
| |||||||||||||||||||||||||||||||||||
| ||||||||||||||||||||||||||||||||||||
| ||||||||||||||||||||||||||||||||||||
| ||||||||||||||||||||||||||||||||||||
Universal Mechanics
Godhand Toggle Hitboxes Toggle Hitboxes
|
| ||||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||
Kitten Blender Toggle Hitboxes Toggle Hitboxes
|
| ||||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||
Second Impact Toggle Hitboxes Toggle Hitboxes
|
| ||||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||
Chimeram Toggle Hitboxes Toggle Hitboxes
|
| ||||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||
Specials
| |||||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||
Toggle Hitboxes Toggle Hitboxes
|
| |||||||||||||||||||||||||||||||||||
| ||||||||||||||||||||||||||||||||||||
| ||||||||||||||||||||||||||||||||||||
| ||||||||||||||||||||||||||||||||||||
| ||||||||||||||||||||||||||||||||||||
Toggle Hitboxes Toggle Hitboxes
|
| |||||||||||||||||||||||||||||||||||
| ||||||||||||||||||||||||||||||||||||
| ||||||||||||||||||||||||||||||||||||
| ||||||||||||||||||||||||||||||||||||
| ||||||||||||||||||||||||||||||||||||
Toggle Hitboxes Toggle Hitboxes
|
| |||||||||||||||||||||||||||||||||||
| ||||||||||||||||||||||||||||||||||||
| ||||||||||||||||||||||||||||||||||||
| ||||||||||||||||||||||||||||||||||||
| ||||||||||||||||||||||||||||||||||||
Toggle Hitboxes Toggle Hitboxes
|
| ||||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||
Supers
"Be driven before us!" Toggle Hitboxes Toggle Hitboxes
|
| ||||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||
Toggle Hitboxes Toggle Hitboxes
|
| ||||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||
"Dinner time!" Toggle Hitboxes Toggle Hitboxes
|
| ||||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||
"Be praying..." Toggle Hitboxes Toggle Hitboxes
|
| ||||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||
"Shoot the core!" Toggle Hitboxes Toggle Hitboxes
|
| |||||||||||||||||||||||||||||||||||
| ||||||||||||||||||||||||||||||||||||
| ||||||||||||||||||||||||||||||||||||
| ||||||||||||||||||||||||||||||||||||
| ||||||||||||||||||||||||||||||||||||
| ||||||||||||||||||||||||||||||||||||
| ||||||||||||||||||||||||||||||||||||
| ||||||||||||||||||||||||||||||||||||
| ||||||||||||||||||||||||||||||||||||
Taunt
"Defiling maggots..."
|
| |||||||||||||||||||||||||||
| ||||||||||||||||||||||||||||
| ||||||||||||||||||||||||||||
| ||||||||||||||||||||||||||||
| ||||||||||||||||||||||||||||
| ||||||||||||||||||||||||||||
Colors
Color 1 Default color palette. |
Color 2 Original color palette based on Squigly. |
Color 3 Based on Red from Angry Birds. |
Color 4 Original alternate color palette. |
Color 5 Original color palette based on Umbrella. |
Color 6 Based on Arakune from BlazBlue. |
Color 7 Original color palette based on Double's story mode ending. |
Color 8 Original alternate color palette. |
Color 9 Original color palette based on oil. |
Color 10 Based on Saya from Saya no Uta. |
Color 11 Original color palette based on Neapolitan ice cream. |
Color 12 Original color palette based on Mrs. Victoria from Skullgirls. |
Color 13 Original color palette based on water. |
Color 14 Original color palette based on silver. |
Color 15 Original color palette based on gold. |
Color 16 Original color palette based on blood. |
Color 17 Based on Envy from Full Metal Alchemist. |
Color 18 Based on Ditto from Pokemon. |
Color 19 Original color palette based on a double rainbow. Crowdfunding request. |
Color 20 Original color palette based on the Skull Heart. |
Color 21 Original color palette based on a Christmas tree. Crowdfunding request. |
Color 22 Based on Dr. Ichirō Irabu from Kūchū Buranko. |
Color 23 Based on Cubia from .hack. |
Color 24 Based on a Life Fiber from Kill la Kill. |
Color 25 Based on Mystique from Marvel Comics. |
Color 26 Based on Wii Fit Trainer from Wii Fit. |
Color 27 Based on the Monster Energy Drink. |
Color 28 Based on Cluster Gems from Steven Universe. |
Color 29 Based on Father from Codename: Kids Next Door. |
|
Intro Poses
Double has 3 different intro poses that can be selected by holding a light, medium or heavy button during the loading screen before a match.
Intro pose 1: Hold OR Double prays to a trinity bust. To fight is futile. Aeon has foretold our victory. Now they trespass upon Venus' domain. Ignorant children... you would rebel against the Great Mother? | |
Intro pose 2: Hold OR Two angels fly across the stage as a hand comes out of the floor and squishes them. Gnnn...raaaah. | |
Intro pose 3: Hold OR Double turns inside out. Defiling maggots...you unknowingly consume our flesh. I'll gladly accept your tithe...in blood. |
Players to Watch
Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.
Usual Color | Handles/Links | Region | Status | Notes |
---|---|---|---|---|
Fuzzy_Snugs |
United States |
Active | L Bomber/ DnB/ H Spiral (Old team) FUZZY Example Play | |
Noaa @victorspection |
Brazil |
Retired | Pillar / L Pinion / L Bomber Example Play | |
Penpen @penpen0860g |
Japan 神戸 (Koube) |
Active | L Shot/ Clide/ H Chair (Old team) Bomb Example Play | |
Receita Federal @MillerRobert1 |
Brazil |
Retired | H Bomber / L George / M Beat Example Play | |
Sev |
United States WA |
Retired | H Chair/ H Bomber/ H Train (Old team) Loves closed-room situations. Example Play | |
Sinclair |
European Union |
Retired | Butchers/ L Bomber evil vile little creature incapable of feeling empathy or remorse Example Play | |
Turvon |
United States FL |
Inactive | Clide/ Copter/ M Beat Example Play | |
Tyrone O'Canada @TyroneOCanada |
Canada |
Active | H Bypass/ H Beam/ L Bomber Keep away enthusiast and Avery loop expert Example Play |