Skullgirls/Double: Difference between revisions

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[[File:SG_dbl.jpg|thumb|350px|[[File:SG_dbl_icon.png|center]]]]
{{SG Character Intro|char=Double|short=dbl|content=
__TOC__
{{Navigation-SG}}
==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.


==Basics==
==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. As long as she's above her opponent, jHP poses a threat. 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 a ground poke and frame trap tool, 5HP is a slower, long range poke that causes sliding knockdown, and her dash moves a large space forward quickly.
* '''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 overhead or IAD overhead option like much of the cast. Instead, she leverages her 2LK to keep opponents honest and create opportunities to open them up with her amazing throw range. Coupled with her dash, she has some of the best low / throw pressure in the game. After she lands a hit, she has an extremely simple and flexible left / right air vortex. Make them guess left / right, or mix it up even further with an air throw or burst bait. It's easy to loop as well as long as there's undizzy remaining. Also, Flesh Step is a powerful crossup tool when combined with an assist.
* '''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.


* '''DHC Synergy''': Her level 2 catheads super (236KK) summons several Ms. Fortune heads that attack along with Double as she presses buttons. This can keep a blocking opponent blocking for even longer, but where this super really shines is as a DHC. Not only is it cheaper due to the universal rule that supers over one bar cost one less as a DHC, but it can totally reverse bad situations for the point character. The point character can use a reversal, DHC into catheads, and make the opponent block regardless if the reversal hit or was blocked.
* '''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.
** Her other supers offer flexible DHC synergy. Her her level 1 car super (236PP) can choose which side of the screen to come out of, allowing you to take back the corner if you didn't have it already before you DHC. DHCing into her level 1 puddle super (214KK) allows a full combo and decent damage. It can also be setup such that the puddle stays on the screen and traps the opponent in the corner. Her level 3 and level 5 supers are great for tacking on damage at the end of a combo.


* '''Reversals''': Double's reversal is L Hornet Bomber (623LK). The hitbox will only hit in front of Double as it has no vertical reach. Aside from that, it has decent startup, full invulnerability, and leads into a full combo with meter. As a reversal, it does its job to get out of small windows of pressure and on wakeup. Her supers, while useful in other aspects, are rarely used as reversals. Car can only really be used if the opponent is in your face in the corner. Level 3 is extremely risky and the reward on hit isn't as good as going into a full combo with L Bomber. Level 5 is useful as a reversal since it's invulnerable, mostly safe, and can be done in the air. But, it will consume all of your meter, and can be used instead to ToD in 3v3 ratio.


'''Important Moves'''
{{StrengthsAndWeaknesses
| 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.


* 2LK - Fast, long range low poke that is plus on block.
|tablewidth=80
* 2HP - Fast, long range heavy that also acts as an anti-air and can be hitconfirmed into Clide.
}}
* jMK - Good for travelling from one side of the screen to the other and as an air-to-air.
<br>
* jHP - Versatile jump-in that confirms into full combos.
<div class="heading" style="text-align: center;">'''Video Overview'''</div>
* jHK - Creates space between you and the opponent, and useful to use on the opponent's wakeup.
<div style= "margin: 20px;">{{#ev:youtube|https://youtu.be/QMlK6ZrYVqg||center|||start=5474}}</div>
* Throw - Open people up expecting 2LK.
* 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.


}}
<br>
==Stats==
==Stats==


{{CharacterData-SG
{{CharacterData-SG
| weight=Heavy
| weight         = Heavy
| dash=Step
| dash           = Step
| doublejump=Yes
| doublejump     = Yes
| airdash=No
| airdash       = No
| iadlockout=N/A
| iadlockout     = N/A
| forwardtech=39
| forwardtech   = 39
| backwardtech=41
| backwardtech   = 41
| slidingkd=7
| slidingkd     = 91
| hardkd=36
| hardkd         = 36
| crumple=33
| crumple       = 33
| assistrecovery=40
| standingchain = 3 Buttons: {{NotationIcon-SG|LP}} or {{NotationIcon-SG|LK}} → {{NotationIcon-SG|MP}} or {{NotationIcon-SG|MK}} → {{NotationIcon-SG|HP}} or {{NotationIcon-SG|HK}}
| standingchain=3 Buttons: {{NotationIcon-SG|LP}} or {{NotationIcon-SG|LK}} → {{NotationIcon-SG|MP}} or {{NotationIcon-SG|MK}} → {{NotationIcon-SG|HP}} or {{NotationIcon-SG|HK}}
| crouchingchain = 3 Buttons: {{NotationIcon-SG|LP}} or {{NotationIcon-SG|LK}} → {{NotationIcon-SG|MP}} or {{NotationIcon-SG|MK}} → {{NotationIcon-SG|HP}} or {{NotationIcon-SG|HK}}
| crouchingchain=3 Buttons: {{NotationIcon-SG|LP}} or {{NotationIcon-SG|LK}} → {{NotationIcon-SG|MP}} or {{NotationIcon-SG|MK}} → {{NotationIcon-SG|HP}} or {{NotationIcon-SG|HK}}
| 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}} or {{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.


==Move List==
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==


===Standing Normals===
===Standing Normals===


{{MoveData-SG
{{MoveData-SG
| pic=[[File:SG_dbl_slp.png|225px]]
| pic     = [[File:SG_dbl_slp.png|225px]]
| caption=Standing Jab
| hitbox = [[File:SG_dbl_slp_hb.png|225px]]
| hitbox=[http://wiki.shoryuken.com/images/1/14/SG_dbl_slp_hb.png View hitbox]
| caption = Standing Jab
 
| name   = 5LP
| name=5LP
| input   = '''s.'''{{NotationIcon-SG|LP}}
| input='''s.'''{{NotationIcon-SG|LP}}
|{{AttackData-SG |
|{{AttackData-SG |
| version=x1, x2
| version     = x1, x2
| guard=Mid
| guard       = Mid
| properties={{Property-SG|Chains Into Self}}
| properties   = {{Property-SG|Chains Into Self}}
| dmg=300
| dmg         = 300
| meter=2.5%
| meter       = 2.5%
| startup=6
| startup     = 6
| active=3
| active       = 3
| recovery=19
| recovery     = 19
| hitstop=7
| hitstop     = 7
| hitstun=18
| hitstun     = 18
| blockstun=21
| blockstun   = 21
| onhit=-3
| onhit       = -3
| onblock=±0  
| onblock     = ±0  
| framedata=[[File:SG_dbl_slp_fd.png|left]]}}
| onpushblock  =
| superhitstop = N/A
| framedata   = [[File:SG_dbl_slp_fd.png|left]]}}
|
|
<br>
* Double's fastest normal
* Her fastest normal, used in air crossup setups in order to make the gap as short as possible and prevent the opponent from escaping. Unfortunately, for that purpose, it is a bit small and can sometimes whiff if you're not completely on point.
* Chains into itself once with the same frame data.
* Used in the end of combos to start a chain with an LP button and tack on more hits since it chains into itself.
* Used in air crossup resets and to start the last chain of a combo.
<br>
}}
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|}}


{{MoveData-SG
{{MoveData-SG
| pic=[[File:SG_dbl_smp.png|225px]]
| pic     = [[File:SG_dbl_smp.png|225px]]
| caption=Strong Pie
| hitbox = [[File:SG_dbl_smp_hb.png|225px]]
| hitbox=[http://wiki.shoryuken.com/images/d/d8/SG_dbl_smp_hb.png View hitbox]
| caption = Strong Pie
 
| name   = 5MP
| name=5MP
| input   = '''s.'''{{NotationIcon-SG|MP}}
| input='''s.'''{{NotationIcon-SG|MP}}
|{{AttackData-SG |
|{{AttackData-SG |
| guard=Mid
| guard       = Mid
| properties=-
| properties   = -
| dmg=550
| dmg         = 550
| meter=7.5%
| meter       = 7.5%
| startup=12
| startup     = 12
| active=3
| active       = 3
| recovery=26 (25 on  miss)
| recovery     = 26 (25 on  miss)
| hitstop=9
| hitstop     = 9
| hitstun=28
| hitstun     = 28
| blockstun=24
| blockstun   = 24
| onhit=±0
| onhit       = ±0
| onblock=-4  
| onblock     = -4  
| framedata=[[File:SG_dbl_smp_fd.png|left]]}}
| onpushblock  =
| superhitstop = N/A
| framedata   = [[File:SG_dbl_smp_fd.png|left]]}}
|
|
<br>
* High profile
* Although it's slower and has less horizontal reach than 2LK, it does have high crush potential, making it useful in specific situations.
* Used in combos to convert from H Luger and OTG's in general.
* Used in combos to convert from H Luger.  
}}
<br>
|
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|}}


{{MoveData-SG
{{MoveData-SG
| pic=[[File:SG_dbl_shp.png|225px]]
| pic     = [[File:SG_dbl_shp.png|225px]]
| caption=Fugazi Knuckle
| hitbox = [[File:SG_dbl_shp_hb.png|225px]]
| hitbox=[http://wiki.shoryuken.com/images/0/0d/SG_dbl_shp_hb.png View hitbox]
| caption = Fugazi Knuckle
 
| name   = 5HP
| name=5HP
| input   = '''s.'''{{NotationIcon-SG|HP}}
| input='''s.'''{{NotationIcon-SG|HP}}
|{{AttackData-SG |
|{{AttackData-SG |
| guard=Mid
| guard       = Mid
| properties=-
| properties   = -
| dmg=1000
| dmg         = 1000
| meter=10%
| meter       = 10%
| startup=21
| startup     = 21
| active=3
| active       = 3
| recovery=22
| recovery     = 22
| hitstop=14
| hitstop     = 14
| hitstun=26
| hitstun     = 26
| blockstun=19
| blockstun   = 19
| onhit={{Property-SG|Sliding KD}}
| onhit       = {{Property-SG|Sliding KD}}
| onblock=-5  
| onblock     = -5  
| framedata=[[File:SG_dbl_shp_fd.png|left]]}}
| onpushblock  =
| superhitstop = N/A
| framedata   = [[File:SG_dbl_shp_fd.png|left]]}}
|
|
<br>
* Slow, long range poke that causes sliding knockdown.
* Slow, long range poke that causes sliding knockdown. The extended hurtbox lingers after the active frames so this button is suspect to whiff punishes. But, special canceling into Luger can make this move much safer as the hurtbox won't be out for as long.
* Hurtbox lingers after active frames.
* Less damage than Cerebella's 6HP (1000 instead of 1600), but is otherwise identical.
* 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.  
* 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.
<br>
}}
|
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|}}


{{MoveData-SG
{{MoveData-SG
| pic=[[File:SG_dbl_slk.png|225px]]
| pic     = [[File:SG_dbl_slk.png|225px]]
| caption=Substitute Short
| caption = Substitute Short
| hitbox=[http://wiki.shoryuken.com/images/1/1b/SG_dbl_slk_hb.png View hitbox]
| hitbox = [[File:SG_dbl_slk_hb.png|225px]]
 
| name   = 5LK
| name=5LK
| input   = '''s.'''{{NotationIcon-SG|LK}}
| input='''s.'''{{NotationIcon-SG|LK}}
|{{AttackData-SG |
|{{AttackData-SG |
| guard=Mid
| guard       = Mid
| properties=-
| properties   = -
| dmg=400
| dmg         = 400
| meter=2.5%
| meter       = 2.5%
| startup=8
| startup     = 8
| active=2
| active       = 2
| recovery=16
| recovery     = 16
| hitstop=7
| hitstop     = 7
| hitstun=22
| hitstun     = 22
| blockstun=20
| blockstun   = 20
| onhit=+5
| onhit       = +5
| onblock=+3  
| onblock     = +3  
| framedata=[[File:SG_dbl_slk_fd.png|left]]}}
| onpushblock  =
| superhitstop = N/A
| framedata   = [[File:SG_dbl_slk_fd.png|left]]}}
|
|
<br>
* More damage than 2LK, so use this when you need to start a chain with a LK button in the middle of your combo.
* Does more damage than 2LK, so use this when you need to start a chain with a LK button in the middle of your combo.
}}
<br>
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|}}


{{MoveData-SG
{{MoveData-SG
|pic=[[File:SG_dbl_smk.png|225px]]
| pic     = [[File:SG_dbl_smk.png|225px]]
| caption=Too Forward
| hitbox = [[File:SG_dbl_smk_hb.png|225px]]
|hitbox=[http://wiki.shoryuken.com/images/6/66/SG_dbl_smk_hb.png View hitbox]
| caption = Too Forward
 
| name   = 5MK
| name=5MK
| input   = '''s.'''{{NotationIcon-SG|MK}}
| input='''s.'''{{NotationIcon-SG|MK}}
|{{AttackData-SG |
|{{AttackData-SG |
| version=x1
| version     = x1
| guard=Mid
| guard       = Mid
| properties={{Property-SG|Chains Into Self}}
| properties   = {{Property-SG|Chains Into Self}}
| dmg=400
| dmg         = 400
| meter=3.75%
| meter       = 3.75%
| startup=11
| startup     = 11
| active=4
| active       = 4
| recovery=21
| recovery     = 21
| hitstop=10
| hitstop     = 10
| hitstun=20
| hitstun     = 20
| blockstun=19
| blockstun   = 19
| onhit=-4
| onhit       = -4
| onblock=-5
| onblock     = -5
| framedata=[[File:SG_dbl_smk1_fd.png|left]]}}
| onpushblock  =
| superhitstop = N/A
| framedata   = [[File:SG_dbl_smk1_fd.png|left]]}}
|{{AttackData-SG |
|{{AttackData-SG |
| version=x2
| version     = x2
| guard=Mid
| guard       = Mid
| properties=-
| properties   = -
| dmg=500
| dmg         = 500
| meter=7.5%
| meter       = 7.5%
| startup=11
| startup     = 11
| active=3
| active       = 3
| recovery=23
| recovery     = 23
| hitstop=9
| hitstop     = 9
| hitstun=24
| hitstun     = 24
| blockstun=19
| blockstun   = 19
| onhit=-1
| onhit       = -1
| onblock=-6  
| onblock     = -6
| framedata=[[File:SG_dbl_smk2_fd.png|left]]}}
| onpushblock  =
| superhitstop = N/A
| framedata   = [[File:SG_dbl_smk2_fd.png|left]]}}
|
|
<br>
* Delaying this move in a combo can help restand airborne opponents.
* Two hit normal that is mostly a combo move. If you need to adjust the height of the character you're comboing, use this in your chain since it's two hits and can be delayed. It can be used in hit confirms but the frame data is abysmal, and is suspect to PBGC if you use all the hits in a blockstring.
* Generally used as an ender/max scaling move in a combo.
<br>
* Although 2LK 5MKx2 is a true blockstring, it's suspect to PBGC and has poor block advantage.
|
}}
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|}}


{{MoveData-SG
{{MoveData-SG
| pic=[[File:SG_dbl_shk.png|225px]]
| pic     = [[File:SG_dbl_shk.png|225px]]
| caption=Impawster
| hitbox = [[File:SG_dbl_shk_hb.png|225px]]
| hitbox=[http://wiki.shoryuken.com/images/a/a6/SG_dbl_shk_hb.png View hitbox]
| caption = Impawster
 
| name   = 5HK
| name=5HK
| input   = '''s.'''{{NotationIcon-SG|HK}}
| input='''s.'''{{NotationIcon-SG|HK}}
|{{AttackData-SG |
|{{AttackData-SG |
| guard=Mid
| guard       = Mid
| properties={{Property-SG|Launcher}}
| properties   = {{Property-SG|Launcher}}
| dmg=975
| dmg         = 975
| meter=10%
| meter       = 10%
| startup=16
| startup     = 16
| active=2
| active       = 2
| recovery=33
| recovery     = 33
| hitstop=12
| hitstop     = 12
| hitstun=29
| hitstun     = 29
| blockstun=21
| blockstun   = 21
| onhit=-5
| onhit       = -5
| onblock=-13  
| onblock     = -13
| framedata=[[File:SG_dbl_shk_fd.png|left]]}}
| onpushblock  =
| superhitstop = N/A
| framedata   = [[File:SG_dbl_shk_fd.png|left]]}}
|
|
<br>
* Double's normal launcher. Simple and effective.
* Double's launcher. If your hit confirm chain hits, use this move to continue the combo.
* Lets Double go into her air strings directly, or can be followed up with 236HP to bring the opponent back down.
<br>
}}
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|}}


===Crouching Normals===
===Crouching Normals===


{{MoveData-SG
{{MoveData-SG
| pic=[[File:SG_dbl_clp.png|225px]]
| pic     = [[File:SG_dbl_clp.png|225px]]
| caption=Crouching Jab
| hitbox = [[File:SG_dbl_clp_hb.png|225px]]
| hitbox=[http://wiki.shoryuken.com/images/6/69/SG_dbl_clp_hb.png View hitbox]
| caption = Crouching Jab
 
| name   = 2LP
| name=2LP
| input   = '''c.'''{{NotationIcon-SG|LP}}
| input='''c.'''{{NotationIcon-SG|LP}}
|{{AttackData-SG |
|{{AttackData-SG |
| version=x1, x2
| version     = x1, x2
| guard=Mid
| guard       = Mid
| properties={{Property-SG|Chains Into Self}}
| properties   = {{Property-SG|Chains Into Self}}
| dmg=200
| dmg         = 200
| meter=2.5%
| meter       = 2.5%
| startup=7
| startup     = 7
| active=3
| active       = 3
| recovery=11
| recovery     = 11
| hitstop=7
| hitstop     = 7
| hitstun=17
| hitstun     = 17
| blockstun=18
| blockstun   = 18
| onhit=+4
| onhit       = +4
| onblock=+5  
| onblock     = +5  
| framedata=[[File:SG_dbl_clp_fd.png|left]]}}
| onpushblock  =
| superhitstop = N/A
| framedata   = [[File:SG_dbl_clp_fd.png|left]]}}
|
|
<br>
* Chains into itself once with the same frame data.
* Chains into itself. Compared to 2LK, it's one frame faster and has more advantage on hit, making it better for tick throw setups on hit.
* Is one frame faster and more advantageous on hit than 2LK.
<br>
}}
|
|
|
|
|}}


{{MoveData-SG
{{MoveData-SG
| pic=[[File:SG_dbl_cmp.png|225px]]
| pic     = [[File:SG_dbl_cmp.png|225px]]
| caption=Elbow Emulator
| hitbox = [[File:SG_dbl_cmp_hb.png|225px]]
| hitbox=[http://wiki.shoryuken.com/images/2/27/SG_dbl_cmp_hb.png View hitbox]
| caption = Elbow Emulator
 
| name   = 2MP
| name=2MP
| input   = '''c.'''{{NotationIcon-SG|MP}}
| input='''c.'''{{NotationIcon-SG|MP}}
|{{AttackData-SG |
|{{AttackData-SG |
| guard=Mid
| guard       = Mid
| properties=-
| properties   = -
| dmg=575
| dmg         = 575
| meter=7.5%
| meter       = 7.5%
| startup=14
| startup     = 14
| active=6
| active       = 6
| recovery=21
| recovery     = 21
| hitstop=10
| hitstop     = 10
| hitstun=25
| hitstun     = 25
| blockstun=17
| blockstun   = 17
| onhit=-1
| onhit       = -1
| onblock=-9  
| onblock     = -9  
| framedata=[[File:SG_dbl_cmp_fd.png|left]]}}
| onpushblock  =
| superhitstop = N/A
| framedata   = [[File:SG_dbl_cmp_fd.png|left]]}}
|
|
<br>
* Moves Double forward.
* Moves Double forward, making it the go-to move in Double's hit confirm chains. It's also a very consistent move to OTG with.
* Solid amount of active frames, so it can be used to convert from Beast of Gehenna.
* 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.
<br>
}}
|
|
|
|
|}}


{{MoveData-SG
{{MoveData-SG
| pic=[[File:SG_dbl_chp.png|225px]]
| pic     = [[File:SG_dbl_chp.png|225px]]
| caption=Double Drawn Weave
| hitbox = [[File:SG_dbl_chp_hb.png|225px]]
| hitbox=[http://wiki.shoryuken.com/images/archive/1/13/20180602182903%21SG_dbl_chp_hb.png View hitbox]
| caption = Double Drawn Weave
 
| name   = 2HP
| name=2HP
| input   = '''c.'''{{NotationIcon-SG|HP}}
| input='''c.'''{{NotationIcon-SG|HP}}
|{{AttackData-SG |
|{{AttackData-SG |
| guard=Mid
| guard       = Mid
| properties=-
| properties   = -
| dmg=900
| dmg         = 900
| meter=10%
| meter       = 10%
| startup=12
| startup     = 12
| active=3
| active       = 3
| recovery=28
| recovery     = 28
| hitstop=9
| hitstop     = 9
| hitstun=28
| hitstun     = 28
| blockstun=21
| blockstun   = 21
| onhit=-2, <br>{{Property-SG|Ground Bounce}} (vs air)
| onhit       = -2, <br>{{Property-SG|Ground Bounce}} (vs air)
| onblock=-9  
| onblock     = -9  
| framedata=[[File:SG_dbl_chp_fd.png|left]]}}
| onpushblock  =
| superhitstop = N/A
| framedata   = [[File:SG_dbl_chp_fd.png|left]]}}
|
|
<br>
* 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.
* Excellent poke, frame trap, and can even anti-air. Fast startup for a heavy button. Difficult to punish from max range.  
* Combo: 2HP > 4LK+HK
* Can confirm into Cilia Slide from maximum range on reaction, with some practice.
* Use 2HP xx H Bomber at the end of chains to end combos. Although 5HP does more damage, 2HP is far more consistent.
* Use 2HP xx H Bomber at the end of chains to end combos. Although 5HP does more damage, 2HP is far more consistent.
<br>
}}
|
|
|
|
|}}


{{MoveData-SG
{{MoveData-SG
| pic=[[File:SG_dbl_clk.png|225px]]
| pic     = [[File:SG_dbl_clk.png|225px]]
| caption=Stamp
| hitbox = [[File:SG_dbl_clk_hb.png|225px]]
| hitbox=[http://wiki.shoryuken.com/images/archive/9/97/20180602183258%21SG_dbl_clk_hb.png View hitbox]
| caption = Stamp
 
| name   = 2LK
| name=2LK
| input   = '''c.'''{{NotationIcon-SG|LK}}
| input='''c.'''{{NotationIcon-SG|LK}}
|{{AttackData-SG |
|{{AttackData-SG |
| guard={{Property-SG|Low}}
| guard       = {{Property-SG|Low}}
| properties=-
| properties   = -
| dmg=200
| dmg         = 200
| meter=2.5%
| meter       = 2.5%
| startup=8
| startup     = 8
| active=4
| active       = 4
| recovery=12
| recovery     = 12
| hitstop=8
| hitstop     = 8
| hitstun=17
| hitstun     = 17
| blockstun=20
| blockstun   = 20
| onhit=+2
| onhit       = +2
| onblock=+5  
| onblock     = +5  
| framedata=[[File:SG_dbl_clk_fd.png|left]]}}
| onpushblock  =
| superhitstop = N/A
| framedata   = [[File:SG_dbl_clk_fd.png|left]]}}
|
|
<br>
* Fast, slightly disjointed low poke with plenty of range and frame advantage.  
* 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.
* Use this to establish Double's low / throw mixup.  
* Keeping in mind everything else Double has to enhance her low / throw game, such as her large confirmable throw range, and fast dash, this ends up being one of the scariest 2LK moves in the game.
* Chain into 2MP or 2MK to hit confirm.
<br>
}}
|
|
|
|
|}}


{{MoveData-SG
{{MoveData-SG
| pic=[[File:SG_dbl_cmk.png|225px]]
| pic     = [[File:SG_dbl_cmk.png|225px]]
| caption=Cliché
| hitbox = [[File:SG_dbl_cmk_hb.png|225px]]
| hitbox=[http://wiki.shoryuken.com/images/6/61/SG_dbl_cmk_hb.png View hitbox]
| caption = Cliché
 
| name   = 2MK
| name=2MK
| input   = '''c.'''{{NotationIcon-SG|MK}}
| input='''c.'''{{NotationIcon-SG|MK}}
|{{AttackData-SG |
|{{AttackData-SG |
| guard={{Property-SG|Low}}
| guard       = {{Property-SG|Low}}
| properties=-
| properties   = -
| dmg=500
| dmg         = 500
| meter=7.5%
| meter       = 7.5%
| startup=15
| startup     = 15
| active=4
| active       = 4
| recovery=19
| recovery     = 19
| hitstop=9
| hitstop     = 9
| hitstun=22
| hitstun     = 22
| blockstun=18
| blockstun   = 18
| onhit=±0
| onhit       = ±0
| onblock=-4  
| onblock     = -4  
| framedata=[[File:SG_dbl_cmk_fd.png|left]]}}
| onpushblock  =
| superhitstop = N/A
| framedata   = [[File:SG_dbl_cmk_fd.png|left]]}}
|
|
<br>
* Lower damage and range than 2MP, but is much safer on block and acts as a second low in your chain.
* Alternative option for hitconfirming off 2LK. Has slightly lower damage and range than 2MP, but is much safer on block and acts as a second low in your chain.
}}
<br>
|
|
|
|
|}}


{{MoveData-SG
{{MoveData-SG
| pic=[[File:SG_dbl_chk.png|225px]]
| pic     = [[File:SG_dbl_chk.png|225px]]
| caption=Sweeping Generalization
| hitbox = [[File:SG_dbl_chk_hb.png|225px]]
| hitbox=[http://wiki.shoryuken.com/images/d/d0/SG_dbl_chk_hb.png View hitbox]
| caption = Sweeping Generalization
 
| name   = 2HK
| name=2HK
| input   = '''c.'''{{NotationIcon-SG|HK}}
| input='''c.'''{{NotationIcon-SG|HK}}
|{{AttackData-SG |
|{{AttackData-SG |
| guard={{Property-SG|Low}}
| guard       = {{Property-SG|Low}}
| properties={{Property-SG|Sweep}}
| properties   = {{Property-SG|Sweep}}
| dmg=1000
| dmg         = 1000
| meter=10%
| meter       = 10%
| startup=17
| startup     = 17
| active=4
| active       = 4
| recovery=32
| recovery     = 32
| hitstop=10
| hitstop     = 10
| hitstun=14
| hitstun     = 14
| blockstun=17
| blockstun   = 17
| onhit={{Property-SG|Soft KD (Invuln.)}}
| onhit       = {{Property-SG|Soft KD (Invuln.)}}
| onblock=-18  
| onblock     = -18  
| framedata=[[File:SG_dbl_chk_fd.png|left]]}}
| onpushblock  =
| superhitstop = N/A
| framedata   = [[File:SG_dbl_chk_fd.png|left]]}}
|
|
<br>
* It's a sweep.
* It's a sweep.
<br>
}}
|
|
|
|
|}}


===Jumping Normals===
===Jumping Normals===


{{MoveData-SG
{{MoveData-SG
| pic=[[File:SG_dbl_jlp.png|225px]]
| pic     = [[File:SG_dbl_jlp.png|225px]]
| caption=Clawpy Cat
| hitbox = [[File:SG_dbl_jlp_hb.png|225px]]
| hitbox=[http://wiki.shoryuken.com/images/7/7b/SG_dbl_jlp_hb.png View hitbox]
| caption = Clawpy Cat
 
| name   = jLP
| name=jLP
| input   = '''j.'''{{NotationIcon-SG|LP}}
| input='''j.'''{{NotationIcon-SG|LP}}
|{{AttackData-SG |
|{{AttackData-SG |
| guard={{Property-SG|High}}
| guard       = {{Property-SG|High}}
| properties=-
| properties   = -
| dmg=250
| dmg         = 250
| meter=2.5%
| meter       = 2.5%
| startup=6
| startup     = 6
| active=3
| active       = 3
| recovery=16
| recovery     = 16
| hitstop=7
| hitstop     = 7
| hitstun=19
| hitstun     = 19
| blockstun=18
| blockstun   = 18
| onhit=+1
| onhit       = +1
| onblock=±0  
| onblock     = ±0  
| framedata=[[File:SG_dbl_jlp_fd.png|left]]}}
| onpushblock  =
| superhitstop = N/A
| framedata   = [[File:SG_dbl_jlp_fd.png|left]]}}
|
|
<br>
* 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.
* Has a good crossup hitbox and shrinks Double's hurtbox, which can evade some attacks.  
<br>
* Use this when you need your fastest air to air, or to disrespect air resets.
|
}}
|
|
|
|}}


{{MoveData-SG
{{MoveData-SG
| pic=[[File:SG_dbl_jmp.png|225px]]
| pic     = [[File:SG_dbl_jmp.png|225px]]
| caption=Cheap Haircut
| hitbox = [[File:SG_dbl_jmp_hb.png|225px]]
| hitbox=[http://wiki.shoryuken.com/images/7/7e/SG_dbl_jmp_hb.png View hitbox]
| caption = Cheap Haircut
 
| name   = jMP
| name=jMP
| input   = '''j.'''{{NotationIcon-SG|MP}}
| input='''j.'''{{NotationIcon-SG|MP}}
|{{AttackData-SG |
|{{AttackData-SG |
| guard={{Property-SG|High}}
| guard       = {{Property-SG|High}}
| properties=-
| properties   = -
| dmg=150 x5, 250
| dmg         = 150 x5, 250
| meter=1.0588% x6
| meter       = 1.0588% x6
| startup=11
| startup     = 11
| active=2, 2, 2, 2, 2, 2
| active       = 2, 2, 2, 2, 2, 2
| recovery=9
| recovery     = 9
| hitstop=4 x5, 9
| hitstop     = 4 x5, 9
| hitstun=20 x5, 21
| hitstun     = 20 x5, 21
| blockstun=18 x6
| blockstun   = 18 x6
| onhit=+11
| onhit       = +11
| onblock=+8  
| onblock     = +8  
| framedata=[[File:SG_dbl_jmp_fd.png|left]]}}
| onpushblock  =
| superhitstop = N/A
| framedata   = [[File:SG_dbl_jmp_fd.png|left]]}}
|
|
<br>
* Multi-hitting move allowing it to be used to break armour.
* Multi-hitting move allowing it to be used to break armour.
* Easy to convert off of, but the multiple hits will scale the combo.
* Easy to convert off of, but the multiple hits will scale the combo.
* Can be used for crossups.
* Can be used for crossups.
<br>
}}
|
|
|
|
|}}


{{MoveData-SG
{{MoveData-SG
| pic=[[File:SG_dbl_jhp.png|225px]]
| pic     = [[File:SG_dbl_jhp.png|225px]]
| caption=Violet Tantrum
| hitbox = [[File:SG_dbl_jhp_hb.png|225px]]
| hitbox=[http://wiki.shoryuken.com/images/archive/e/e5/20180602183537%21SG_dbl_jhp_hb.png View hitbox]
| caption = Violet Tantrum
 
| name   = jHP
| name=jHP
| input   = '''j.'''{{NotationIcon-SG|HP}}
| input='''j.'''{{NotationIcon-SG|HP}}
|{{AttackData-SG |
|{{AttackData-SG |
| guard={{Property-SG|High}}
| guard       = {{Property-SG|High}}
| properties=-
| properties   = -
| dmg=250, 225, 450
| dmg         = 250, 225, 450
| meter=1.5% x3
| meter       = 1.5% x3
| startup=17
| startup     = 17
| active=11
| active       = 11
| recovery=14
| recovery     = 14
| hitstop=7 x2, 12 (10 on block last hit)
| hitstop     = 7 x2, 12 (10 on block last hit)
| hitstun=22 x2, 24
| hitstun     = 22 x2, 24
| blockstun=17 x2, 15
| blockstun   = 17 x2, 15
| onhit=+2
| onhit       = +2
| onblock=-6  
| onblock     = -6  
| framedata=[[File:SG_dbl_jhp_fd.png|left]]}}
| onpushblock  =
| superhitstop = N/A
| framedata   = [[File:SG_dbl_jhp_fd.png|left]]}}
|
|
<br>
* Versatile jump-in. Good hitbox, multi-hit, and can be converted from almost any range using dash 5LP.
* Versatile jump-in. Good hitbox, multi-hit, and can be converted from almost any range using dash 5LP.
* On block, if they don't pushblock, you can go for a low / throw mixup. To mix up the pushblock timing, you can fast fall with jHK, making this move scary even if it's blocked.
* Can chain into jHK to fastfall and land before the 2nd/3rd hits connect.
<br>
}}
|
|
|
|
|}}


{{MoveData-SG
{{MoveData-SG
| pic=[[File:SG_dbl_jlk.png|225px]]
| pic     = [[File:SG_dbl_jlk.png|225px]]
| caption=Spiral Fraud
| hitbox = [[File:SG_dbl_jlk_hb.png|225px]]
| hitbox=[http://wiki.shoryuken.com/images/archive/0/05/20180602183639%21SG_dbl_jlk_hb.png View hitbox]
| caption = Spiral Fraud
 
| name   = jLK
| name=jLK
| input   = '''j.'''{{NotationIcon-SG|LK}}
| input='''j.'''{{NotationIcon-SG|LK}}
|{{AttackData-SG |
|{{AttackData-SG |
| guard={{Property-SG|High}}
| guard       = {{Property-SG|High}}
| properties=-
| properties   = -
| dmg=100 x3
| dmg         = 100 x3
| meter=1.5% x3
| meter       = 1.5% x3
| startup=10
| startup     = 10
| active=18
| active       = 18
| recovery=16
| recovery     = 16
| hitstop=7 x3 (6 x3 on block)
| hitstop     = 7 x3 (6 x3 on block)
| hitstun=19 x3
| hitstun     = 19 x3
| blockstun=22 x3
| blockstun   = 22 x3
| onhit=-12
| onhit       = -12
| onblock=2
| onblock     = 2
| framedata=[[File:SG_dbl_jlk_fd.png|left]]}}
| onpushblock  =
| superhitstop = N/A
| framedata   = [[File:SG_dbl_jlk_fd.png|left]]}}
|
|
<br>
* Disjointed air-to-air.
* Disjointed air-to-air. Vacuums the opponent towards Double. Used in burst bait setups since you can do 5HK jump backwards jLK and the burst will be out of range.
* Vacuums the opponent towards Double.
<br>
* 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).
|
}}
|
|
|
|}}


{{MoveData-SG
{{MoveData-SG
| pic=[[File:SG_dbl_jmk.png|225px]]
| pic     = [[File:SG_dbl_jmk.png|225px]]
| caption=Patellar Repeat
| hitbox = [[File:SG_dbl_jmk_hb.png|225px]]
| hitbox=[http://wiki.shoryuken.com/images/c/c7/SG_dbl_jmk_hb.png View hitbox]
| caption = Patellar Repeat
 
| name   = jMK
| name=jMK
| input   = '''j.'''{{NotationIcon-SG|MK}}
| input='''j.'''{{NotationIcon-SG|MK}}
|{{AttackData-SG |
|{{AttackData-SG |
| guard={{Property-SG|High}}
| guard       = {{Property-SG|High}}
| properties=-
| properties   = -
| dmg=300, 600
| dmg         = 300, 600
| meter=2.5%, 6%
| meter       = 2.5%, 6%
| startup=12
| startup     = 12
| active=3, (3), 3
| active       = 3, (3), 3
| recovery=15
| recovery     = 15
| hitstop=7, 10
| hitstop     = 7, 10
| hitstun=24, 27
| hitstun     = 24, 27
| blockstun=17, 20
| blockstun   = 17, 20
| onhit=+10
| onhit       = +10
| onblock=+3  
| onblock     = +3
| framedata=[[File:SG_dbl_jmk_fd.png|left]]}}
| onpushblock  =
| superhitstop = N/A
| framedata   = [[File:SG_dbl_jmk_fd.png|left]]}}
|
|
<br>
* 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.
* Useful not only in combos and conversions, but also as an additional movement option to complement her double jump. You can cover a lot of space very quickly with dashjump jMK.
* Good air to air with disjointed hitbox on the first hit.
* A very good air-to-air due to its momentum and the disjointed hitbox on the first hit.
* Second hit pops a grounded opponent into the air.
* If you can get a grounded opponent to block this move it can be cancelled into jHP, providing multiple fastfall points that make it great for pressure.
 
* The second hit propels Double forward in the air.
}}
* The second hit pops a grounded opponent into the air.
<br>
|
|
|
|
|}}


{{MoveData-SG
{{MoveData-SG
| pic=[[File:SG_dbl_jhk.png|225px]]
| pic     = [[File:SG_dbl_jhk.png|225px]]
| caption=Bogus Buzzard
| hitbox = [[File:SG_dbl_jhk_hb.png|225px]]
| hitbox=[http://wiki.shoryuken.com/images/d/df/SG_dbl_jhk_hb.png View hitbox]
| caption = Bogus Buzzard
 
| name   = jHK
| name=jHK
| input   = '''j.'''{{NotationIcon-SG|HK}}
| input='''j.'''{{NotationIcon-SG|HK}}
|{{AttackData-SG |
|{{AttackData-SG |
| version=1st hit
| version     = 1st hit
| guard={{Property-SG|High}}
| guard       = {{Property-SG|High}}
| properties=-
| properties   = -
| dmg=900
| dmg         = 900
| meter=7.50%
| meter       = 7.50%
| startup=13
| startup     = 13
| active=2
| active       = 2
| recovery=30
| recovery     = 30
| hitstop=11 (9 on block)
| hitstop     = 11 (9 on block)
| hitstun=22
| hitstun     = 22
| blockstun=21
| blockstun   = 21
| onhit=-9
| onhit       = -9
| onblock=-8
| onblock     = -8
| framedata=[[File:SG_dbl_jhk_fd.png|left]]}}
| onpushblock  =
| superhitstop = N/A
| framedata   = [[File:SG_dbl_jhk_fd.png|left]]}}
|{{AttackData-SG |
|{{AttackData-SG |
| version= Avery
| version     = Avery
| guard=Mid
| guard       = Mid
| properties={{Property-SG|Projectile}}
| properties   = {{Property-SG|Projectile}}
| dmg=450 x2
| dmg         = 450 x2
| meter=2.25% x2
| meter       = 2.25% x2
| startup=7
| startup     = 7
| active=(Until ground)
| active       = (Until ground)
| recovery=N/A
| recovery     = N/A
| hitstop=5 x2
| hitstop     = 5 x2
| hitstun=19 x2
| hitstun     = 19 x2
| blockstun=17 x2
| blockstun   = 17 x2
| onhit=N/A
| onhit       = N/A
| onblock=N/A }}
| onblock     = N/A
| onpushblock  =
| superhitstop = N/A}}
|
|
<br>
* 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 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. If the opponent is at the right height, it will leave the them suspended in the air for a crossup reset. Example: jLKx3 > jMP(1) > jHK. Then, dash under 5LP.
* 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.
* A great way to pressure a cornered opponent, especially on incoming as they have to respect Avery.
<br>
}}
|
|
|
|}}


===Universal Mechanics===
===Universal Mechanics===


{{MoveData-SG
{{MoveData-SG
| pic=[[File:SG_dbl_throw.png|225px]]
| pic     = [[File:SG_dbl_throw.png|225px]]
| caption=Godhand
| hitbox = [[File:SG_dbl_throw_hb.png|225px]]
| hitbox=[http://wiki.shoryuken.com/images/5/5c/SG_dbl_throw_hb.png View hitbox]
| caption = Godhand
 
| name   = Throw
| name=Throw
| input   = {{NotationIcon-SG|LP}} + {{NotationIcon-SG|LK}}
| input={{NotationIcon-SG|LP}} + {{NotationIcon-SG|LK}}
|{{AttackData-SG |
|{{AttackData-SG |
| guard={{Property-SG|Throw}}
| guard       = {{Property-SG|Throw}}
| properties={{Property-SG|Damage Scaling|50%}}
| properties   = {{Property-SG|Damage Scaling|50%}}
| dmg=0, 300, 900
| dmg         = 0, 300, 900
| meter=4%, 0%, 7%
| meter       = 4%, 0%, 7%
| startup=7
| startup     = 7
| active=1
| active       = 1
| recovery=28
| recovery     = 28
| hitstop=N/A
| hitstop     = N/A
| hitstun=N/A
| hitstun     = N/A
| blockstun=N/A
| blockstun   = N/A
| onhit={{Property-SG|KD}}| onblock=N/A
| onhit       = {{Property-SG|KD}}
| framedata=[[File:SG_dbl_throw_fd.png|left]]}}
| onblock     = N/A
| onpushblock  =
| superhitstop = N/A
| framedata   = [[File:SG_dbl_throw_fd.png|left]]}}
|
|
<br>
* Double's throw is an essential part of her mixup game, and one of the bigger throws in the game.
* Double's throw is an essential part of her mixup game, and one of the bigger throws in the game. Fortunately, it can be converted from easily using Flesh Step 2MP. Saving OTG is possible on some characters by cancelling into H Luger.
* Combo: Throw > 214K > 2MP > etc
<br>
}}
|
|
|
|
|}}


{{MoveData-SG
{{MoveData-SG
| pic=[[File:SG_dbl_airthrow.png|225px]]
| pic     = [[File:SG_dbl_airthrow.png|225px]]
| caption=Kitten Blender
| hitbox = [[File:SG_dbl_airthrow_hb.png|225px]]
| hitbox=[http://wiki.shoryuken.com/images/5/5b/SG_dbl_airthrow_hb.png View hitbox]
| caption = Kitten Blender
 
| name   = Air Throw
| name=Air Throw
| input   = {{NotationIcon-SG|LP}} + {{NotationIcon-SG|LK}} '''(in air)'''
| input={{NotationIcon-SG|LP}} + {{NotationIcon-SG|LK}} '''(in air)'''
|{{AttackData-SG |
|{{AttackData-SG |
| guard={{Property-SG|Air Throw}}
| guard       = {{Property-SG|Air Throw}}
| properties={{Property-SG|Damage Scaling|50%}}
| properties   = {{Property-SG|Damage Scaling|50%}}
| dmg=0 x2, 800
| dmg         = 0 x2, 800
| meter=0% x2, 9%
| meter       = 0% x2, 9%
| startup=7
| startup     = 7
| active=3
| active       = 3
| recovery=19
| recovery     = 19
| hitstop=N/A
| hitstop     = N/A
| hitstun=N/A
| hitstun     = N/A
| blockstun=N/A
| blockstun   = N/A
| onhit={{Property-SG|Ground Bounce}}
| onhit       = {{Property-SG|Ground Bounce}}
| onblock=N/A
| onblock     = N/A
| framedata=[[File:SG_dbl_airthrow_fd.png|left]]}}
| onpushblock  =
| superhitstop = N/A
| framedata   = [[File:SG_dbl_airthrow_fd.png|left]]}}
|
|
<br>
* Used frequently as a mixup in her air vortex.
* Used frequently as a mixup in her air vortex. Convert using dash 2MP, or dash 2LK to save OTG.
* Combo: Air throw > dash > OTG 2MP or 2LK. The latter saves OTG.
* Unlike other air throws, doesn't deal all of its damage in red health.
}}
* Under rare circumstances the opponent can get pushed out of the 2nd hit: [https://twitter.com/CRYSTALPRlSON/status/1117945486718095360 (video)]
<br>
|
|
|
|
|}}


{{MoveData-SG
{{MoveData-SG
| pic=[[File:SG_dbl_tag.png|225px]]
| pic     = [[File:SG_dbl_tag.png|225px]]
| caption=Second Impact
| hitbox = [[File:SG_dbl_tag_hb.png|225px]]
|hitbox=[http://wiki.shoryuken.com/images/e/e3/SG_dbl_tag_hb.png View hitbox]
| caption = Second Impact
 
| name   = Tag
| name=Tag
| input   = {{NotationIcon-SG|MP}} + {{NotationIcon-SG|MK}} '''/''' {{NotationIcon-SG|HP}} + {{NotationIcon-SG|HK}}
| input={{NotationIcon-SG|MP}} + {{NotationIcon-SG|MK}} '''/''' {{NotationIcon-SG|HP}} + {{NotationIcon-SG|HK}}
|{{AttackData-SG |
|{{AttackData-SG |
| guard=Mid
| guard       = Mid
| properties={{Property-SG|Tag}}
| properties   = {{Property-SG|Tag}}
| dmg=200, 300
| dmg         = 200, 300
| meter=10% x2
| meter       = 10% x2
| startup=31
| startup     = 31
| active=40, (Until Ground)
| active       = 40, (Until Ground)
| recovery=65
| recovery     = 65
| hitstop=9, 12
| hitstop     = 9, 12
| hitstun=10 x2
| hitstun     = 10 x2
| blockstun=13 x2
| blockstun   = 13 x2
| onhit={{Property-SG|Ground Bounce}},<br>or {{Property-SG|KD}}
| onhit       = {{Property-SG|Ground Bounce}},<br>or {{Property-SG|KD}}
| onblock=-51  
| onblock     = -51
| framedata=[[File:SG_dbl_tag_fd.png|left]]}}
| onpushblock  =
| superhitstop = N/A
| framedata   = [[File:SG_dbl_tag_fd.png|left]]}}
|
|
<br>
* Double enters from the side of the screen, then re-appears from the top of the screen.
* Double enters from the side of the screen, then re-appears from the top of the screen.
* Allows a small window for a follow up combo.
* Avoid using this outside of a combo. The startup and amount of time it takes to travel across the screen gives the opponent plenty of time to react and makes it punishable even if done after killing a character since it finishes right in front of the opponent. The only time it's even possibly worth considering is vs Peacock or Robo-Fortune when you are sure the first part of the move will be interrupted by a projectile and that the opponent won't be able to convert.
* 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.
<br>
* Combo: Tag > dash > OTG 2MP or 2LK. The latter saves OTG.
|
* Very risky outside of a combo, unless you can hit out of it.
|
}}
|
|
|}}


{{MoveData-SG
{{MoveData-SG
| pic=[[File:SG_dbl_snap.png|225px]]
| pic     = [[File:SG_dbl_snap.png|225px]]
| caption=Chimeram
| hitbox = [[File:SG_dbl_snap_hb.png|225px]]
|hitbox=[http://wiki.shoryuken.com/images/d/d4/SG_dbl_snap_hb.png View hitbox]
| caption = Chimeram
 
| name   = Snapback
| name=Snapback
| input   = {{NotationIcon-SG|236}} + {{NotationIcon-SG|MP}} + {{NotationIcon-SG|MK}} '''/''' {{NotationIcon-SG|236}} + {{NotationIcon-SG|HP}} + {{NotationIcon-SG|HK}}
| input={{NotationIcon-SG|236}} + {{NotationIcon-SG|MP}} + {{NotationIcon-SG|MK}} '''/''' {{NotationIcon-SG|236}} + {{NotationIcon-SG|HP}} + {{NotationIcon-SG|HK}}
|{{AttackData-SG |
|{{AttackData-SG |
| guard=Mid
| guard       = Mid
| properties={{Property-SG|Snapback}}
| properties   = {{Property-SG|Snapback}}
| dmg=0
| dmg         = 0
| meter=-100%
| meter       = -100%
| startup=12 + 3
| startup     = 12 + 3
| active=6
| active       = 6
| recovery=30
| recovery     = 30
| hitstop=(9) 13
| hitstop     = 13
| hitstun=14
| hitstun     = 14
| blockstun=17
| blockstun   = 17
| onhit=N/A
| onhit       = N/A
| onblock=-18
| onblock     = -18
| framedata=[[File:SG_dbl_snap_fd.png|left]]}}
| onpushblock  =
| superhitstop = 9
| framedata   = [[File:SG_dbl_snap_fd.png|left]]}}
|
|
<br>
* Active for 6 frames instead of the normal 3 frames for snapbacks.
* Active for 6 frames instead of the normal 3 frames for snapbacks.
<br>
}}
|
|
|
|
|}}


===Specials===
===Specials===


{{MoveData-SG
{{MoveData-SG
| pic=[[File:SG_dbl_qcbk.png|225px]]
| pic     = [[File:SG_dbl_qcbk.png|225px]]
| caption=
| caption =  
 
| name   = Flesh Step
| name=Flesh Step
| input   = {{NotationIcon-SG|214}} + {{NotationIcon-SG|K}}
| input={{NotationIcon-SG|214}} + {{NotationIcon-SG|K}}
|{{AttackData-SG |
|{{AttackData-SG |
| guard=N/A
| guard       = N/A
| properties={{Property-SG|Invuln. (Proj.)}} (Frame 12)
| properties   = {{Property-SG|Invuln. (Proj.)}} (Frame 12)
| dmg=N/A
| dmg         = N/A
| meter=N/A
| meter       = N/A
| startup=11
| startup     = 11
| active=N/A
| active       = N/A
| recovery=23
| recovery     = 23
| hitstop=N/A
| hitstop     = N/A
| hitstun=N/A
| hitstun     = N/A
| blockstun=N/A
| blockstun   = N/A
| onhit=N/A
| onhit       = N/A
| onblock=N/A  
| onblock     = N/A
| framedata=[[File:SG_dbl_qcbk_fd.png|left]]}}
| onpushblock  =
| superhitstop = N/A
| framedata   = [[File:SG_dbl_qcbk_fd.png|left]]}}
|
|
<br>
* A command dash that can pass through the opponent
* A command dash that can pass through the opponent. Has projectile invulnerability starting on frame 12.
* Projectile invuln frames 12-27
* Used in conjunction with an assist for crossup resets, and occasionally bypassing projectiles.
* There is only one version of this move. Which kick button is pressed doesn't change the move.
<br>
* Use for assist and solo crossups.
|
}}
|
|
|
|}}




{{MoveData-SG
{{MoveData-SG
| pic=[[File:SG_dbl_qcfp.png|225px]]
| pic     = [[File:SG_dbl_qcfp.png|225px]]
| caption=
| hitbox = [[File:SG_dbl_qcfp_hb.png|225px]]
| hitbox=[http://wiki.shoryuken.com/images/archive/2/2d/20180602190819%21SG_dbl_qcfp_hb.png View hitbox]
| caption =
 
| name   = Luger Replica
| name=Luger Replica
| input   = {{NotationIcon-SG|236}} + {{NotationIcon-SG|P}}
| input={{NotationIcon-SG|236}} + {{NotationIcon-SG|P}}
|{{AttackData-SG |
| version      = {{NotationIcon-SG|LP}}
| guard        = Mid
| properties  = {{Property-SG|Projectile}},<br>{{Property-SG|Damage Scaling|75%}}
| dmg          = 650 (100)
| meter        = (2.5%) 5.625%
| startup      = 12
| active      = -
| recovery    = 37
| hitstop      = 8
| hitstun      = 28
| blockstun    = 24
| onhit        = ±0, <br>{{Property-SG|KD}} (vs air)
| onblock      = -4
| onpushblock  =
| superhitstop = N/A
| framedata    = [[File:SG_dbl_qcflp_fd.png|left]]}}
|{{AttackData-SG |
| version      = {{NotationIcon-SG|MP}}
| guard        = Mid
| properties  = {{Property-SG|Projectile}},<br>{{Property-SG|Damage Scaling|75%}}
| dmg          = 650 (100)
| meter        = (2.5%) 5.625%
| startup      = 12
| active      = -
| recovery    = 37
| hitstop      = 8
| hitstun      = 28
| blockstun    = 24
| onhit        = ±0, <br>{{Property-SG|KD}} (vs air)
| onblock      = -4
| onpushblock  =
| superhitstop = N/A
| framedata    = [[File:SG_dbl_qcfmp_fd.png|left]]}}
|{{AttackData-SG |
| version      = {{NotationIcon-SG|HP}}
| guard        = Mid
| properties  = {{Property-SG|Projectile}},<br>{{Property-SG|Damage Scaling|75%}}
| dmg          = 650 (100)
| meter        = (2.5%) 5.625%
| startup      = 16
| active      = -
| recovery    = 33
| hitstop      = 8
| hitstun      = 30
| blockstun    = 24
| onhit        = {{Property-SG|Ground Bounce}}
| onblock      = ±0
| onpushblock  =
| superhitstop = N/A
| framedata    = [[File:SG_dbl_qcfhp_fd.png|left]]}}
|
|
{{AttackData-SG |
* Double fires a gunshot towards the opponent.
| version={{NotationIcon-SG|LP}}
* One of her safer moves to end a blockstring with.
| guard=Mid
* Button pressed determines the trajectory.
| properties={{Property-SG|Projectile}},<br>{{Property-SG|Damage Scaling|75%}}
* Each version knocks down on air hit, giving a followup combo possibility when used as an anti air.
| dmg=650 (100)
* Each version moves Double backwards.
| meter=(2.5%) 5.625%
| startup=12
| active=-
| recovery=37
| hitstop=8
| hitstun=28
| blockstun=24
| onhit=±0, <br>{{Property-SG|KD}} (vs air)
| onblock=-4
| framedata=[[File:SG_dbl_qcflp_fd.png|left]]}}
|
{{AttackData-SG |
| version={{NotationIcon-SG|MP}}
| guard=Mid
| properties={{Property-SG|Projectile}},<br>{{Property-SG|Damage Scaling|75%}}
| dmg=650 (100)
| meter=(2.5%) 5.625%
| startup=12
| active=-
| recovery=37
| hitstop=8
| hitstun=28
| blockstun=24
| onhit=±0, <br>{{Property-SG|KD}} (vs air)
| onblock=-4
| framedata=[[File:SG_dbl_qcfmp_fd.png|left]]}}
|
{{AttackData-SG |
| version={{NotationIcon-SG|HP}}
| guard=Mid
| properties={{Property-SG|Projectile}},<br>{{Property-SG|Damage Scaling|75%}}
| dmg=650 (100)
| meter=(2.5%) 5.625%
| startup=16
| active=-
| recovery=33
| hitstop=8
| hitstun=30
| blockstun=24
| onhit={{Property-SG|Ground Bounce}}
| onblock=±0
| framedata=[[File:SG_dbl_qcfhp_fd.png|left]]}}
|
<br>
* Excellent tool for space control that causes a knockdown on air hit. The trajectory differs depending on the button pressed.
* {{NotationIcon-SG|LP}}
* {{NotationIcon-SG|LP}}
** 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.
** Travels in a straight, horizontal line.
** Especially useful against characters with big hurtboxes, since it's harder for them to jump over.
** 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. Use to hit opponents trying to low profile the L version.
** 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. Great for anti-airing. Even if they block it in the air, Double is usually safe.
** Ricochets off the floor and covers the area right above Double.
** Use this version if you're in point blank range and absolutely have to end your blockstring with something safe.
** 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.
* The second Luger used in a combo will not knock the opponent nearly as high, limiting combo follow up options.
** Best block advantage of all the Lugers.
* Note about ending blockstrings with Luger: Each version is technically safe on block, but if the opponent pushblocked your string earlier, it can usually be punished with a PBGC.
* Each version of Luger reels Double's hurtbox backwards.
<br>
|
|
|
}}
}}


{{MoveData-SG
{{MoveData-SG
| pic=[[File:SG_dbl_dpk.png|225px]]
| pic     = [[File:SG_dbl_dpk.png|225px]]
| caption=
| hitbox = [[File:SG_dbl_dpk_hb.png|225px]]
| hitbox=[http://wiki.shoryuken.com/images/archive/9/9e/20180602190736%21SG_dbl_dpk_hb.png View hitbox]
| caption =
 
| name   = Hornet Bomber
| name=Hornet Bomber
| input   = {{NotationIcon-SG|623}} + {{NotationIcon-SG|K}}
| input={{NotationIcon-SG|623}} + {{NotationIcon-SG|K}}
|{{AttackData-SG |
|
| version     = {{NotationIcon-SG|LK}}
{{AttackData-SG |
| guard       = Mid
| version={{NotationIcon-SG|LK}}
| properties   = {{Property-SG|Invuln. (Full)}}
| guard=Mid
| dmg         = 600, 800 (100, 100)
| properties={{Property-SG|Invuln. (Full)}}
| meter       = (2.5%) 4.5%, 3.6%
| dmg=600, 800 (100, 100)
| startup     = 12  
| meter=(2.5%) 4.5%, 3.6%
| active       = 16, 6
| startup=12  
| recovery     = 42
| active=16, 6
| hitstop     = 8, 8
| recovery=42
| hitstun     = 22, 14
| hitstop=8, 8
| blockstun   = 25, 13
| hitstun=22, 14
| onhit       = {{Property-SG|KD}}
| blockstun=25, 13
| onblock     = -34
| onhit={{Property-SG|KD}}
| onpushblock  =
| onblock=-34
| superhitstop = N/A
| framedata=[[File:SG_dbl_dplk_fd.png|left]]}}
| framedata   = [[File:SG_dbl_dplk_fd.png|left]]}}
|
|{{AttackData-SG |
{{AttackData-SG |
| version     = {{NotationIcon-SG|MK}}
| version={{NotationIcon-SG|MK}}
| guard       = Mid
| guard=Mid
| properties   = -
| properties=-
| dmg         = 400, 500, 900 (100, 100, 100)
| dmg=400, 500, 900 (100, 100, 100)
| meter       = (2.5%) 4.5%, 4.6% x2
| meter=(2.5%) 4.5%, 4.6% x2
| startup     = 14
| startup=14
| active       = 11, 4, (10), 9
| active=11, 4, (10), 9
| recovery     = 49
| recovery=49
| hitstop     = 10, 8, 9
| hitstop=10, 8, 9
| hitstun     = 20 x2, 17
| hitstun=20 x2, 17
| blockstun   = 23, 23, 14
| blockstun=23, 23, 14
| onhit       = {{Property-SG|KD}}
| onhit={{Property-SG|KD}}| onblock=-43
| onblock     = -43
| framedata=[[File:SG_dbl_dpmk_fd.png|left]]}}
| onpushblock  =
|
| superhitstop = N/A
{{AttackData-SG |
| framedata   = [[File:SG_dbl_dpmk_fd.png|left]]}}
| version={{NotationIcon-SG|HK}}
|{{AttackData-SG |
| guard=Mid
| version     = {{NotationIcon-SG|HK}}
| properties=-
| guard       = Mid
| dmg=500, 600, 1000 (100, 100, 100)
| properties   = -
| meter=(2.5%) 4.5%, 4.6% x2
| dmg         = 500, 600, 1000 (100, 100, 100)
| startup=17
| meter       = (2.5%) 4.5%, 4.6% x2
| active=12, 4, (11), 13
| startup     = 17
| recovery=50
| active       = 12, 4, (11), 13
| hitstop=11, 9, 10
| recovery     = 50
| hitstun=20 x3
| hitstop     = 11, 9, 10
| blockstun=23, 23, 15
| hitstun     = 20 x3
| onhit={{Property-SG|KD}}| onblock=-47
| blockstun   = 23, 23, 15
| framedata=[[File:SG_dbl_dphk_fd.png|left]]}}
| onhit       = {{Property-SG|KD}}
| onblock     = -47
| onpushblock  =
| superhitstop = N/A
| framedata   = [[File:SG_dbl_dphk_fd.png|left]]}}
|
|
<br>
* 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, and the L version has invulnerable startup.
* {{NotationIcon-SG|LK}}
* {{NotationIcon-SG|LK}}
** Double's primary reversal. Less than stellar hitbox that will only hit in front and not above. Extremely unsafe without a DHC.  
** Double's main reversal tool.
** L Bomber into puddle is effectively -18 on block. The opponent can easily punish Double before she recovers or they are grabbed by the puddle.
** Combo by super canceling into 214KK
** L Bomber into catheads is -26 on block but the Catheads will attack before Double recovers, making it effectively -12 on block against non-invincible moves.
** Super canceling with 214KK is -18 on block
** Super cancel into puddle for a combo on hit.
** Super canceling into 236KK is ~-12 on block (considering when the heads can attack)
** The assist version has 2 more additional vulnerable frames, after the usual 3 vulnerable frames on every assist.  
** The assist version has 2 more additional vulnerable frames, after the usual 3 vulnerable frames on every assist.
* {{NotationIcon-SG|MK}}
* {{NotationIcon-SG|MK}}
** Useful as a lockdown and space control assist, not much use on point.
** Useful as a lockdown and space control assist.
* {{NotationIcon-SG|HK}}
* {{NotationIcon-SG|HK}}
** Combo ender for max damage. Useful as a zoning and lockdown assist.  
** Combo ender for max damage. Useful as a lockdown and space control assist.
<br>
|
|
|
}}
}}


{{MoveData-SG
{{MoveData-SG
| pic=[[File:SG_dbl_jqcbk.png|225px]]
| pic     = [[File:SG_dbl_jqcbk.png|225px]]
| caption=
| hitbox = [[File:SG_dbl_jqcbk_hb.png|225px]]
| hitbox=[http://wiki.shoryuken.com/images/7/77/SG_dbl_jqcbk_hb.png View hitbox]
| caption =
 
| name   = Item Crash (Teacup / Barrel / Fridge)
| name=Item Crash
| input   = '''(Air Only)''' {{NotationIcon-SG|214}} + {{NotationIcon-SG|K}}
| input='''(Air Only)''' {{NotationIcon-SG|214}} + {{NotationIcon-SG|K}}
|{{AttackData-SG |
| version      = {{NotationIcon-SG|LK}}
| guard        = {{Property-SG|High}}
| properties  = -
| dmg          = 500 (100)
| meter        = (2.5%) 7.5%
| startup      = 12
| active      = until landing
| recovery    = 24 (40 on whiff)
| hitstop      = 8
| hitstun      = 24
| blockstun    = 17
| onhit        = {{Property-SG|Stagger}}
| onblock      = -23 (at best)
| onpushblock  =
| superhitstop = N/A
| framedata    = [[File:SG_dbl_jqcblk_fd.png|left]]}}
|{{AttackData-SG |
| version      = {{NotationIcon-SG|MK}}
| guard        = {{Property-SG|High}}, Mid
| properties  = -
| dmg          = 450, 475 (100, 100)
| meter        = (2.5%) 4.5%, 7.5%
| startup      = 12
| active      = until landing, 3
| recovery    = 35
| hitstop      = 10 x2
| hitstun      = 55, 34
| blockstun    = 23 x2
| onhit        = {{Property-SG|KD}} (2nd hit)
| onblock      = -14
| onpushblock  =
| superhitstop = N/A
| framedata    = [[File:SG_dbl_jqcbmk_fd.png|left]]}}
|{{AttackData-SG |
| version      = {{NotationIcon-SG|HK}}
| guard        = {{Property-SG|High}}, Mid
| properties  = -
| dmg          = 550, 650 (100, 200)
| meter        = (2.5%) 6%, 7.5%
| startup      = 14
| active      = until landing, 3
| recovery    = 55
| hitstop      = 10, 12
| hitstun      = 55, 22
| blockstun    = 25, 26
| onhit        = {{Property-SG|Ground Bounce}} (2nd hit)
| onblock      = -31
| onpushblock  =
| superhitstop = N/A
| framedata    = [[File:SG_dbl_jqcbhk_fd.png|left]]}}
|
|
{{AttackData-SG |
* Double transforms into an item and falls straight to the ground. Button pressed determines the item. Each version has crossup potential.
| version={{NotationIcon-SG|LK}}
* Each version is a possible grounded overhead option, however unsafe without an assist or super canceling the HK version.
| guard={{Property-SG|High}}
| properties=-
| dmg=500 (100)
| meter=(2.5%) 7.5%
| startup=12
| active=until landing
| recovery=24 (40 on whiff)
| hitstop=8
| hitstun=24
| blockstun=17
| onhit={{Property-SG|Stagger}}
| onblock=-23 (at best)
| framedata=[[File:SG_dbl_jqcblk_fd.png|left]]}}
|
{{AttackData-SG |
| version={{NotationIcon-SG|MK}}
| guard={{Property-SG|High}}
| properties=-
| dmg=450, 475 (100, 100)
| meter=(2.5%) 4.5%, 7.5%
| startup=12
| active=until landing, 3
| recovery=35
| hitstop=10 x2
| hitstun=55, 34
| blockstun=23 x2
| onhit={{Property-SG|KD}} (2nd hit)
| onblock=-14
| framedata=[[File:SG_dbl_jqcbmk_fd.png|left]]}}
|
{{AttackData-SG |
| version={{NotationIcon-SG|HK}}
| guard={{Property-SG|High}}
| properties=-
| dmg=550, 650 (100, 200)
| meter=(2.5%) 6%, 7.5%
| startup=14
| active=until landing, 3
| recovery=55
| hitstop=10, 12
| hitstun=55, 22
| blockstun=25, 26
| onhit={{Property-SG|Ground Bounce}} (2nd hit)
| onblock=-31
| framedata=[[File:SG_dbl_jqcbhk_fd.png|left]]}}
|
<br>
* Double transforms into one of three items depending on the button pressed and falls straight to the ground. Mainly a combo tool, used to bring the opponent back to the ground. Each version has some cross-up potential as well, but they're all minus on block, so only use it if you have an assist to cover you.
* {{NotationIcon-SG|LK}}
* {{NotationIcon-SG|LK}}
** Teacup. Staggers grounded opponents.
** Teacup
** Significantly shrinks Double's hurtbox, which can be used to avoid specific incoming setups and resets.
** Staggers grounded opponents.
** Double's fastest meterless overhead
** Shrinks Double's hurtbox dramatically
* {{NotationIcon-SG|MK}}
* {{NotationIcon-SG|MK}}
** Barrel. Causes a short ground bounce and can be picked up from using OTG
** Barrel
** Where the barrel loop combo gets its name from. Since the Avery from jHK will combo off the ground bounce before using OTG, this combo saves OTG. See the combo section for specifics.
** Causes a short ground bounce. Combo: j214K > OTG 2LK
** Can also be a slow overhead option from the ground, if done alongside an assist to combo off of. If you really want an overhead option as Double, unfortunately this is it.
** Can also be a slow overhead option from the ground, if done alongside an assist to combo off of. If you really want an overhead option as Double, unfortunately this is it.
* {{NotationIcon-SG|HK}}
* {{NotationIcon-SG|HK}}
** Fridge. Causes a higher ground bounce, does the most damage of all the versions.
** Fridge
** Super canceling into puddle is -5.
** Causes a ground bounce that makes the opponent go high in the air
 
** Super canceling into 214KK is -5 on block.
* This move is usually referred to by the corresponding item (teacup/barrel/fridge)
<br>
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}}
}}


{{MoveData-SG
{{MoveData-SG
| pic=[[File:SG_dbl_blkhk.png|225px]]
| pic     = [[File:SG_dbl_blkhk.png|225px]]
| caption=
| hitbox = [[File:SG_dbl_blkhk_hb.png|225px]]
| hitbox=[http://wiki.shoryuken.com/images/1/15/SG_dbl_blkhk_hb.png View hitbox]
| caption =
 
| name   = Cilia Slide
| name=Cilia Slide
| input   = [[File:4.gif]] + {{NotationIcon-SG|LK}} + {{NotationIcon-SG|HK}}
| input=[[File:4.gif]] + {{NotationIcon-SG|LK}} + {{NotationIcon-SG|HK}}
|{{AttackData-SG |
|{{AttackData-SG |
| guard={{Property-SG|Low}}
| guard       = {{Property-SG|Low}}
| properties={{Property-SG|Sweep}}
| properties   = {{Property-SG|Sweep}}
| dmg=1000 (100)
| dmg         = 1000 (100)
| meter=(2.5%) 7.5%
| meter       = (2.5%) 7.5%
| startup=16
| startup     = 15
| active=10
| active       = 10
| recovery=36
| recovery     = 36
| hitstop=12
| hitstop     = 12
| hitstun=18
| hitstun     = 18
| blockstun=21
| blockstun   = 21
| onhit={{Property-SG|KD}}
| onhit       = {{Property-SG|KD}}
| onblock=-16  
| onblock     = -16  
| framedata=[[File:SG_dbl_blkhk_fd.png|left]]}}
| onpushblock  =
| superhitstop = N/A
| framedata   = [[File:SG_dbl_blkhk_fd.png|left]]}}
|
|
<br>
* Moves Double forward quickly
* Double quickly slides forward with a low hitting sweep. Extremely unsafe on block, so don't throw it out in neutral unless you are certain it will hit.
* Has sweep properties (breaks armor)
* Used to confirm off of 2HP, and in more damaging combo routes that side swap. (... 2HP Clide, dash 5LK ...)
* Used to confirm off of 2HP, and in more damaging combo routes that side swap. (... 2HP Clide, dash 5LK ...)
* If used in conjunction with as assist, it can be used to force your way in, or to frame trap after a blocked 2HP.
* Because of its forward movement and active frames, it can be used to trip guard people landing from a jump normal
* Super canceling into puddle is safer, but is effectively -10 and therefore light punishable. The puddle might scare them into not trying to punish, since you eat a full combo if you mess it up. If cancelled into Catheads (assuming the attacks are done as soon as possible) it will be a blockstring and is therefore completely safe on block.
* 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.
<br>
* Super canceling into 214KK is ~-10 on block
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* Super canceling into 236KK, the cathead attacks will be a true blockstring
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}}
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|}}


===Supers===
===Supers===


{{MoveData-SG
{{MoveData-SG
| pic=[[File:SG_dbl_qcfpp.png|225px]]
| pic     = [[File:SG_dbl_qcfpp.png|225px]]
| caption="Be driven before us!"
| hitbox = [[File:SG_dbl_qcfpp_hb.png|225px]]
| hitbox=[http://wiki.shoryuken.com/images/9/9e/SG_dbl_qcfpp_hb.png View hitbox]
| caption = "Be driven before us!"
|
| name=Bandwagon Rushdown (Car)
| name=Bandwagon Rushdown
| subtitle=Level 1
| subtitle=Level 1
| input={{NotationIcon-SG|236}} + {{NotationIcon-SG|P}} + {{NotationIcon-SG|P}}
| input   = {{NotationIcon-SG|236}} + {{NotationIcon-SG|P}} + {{NotationIcon-SG|P}}
|{{AttackData-SG |
|{{AttackData-SG |
| guard=Mid
| guard       = Mid
| properties={{Property-SG|Invuln. (Full)}} ,<br>{{Property-SG|Minimum Scaling|33%}} (except 1st hit)
| properties   = {{Property-SG|Invuln. (Full)}} ,<br>{{Property-SG|Minimum Scaling|33%}} (except 1st hit)
| dmg=500 x4, 1200 (100 x4. 200)
| dmg         = 500 x4, 1200 (100 x4. 200)
| meter=-100%
| meter       = -100%
| startup=6 + 2 or 6 + 11
| startup     = 6 + 2 or 6 + 11
| active=--
| active       = --
| recovery=32
| recovery     = 32
| hitstop=(8) 5 x4, 24
| hitstop     = 5 x4, 24
| hitstun=26 x5
| hitstun     = 26 x5
| blockstun=26 x5
| blockstun   = 26 x5
| onhit={{Property-SG|KD}}| onblock=-64 (at best)  
| onhit       = {{Property-SG|KD}}| onblock     = -64 (at best)  
| framedata=[[File:SG_dbl_qcfpp_fd.png|left]]<br>[[File:SG_dbl_qcfpp2_fd.png|left]]}}
| onpushblock  =
| superhitstop = 8
| framedata   = [[File:SG_dbl_qcfpp_fd.png|left]]<br>[[File:SG_dbl_qcfpp2_fd.png|left]]}}
|
|
<br>
* Double disappears from the screen as Peacock, returning as invulnerable car that travels across the screen. Double becomes vulnerable again as she transforms during recovery, always appearing directly in front of the opponent.
* Double disappears from the screen as Peacock, returning to run over the opponent as an invulnerable car.
* The car will come from the side of the screen behind Double. If 4 is held, the car will come from the reverse side and 9 frames of startup are added.
* If done in the corner without reversing the direction, it could potentially be post flash unblockable.
* Before the screen zooms back out from the super flash, some dust will appear. The side the dust is on indicates what side the car will come from (Dust on left side means the car will come from the left and travel to the right, and vice versa).
** [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]
* 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).
* 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.
* The only way to beat this attack aside from punishing its recovery is with Valentine's counter super.
* Double becomes vulnerable again as she transforms during recovery, always appearing directly in front of the opponent.
* Holding back during start up will add 9f to the start up and drive across the screen from the other direction.
** This also reverses the direction in which you have to input your DHC.
* 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.
* 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.  
** 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.
* 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.
* 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 Car punishable on hit by a large proportion of the cast (see the Counterplay section). You basically want to DHC from this super unless it will kill.
}}
* The dust that appears before the car appears on screen can be used to tell which side the car will come out of. The car will appear on the side of the screen the dust is on.
** [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]
 
* Commonly known as "car"
<br>
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{{MoveData-SG
{{MoveData-SG
| pic=[[File:SG_dbl_qcbkk.png|225px]]
| pic     = [[File:SG_dbl_qcbkk.png|225px]]
| caption=
| hitbox = [[File:SG_dbl_qcbkk_hb.png|225px]]
|hitbox=[http://wiki.shoryuken.com/images/7/76/SG_dbl_qcbkk_hb.png View hitbox]
| caption =
|
| name=Beast of Gehenna (Puddle / Monster)
| name=Beast of Gehenna
| subtitle=Level 1
| subtitle=Level 1
| input={{NotationIcon-SG|214}} + {{NotationIcon-SG|K}} + {{NotationIcon-SG|K}}
| input   = {{NotationIcon-SG|214}} + {{NotationIcon-SG|K}} + {{NotationIcon-SG|K}}
|{{AttackData-SG |
|{{AttackData-SG |
| guard=Mid
| guard       = Mid
| properties={{Property-SG|Damage Scaling|50%}},<br>{{Property-SG|Invuln. (Full)}} (1 frame before flash),<br>{{Property-SG|Hit Grab}}
| properties   = {{Property-SG|Damage Scaling|50%}},<br>{{Property-SG|Invuln. (Full)}} (1 frame before flash),<br>{{Property-SG|Hit Grab}}
| dmg=0, 1500
| dmg         = 0, 1500
| meter=-100%
| meter       = -100%
| startup=12 + 15 + 5
| startup     = 12 + 15 + 5
| active=480, 2
| active       = 480, 2
| recovery=20
| recovery     = 20
| hitstop=(2) N/A (9 on block)
| hitstop     = N/A (9 on block)
| hitstun=N/A
| hitstun     = N/A
| blockstun=19
| blockstun   = 19
| onhit={{Property-SG|KD}}
| onhit       = {{Property-SG|KD}}
| onblock=N/A
| onblock     = N/A
| framedata=[[File:SG_dbl_qcbkk_fd.png|left]]}}
| onpushblock  =
| superhitstop = 2
| framedata   = [[File:SG_dbl_qcbkk_fd.png|left]]}}
|
|
<br>
* 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 lingers for 8 seconds, then disappears. A monster will stick its head out and attempt to bite the opponent if they go over the puddle.
* 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.
* 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 puddle won't grab enemies being thrown.
* The puddle won't grab enemies being thrown.
* The puddle isn't triggered by projectiles.
* The puddle isn't triggered by projectiles.
* 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 puddle will not expire during the last part of Cerebella's Ultimate Showstopper, or the last part of Valentine's level 3.
* The puddle will not expire during the last part of Cerebella's Ultimate Showstopper, or the last part of Valentine's level 3.
* Commonly known as "monster", or "puddle".
}}
<br>
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{{MoveData-SG
{{MoveData-SG
| pic=[[File:SG_dbl_qcfkk.png|225px]]
| pic     = [[File:SG_dbl_qcfkk.png|225px]]
| caption="Dinner time!"
| hitbox=[[File:SG_dbl_qcfkk_hb.png|225px]]
| hitbox=[http://wiki.shoryuken.com/images/5/53/SG_dbl_qcfkk_hb.png View hitbox]
| caption = "Dinner time!"
|
| name=Catellite Lives (Catheads)
| name=Catellite Lives
| subtitle=Level 2
| subtitle=Level 2
| input={{NotationIcon-SG|236}} + {{NotationIcon-SG|K}} + {{NotationIcon-SG|K}}
| input   = {{NotationIcon-SG|236}} + {{NotationIcon-SG|K}} + {{NotationIcon-SG|K}}
|{{AttackData-SG |
|{{AttackData-SG |
| guard=Mid
| guard       = Mid
| properties={{Property-SG|Projectile}}, {{Property-SG|Invuln. (Full)}} (1 frame before flash)
| properties   = {{Property-SG|Projectile}}, {{Property-SG|Invuln. (Full)}} (1 frame before flash)
| dmg=200 xN (33 xN)
| dmg         = 200 xN (33 xN)
| meter=-200%
| meter       = -200%
| startup=7 + 10
| startup     = 7 + 10
| active=N/A
| active       = N/A
| recovery=32
| recovery     = 32
| hitstop=(2), 8
| hitstop     = 8
| hitstun=28
| hitstun     = 28
| blockstun=25
| blockstun   = 25
| onhit=N/A
| onhit       = N/A
| onblock=N/A  
| onblock     = N/A  
| framedata=[[File:SG_dbl_qcfkk_fd.png|left]]}}
| onpushblock  =
| superhitstop = 2
| framedata   = [[File:SG_dbl_qcfkk_fd.png|left]]}}
|
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<br>
* Upon activation, 6 Ms. Fortune heads follow Double for 375f. The heads attack as Double presses attack buttons.
* Upon activation, 6 Ms. Fortune heads follow Double for 375f. The heads attack as Double presses attack buttons.  
** L buttons make the heads attack forward along the ground.
** L buttons make the heads attack forward along the ground.  
** 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.  
* 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.  
** If the point's reversal whiffs, catheads can be punished since it has a lot of recovery.
** On block you still may be punished by PBGCs, invincible alpha counters, or alpha counter into super.
* Use throw inputs to have the heads attack without hitting the opponent as Double, which may add unwanted undizzy / IPS tracking.
* 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.
* 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.  
* 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.
* Double gains 16.6% of her usual meter gain as long as the super remains active.
* Use throw inputs to have the heads attack without hitting the opponent as Double, which may add unwanted undizzy / IPS tracking.
* Commonly known as "catheads".
* Alpha counters can potentially punish this move as a DHC on block.
<br>
* Has a lot of recovery, so if the attack this is canceled from whiffs Double can be punished.
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}}
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{{MoveData-SG
{{MoveData-SG
| pic=[[File:SG_dbl_qcbpp.png|225px]]
| pic     = [[File:SG_dbl_qcbpp.png|225px]]
| caption="Be praying..."
| hitbox = [[File:SG_dbl_qcbpp_hb.png|225px]]
| hitbox=[http://wiki.shoryuken.com/images/c/c4/SG_dbl_qcbpp_hb.png View hitbox]
| caption = "Be praying..."
|
| name   = Nightmare Legion
| name=Nightmare Legion
| subtitle= Level 3
| subtitle=Level 3
| input   = {{NotationIcon-SG|214}} + {{NotationIcon-SG|P}} + {{NotationIcon-SG|P}}
| input={{NotationIcon-SG|214}} + {{NotationIcon-SG|P}} + {{NotationIcon-SG|P}}
|{{AttackData-SG |
|{{AttackData-SG |
| guard=Mid
| guard       = Mid
| properties={{Property-SG|Invuln. (Full)}},<br>{{Property-SG|Minimum Scaling|45%}}
| properties   = {{Property-SG|Invuln. (Full)}},<br>{{Property-SG|Minimum Scaling|45%}}
| dmg=0, 1500, 300x9, 0, 300x6, 2500 (200)
| dmg         = 0, 1500, 300x9, 0, 300x6, 2500 (200)
| meter=-300%
| meter       = -300%
| startup=4 + 2
| startup     = 4 + 2
| active=17
| active       = 17
| recovery=40
| recovery     = 40
| hitstop=(6) 46 (10 on block)
| hitstop     = 46 (10 on block)
| hitstun=20
| hitstun     = 20
| blockstun=23
| blockstun   = 23
| onhit={{Property-SG|Sliding KD}}
| onhit       = {{Property-SG|Sliding KD}}
| onblock=-35  
| onblock     = -35
| framedata=[[File:SG_dbl_qcbpp_fd.png|left]]}}
| onpushblock  =
| superhitstop = 6
| framedata   = [[File:SG_dbl_qcbpp_fd.png|left]]}}
|
|
<br>
* 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.
* 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)
* 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.
* If you haven't spent your OTG, you can follow up with a crossup car.
* Damage shows complete attack, frame data shows attack on whiff or block.
* Damage shows complete attack, frame data shows attack on whiff or block.
<br>
}}
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{{MoveData-SG
{{MoveData-SG
| pic=[[File:SG_dbl_ddkk.png|225px]]
| pic     = [[File:SG_dbl_ddkk.png|225px]]
| caption="Shoot the core!"
| hitbox = [[File:SG_dbl_ddkk_hb.png|225px]]
|hitbox=[http://wiki.shoryuken.com/images/a/ae/SG_dbl_ddkk_hb.png View hitbox]
| caption = "Shoot the core!"
|
| name   = Megalith Array
| name=Megalith Array
| subtitle= Level 5
| subtitle=Level 5
| input   = [[File:2.gif]] , [[File:2.gif]] + {{NotationIcon-SG|K}} + {{NotationIcon-SG|K}}
| input=[[File:2.gif]] , [[File:2.gif]] + {{NotationIcon-SG|K}} + {{NotationIcon-SG|K}}
|{{AttackData-SG |
|{{AttackData-SG |
| version=Initial hit
| version     = Initial hit
| guard=Mid
| guard       = Mid
| properties={{Property-SG|Invuln. (Full)}},<br>{{Property-SG|Minimum Scaling|55%}}
| properties   = {{Property-SG|Invuln. (Full)}},<br>{{Property-SG|Minimum Scaling|55%}}
| dmg=2000 (200)
| dmg         = 2000 (200)
| meter=-500%
| meter       = -500%
| startup=4 + 1
| startup     = 4 + 1
| active=3
| active       = 3
| recovery=0
| recovery     = 0
| hitstop=(5), 12
| hitstop     = 12
| hitstun=22
| hitstun     = 22
| blockstun=25
| blockstun   = 25
| onhit={{Property-SG|Ground Bounce}}
| onhit       = {{Property-SG|Ground Bounce}}
| onblock=+25
| onblock     = +25
| framedata=[[File:SG_dbl_ddkk1_fd.png|left]]}}
| onpushblock  =
| superhitstop = 5
| framedata   = [[File:SG_dbl_ddkk1_fd.png|left]]}}
|{{AttackData-SG |
|{{AttackData-SG |
| version=Initial hit (air)
| version     = Initial hit (air)
| guard={{Property-SG|High}}
| guard       = {{Property-SG|High}}
| properties={{Property-SG|Invuln. (Full)}},<br>{{Property-SG|Minimum Scaling|55%}}
| properties   = {{Property-SG|Invuln. (Full)}},<br>{{Property-SG|Minimum Scaling|55%}}
| dmg=100, 2000 (200, 200)
| dmg         = 100, 2000 (200, 200)
| meter=-500%
| meter       = -500%
| startup=4 + 1
| startup     = 4 + 1
| active=(until ground), 3
| active       = (until ground), 3
| recovery=0
| recovery     = 0
| hitstop=(5), 10, 12
| hitstop     = 10, 12
| hitstun=55, 22
| hitstun     = 55, 22
| blockstun=25 x2
| blockstun   = 25 x2
| onhit={{Property-SG|Ground Bounce}}
| onhit       = {{Property-SG|Ground Bounce}}
| onblock=+23
| onblock     = +23
| framedata=[[File:SG_dbl_ddkk2_fd.png|left]]}}
| onpushblock  =
| superhitstop = 5
| framedata   = [[File:SG_dbl_ddkk2_fd.png|left]]}}
|{{AttackData-SG |
|{{AttackData-SG |
| version={{NotationIcon-SG|P}}
| version     = {{NotationIcon-SG|P}}
| guard=Mid
| guard       = Mid
| properties={{Property-SG|Minimum Scaling|45%}},<br>{{Property-SG|Projectile}}
| properties   = {{Property-SG|Minimum Scaling|45%}},<br>{{Property-SG|Projectile}}
| dmg=200 x3 (50 x3)
| dmg         = 200 x3 (50 x3)
| meter=0%
| meter       = 0%
| startup=8
| startup     = 8
| active=--
| active       = --
| recovery=35
| recovery     = 35
| hitstop=8 x3
| hitstop     = 8 x3
| hitstun=30 x3
| hitstun     = 30 x3
| blockstun=18 x3
| blockstun   = 18 x3
| onhit=N/A, {{Property-SG|KD}} (vs air)
| onhit       = N/A, {{Property-SG|KD}} (vs air)
| onblock=N/A}}
| onblock     = N/A
| onpushblock  =
| superhitstop = N/A}}
|{{AttackData-SG |
|{{AttackData-SG |
| version={{NotationIcon-SG|LK}}
| version     = {{NotationIcon-SG|LK}}
| guard=Mid
| guard       = Mid
| properties={{Property-SG|Minimum Scaling|45%}},<br>{{Property-SG|Projectile}}
| properties   = {{Property-SG|Minimum Scaling|45%}},<br>{{Property-SG|Projectile}}
| dmg=250 (100)
| dmg         = 250 (100)
| meter=0%
| meter       = 0%
| startup=1
| startup     = 1
| active=N/A
| active       = N/A
| recovery=N/A
| recovery     = N/A
| hitstop=8
| hitstop     = 8
| hitstun=26
| hitstun     = 26
| blockstun=18
| blockstun   = 18
| onhit={{Property-SG|KD}}
| onhit       = {{Property-SG|KD}}
| onblock=N/A}}
| onblock     = N/A
| onpushblock  =
| superhitstop = N/A}}
|{{AttackData-SG |
|{{AttackData-SG |
| version={{NotationIcon-SG|MK}}
| version     = {{NotationIcon-SG|MK}}
| guard=Mid
| guard       = Mid
| properties={{Property-SG|Minimum Scaling|45%}},<br>{{Property-SG|Projectile}}
| properties   = {{Property-SG|Minimum Scaling|45%}},<br>{{Property-SG|Projectile}}
| dmg=240 (100)
| dmg         = 240 (100)
| meter=0%
| meter       = 0%
| startup=1
| startup     = 1
| active=N/A
| active       = N/A
| recovery=N/A
| recovery     = N/A
| hitstop=8
| hitstop     = 8
| hitstun=26
| hitstun     = 26
| blockstun=18
| blockstun   = 18
| onhit=N/A
| onhit       = N/A
| onblock=N/A }}
| onblock     = N/A
| onpushblock  =
| superhitstop = N/A}}
|{{AttackData-SG |
|{{AttackData-SG |
| version={{NotationIcon-SG|HK}}
| version     = {{NotationIcon-SG|HK}}
| guard=Mid
| guard       = Mid
| properties={{Property-SG|Minimum Scaling|45%}},<br>{{Property-SG|Projectile}}
| properties   = {{Property-SG|Minimum Scaling|45%}},<br>{{Property-SG|Projectile}}
| dmg=265 x3 (100 x3)
| dmg         = 265 x3 (100 x3)
| meter=0%
| meter       = 0%
| startup=1
| startup     = 1
| active=N/A
| active       = N/A
| recovery=N/A
| recovery     = N/A
| hitstop=8 x3
| hitstop     = 8 x3
| hitstun=23 x3
| hitstun     = 23 x3
| blockstun=18 x3
| blockstun   = 18 x3
| onhit=N/A, {{Property-SG|KD}} (vs air)
| onhit       = N/A, {{Property-SG|KD}} (vs air)
| onblock=N/A }}
| onblock     = N/A
| onpushblock  =
| superhitstop = N/A}}
|{{AttackData-SG |
|{{AttackData-SG |
| version={{NotationIcon-SG|214}} + {{NotationIcon-SG|P}} '''/''' {{NotationIcon-SG|K}}
| version     = {{NotationIcon-SG|214}} + {{NotationIcon-SG|P}} '''/''' {{NotationIcon-SG|K}}
| guard=Mid
| guard       = Mid
| properties={{Property-SG|Minimum Scaling|55%}},<br>
| properties   = {{Property-SG|Minimum Scaling|55%}},<br>
| dmg=2250 (400)
| dmg         = 2250 (400)
| meter=0%
| meter       = 0%
| startup=8
| startup     = 8
| active=1
| active       = 1
| recovery=90
| recovery     = 90
| hitstop=16
| hitstop     = 16
| hitstun=24
| hitstun     = 24
| blockstun=27
| blockstun   = 27
| onhit={{Property-SG|KD}}
| onhit       = {{Property-SG|KD}}
| onblock=-47
| onblock     = -47
| framedata=[[File:SG_dbl_ddkkqcb_fd.png|left]]}}
| onpushblock  =
| superhitstop = N/A
| framedata   = [[File:SG_dbl_ddkkqcb_fd.png|left]]}}
|
|
<br>
* Double transforms into a giant Easter Island statue which hits as an initial hit. For 600f, she can then shoot a variety of projectiles by pressing punches (rings) or kicks (bombs). All projectiles will go away once the super ends.
* Double transforms into a giant Easter Island statue which hits as an initial hit. For 600f, she can then shoot a variety of projectiles by pressing buttons. Punches put out three rings, and kicks put out bombs. The strength changes the formation of the rings and the type of the bombs. All projectiles will go away once the super ends.
** {{NotationIcon-SG|P}} summons three rings from the statue. The strength determines the pattern of the rings.
* Can end the super early by exploding with 214P or 214K, which damages the opponent and inflicts 1500 recoverable damage to herself which cannot KO herself. If the timer runs out on its own, she will not explode. The explosion must be done in order to get the most damage out of this super.
** {{NotationIcon-SG|LK}} summons one walking bomb from behind the statue.
** {{NotationIcon-SG|MK}} summons one go kart bomb from behind the statue.
** {{NotationIcon-SG|HK}} summons one plane bombs from behind the statue.
* 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.
* 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.
* 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:
* Methods for comboing the projectiles together:
Line 1,382: Line 1,297:
** LP+MK+HK in rhythm
** LP+MK+HK in rhythm
** https://youtu.be/hie0TlMxcBk
** 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.
:More details
* There is no recovery animation if she doesn't explode.
:* The meter gauge will drain during the super, so it can be used as a timer.
* If the timer runs out on its own, she will not explode.
:* 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.  
* After the initial invulnerability period, Double becomes vulnerable. She can begin attacking immediately after the active frames, but this will end her invulnerability.
:* After the initial invulnerability period, Double becomes vulnerable. She can begin attacking immediately after the active frames, but this will end her invulnerability.  
* Double will transform back to normal if she's hit.
:* None of Double's attacks during this super can trigger IPS or build undizzy. Double will transform back to normal if she's hit.
* The meter gauge will drain during the super, so it can be used as a timer.
:* There is no recovery animation if she doesn't explode.
* None of Double's attacks during this super can trigger IPS or build undizzy.
<br>
}}
|
|
|}}


===Taunt===
===Taunt===


{{MoveData-SG
{{MoveData-SG
|pic=[[File:SG_dbl_taunt.png|225px]]
| pic     = [[File:SG_dbl_taunt.png|225px]]
|caption="Defiling maggots..."
| caption = "Defiling maggots..."
 
| name   = False Intentions
| name=False Intentions
| input   = {{NotationIcon-SG|LP}} , {{NotationIcon-SG|LK}} , {{NotationIcon-SG|MK}} , {{NotationIcon-SG|HK}} , {{NotationIcon-SG|HP}} , {{NotationIcon-SG|MP}}
| input={{NotationIcon-SG|LP}} , {{NotationIcon-SG|LK}} , {{NotationIcon-SG|MK}} , {{NotationIcon-SG|HK}} , {{NotationIcon-SG|HP}} , {{NotationIcon-SG|MP}}
|{{AttackData-SG |
|{{AttackData-SG |
| guard=N/A
| guard       = N/A
| properties=-
| properties   = -
| dmg=N/A
| dmg         = N/A
| meter=0%
| meter       = 0%
| startup=N/A
| startup     = N/A
| active=N/A
| active       = N/A
| recovery=99
| recovery     = 99
| hitstop=N/A
| hitstop     = N/A
| hitstun=N/A
| hitstun     = N/A
| blockstun=N/A
| blockstun   = N/A
| onhit=N/A
| onhit       = N/A
| onblock=N/A}}
| onblock     = N/A
| onpushblock  =
| superhitstop = N/A}}
|
|
<br>
* Gives 1% meter to the opponent.
* Gives 1% meter to the opponent.
<br>
}}
|  
 
{{MoveData-SG
| pic    = [[File:SG_dbl_assist.png|225px]]
| hitbox  =
| caption =
| name    = Assist Taunt
| input  = Automatically done after an assist move
|{{AttackData-SG |
| guard        = Mid
| properties  = -
| dmg          = N/A
| meter        = 0%
| startup      = N/A
| active      = N/A
| recovery    = 40
| hitstop      = N/A
| hitstun      = N/A
| blockstun    = N/A
| onhit        = N/A
| onblock      = N/A
| onpushblock  = N/A
| superhitstop = N/A}}
|
|
|
* Amount of time it takes for the character to turn invulnerable after they finish performing their assist action.
|
* Longer recovery → more time to punish the assist.
|}}
* Double teleports off screen instead of jumping off screen, which allows her to be called again sooner.
 
}}
 


==Colors==
==Colors==
Line 1,435: 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] from Skullgirls.
| 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 1,456: Line 1,388:
| text24=Based on a [http://kill-la-kill.wikia.com/wiki/Life_Fibers Life Fiber] from Kill la Kill.
| text24=Based on a [http://kill-la-kill.wikia.com/wiki/Life_Fibers Life Fiber] from Kill la Kill.
| text25=Based on [http://marvel.com/universe/Mystique Mystique] from Marvel Comics.
| text25=Based on [http://marvel.com/universe/Mystique Mystique] from Marvel Comics.
| text26=Based on Xbox.
| text27=Based on the [https://www.monsterenergy.com/at/de/products/monster-energy Monster Energy Drink].
| text27=Based on Harvey from Edna&Harvey.
| 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 1,483: Line 1,417:
| color24=SG_dbl_color24.png
| color24=SG_dbl_color24.png
| color25=SG_dbl_color25.png
| color25=SG_dbl_color25.png
| color26=Double_26.png
| color27=Double_26.png
| color27=Double_27.png}}
| color26=Double_27.png
| color28=SG_dbl_color28.png
| color29=SG_dbl_color29.png}}


==External Links==
==Intro Poses==


* [https://youtu.be/sWw94mxc9Fg Double Tutorial feat. keninblack!]
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.
* [https://www.youtube.com/playlist?list=PLgLPYjs8Xw3HPQP3lzWKWU-k85B5GrA2X Double Tech Playlist]


When browsing Skullheart, keep in mind it was most active when the game was on an older patch.
{| class="wikitable" style="border: 1px solid; cellpadding="5" cellspacing="0" width="600"
|- style="vertical-align:top" align=left
| | [[File:Double intro 1.png|200px]]
| width="400" | <b>Intro pose 1:<br/>Hold</b> {{NotationIcon-SG|LP}} OR {{NotationIcon-SG|LK}}<br/>Double prays to a trinity bust.<br/><i>To fight is futile. Aeon has foretold our victory. <br/>Now they trespass upon Venus' domain. <br/>Ignorant children... you would rebel against the Great Mother?</i>
|- style="vertical-align:top" align=left
| | [[File:Double intro 2.png|200px]]
| | <b>Intro pose 2:<br/>Hold</b> {{NotationIcon-SG|MP}} OR {{NotationIcon-SG|MK}}<br/>Two angels fly across the stage as a hand comes out of the floor and squishes them.<br/><i>Gnnn...raaaah.<br/>
|- style="vertical-align:top" align=left
| | [[File:Double intro 3.png|200px]]
| |  <b>Intro pose 3:<br/>Hold</b> {{NotationIcon-SG|HP}} OR {{NotationIcon-SG|HK}}<br/>Double turns inside out.<br/><i>Defiling maggots...you unknowingly consume our flesh. <br/>I'll gladly accept your tithe...in blood. </i>
|}


* [http://skullheart.com/index.php?threads/guns-n-barrels-double-combo-thread.182/ Combo thread]
== Players to Watch ==
* [http://skullheart.com/index.php?threads/double-tips-and-tricks.21/ Tech thread]
{{PlayerList|colorPrefix=SG_dbl_color|data=
* [http://skullheart.com/index.php?threads/double-general-discussion.34/ General thread]
{{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]
}}
}}





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.


Playstyle
SG dbl icon.png 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 Cons
  • 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.
  • 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.


Video Overview


Stats

Chains

Standing 3 Buttons: Sg lp.png or Sg lk.pngSg mp.png or Sg mk.pngSg hp.png or Sg hk.png
Crouching 3 Buttons: Sg lp.png or Sg lk.pngSg mp.png or Sg mk.pngSg hp.png or Sg hk.png
Air 5 Buttons: Sg lp.pngSg lk.pngSg mp.pngSg mk.pngSg hp.pngSg hk.png

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

SG dbl slp.png
SG dbl slp hb.png
Standing Jab
Toggle Hitboxes
Toggle Hitboxes
5LP s.Sg lp.png
x1, x2 Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Chains Into Self 300 2.5% -3 ±0
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
6 3 19 18 21 7 N/A
  • Double's fastest normal
  • Chains into itself once with the same frame data.
  • Used in air crossup resets and to start the last chain of a combo.
SG dbl smp.png
SG dbl smp hb.png
Strong Pie
Toggle Hitboxes
Toggle Hitboxes
5MP s.Sg mp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 550 7.5% ±0 -4
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
12 3 26 (25 on miss) 28 24 9 N/A
  • High profile
  • Used in combos to convert from H Luger and OTG's in general.
SG dbl shp.png
SG dbl shp hb.png
Fugazi Knuckle
Toggle Hitboxes
Toggle Hitboxes
5HP s.Sg hp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 1000 10% Sliding KD -5
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
21 3 22 26 19 14 N/A
  • Slow, long range poke that causes sliding knockdown.
  • 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.
SG dbl slk.png
SG dbl slk hb.png
Substitute Short
Toggle Hitboxes
Toggle Hitboxes
5LK s.Sg lk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 400 2.5% +5 +3
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
8 2 16 22 20 7 N/A
  • More damage than 2LK, so use this when you need to start a chain with a LK button in the middle of your combo.
SG dbl smk.png
SG dbl smk hb.png
Too Forward
Toggle Hitboxes
Toggle Hitboxes
5MK s.Sg mk.png
x1 Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Chains Into Self 400 3.75% -4 -5
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
11 4 21 20 19 10 N/A
x2 Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 500 7.5% -1 -6
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
11 3 23 24 19 9 N/A
  • 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.
SG dbl shk.png
SG dbl shk hb.png
Impawster
Toggle Hitboxes
Toggle Hitboxes
5HK s.Sg hk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Launcher 975 10% -5 -13
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
16 2 33 29 21 12 N/A
  • 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.

Crouching Normals

SG dbl clp.png
SG dbl clp hb.png
Crouching Jab
Toggle Hitboxes
Toggle Hitboxes
2LP c.Sg lp.png
x1, x2 Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Chains Into Self 200 2.5% +4 +5
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
7 3 11 17 18 7 N/A
  • Chains into itself once with the same frame data.
  • Is one frame faster and more advantageous on hit than 2LK.
SG dbl cmp.png
SG dbl cmp hb.png
Elbow Emulator
Toggle Hitboxes
Toggle Hitboxes
2MP c.Sg mp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 575 7.5% -1 -9
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
14 6 21 25 17 10 N/A
  • 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.
SG dbl chp.png
SG dbl chp hb.png
Double Drawn Weave
Toggle Hitboxes
Toggle Hitboxes
2HP c.Sg hp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 900 10% -2,
Ground Bounce (vs air)
-9
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
12 3 28 28 21 9 N/A
  • 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
  • Use 2HP xx H Bomber at the end of chains to end combos. Although 5HP does more damage, 2HP is far more consistent.
SG dbl clk.png
SG dbl clk hb.png
Stamp
Toggle Hitboxes
Toggle Hitboxes
2LK c.Sg lk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Low - 200 2.5% +2 +5
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
8 4 12 17 20 8 N/A
  • 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.
SG dbl cmk.png
SG dbl cmk hb.png
Cliché
Toggle Hitboxes
Toggle Hitboxes
2MK c.Sg mk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Low - 500 7.5% ±0 -4
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
15 4 19 22 18 9 N/A
  • Lower damage and range than 2MP, but is much safer on block and acts as a second low in your chain.
SG dbl chk.png
SG dbl chk hb.png
Sweeping Generalization
Toggle Hitboxes
Toggle Hitboxes
2HK c.Sg hk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Low Sweep 1000 10% Soft KD (Invuln.) -18
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
17 4 32 14 17 10 N/A
  • It's a sweep.

Jumping Normals

SG dbl jlp.png
SG dbl jlp hb.png
Clawpy Cat
Toggle Hitboxes
Toggle Hitboxes
jLP j.Sg lp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
High - 250 2.5% +1 ±0
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
6 3 16 19 18 7 N/A
  • 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.
SG dbl jmp.png
SG dbl jmp hb.png
Cheap Haircut
Toggle Hitboxes
Toggle Hitboxes
jMP j.Sg mp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
High - 150 x5, 250 1.0588% x6 +11 +8
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
11 2, 2, 2, 2, 2, 2 9 20 x5, 21 18 x6 4 x5, 9 N/A
  • 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.
SG dbl jhp.png
SG dbl jhp hb.png
Violet Tantrum
Toggle Hitboxes
Toggle Hitboxes
jHP j.Sg hp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
High - 250, 225, 450 1.5% x3 +2 -6
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
17 11 14 22 x2, 24 17 x2, 15 7 x2, 12 (10 on block last hit) N/A
  • 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.
SG dbl jlk.png
SG dbl jlk hb.png
Spiral Fraud
Toggle Hitboxes
Toggle Hitboxes
jLK j.Sg lk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
High - 100 x3 1.5% x3 -12 2
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
10 18 16 19 x3 22 x3 7 x3 (6 x3 on block) N/A
  • Disjointed air-to-air.
  • 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).
SG dbl jmk.png
SG dbl jmk hb.png
Patellar Repeat
Toggle Hitboxes
Toggle Hitboxes
jMK j.Sg mk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
High - 300, 600 2.5%, 6% +10 +3
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
12 3, (3), 3 15 24, 27 17, 20 7, 10 N/A
  • 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.
SG dbl jhk.png
SG dbl jhk hb.png
Bogus Buzzard
Toggle Hitboxes
Toggle Hitboxes
jHK j.Sg hk.png
1st hit Guard Properties Damage Meter On Hit On Block On Pushblock
High - 900 7.50% -9 -8
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
13 2 30 22 21 11 (9 on block) N/A
Avery Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Projectile 450 x2 2.25% x2 N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
7 (Until ground) N/A 19 x2 17 x2 5 x2 N/A
  • 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.
  • 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.

Universal Mechanics

SG dbl throw.png
SG dbl throw hb.png
Godhand
Toggle Hitboxes
Toggle Hitboxes
Throw Sg lp.png + Sg lk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Throw 50% Damage Scaling 0, 300, 900 4%, 0%, 7% KD N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
7 1 28 N/A N/A N/A N/A
  • 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
SG dbl airthrow.png
SG dbl airthrow hb.png
Kitten Blender
Toggle Hitboxes
Toggle Hitboxes
Air Throw Sg lp.png + Sg lk.png (in air)
Guard Properties Damage Meter On Hit On Block On Pushblock
Air Throw 50% Damage Scaling 0 x2, 800 0% x2, 9% Ground Bounce N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
7 3 19 N/A N/A N/A N/A
  • Used frequently as a mixup in her air vortex.
  • Combo: Air throw > dash > OTG 2MP or 2LK. The latter saves OTG.
SG dbl tag.png
SG dbl tag hb.png
Second Impact
Toggle Hitboxes
Toggle Hitboxes
Tag Sg mp.png + Sg mk.png / Sg hp.png + Sg hk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Tag 200, 300 10% x2 Ground Bounce,
or KD
-51
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
31 40, (Until Ground) 65 10 x2 13 x2 9, 12 N/A
  • Double enters from the side of the screen, then re-appears from the top of the screen.
  • 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.
  • Very risky outside of a combo, unless you can hit out of it.
SG dbl snap.png
SG dbl snap hb.png
Chimeram
Toggle Hitboxes
Toggle Hitboxes
Snapback Sg 236.png + Sg mp.png + Sg mk.png / Sg 236.png + Sg hp.png + Sg hk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Snapback 0 -100% N/A -18
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
12 + 3 6 30 14 17 13 9
  • Active for 6 frames instead of the normal 3 frames for snapbacks.

Specials

SG dbl qcbk.png
Flesh Step Sg 214.png + Sg k.png
Guard Properties Damage Meter On Hit On Block On Pushblock
N/A Invuln. (Proj.) (Frame 12) N/A N/A N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
11 N/A 23 N/A N/A N/A N/A
  • A command dash that can pass through the opponent
  • Projectile invuln frames 12-27
  • There is only one version of this move. Which kick button is pressed doesn't change the move.
  • Use for assist and solo crossups.


SG dbl qcfp.png
SG dbl qcfp hb.png
Toggle Hitboxes
Toggle Hitboxes
Luger Replica Sg 236.png + Sg p.png
Sg lp.png Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Projectile,
75% Damage Scaling
650 (100) (2.5%) 5.625% ±0,
KD (vs air)
-4
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
12 - 37 28 24 8 N/A
Sg mp.png Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Projectile,
75% Damage Scaling
650 (100) (2.5%) 5.625% ±0,
KD (vs air)
-4
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
12 - 37 28 24 8 N/A
Sg hp.png Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Projectile,
75% Damage Scaling
650 (100) (2.5%) 5.625% Ground Bounce ±0
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
16 - 33 30 24 8 N/A
  • Double fires a gunshot towards the opponent.
  • One of her safer moves to end a blockstring with.
  • 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 moves Double backwards.
  • Sg lp.png
    • 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.
  • Sg mp.png
    • Travels diagonally towards the ground.
    • Useful for hitting crouching opponents, but does not go as far as L.
  • Sg hp.png
    • 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.
    • Best block advantage of all the Lugers.
SG dbl dpk.png
SG dbl dpk hb.png
Toggle Hitboxes
Toggle Hitboxes
Hornet Bomber Sg 623.png + Sg k.png
Sg lk.png Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Invuln. (Full) 600, 800 (100, 100) (2.5%) 4.5%, 3.6% KD -34
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
12 16, 6 42 22, 14 25, 13 8, 8 N/A
Sg mk.png Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 400, 500, 900 (100, 100, 100) (2.5%) 4.5%, 4.6% x2 KD -43
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
14 11, 4, (10), 9 49 20 x2, 17 23, 23, 14 10, 8, 9 N/A
Sg hk.png Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 500, 600, 1000 (100, 100, 100) (2.5%) 4.5%, 4.6% x2 KD -47
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
17 12, 4, (11), 13 50 20 x3 23, 23, 15 11, 9, 10 N/A
  • 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.
  • Sg lk.png
    • Double's main reversal tool.
    • Combo by super canceling into 214KK
    • Super canceling with 214KK is -18 on block
    • Super canceling into 236KK is ~-12 on block (considering when the heads can attack)
    • The assist version has 2 more additional vulnerable frames, after the usual 3 vulnerable frames on every assist.
  • Sg mk.png
    • Useful as a lockdown and space control assist.
  • Sg hk.png
    • Combo ender for max damage. Useful as a lockdown and space control assist.
SG dbl jqcbk.png
SG dbl jqcbk hb.png
Toggle Hitboxes
Toggle Hitboxes
Item Crash (Teacup / Barrel / Fridge) (Air Only) Sg 214.png + Sg k.png
Sg lk.png Guard Properties Damage Meter On Hit On Block On Pushblock
High - 500 (100) (2.5%) 7.5% Stagger -23 (at best)
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
12 until landing 24 (40 on whiff) 24 17 8 N/A
Sg mk.png Guard Properties Damage Meter On Hit On Block On Pushblock
High, Mid - 450, 475 (100, 100) (2.5%) 4.5%, 7.5% KD (2nd hit) -14
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
12 until landing, 3 35 55, 34 23 x2 10 x2 N/A
Sg hk.png Guard Properties Damage Meter On Hit On Block On Pushblock
High, Mid - 550, 650 (100, 200) (2.5%) 6%, 7.5% Ground Bounce (2nd hit) -31
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
14 until landing, 3 55 55, 22 25, 26 10, 12 N/A
  • Double transforms into an item and falls straight to the ground. Button pressed determines the item. Each version has crossup potential.
  • Each version is a possible grounded overhead option, however unsafe without an assist or super canceling the HK version.
  • Sg lk.png
    • Teacup
    • Staggers grounded opponents.
    • Shrinks Double's hurtbox dramatically
  • Sg mk.png
    • Barrel
    • Causes a short ground bounce. Combo: j214K > OTG 2LK
    • Can also be a slow overhead option from the ground, if done alongside an assist to combo off of. If you really want an overhead option as Double, unfortunately this is it.
  • Sg hk.png
    • Fridge
    • Causes a ground bounce that makes the opponent go high in the air
    • Super canceling into 214KK is -5 on block.
SG dbl blkhk.png
SG dbl blkhk hb.png
Toggle Hitboxes
Toggle Hitboxes
Cilia Slide 4.gif + Sg lk.png + Sg hk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Low Sweep 1000 (100) (2.5%) 7.5% KD -16
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
15 10 36 18 21 12 N/A
  • Moves Double forward quickly
  • 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 236KK, the cathead attacks will be a true blockstring

Supers

SG dbl qcfpp.png
SG dbl qcfpp hb.png
"Be driven before us!"
Toggle Hitboxes
Toggle Hitboxes
Bandwagon Rushdown (Car)
Level 1
Sg 236.png + Sg p.png + Sg p.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Invuln. (Full) ,
33% Minimum Scaling (except 1st hit)
500 x4, 1200 (100 x4. 200) -100% KD -64 (at best)
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
6 + 2 or 6 + 11 -- 32 26 x5 26 x5 5 x4, 24 8
  • Double disappears from the screen as Peacock, returning as invulnerable car that travels across the screen. Double becomes vulnerable again as she transforms during recovery, always appearing directly in front of the opponent.
  • The car will come from the side of the screen behind Double. If 4 is held, the car will come from the reverse side and 9 frames of startup are added.
  • If done in the corner without reversing the direction, it could potentially be post flash unblockable.
  • Before the screen zooms back out from the super flash, some dust will appear. The side the dust is on indicates what side the car will come from (Dust on left side means the car will come from the left and travel to the right, and vice versa).
  • 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.
SG dbl qcbkk.png
SG dbl qcbkk hb.png
Toggle Hitboxes
Toggle Hitboxes
Beast of Gehenna (Puddle / Monster)
Level 1
Sg 214.png + Sg k.png + Sg k.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid 50% Damage Scaling,
Invuln. (Full) (1 frame before flash),
Hit Grab
0, 1500 -100% KD N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
12 + 15 + 5 480, 2 20 N/A 19 N/A (9 on block) 2
  • 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
    • 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 puddle will disappear if Double is hit, even if it has already been activated.
  • The puddle won't grab enemies being thrown.
  • The puddle isn't triggered by projectiles.
  • The puddle will not expire during the last part of Cerebella's Ultimate Showstopper, or the last part of Valentine's level 3.
SG dbl qcfkk.png
SG dbl qcfkk hb.png
"Dinner time!"
Toggle Hitboxes
Toggle Hitboxes
Catellite Lives (Catheads)
Level 2
Sg 236.png + Sg k.png + Sg k.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Projectile, Invuln. (Full) (1 frame before flash) 200 xN (33 xN) -200% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
7 + 10 N/A 32 28 25 8 2
  • Upon activation, 6 Ms. Fortune heads follow Double for 375f. The heads attack as Double presses attack buttons.
    • L buttons make the heads attack forward along the ground.
    • 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.
    • 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.
  • The super ends early if Double leaves the screen.
  • Use throw inputs to have the heads attack without hitting the opponent as Double, which may add unwanted undizzy / IPS tracking.
  • Alpha counters can potentially punish this move as a DHC on block.
  • Has a lot of recovery, so if the attack this is canceled from whiffs Double can be punished.
SG dbl qcbpp.png
SG dbl qcbpp hb.png
"Be praying..."
Toggle Hitboxes
Toggle Hitboxes
Nightmare Legion
Level 3
Sg 214.png + Sg p.png + Sg p.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Invuln. (Full),
45% Minimum Scaling
0, 1500, 300x9, 0, 300x6, 2500 (200) -300% Sliding KD -35
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
4 + 2 17 40 20 23 46 (10 on block) 6
  • 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)
  • 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.
  • Damage shows complete attack, frame data shows attack on whiff or block.
SG dbl ddkk.png
SG dbl ddkk hb.png
"Shoot the core!"
Toggle Hitboxes
Toggle Hitboxes
Megalith Array
Level 5
2.gif , 2.gif + Sg k.png + Sg k.png
Initial hit Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Invuln. (Full),
55% Minimum Scaling
2000 (200) -500% Ground Bounce +25
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
4 + 1 3 0 22 25 12 5
Initial hit (air) Guard Properties Damage Meter On Hit On Block On Pushblock
High Invuln. (Full),
55% Minimum Scaling
100, 2000 (200, 200) -500% Ground Bounce +23
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
4 + 1 (until ground), 3 0 55, 22 25 x2 10, 12 5
Sg p.png Guard Properties Damage Meter On Hit On Block On Pushblock
Mid 45% Minimum Scaling,
Projectile
200 x3 (50 x3) 0% N/A, KD (vs air) N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
8 -- 35 30 x3 18 x3 8 x3 N/A
Sg lk.png Guard Properties Damage Meter On Hit On Block On Pushblock
Mid 45% Minimum Scaling,
Projectile
250 (100) 0% KD N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
1 N/A N/A 26 18 8 N/A
Sg mk.png Guard Properties Damage Meter On Hit On Block On Pushblock
Mid 45% Minimum Scaling,
Projectile
240 (100) 0% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
1 N/A N/A 26 18 8 N/A
Sg hk.png Guard Properties Damage Meter On Hit On Block On Pushblock
Mid 45% Minimum Scaling,
Projectile
265 x3 (100 x3) 0% N/A, KD (vs air) N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
1 N/A N/A 23 x3 18 x3 8 x3 N/A
Sg 214.png + Sg p.png / Sg k.png Guard Properties Damage Meter On Hit On Block On Pushblock
Mid 55% Minimum Scaling,
2250 (400) 0% KD -47
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
8 1 90 24 27 16 N/A
  • Double transforms into a giant Easter Island statue which hits as an initial hit. For 600f, she can then shoot a variety of projectiles by pressing punches (rings) or kicks (bombs). All projectiles will go away once the super ends.
    • Sg p.png summons three rings from the statue. The strength determines the pattern of the rings.
    • Sg lk.png summons one walking bomb from behind the statue.
    • Sg mk.png summons one go kart bomb from behind the statue.
    • Sg hk.png summons one plane bombs from behind the statue.
  • 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.
  • 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:
  • 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.
  • There is no recovery animation if she doesn't explode.
  • If the timer runs out on its own, she will not explode.
  • After the initial invulnerability period, Double becomes vulnerable. She can begin attacking immediately after the active frames, but this will end her invulnerability.
  • Double will transform back to normal if she's hit.
  • The meter gauge will drain during the super, so it can be used as a timer.
  • None of Double's attacks during this super can trigger IPS or build undizzy.

Taunt

SG dbl taunt.png
"Defiling maggots..."
False Intentions Sg lp.png , Sg lk.png , Sg mk.png , Sg hk.png , Sg hp.png , Sg mp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
N/A - N/A 0% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
N/A N/A 99 N/A N/A N/A N/A
  • Gives 1% meter to the opponent.
SG dbl assist.png
Assist Taunt Automatically done after an assist move
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - N/A 0% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
N/A N/A 40 N/A N/A N/A N/A
  • Amount of time it takes for the character to turn invulnerable after they finish performing their assist action.
  • Longer recovery → more time to punish the assist.
  • Double teleports off screen instead of jumping off screen, which allows her to be called again sooner.

Colors

SG dbl color1.png SG dbl color2.png SG dbl color3.png SG dbl color4.png SG dbl color5.png
Color 1
SGColor1.png
Default color palette.
Color 2
SGColor2.png
Original color palette based on Squigly.
Color 3
SGColor3.png
Based on Red from Angry Birds.
Color 4
SGColor4.png
Original alternate color palette.
Color 5
SGColor5.png
Original color palette based on Umbrella.

SG dbl color6.png SG dbl color7.png SG dbl color8.png SG dbl color9.png SG dbl color10.png
Color 6
SGColor6.png
Based on Arakune from BlazBlue.
Color 7
SGColor7.png
Original color palette based on Double's story mode ending.
Color 8
SGColor8.png
Original alternate color palette.
Color 9
SGColor9.png
Original color palette based on oil.
Color 10
SGColor10.png
Based on Saya from Saya no Uta.

SG dbl color11.png SG dbl color12.png SG dbl color13.png SG dbl color14.png SG dbl color15.png
Color 11
SGColor11.png
Original color palette based on Neapolitan ice cream.
Color 12
SGColor12.png
Original color palette based on Mrs. Victoria from Skullgirls.
Color 13
SGColor13.png
Original color palette based on water.
Color 14
SGColor14.png
Original color palette based on silver.
Color 15
SGColor15.png
Original color palette based on gold.

SG dbl color16.png SG dbl color17.png SG dbl color18.png SG dbl color19.png SG dbl color20.png
Color 16
SGColor16.png
Original color palette based on blood.
Color 17
SGColor17.png
Based on Envy from Full Metal Alchemist.
Color 18
SGColor18.png
Based on Ditto from Pokemon.
Color 19
SGColor19.png
Original color palette based on a double rainbow. Crowdfunding request.
Color 20
SGColor20.png
Original color palette based on the Skull Heart.

SG dbl color21.png SG dbl color22.png SG dbl color23.png SG dbl color24.png SG dbl color25.png
Color 21
SGColor21.png
Original color palette based on a Christmas tree. Crowdfunding request.
Color 22
SGColor22.png
Based on Dr. Ichirō Irabu from Kūchū Buranko.
Color 23
SGColor23.png
Based on Cubia from .hack.
Color 24
SGColor24.png
Based on a Life Fiber from Kill la Kill.
Color 25
SGColor25.png
Based on Mystique from Marvel Comics.

Double 27.png Double 26.png SG dbl color28.png SG dbl color29.png
Color 26
SGColor26.png
Based on Wii Fit Trainer from Wii Fit.
Color 27
SGColor27.png
Based on the Monster Energy Drink.
Color 28
SGColor28.png
Based on Cluster Gems from Steven Universe.
Color 29
SGColor29.png
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.

Double intro 1.png Intro pose 1:
Hold
Sg lp.png OR Sg lk.png
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?
Double intro 2.png Intro pose 2:
Hold
Sg mp.png OR Sg mk.png
Two angels fly across the stage as a hand comes out of the floor and squishes them.
Gnnn...raaaah.
Double intro 3.png Intro pose 3:
Hold
Sg hp.png OR Sg hk.png
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
SG dbl color8.png
Fuzzy_Snugs
United States
United States
Active Double L Bomber/ Squigly DnB/ Eliza H Spiral (Old team)
FUZZY
Example Play
SG dbl color10.png
Noaa
@victorspection
Brazil
Brazil
Retired Parasoul Pillar / Painwheel L Pinion / Double L Bomber

Example Play
SG dbl color25.png
Penpen
@penpen0860g
Japan
Japan
神戸 (Koube)
Active Parasoul L Shot/ Double Clide/ Beowulf H Chair (Old team)
Bomb
Example Play
SG dbl color3.png
Receita Federal
@MillerRobert1
Brazil
Brazil
Retired Double H Bomber / Peacock L George / Big Band M Beat

Example Play
SG dbl color14.png
Sev
United States
United States
WA
Retired Beowulf H Chair/ Double H Bomber/ Big Band H Train (Old team)
Loves closed-room situations.
Example Play
SG dbl color16.png
Sinclair
European Union
European Union
Retired Eliza Butchers/ Double L Bomber
evil vile little creature incapable of feeling empathy or remorse
Example Play
SG dbl color9.png
Turvon
United States
United States
FL
Inactive Double Clide/ Cerebella Copter/ Big Band M Beat

Example Play
SG dbl color24.png
Tyrone O'Canada
@TyroneOCanada
Canada
Canada
Active Valentine H Bypass/ Robo-Fortune H Beam/ Double L Bomber
Keep away enthusiast and Avery loop expert
Example Play


General
FAQ
Controls
Glossary
HUD
Training Room
Game Data Legend
Community
Links
Characters
Filia
Cerebella
Peacock
Parasoul
Ms. Fortune
Painwheel
Valentine
Double
Squigly
Big Band
Eliza
Fukua
Beowulf
Robo-Fortune
Annie
Umbrella
Black Dahlia
Marie
Mechanics
Other