Skullgirls/Double: Difference between revisions
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* Hurtbox lingers after active frames. | * Hurtbox lingers after active frames. | ||
* Cancel into 236P for safey 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. | |||
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* Double will not perform the second hit if she does not get off the screen after the first hit. Trading with the first hit causes a regular knockdown instead of the full ground bounce. | * Double will not perform the second hit if she does not get off the screen after the first hit. Trading with the first hit causes a regular knockdown instead of the full ground bounce. | ||
* Combo: Tag > dash > OTG 2MP or 2LK. The latter saves OTG. | * Combo: Tag > dash > OTG 2MP or 2LK. The latter saves OTG. | ||
* Very risky outside of a combo, unless you can hit out of it | |||
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* Projectile invuln frames 12-27 | * Projectile invuln frames 12-27 | ||
* There is only one version of this move. Which kick button is pressed doesn't change the move. | * There is only one version of this move. Which kick button is pressed doesn't change the move. | ||
* Use for assist crossups | |||
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| framedata = [[File:SG_dbl_qcfhp_fd.png|left]]}} | | framedata = [[File:SG_dbl_qcfhp_fd.png|left]]}} | ||
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* Also a safe tool to end | |||
* Button pressed determines the trajectory. | * Button pressed determines the trajectory. | ||
* Each version knocks down on air hit, giving a followup combo possibility when used as an anti air. | * Each version knocks down on air hit, giving a followup combo possibility when used as an anti air. | ||
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* {{NotationIcon-SG|LP}} | * {{NotationIcon-SG|LP}} | ||
** Travels in a straight, horizontal line. | ** Travels in a straight, horizontal line. | ||
** It can be crouched under, but will catch moves that aren't low profile and air moves at IAD height. If it hits an air opponent, it knocks down and a conversion is usually possible by dashing and picking up OTG. Especially useful against characters with big hurtboxes, since it's harder for them to jump over. | |||
* {{NotationIcon-SG|MP}} | * {{NotationIcon-SG|MP}} | ||
** Travels diagonally towards the ground | ** Travels diagonally towards the ground | ||
* {{NotationIcon-SG|HP}} | * {{NotationIcon-SG|HP}} | ||
** Ricochets off the floor and covers the area right above Double. | ** Ricochets off the floor and covers the area right above Double. | ||
** Incredible anti air tool that can net you a combo | |||
** Second use in a combo won't make the opponent go as high, limiting combo options. | ** Second use in a combo won't make the opponent go as high, limiting combo options. | ||
** Best block advantage of all the Lugers | ** Best block advantage of all the Lugers | ||
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* Moves Double forward quickly | * Moves Double forward quickly | ||
* Has sweep properties (breaks armor) | * Has sweep properties (breaks armor) | ||
* Used to confirm off of 2HP, and in more damaging combo routes that side swap. (... 2HP Clide, dash 5LK ...) | |||
* Because of its forward movement and active frames, it can be used to trip guard people landing from a jump normal | |||
* Super canceling into 214KK is ~-10 on block | * Super canceling into 214KK is ~-10 on block | ||
* Super canceling into 236KK, the cathead attacks will be a true blockstring | * Super canceling into 236KK, the cathead attacks will be a true blockstring | ||
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** [http://wiki.shoryuken.com/images/7/7b/SG_dbl_qcfpp_l2r.png Left to right] | ** [http://wiki.shoryuken.com/images/7/7b/SG_dbl_qcfpp_l2r.png Left to right] | ||
** [http://wiki.shoryuken.com/images/e/e6/SG_dbl_qcfpp_r2l.png Right to left] | ** [http://wiki.shoryuken.com/images/e/e6/SG_dbl_qcfpp_r2l.png Right to left] | ||
* 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 Car punishable on hit by a large proportion of the cast. | * 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. | ||
* 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. | |||
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* Double descends into the floor to set a puddle in front of her which has a lingering hitbox for 8 seconds, then disappears. The monster will attempt to attack if they go over the hitbox with 5f of startup. | * Double descends into the floor to set a puddle in front of her which has a lingering hitbox for 8 seconds, then disappears. The monster will attempt to attack if they go over the hitbox with 5f of startup. | ||
* Combo: 214KK > 236HP > 5MP | * Combo: 214KK > 236HP > 5MP | ||
** A better combo uses 2MP instead of 236HP, but it's more difficult to time. | |||
* Used primarily to convert off of L Bomber, or as a DHC for conversions. Outside of combos, it's used to trap the opponent in the corner, or to set up tricky incoming mixups. Lastly, it can be used to make fridge safe on block. | |||
* The opponent can whiff a move over the top of the puddle to trigger it without being grabbed, as long as the move retracts its hurtbox quickly enough. | |||
* The countdown timer will go 1.5x as fast when Double is not the point character. | * The countdown timer will go 1.5x as fast when Double is not the point character. | ||
* The puddle will disappear if Double is hit, even if it has already been activated. | * The puddle will disappear if Double is hit, even if it has already been activated. | ||
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** 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. | ||
* Used on point to extend pressure and keep your turn. As a DHC, it's amazing since it allows you to keep your turn as long as the super you're DHCing from is blocked. | |||
* Although you get your turn, it can be hard to open up the opponent since Double has no quick overhead from the ground. However, jumping and mixing up between a low jLP and 2LK can be effective. Using Flesh Step will not work as a crossup if they're in continuous blockstun due to crossup protection from blockstun. However, if they pushblock, it's possible to crossup since they exit blockstun. In this case you can delay the cathead's attacks before attempting a Flesh Step crossup or low/throw mixup. | |||
* Useful as a DHC in optimal combos. Can potentially do more damage than car for the same meter cost if you can get enough hits in and/or use any remaining undizzy effectively. | |||
* Double gains 16.6% of her usual meter gain as long as the super remains active. | * Double gains 16.6% of her usual meter gain as long as the super remains active. | ||
* The super ends early if Double leaves the screen. | * The super ends early if Double leaves the screen. | ||
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* On hit, goes into a sequence of attacks as Double transforms into a variety of characters, ending in a sliding knockdown. | * On hit, goes into a sequence of attacks as Double transforms into a variety of characters, ending in a sliding knockdown. | ||
* A combo ender for lots of damage. Using this as a reversal works, but is extremely risky. It's very punishable, costs a lot of meter, and you can't convert into a full combo unless you spend even more meter to DHC. | |||
* Combo: OTG Car (reverse) | * Combo: OTG Car (reverse) | ||
* The full attack will only trigger after a successful first hit. If the point blocks but the move hits an assist, it will execute the attack but stop when the point blocks a hit. The follow up hits are all extremely advantageous on block, making this move safe if it hits an assist. | * The full attack will only trigger after a successful first hit. If the point blocks but the move hits an assist, it will execute the attack but stop when the point blocks a hit. The follow up hits are all extremely advantageous on block, making this move safe if it hits an assist. | ||
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* Can end the super early by exploding with 214P or 214K | * Can end the super early by exploding with 214P or 214K | ||
** Damages the opponent and inflicts 1500 recoverable damage to herself which cannot KO herself. | ** Damages the opponent and inflicts 1500 recoverable damage to herself which cannot KO herself. | ||
* The most damaging super in the game if you can hit them with a lot of projectiles and the explosion. Can ToD in 3v3 with a 2LK starter. | |||
* Methods for comboing the projectiles together: | |||
** Just mash all 6 buttons (simple but inconsistent) | |||
** LP+MK+HK in rhythm | |||
** https://youtu.be/hie0TlMxcBk | |||
* Technically this is an air reversal option. Using this move in the air hits overhead and adds an initial hit and active frames as Double falls to the ground. This doesn't affect the number of invulnerable frames. It's easy to mash this super while being comboed, and your opponent can't mess up your input by crossing you up. | |||
** Must be done in order to get the most damage out of this super. | ** Must be done in order to get the most damage out of this super. | ||
* There is no recovery animation if she doesn't explode. | * There is no recovery animation if she doesn't explode. |
Revision as of 18:24, 27 October 2020
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.
Basics
For more guides and resources jump to the External Links section.
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.
WIP SECTION
File:SG 24px Icon.png 24px is a well-rounded character with some of the best synergy in the game. | |
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Important Moves
- 2LK - Fast, long range low poke that is plus on block.
- 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.
- jHP - Versatile jump-in that confirms into full combos.
- jHK - Creates space between you and the opponent, and useful to use on the opponent's wakeup.
- Throw - Open people up expecting 2LK. Can combo off it meterlessly and set up her air resets.
- L/H Luger (236P) - Great space control tools. L can be thought of as a fireball. H anti-airs and confirms into a full combo.
- Reversals
- L Hornet Bomber (623LK) - Meterless fully invulnerable reversal. Full combo on hit with 214KK super cancel. The hitbox will only hit in front of Double as it has no vertical reach.
- Car (236PP) - Situationally useful, becomes post flash unblockable if you're in the corner and they're point blank.
Stats
Movement
Weight | Dash | Double Jump | Airdash | IAD Lockout |
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Heavy | Step | Yes | No | N/A |
Wakeup Time
Forward Tech | Backward Tech | Sliding KD | Hard KD | Crumple |
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39 | 41 | 7 | 36 | 33 |
Move List
Standing Normals
Standing Jab Toggle Hitboxes Toggle Hitboxes
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Fugazi Knuckle Toggle Hitboxes Toggle Hitboxes
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Substitute Short Toggle Hitboxes Toggle Hitboxes
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Too Forward Toggle Hitboxes Toggle Hitboxes
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Impawster Toggle Hitboxes Toggle Hitboxes
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Crouching Normals
Crouching Jab Toggle Hitboxes Toggle Hitboxes
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Elbow Emulator Toggle Hitboxes Toggle Hitboxes
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Double Drawn Weave Toggle Hitboxes Toggle Hitboxes
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Stamp Toggle Hitboxes Toggle Hitboxes
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Cliché Toggle Hitboxes Toggle Hitboxes
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Sweeping Generalization Toggle Hitboxes Toggle Hitboxes
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Jumping Normals
Clawpy Cat Toggle Hitboxes Toggle Hitboxes
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Cheap Haircut Toggle Hitboxes Toggle Hitboxes
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Violet Tantrum Toggle Hitboxes Toggle Hitboxes
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Spiral Fraud Toggle Hitboxes Toggle Hitboxes
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Patellar Repeat Toggle Hitboxes Toggle Hitboxes
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Bogus Buzzard Toggle Hitboxes Toggle Hitboxes
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Universal Mechanics
Godhand Toggle Hitboxes Toggle Hitboxes
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Kitten Blender Toggle Hitboxes Toggle Hitboxes
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Second Impact Toggle Hitboxes Toggle Hitboxes
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Chimeram Toggle Hitboxes Toggle Hitboxes
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Specials
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Supers
"Be driven before us!" Toggle Hitboxes Toggle Hitboxes
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"Dinner time!" Toggle Hitboxes Toggle Hitboxes
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"Be praying..." Toggle Hitboxes Toggle Hitboxes
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"Shoot the core!" Toggle Hitboxes Toggle Hitboxes
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Taunt
"Defiling maggots..."
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Colors
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Color 1![]() Default color palette. |
Color 2![]() Original color palette based on Squigly. |
Color 3![]() Based on Red from Angry Birds. |
Color 4![]() Original alternate color palette. |
Color 5![]() Original color palette based on Umbrella from Skullgirls. |
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Color 6![]() Based on Arakune from BlazBlue. |
Color 7![]() Original color palette based on Double's story mode ending. |
Color 8![]() Original alternate color palette. |
Color 9![]() Original color palette based on oil. |
Color 10![]() Based on Saya from Saya no Uta. |
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Color 11![]() Original color palette based on Neapolitan ice cream. |
Color 12![]() Original color palette based on Mrs. Victoria from Skullgirls. |
Color 13![]() Original color palette based on water. |
Color 14![]() Original color palette based on silver. |
Color 15![]() Original color palette based on gold. |
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Color 16![]() Original color palette based on blood. |
Color 17![]() Based on Envy from Full Metal Alchemist. |
Color 18![]() Based on Ditto from Pokemon. |
Color 19![]() Original color palette based on a double rainbow. Crowdfunding request. |
Color 20![]() Original color palette based on the Skull Heart. |
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Color 21![]() Original color palette based on a Christmas tree. Crowdfunding request. |
Color 22![]() Based on Dr. Ichirō Irabu from Kūchū Buranko. |
Color 23![]() Based on Cubia from .hack. |
Color 24![]() Based on a Life Fiber from Kill la Kill. |
Color 25![]() Based on Mystique from Marvel Comics. |
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Color 26![]() Based on Wii Fit Trainer from Wii Fit. |
Color 27![]() Based on the Monster Energy Drink. |
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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.
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Intro pose 1: Hold ![]() ![]() 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? |
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Intro pose 2: Hold ![]() ![]() Two angels fly across the stage as a hand comes out of the floor and squishes them. Gnnn...raaaah. |
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Intro pose 3: Hold ![]() ![]() Double turns inside out. Defiling maggots...you unknowingly consume our flesh. I'll gladly accept your tithe...in blood. |
External Links
When browsing Skullheart, keep in mind it was most active when the game was on an older patch.