|
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Line 18: |
Line 18: |
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| |
|
| * '''Team Synergy''': While Double is a strong character on her own, one area she is unrivaled in is her support ability on teams. 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 in the side-switching Bandwagon Rushdown (236PP), and very powerful damage output on her Nightmare Legion (214PP). All these DHCs serve different and unique roles, where other characters would struggle to match the properties of just one of these supers. Combined with her very strong assists in Hornet Bomber (623K) or Cilia Slide (4LKHK), Double can uniquely enable other characters a host of strong tools all in one package. | | * '''Team Synergy''': While Double is a strong character on her own, one area she is unrivaled in is her support ability on teams. 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 in the side-switching Bandwagon Rushdown (236PP), and very powerful damage output on her Nightmare Legion (214PP). All these DHCs serve different and unique roles, where other characters would struggle to match the properties of just one of these supers. Combined with her very strong assists in Hornet Bomber (623K) or Cilia Slide (4LKHK), Double can uniquely enable other characters a host of strong tools all in one package. |
| | |
| | |
| | {{ProConTable |
| | |pros= |
| | *Glue. |
| | |
| | |
| | |cons= |
| | *Idk shes boring. |
| | |
| | }} |
|
| |
|
| ===Important Moves=== | | ===Important Moves=== |
Revision as of 12:07, 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 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.
- Mixup: Double doesn't have a grounded overhead 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, which leads into the same mixups you get off a normal hit. 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. 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, one area she is unrivaled in is her support ability on teams. 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 in the side-switching Bandwagon Rushdown (236PP), and very powerful damage output on her Nightmare Legion (214PP). All these DHCs serve different and unique roles, where other characters would struggle to match the properties of just one of these supers. Combined with her very strong assists in Hornet Bomber (623K) or Cilia Slide (4LKHK), Double can uniquely enable other characters a host of strong tools all in one package.
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
Chains
Standing
|
3 Buttons: or → or → or
|
Crouching
|
3 Buttons: or → or → or
|
Air
|
5 Buttons: → → → → →
|
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
|
7
|
36
|
33
|
Move List
Standing Normals
Standing Jab Toggle Hitboxes Toggle Hitboxes
|
5LP
|
s.
|
|
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.
|
|
Strong Pie Toggle Hitboxes Toggle Hitboxes
|
5MP
|
s.
|
|
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
|
|
|
|
|
Fugazi Knuckle Toggle Hitboxes Toggle Hitboxes
|
5HP
|
s.
|
|
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
|
|
|
- Hurtbox lingers after active frames.
|
|
Substitute Short Toggle Hitboxes Toggle Hitboxes
|
5LK
|
s.
|
|
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.
|
|
Too Forward Toggle Hitboxes Toggle Hitboxes
|
5MK
|
s.
|
|
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
- Although 2LK 5MKx2 is a true blockstring, it's suspect to PBGC and has poor block advantage.
|
|
Impawster Toggle Hitboxes Toggle Hitboxes
|
5HK
|
s.
|
|
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
|
|
|
|
Crouching Normals
Crouching Jab Toggle Hitboxes Toggle Hitboxes
|
2LP
|
c.
|
|
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.
|
|
Elbow Emulator Toggle Hitboxes Toggle Hitboxes
|
2MP
|
c.
|
|
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.
- Unable to crossup opponents not already in hitstun.
|
|
Double Drawn Weave Toggle Hitboxes Toggle Hitboxes
|
2HP
|
c.
|
|
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
|
|
|
- Fast startup for a heavy button
- Combo: 2HP > 4LK+HK
- Low profile
|
|
Stamp Toggle Hitboxes Toggle Hitboxes
|
2LK
|
c.
|
|
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
|
|
|
|
Cliché Toggle Hitboxes Toggle Hitboxes
|
2MK
|
c.
|
|
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.
|
|
Sweeping Generalization Toggle Hitboxes Toggle Hitboxes
|
2HK
|
c.
|
|
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
|
|
|
|
Jumping Normals
Clawpy Cat Toggle Hitboxes Toggle Hitboxes
|
jLP
|
j.
|
|
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.
- Crossup hitbox
|
|
Cheap Haircut Toggle Hitboxes Toggle Hitboxes
|
jMP
|
j.
|
|
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
|
|
|
|
|
Violet Tantrum Toggle Hitboxes Toggle Hitboxes
|
jHP
|
j.
|
|
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
|
|
|
- Can chain into jHK to fastfall and land before the 2nd/3rd hits connect.
|
|
Spiral Fraud Toggle Hitboxes Toggle Hitboxes
|
jLK
|
j.
|
|
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
|
|
|
- Vacuums the opponent towards Double.
|
|
Patellar Repeat Toggle Hitboxes Toggle Hitboxes
|
jMK
|
j.
|
|
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.
- Second hit pops a grounded opponent into the air.
|
|
Bogus Buzzard Toggle Hitboxes Toggle Hitboxes
|
jHK
|
j.
|
|
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.
|
|
Universal Mechanics
Godhand Toggle Hitboxes Toggle Hitboxes
|
Throw
|
+
|
|
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
|
|
|
- Combo: Throw > 214K > 2MP > etc
|
|
Kitten Blender Toggle Hitboxes Toggle Hitboxes
|
Air Throw
|
+ (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
|
|
|
- Combo: Air throw > dash > OTG 2MP or 2LK. The latter saves OTG.
|
|
Second Impact Toggle Hitboxes Toggle Hitboxes
|
|
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.
|
|
Chimeram Toggle Hitboxes Toggle Hitboxes
|
|
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
|
Flesh Step
|
+
|
|
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.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Hornet Bomber
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+
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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Mid
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Invuln. (Full)
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600, 800 (100, 100)
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(2.5%) 4.5%, 3.6%
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KD
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-34
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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12
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16, 6
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42
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22, 14
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25, 13
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8, 8
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N/A
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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Mid
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-
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400, 500, 900 (100, 100, 100)
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(2.5%) 4.5%, 4.6% x2
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KD
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-43
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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14
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11, 4, (10), 9
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49
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20 x2, 17
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23, 23, 14
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10, 8, 9
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N/A
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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Mid
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-
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500, 600, 1000 (100, 100, 100)
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(2.5%) 4.5%, 4.6% x2
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KD
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-47
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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17
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12, 4, (11), 13
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50
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20 x3
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23, 23, 15
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11, 9, 10
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N/A
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- 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
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- 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.
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- Useful as a lockdown and space control assist.
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- Combo ender for max damage. Useful as a lockdown and space control assist.
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Toggle Hitboxes Toggle Hitboxes
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Item Crash (Teacup / Barrel / Fridge)
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(Air Only) +
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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High
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-
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500 (100)
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(2.5%) 7.5%
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Stagger
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-23 (at best)
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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12
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until landing
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24 (40 on whiff)
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24
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17
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8
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N/A
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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High
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-
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450, 475 (100, 100)
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(2.5%) 4.5%, 7.5%
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KD (2nd hit)
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-14
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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12
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until landing, 3
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35
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55, 34
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23 x2
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10 x2
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N/A
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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High
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-
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550, 650 (100, 200)
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(2.5%) 6%, 7.5%
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Ground Bounce (2nd hit)
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-31
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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14
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until landing, 3
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55
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55, 22
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25, 26
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10, 12
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N/A
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- 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.
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- Teacup
- Staggers grounded opponents.
- Shrinks Double's hurtbox dramatically
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- 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.
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- Fridge
- Casuses a ground bounce that makes the opponent go high in the air
- Super canceling into 214KK is -5 on block.
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Toggle Hitboxes Toggle Hitboxes
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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Low
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Sweep
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1000 (100)
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(2.5%) 7.5%
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KD
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-16
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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15
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10
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36
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18
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21
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12
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N/A
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- Moves Double forward quickly
- Has sweep properties (breaks armor)
- Super canceling into 214KK is ~-10 on block
- Super canceling into 236KK, the cathead attacks will be a true blockstring
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Supers
"Be driven before us!" Toggle Hitboxes Toggle Hitboxes
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Bandwagon Rushdown (Car) Level 1
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+ +
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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Mid
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Invuln. (Full) , 33% Minimum Scaling (except 1st hit)
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500 x4, 1200 (100 x4. 200)
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-100%
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KD
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-64 (at best)
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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6 + 2 or 6 + 11
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--
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32
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26 x5
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26 x5
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5 x4, 24
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8
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- 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).
- 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.
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Toggle Hitboxes Toggle Hitboxes
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Beast of Gehenna (Puddle / Monster) Level 1
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+ +
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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Mid
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50% Damage Scaling, Invuln. (Full) (1 frame before flash), Hit Grab
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0, 1500
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-100%
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KD
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N/A
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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12 + 15 + 5
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480, 2
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20
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N/A
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19
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N/A (9 on block)
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2
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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.
- Combo: 214KK > 236HP > 5MP
- 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.
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"Dinner time!" Toggle Hitboxes Toggle Hitboxes
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Catellite Lives (Catheads) Level 2
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+ +
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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Mid
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Projectile, Invuln. (Full) (1 frame before flash)
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200 xN (33 xN)
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-200%
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N/A
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N/A
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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7 + 10
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N/A
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32
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28
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25
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8
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2
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- 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.
- 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.
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"Be praying..." Toggle Hitboxes Toggle Hitboxes
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Nightmare Legion Level 3
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+ +
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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Mid
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Invuln. (Full), 45% Minimum Scaling
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0, 1500, 300x9, 0, 300x6, 2500 (200)
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-300%
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Sliding KD
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-35
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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4 + 2
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17
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40
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20
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23
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46 (10 on block)
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6
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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.
- 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.
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"Shoot the core!" Toggle Hitboxes Toggle Hitboxes
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Megalith Array Level 5
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, + +
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Initial hit
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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Mid
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Invuln. (Full), 55% Minimum Scaling
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2000 (200)
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-500%
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Ground Bounce
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+25
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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4 + 1
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3
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0
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22
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25
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12
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5
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Initial hit (air)
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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High
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Invuln. (Full), 55% Minimum Scaling
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100, 2000 (200, 200)
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-500%
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Ground Bounce
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+23
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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4 + 1
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(until ground), 3
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0
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55, 22
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25 x2
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10, 12
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5
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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Mid
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45% Minimum Scaling, Projectile
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200 x3 (50 x3)
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0%
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N/A, KD (vs air)
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N/A
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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8
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--
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35
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30 x3
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18 x3
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8 x3
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N/A
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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Mid
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45% Minimum Scaling, Projectile
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250 (100)
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0%
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KD
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N/A
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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1
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N/A
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N/A
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26
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18
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8
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N/A
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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Mid
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45% Minimum Scaling, Projectile
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240 (100)
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0%
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N/A
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N/A
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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1
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N/A
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N/A
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26
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18
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8
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N/A
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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Mid
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45% Minimum Scaling, Projectile
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265 x3 (100 x3)
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0%
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N/A, KD (vs air)
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N/A
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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1
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N/A
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N/A
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23 x3
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18 x3
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8 x3
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N/A
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+ /
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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Mid
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55% Minimum Scaling,
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2250 (400)
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0%
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KD
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-47
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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8
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1
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90
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24
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27
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16
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N/A
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- 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.
- summons three rings from the statue. The strength determines the pattern of the rings.
- summons one walking bomb from behind the statue.
- summons one go kart bomb from behind the statue.
- 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.
- 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.
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Taunt
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Assist Taunt
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Automatically done after an assist move
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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Mid
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-
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N/A
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0%
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N/A
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N/A
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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N/A
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N/A
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40
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N/A
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N/A
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N/A
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N/A
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- 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.
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Colors
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 OR Double prays to a trinity bust. To fight is futile. Aeon has foretold our victory. Now they trespass upon Venus' domain. Ignorant children... you would rebel against the Great Mother?
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Intro pose 2: Hold OR 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 OR Double turns inside out. Defiling maggots...you unknowingly consume our flesh. I'll gladly accept your tithe...in blood.
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External Links
When browsing Skullheart, keep in mind it was most active when the game was on an older patch.
General
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Characters
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Mechanics
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Other
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