Skullgirls/Double/Team Building

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Assists this character provides

L/M (default assist)/H Hornet Bomber

SG dbl dpk.png

L version is an Invulnerable DP assist that travels horizontally across the ground. It hits twice so it also provides a bit of lockdown, much more than any other DP assist in the game, which makes this assist notorious. The downside is that it doesn't have the vertical reaching hitbox most invulnerable DPs have, but it covers the ground quite well. The assist version of this move has a 2 more additional vulnerable frames, on top of the standard 2 vulnerable frames on every assist.

M version is 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 further and in a taller arc. This makes it better at hitting opponents in the air, but will usually whiff against crouching opponents.


L Luger Replica (default assist)

SG dbl qcfp.png

Horizontal projectile assist. Despite it being on the list of default assist choices, this one is definitely overshadowed by her other assist choices.


Cilia Slide

SG dbl blkhk.png

Forward traveling low assist that is also a sweep and has generous active frames. 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. Very easy conversion ability as well, as it sends them backwards towards the point character.


Assists this character especially benefits from

  • A fast assist combined with Flesh Step can set up crossups
  • Some assists can make TK barrel safe on block, turning it into a usable overhead option

DHCs

  • Catheads is one of the most annoying safe DHCs in the game since it gives Double offensive momentum
  • When DHCing from car, it has the added convenience of picking which side it will come out on. If you are ending a combo by DHCing from car, picking the right direction can usually give the next character the corner
  • With a DHC that grants a combo, car can be used as a damaging full screen punish against zoners
  • Puddle is a very flexible DHC for combos
  • DHCing from puddle leaves it on the screen for the next character to use, although the timer is shortened.

Meter management

  • Catheads on point costs 2 bars, but it is useful for chipping the opponent out, or safely continuing your offensive momentum
  • She needs 1 bar for puddle to combo off her meterless reversal (L Bomber)



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