Doppel Nanase (ドッペル七瀬) uses her high priority normals and strong but committal neutral options to secure knockdowns and run scary mix-ups that loop into themselves. In the corner she gets explosive damage from wallbounce loops, ending with a special attack that leaves a gap in the corner allowing her to run her mix-ups anywhere. Doppel shares some of Rumi Nanase's unarmed normals but plays very differently.
Doppel's command grab follow-ups can be teched. See Maiden Capture for more information.
Normal
Golden (FM)
Normal Moves
Frame Data Help
The notation for the move lists can be found under Controls.
Cells filled with a "-" indicate a placeholder. Cells filled by a "/" indicate a non-applicable field.
Values separated by a "~" (X~Y) indicate a range or variance. A "~" preceding a single value (~X) may indicate approximation. A "-" separating frame values of a property (X-Y) indicate the duration of the property.
Cell data accompanied by a ※ indicate properties unusual to the template. Explanations for such properties can be found at another ※ in the description. If a move requires multiple ※'s, subscripts will be attached to indicate relation (※1, ※2, ※3...).
Frame data with decimal values .33 or .66 relate to subframes.
Version
Used for moves with multiple special attacks on one motion.
Damage
The base damage value that the specific hit will do. See damage scaling for more information.
Guard
Indicates how the move must be blocked, if it can be blocked at all.
Low: Crouch Block High: Stand Block Ground: Air Unblockable, may be blocked either Crouching or Standing Any: Air, crouch, and stand block Grab: Cannot be blocked, grab type hitbox that targets the collision box Unblockable: Cannot be blocked, unblockable hitbox that targets hurtboxes
Property
Shows what properties the move has and the time (in frames) that these properties are active. Example: "I: 0.33-9", which means the move is invulnerable on the first subframe of the move until the 9th full frame (or 27th subframe).
Indicates where the move's first active hitbox is.
Active
Total frames the hitbox is active for.
Recovery
Total frames until the character can block. Note: After the recovery of any action, before any other action may occur, there exists 1 frame in which the only action you may take is to block.
Adv Hit
Frame advantage on hit.
Adv Block
Frame advantage on block.
Cancel
Possible cancel options.
N: Normals Sp: Specials Su: Supers J: Jump cancel possible on hit, block and RG JH: Jump cancel possible on hit only AD: Air Dash IC: Instant Charge after hit(22C) FIC: Flicker Instant Charge (22C, fixed IC window, regardless of hit or whiff) R: Repeatable, always A normals. Will cancel into other A normals. f5B/2B: Usually c5B cancel option SB: S button cancelling, character specific. Examples: stance, summon or flight cancels. Rekka: A special move with multiple parts that require additional inputs. ※: Special rules, see description for details (look for the ※)
Standing
5A
5A
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
220
Ground
4
4
5
+1
-1
N Sp Su J IC R
Doppel does a quick horizontal jab with her left hand.
Safe and fast, can be used to check jump-ins when 623A/B isn't out or after RG'ing a jump-in.
c5B
c5B
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
500
Ground
6
7
8
+1
-1
N Sp Su J IC f5B/2B
Doppel does an uppercut.
Used in most juggles as her arm lunges very far up, making it easy to connect. It can even be used somewhat as an anti-air.
Extremely prone to whiffing on crouching opponents, this can sometimes create very fake RG punishes as c.5B whiffs point blank allowing you to punish, this usually only gets you punished though.
f5B
f5B
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
500
Ground
6
5
10
+1
-1
N Sp Su JH IC
Doppel does a punch with her right hand.
Preferred over c.5B in optimal juggles despite the difficulty of hitting it due to it incurring less scaling than c.5B.
5C
5C
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
650
Ground
13
5
18
+0
-2
N Sp Su IC
Doppel headbutts the opponent, moving her forward quite a bit.
Has a large amount of hitstun, allowing you to cancel into 41236A or start a combo using IC.
6C
Maiden Straight 乙女ストレート 6C
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
700
Ground
16
10
24
-
-13
Sp Su IC
Doppel twists her body in a long punch to the gut, sending her extremely far.
This is Doppel's preferred combo starter with IC and her preferred combo ender without IC, can be cancelled into from almost all of her buttons.
Although it's extremely punishable, when spaced correctly it's very safe and hard to contest, you can couple it with 2B and 214A/B to make your opponent respect you fishing for combos.
The far knockdown angle sets up nicely for left/rights at midscreen and combos easily into 41236B in the corner for a more difficult left/right.
Crouching
2A
2A
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
200
Low
4
4
5
+1
+0
N Sp Su J IC R
Doppel throws a short straight jab from her crouching position.
2B
2B
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
450
Low
9
2
16
-2
-4
N Sp Su J IC
Doppel extends her body and punches at the opponent's feet.
This move has lower forward invincibility and moves her very far forward, making it great for poking or fishing for 6Cs.
2C
2C
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
250
Ground
10
2
23
-1
-3
N Sp Su JH IC
450
Ground
13
2
21
+1
-1
N Sp Su JH IC
Doppel does a multi hitting uppercut.
Very slow and hard to apply as an anti-air despite how it looks, launches upward when connecting with an airborne opponent making it more useful for lazy conversions.
Jumping
j5A
j5A
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
220
High/Air
6
10
5
-
-
N J AD IC
Doppel does a quick, downward aerial jab.
The size of the hitbox makes this move superb at contesting for aerial space.
Difficult and inconsistent to successfully jump-in with and convert off of, try to use a late j.C hit instead for jump-ins.
j5B
j5B
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
480
High/Air
9
10
9
-
-
N J AD IC
Doppel does a quick aerial uppercut.
Sends the opponent upward on air connect, you'll only be using this when your opponent is above you, or in situational combos.
j5C
j5C
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
600
High/Air
10
15
11
-
-
J AD IC
Doppel punches towards the ground. Causes knockdown on hit on an aerial opponent, preferred midscreen juggle ender.
The hitbox on this move is gigantic and can easily cross-up, making it useful for left/right okizeme.
Dashing
66A
66A
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
220
Ground
8
4
6
+0
-1
Sp Su IC
Identical to 5A except it travels.
Can't chain so it's better to preemptively end your dash for 5A or use 662A instead.
66B
66B
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
545
Ground
8
1
13
+3
+1
Sp Su IC 6C
Doppel performs an over the head downward punch.
This move can whiff at point blank, needs to be spaced accordingly.
66C
66C
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
700
Ground
10
5
18
+1
-1
Sp Su IC 6C
Identical to 5C except it travels and wall bounces on air hit.
Used in her corner combos for its high damage and wall bounce.
662A
662A
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
220
Low
4
4
5
+1
+0
Sp Su IC 6C
Identical to 2A except it travels.
Cannot self-cancel or link into 2A, so treat it like a reset and instead use it for 41236C tick-throws.
662B
662B
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
450
Low
9
2
16
-2
-4
Sp Su IC
Identical to 2B except it travels, very long range poke.
Can be confirmed with IC into 662C on hit which gives you many combo routes.
Situationally worth using as confirming IC can be tricky and it's very easy to counter-poke.
662C
662C
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
450
Ground
7
2
26
-
-7
Sp Su J IC
Similar to 2C, but the hitbox on Doppel's body is a lot bigger. Can be jump cancelled on block or hit.
Launches on hit and is a crucial part of her combos, often used to cheaply combo into 214214A with a late j.B connect or for her optimal blue IC midscreen combos.
On really deep hits, you can link a 66B on most characters, allowing for IC-less wall bounce combos and the like.
Grabs
Ground Grab
Ground Grab Close 6C/4C
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
1200
Grab
5.33
0.66
21.33
/
/
None
Doppel leaps forward holding her opponent and slams their head into the ground.
Deals more damage than a raw 41236* (w/ guaranteed follow-up), so it's good to throw out occasionally as it requires less work to hit and has faster start-up than 41236C.
Air Grab
Air Grab Close j6C
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
1400
Grab
2
1
/
/
/
None
Doppel falls forward with her opponent in an almost identical manner to her ground grab.
Sometimes the corner she'll fall directly downwards instead of falling forward.
Special Moves
Specials
623*
Maiden Typhoon 乙女タイフーン 623*
623A
623A
623B
623B
623C
623C
Version
Damage
Guard
Property
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
A
250x3
Any
LI: 1-55
16
36
33
-
-20
IC
Doppel transforms into a fire tornado with a disembodied head and travels a short distance towards the opponent.
This move high profiles making it great for match-ups with lots of lows, like Nayuki Awake, or against opponents who do 2A okizeme.
B
200x3
Any
HI: 1-78
15
60
33
-
-44
IC
Same as the A version, except she travels further and low profiles instead.
Very good anti-air and approach tool, especially with IC, prone to RG battles so expect to RG back.
C
100x15
Any
I: 0.33-29.33
10
58
33
-
-
IC
Same as the A version, except Doppel doesn't travel and she has full invincibility.
Main reversal, but very punishable if read.
Requires RF to use.
214*
Maiden Fire 乙女ファイアー 214*
214A/B
214A/B
214C
214C
Version
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
A
650
Any
21
8
25
/
-12
FIC
Doppel pours spicy kimchi into her mouth and breathes fire.
Very safe disjoint which works as a combo starter with IC or a difficult 662A link at point blank/corner.
B
250x3
Any
36
24
13
/
+2
FIC
Safe on block, but slower, can be used to mix with 214A since they have identical animations.
Not as versatile as a combo starter since it launches far higher and scales more, requires IC to convert.
If you hit with only one of the later hits you can easily start a combo with 66C in the corner.
Can be FIC'd at any time during the start-up for a gimmick 41236C.
C
500x4
Any
24
32
26
/
-12
FIC
Slightly slower than the A version, longer active frames than B version, and a larger flame.
Can be combo'd off of without IC or meter thanks to having no untech time.
Requires RF to use.
Normal Moves (FM)
Frame Data Help
The notation for the move lists can be found under Controls.
Cells filled with a "-" indicate a placeholder. Cells filled by a "/" indicate a non-applicable field.
Values separated by a "~" (X~Y) indicate a range or variance. A "~" preceding a single value (~X) may indicate approximation. A "-" separating frame values of a property (X-Y) indicate the duration of the property.
Cell data accompanied by a ※ indicate properties unusual to the template. Explanations for such properties can be found at another ※ in the description. If a move requires multiple ※'s, subscripts will be attached to indicate relation (※1, ※2, ※3...).
Frame data with decimal values .33 or .66 relate to subframes.
Version
Used for moves with multiple special attacks on one motion.
Damage
The base damage value that the specific hit will do. See damage scaling for more information.
Guard
Indicates how the move must be blocked, if it can be blocked at all.
Low: Crouch Block High: Stand Block Ground: Air Unblockable, may be blocked either Crouching or Standing Any: Air, crouch, and stand block Grab: Cannot be blocked, grab type hitbox that targets the collision box Unblockable: Cannot be blocked, unblockable hitbox that targets hurtboxes
Property
Shows what properties the move has and the time (in frames) that these properties are active. Example: "I: 0.33-9", which means the move is invulnerable on the first subframe of the move until the 9th full frame (or 27th subframe).
Indicates where the move's first active hitbox is.
Active
Total frames the hitbox is active for.
Recovery
Total frames until the character can block. Note: After the recovery of any action, before any other action may occur, there exists 1 frame in which the only action you may take is to block.
Adv Hit
Frame advantage on hit.
Adv Block
Frame advantage on block.
Cancel
Possible cancel options.
N: Normals Sp: Specials Su: Supers J: Jump cancel possible on hit, block and RG JH: Jump cancel possible on hit only AD: Air Dash IC: Instant Charge after hit(22C) FIC: Flicker Instant Charge (22C, fixed IC window, regardless of hit or whiff) R: Repeatable, always A normals. Will cancel into other A normals. f5B/2B: Usually c5B cancel option SB: S button cancelling, character specific. Examples: stance, summon or flight cancels. Rekka: A special move with multiple parts that require additional inputs. ※: Special rules, see description for details (look for the ※)
Standing
GO_5A
5A
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
220
Ground
2.66
2.66
4.66
+3.33
+2.33
N Sp Su J IC R
Doppel does a quick horizontal jab with her left hand.
Safe and fast, can be used to check jump-ins when 623A/B isn't out or after RG'ing a jump-in.
While largely outclassed by Gold 2A, still just as good.
GO_c5B
c5B
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
500
Ground
4
5.66
7.66
+3.33
+1.33
N Sp Su J IC f5B/2B
Doppel does an uppercut.
Used in most juggles as her arm lunges very far up, making it easy to connect. It can even be used somewhat as an anti-air.
Extremely prone to whiffing on crouching opponents, unlike Normal c.5B you can just mash it again for f.5B if it whiffs since Gold is so fast and occasionally pick up a punish that way.
GO_f5B
f5B
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
500
Ground
3.33
4.33
9
+3.33
+1.33
N Sp Su JH IC
Doppel does a punch with her right hand.
Preferred over c.5B in optimal juggles despite the difficulty of hitting it due to it incurring less scaling than c.5B.
GO_5C
5C
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
650
Ground
10.33
4.33
16.33
+3
+1
N Sp Su IC
Doppel headbutts the opponent, moving her forward.
Has a large amount of hitstun, allowing you to cancel into 41236A or start a combo using IC.
GO_6C
Maiden Straight 乙女ストレート 6C
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
700
Ground
12
9.33
22.33
/
-9.33
Sp Su IC
Doppel twists her body in a long punch to the gut, sending her extremely far.
This is Doppel's preferred combo starter with IC and her preferred combo ender without IC, can be cancelled into from almost all of her buttons.
Although it's extremely punishable, when spaced correctly it's very safe and hard to contest, you can couple it with 2B and 214A/B to make your opponent respect you fishing for combos.
The far knockdown angle sets up nicely for left/rights at midscreen and combos easily into 41236B in the corner for a more difficult left/right.
Crouching
GO_2A
2A
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
200
Low
2
3.33
4.66
+1.66
+1.66
N Sp Su J IC R
Doppel throws a short straight jab from her crouching position.
Lightning fast 2f start-up allowing her to completely shut down most options and remain safe.
GO_2B
2B
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
450
Low
6.33
1.33
14.33
+1
-0.33
N Sp Su J IC
Doppel extends her body and punches at the opponent's feet.
This move has lower forward invincibility, making this an excellent poke.
GO_2C
2C
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
250
Ground
7.33
1.33
19.66
+2.66
+0.66
N Sp Su JH IC
450
Ground
8.66
1.33
18.33
+4
+2
N Sp Su JH IC
Doppel does a multi hitting uppercut.
Very slow and hard to apply as an anti-air despite how it looks, launches upward when connecting with an airborne opponent making it more useful for lazy conversions.
Jumping
GO_j5A
j5A
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
220
High/Air
4
9.33
5.33
/
/
N J AD IC
Doppel does a quick, downward aerial jab.
The size of the hitbox makes this move superb at contesting for aerial space.
Unlike Normal Doppel's j.A, Gold j.A comes out lightning fast and is incredibly easy to convert off of.
GO_j5B
j5B
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
480
High/Air
6.33
9.33
8.66
/
/
N J AD IC
Doppel does a quick aerial uppercut.
Sends the opponent upward on air connect, now lighting fast so you can chain into it even in jump-ins, or for bootleg melty blood combos.
GO_j5C
j5C
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
600
High/Air
6.66
14.33
10.66
/
/
J AD IC
Doppel punches towards the ground. Causes knockdown on hit on an aerial opponent, preferred midscreen ender.
The hitbox on this move is gigantic and can easily cross-up, making it useful for left/right okizeme.
Thanks to the added speed in Gold, you can BIC j.C with enough height and continue to combo.
Dashing
GO_66A
66A
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
220
Ground
6
2.33
6.66
+1.66
+0.66
Sp Su IC
Identical to 5A except it travels.
Unlike Normal 66A, can now link into 5A to start combos, very easily too!
GO_66B
66B
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
545
Ground
5.33
0.33
9.66
+6.66
+4.66
Sp Su IC 6C
Doppel performs an over the head downward punch.
This move can whiff at point blank, needs to be spaced accordingly. Now has an infinite, can 1f link into itself infinitely.
GO_66C
66C
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
700
Ground
7.33
4.33
16.33
+3.66
+1.66
Sp Su IC 6C
Identical to 5C except it travels and wall bounces on air hit.
Used in her corner combos for its high damage and wall bounce.
GO_662A
662A
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
220
Low
2
3.33
5
+4.33
+1.66
Sp Su IC 6C
Identical to 2A except it travels.
Unlike Normal 662A, this can link into 2A to start combos.
Now has an infinite, can 1f link into itself infinitely.
GO_662B
662B
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
450
Low
6.33
1.33
14.33
+1
-0.33
Sp Su IC
Identical to 2B except it travels, very long range poke.
Far more rewarding in Gold since it can be cancelled into 214A for safety and combos on hit without spending IC.
GO_662C
662C
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
450
Ground
3.66
1.33
24
/
-3.33
Sp Su J IC
Similar to 2C, but the hitbox on Doppel's body is a lot bigger. Can be jump cancelled on block or hit.
Launches on hit and is a crucial part of her combos, often used to cheaply combo into 214214A with a late j.B connect or for her optimal blue IC midscreen combos.
On really deep hits, you can link a 66B on most characters (harder timing in Gold), allowing for IC-less wall bounce combos and the like.
Grabs
GO_Ground_Grab
Ground Grab Close 6C/4C
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
1200
Grab
5.33
0.66
21.33
/
/
None
Doppel leaps forward holding her opponent and slams their head into the ground.
Deals more damage than a raw 41236* (w/ guaranteed follow-up), so it's good to throw out occasionally as it requires less work to hit and has faster start-up than 41236C.
GO_Air_Grab
Air Grab Close j6C
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
1400
Grab
2
1
/
/
/
None
Doppel falls forward with her opponent in an almost identical manner to her ground grab.
Sometimes the corner she'll fall directly downwards instead of falling forward.
Special Moves (FM)
Specials
GO_623*
Maiden Typhoon 乙女タイフーン 623*
623A
623A
623B
623B
623C
623C
Version
Damage
Guard
Property
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
A
250x2
Any
LI: 1-39
13.33
27
24
/
-13.33
IC
Doppel transforms into a fire tornado with a disembodied head and travels a short distance towards the opponent.
This move high profiles making it great for match-ups with lots of lows, like Nayuki Awake, or against opponents who do 2A okizeme.
B
200x3
Any
HI: 1-54
12.33
42.66
24
/
-14.33
IC
Same as the A version, except she travels further and low profiles instead.
Very good anti-air and approach tool, especially with IC, prone to RG battles so expect to RG back.
C
100x15
Any
I: 1-26
7.33
32
36
/
-
IC
Same as the A version, except Doppel doesn't travel and she has full invincibility.
Main reversal, but very punishable if read.
Requires RF to use.
GO_214*
Maiden Fire 乙女ファイアー 214*
214A/B
214A/B
214C
214C
Version
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
A
650
Any
14.33
8
18.33
/
-4
FIC
Doppel pours spicy kimchi into her mouth and breathes fire.
Very safe disjoint which works as a combo starter off of most Gold buttons.
B
250x3
Any
31.66
21.33
8
/
+5.66
FIC
Safe on block, but slower, can be used to mix with 214A since they have identical animations.
Not as versatile as a combo starter since it launches far higher and scales more, requires IC to convert.
If you hit with only one of the later hits you can easily start a combo with 66C in the corner.
Can be FIC'd at any time during the start-up for a gimmick 41236C.
C
500x4
Any
18.66
28
22
/
-7.66
FIC
Slightly slower than the A version, longer active frames than B version, and a larger flame.
Can be combo'd off of without IC or meter thanks to having no untech time.
Requires RF to use.
41236*
Maiden Capture 乙女キャプチャー 41236*
41236A
41236A
41236B
41236B
41236C
41236C
Version
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
A
/
Grab/Hitgrab
20
2
35
/
/
None
Grabs grounded opponents only, can be combo'd into with specific setups, like after 5C.
Mainly used as a gimmick to catch opponents off guard due to its significant range, being able to grab even after a blockstring.
B
/
Grab/Hitgrab
13
2
44
/
/
None
Grabs aerial opponents only, cannot grab grounded opponents.
Your main combo ender, it's very easy to combo into and grants Doppel left/right mix-ups anywhere.
Not applicable as an anti-air grab due to start-up and recovery, despite how it looks.
C
/
Grab
6
1
36
/
/
None
A standard command grab, cannot be combo'd into and has very poor range.
Your true mix-up command grab, useful for catching opponents off guard since it can be done out of a dash.
Sometimes guaranteed after RG'ing a bad jump-in due to it being a grab.
Does not require RF to use.
41236*_236A
Maiden Capture Follow-ups
Automatic Follow-up
Automatic Follow-up
41236*~236A
41236*~236A
41236*~236B
41236*~236B
All 236* and 236236* follow-ups are interchangeable with 214* and 214214*. All follow-ups do not prorate!
Version
Damage
Guard
Property
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
Automatic Follow-up
1000
/
/
-
/
-
/
/
IC ※
The guaranteed ender if you just want okizeme and don't want to risk the scramble after a tech.
Can be IC'd unlike the rest of the follow-ups, although it does nothing.
※ Can be replaced with 236A/B follow-ups.
41236*~236A Maiden Crash 乙女クラッシュ
1500
/
/
7.66
/
41.33
/
/
※2
This is the high damage follow-up to 41236*, able to be further followed up with unique supers.
Each follow-up super costs 1 bar each, so a full chain takes 2 bars.
Depending on the character, this follow-up crosses up, you can read more in the table below.
236A follow-ups (including this one) can be escaped with the C button.
Must be inputted after the opponent stops shaking in Doppel's hand.
The opponent jumps up and back out of wherever Doppel's hands are, denying her follow-up and returning to neutral.
Where the opponent pops out varies on follow-up stage and character, you can read more about it in the table below.
Notes about Teching:
The first button you press during the tech window has priority and will be your "chosen" tech.
If both B and C are pressed at the same time during the tech window, it will give you B tech.
Pressing A or S during the tech window locks you out of teching.
Eternity Specials
41236*_236A_236A
Maiden Crash Follow-ups (236A)
41236*~236A~236A
41236*~236A~236A
41236*~236A~236A~236236A
41236*~236A~236A~236236A
41236*~236A~236A~236236B
41236*~236A~236A~236236B
All 236* and 236236* follow-ups are interchangeable with 214* and 214214*. All follow-ups do not prorate!
Doppel repeatedly punches the opponent into the ground.
236A follow-ups (including this one) can be escaped with the C button.
Must be inputted as the opponent hits the ground.
※3 Can be followed up with 236236A/B, only before the 23rd hit.
41236*~236A~236A~236236A Maiden Finger 乙女フィンガー
4200
/
/
/
/
250
/
/
None
Doppel lifts the opponent up and explodes them in the same manner as her 236236C super.
Gives similar okizeme to 6C, allowing you to perform 669/IAD oki for a left/right or a hi/lo safe jump.
236A follow-ups (including this one) can be escaped with the C button.
41236*~236A~236A~236236B Falling Maiden 下り乙女
4500
/
/
/
/
727
/
/
None
Doppel jumps offscreen for a moment before crashing down onto the opponent.
Deals more damage than Maiden Finger follow-up but sacrifices okizeme.
Near the corner you can get a similar left/right to automatic follow-up on characters with mid/slow wake-ups.
236B follow-ups (including this one) can be escaped with the B button.
41236*_236A_236B
Maiden Crash Follow-ups (236B)
41236*~236A~236B
41236*~236A~236B
41236*~236A~236B~236236A
41236*~236A~236B~236236A
41236*~236A~236B~236236B
41236*~236A~236B~236236B
All 236* and 236236* follow-ups are interchangeable with 214* and 214214*. All follow-ups besides 236A~236B~236236B do not prorate!
Version
Damage
Guard
Property
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
41236*~236A~236B Exploding Inner-Soul Fist 爆震入魂拳
1800
/
/
/
/
133
/
/
※3
Doppel delivers a single explosive punch the opponent on the ground.
236B follow-ups (including this one) can be escaped with the B button.
Must be inputted as the opponent hits the ground.
※3 Can be followed up with 236236A/B, up until Doppel fully stands up.
41236*~236A~236B~236236A Human Floor-Burning Polisher 人間雑巾火の粉磨き
80 x N + 3000
/
/
/
/
260
/
/
None
Doppel dives head first into the opponent and scrapes them across the screen until exploding at the wall.
This move hits more times the longer it travels, making it the preferred ender when facing away from a corner.
However you cannot get okizeme off this follow-up, even against slow wake-ups.
236A follow-ups (including this one) can be escaped with the C button.
41236*~236A~236B~236236B Maiden Volcannon 乙女ボルカノン
1400 x 3
/
/
/
/
129.33
/
/
None
Doppel creates 3 fire eruptions in quick succession in the same manner as her 214214C super.
Gives similar okizeme to 6C, allowing you to perform 669/IAD oki for a left/right or a hi/lo safe jump.
236B follow-ups (including this one) can be escaped with the B button.
236236*
Maiden Finger 乙女フィンガー 236236*
※ Starts up sooner if Doppel enters proximity of the opponent.
Version
Damage
Guard
Property
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
A
2300
Ground
I: 1 - 11
16.33~40※
10
49(hit), 22(whiff/block)
/
-0.33
None
Doppel rushes forward to grab the opponent. Has a few invulnerable frames on startup.
Occasionally useful at point blank against armor (like Rumi) or specific moves (like Kano's Soul Strike).
Also sometimes useful as a combo-ender in the corner, such as after 2AAA 5B 5C 6C, this is true for all variants.
B
3300
Ground
I: 1 - 26~61
16.33~52※
10
49(hit), 22(whiff/block)
/
-0.33
None
Same as the A version, except higher damage and range. Fully invincible until recovery.
Can be used as a catch-all reversal, unlike 236236A, it also OS'es with 214214B against cross-up okizeme.
C
4900
Ground
I: 1 - 26~73
16.33~64※
10
49(hit), 22(whiff/block)
/
-0.33
None
Same as the B version, except higher damage and range. Fully invincible until recovery.
Big call-out move intended to rub it in the face of your opponent, can be used to punish moves like Shiori's 236* at fullscreen thanks to the extra range and invuln it has.
214214*
Maiden Volcannon 乙女ボルカノン 214214*
Version
Damage
Guard
Property
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
A
1800
Ground
-
18
6
/
/
-28.66
None
Doppel
/
/
-
18
/
50.66
/
/
None
Doppel causes an eruption of fire to burst from the ground. This move is Doppel's bread and butter.
Used in her juggles to convert when the opponent is too high to convert or to pick up when slightly out of range.
Also easy to loop with 662C or after most conversions for a good chunk of damage.
B
1500
Ground
I: 1-13
18
6
/
/
-
None
-
1500
Ground
-
38
6
/
/
-28.66
None
Doppel
/
/
-
18
/
70.66
/
/
None
Same as A version, now with one extra eruption.
Uses the most proration for the least damage, not worth the meter.
If you are going to use more than 1 eruption, use the C variant as it has the least scaling.
C
1600
Ground
I: 1-13
18
6
/
/
-
None
-
1600
Ground
-
38
6
/
/
-48.66
None
-
1600
Ground
-
58
6
/
/
-28.66
None
Doppel
/
/
-
18
/
90.66
/
/
None
Same as A version, now with two extra eruptions, extremely hard to combo out of.
Has niche use as a meter dump after a heavily scaled combo to forcefully corner carry or close out a round, or some rare BIC combos.
This has the least proration of all three 214214* moves, but costs the most along with being very slow.
Notes about 214214B/C:
The extra eruptions give Doppel more recovery, making her far more punishable and making follow-ups impossible outside of the corner.
The extra eruptions can occasionally whiff due to launch height and some character's air hurtboxes, especially in the corner.
Just use 214214A.
Final Memory
FM
Maiden Enlightenment 乙女開眼
Known as "Gold Doppel"
Known as "Gold Doppel"
Damage
Guard
Property
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
/
/
/
/
/
0 (59, occurs during Super Flash)
/
/
None
Doppel enters her "Enlightened" install for the rest of the match. This Final Memory has no input and activates automatically when Doppel has met these five requirements:
Doppel has 1/6th health or less (half of the normal FM threshold)
Doppel has 3 SP bars
Doppel is on the ground
Doppel has returned to her idle stance (not dashing, attacking, or in hit/block/RG stun)
It is the final round (both players are one round away from victory, as in 1-1, cannot transform when up 1-0)
While enlightened, Doppel gains numerous benefits:
Faster movement (increase varies across movement types but her walk is especially faster)
Faster moves (all normals and 623/214 specials are faster)
Passively generates SP, even during superflash, hitstop, and cinematics (1 bar every 333.33 frames, just over 5 seconds)
Almost always plus (6C is her only normal negative enough to be punished on block and her 2f 2A can give her the advantage even when she's slightly minus)
Can do infinites (66B & 662A can 1f link into themselves forever, although extremely difficult)
Screen Control (The screen follows her when she jumps, which can disorient opponents)
Still, this Final Memory is very rarely impactful due to how close to death you have to be to trigger it.
Strategy
Neutral
For starters, let's make something clear - Doppel does not play like a traditional grappler.
Her 41236* series of command grabs are largely useless.
For most Doppels, the 41236* series is just a combo ender via the use of 41236B, the others can see niche use as mix-ups or block string enders. Most importantly, if the opponent does get grabbed, they can tech her follow-ups.
Successfully teching a follow-up makes the opponent jump into the air creating a scramble situation, both players have equal urgency over the outcome of the tech and Doppel rarely has advantage.
Depending on the state of the game it may be advantageous to roll the dice on a follow-up, try to tech chase opponents who are predictable with their techs, or even just take the guaranteed follow-up for damage.
As a rule of thumb, nothing about the 41236* series besides 41236B is "optimal", making most of her proper "grappler" kit fake.
It's not all doom and gloom however, it's still worth going for the command grab follow-ups occasionally to keep your opponent on their toes, the damage is very worth it if you manage to get lucky, and most follow-ups don't mean giving up okizeme either.
Doppel instead focuses on using her strong normals and huge specials to bully the opponent into pressing something so she can score a knockdown into looping okizeme. She relies heavily on left/right okizeme with j.C, hi/lo safe jump okizeme with j.A and empty 2A, and occasionally using her 41236C/Normal Grab as mix-up tools.
Her supers and other special moves are either just combo fodder, neutral tools, or for okizeme.
Pressure & Defense
Doppel's pressure is very swing heavy, one second you're making them hold the blockstring of their lives and the next you're cowering in fear over their reversal or getting juggled to the corner.
Generally, Doppel is looking to make you block a lot and is fine with doing that until you relent and give her the RG battle/hit she wants, if you get too complacent with blocking she has her 41236*/Normal Grab to make you want to block her.
Likewise, on defense she's looking to press something to get out or looking for the right RG to make a move, she'll block if she has to but nobody wants to do that.
She has a suite of reversals, the highlights being 236236B and 623A, so she doesn't exactly have to respect most character's okizeme but they all come with their own drawbacks.
As such there's no good way to go about pressure or defense for her, rather just a collection of moves that you can mold into your own playstyle.
Important Moves:
6C: Huge 10f active hitbox that moves Doppel a good distance forward. Surprisingly effective neutral tool if you space it to hit at the tip, great reward on hit no matter your resources.
2B: Very good poke, although it's not as safe as it may seem since there's a small overhanging hurtbox. Still, she leans forward a lot, and if spaced right you can link this into 6C 214A for a very annoying pressure string. More on that later.
j.C (and j.A): Big meaty air-to-air, jump-in, mix-up, whatever you want. Can be coupled with air dash cancels for opponents who block it and converts well for those who don't. Try to vary the timing, spacing, height, and movement before you do it as you're liable to get air thrown or RG'd. If the opponent gets too used to j.C, mix in some j.As to keep the opponent on their toes. j.A also is better for jump-ins since it has less recovery, start-up, and chains into itself. Usually, if you can't safely do a j.C you can safely do a j.A and chain into j.B for damage without giving up too much scaling.
662C: Same as 2C except it has forward momentum, unlike 662B you don't need to IC it since it can be jump cancelled. Hitting it gives you a combo, having it blocked lets you jump cancel for an IAD hi/lo or to back off. You will need to get used to doing 214214A after to get a combo, or 41236B for a knockdown without meter.
662B: Same as 2B except it has forward momentum, almost a god poke but she has a small lip hurtbox above her head that's easy to counter poke. Still, the extreme range of 662B lets her pick up combos from afar using IC and disrupt some opponents, although it's easy to stop her. Best used once the opponent is scared of your other tools or playing too passively.
623* (Lariat): Very huge and very safe hitbox, given that you have IC. Demands a lot of space and respect, even if RG'd since you can sometimes mix them by performing the low or high profile version point-blank. Great for starting RG battles which lets Doppel bully the opponent into picking an option, likewise 623A/B on hit have great reward with IC. Since 623A is high profile from frame 1, it can frazzle opponents who are used to performing okizeme with 2A. 623B can do the same to some jump-ins, projectiles, and zoning. Avoid pressing 623C unless you absolutely have to as the reward is terrible, you spend IC, and it's very easy to punish with a full combo.
214*: 214A is just a good button to throw out, being very big, rewarding, and contesting a lot of space. It's also very prone to trading, usually being advantageous or neutral for Doppel since fire animation gives you more time to setup. 214B is good to buffer after a long blockstring or against a backed up opponent, it's also sometimes useful on okizeme with proper spacing since you're plus and have high reward on IC/late connect. 214C however is a huge surprise hitbox with longer active frames than 214B, not particularly useful unless you have BIC or the opponent doesn't expect it, but good to throw out just for the hell of it.
236236*: The 236236* series is great for catching opponents off guard due to the hefty invuln of the B and C variants. Unless the opponent is free to RG and punish you, then you can safely ignore just about everything and take back screen real-estate, there's super flash though so you can't just throw it out without a plan. 214214A can also be used for it's very cheap invuln to deal with some very active projectiles or armored opponents, although this can be predictable if done too often.
66[5]2AAA into...: This trick allows you to use dash momentum without getting the 662A dash normal. The [5] is important to make the dash as short as possible. Mashing 2As is really hard to contest, you can start to vary this by chaining to higher button strengths, using 214* or 623*, or using her other dash normals in place of the initial 2A. Try to stagger your 2As to catch opponents who mash, coupled with the occasional 41236A/C this can be very hard to read and sometimes open up your opponent.
2B/6C -> 214A...: Once you've cornered your opponent, this string can be incredibly annoying to deal with when spaced correctly. You'll want to vary the timing on each part if you plan to loop it. You can mix this with the 66[5]2AAA trick if the opponent starts fishing for RGs. You can also just RG back after 6C/214A and force opponents to respect you, or occasionally throw in a 623A to kill momentum.
Anti-airs: Anti-airs are kind of spotty for Doppel, unlike most characters she doesn't have a go to anti-air button or DP. All of her anti-airs have some sort of draw back, which characters like Ayu or Mai don't have to think as much about. c.5B is solid but relies on proximity and is easy to poke, 5A is okay but it's best behind an RG which leads to RG battles, 66B/662C are dashing normals which makes it hard to properly space, and 623B seems amazing but the hefty start-up and reliance in IC keeps it from being ideal. If any of these options work, great! But expect RG battles.
Dealing with RG
As with any pressure in EFZ, keeping your pressure timing as unpredictable as possible while still making it difficult to mash out of is crucial, Recoil Guard makes this an absolute requirement.
You can use red IC to make normally unsafe moves safe and to interrupt Recoil Guards if you manage to IC before they RG.
Also just being unpredictable and going for weird options can be effective, 41236* series is great at catching opponents off guard who love to RG.
Generally, just practice Recoil Counters and go for them more often to demand respect.
When on the back foot, the best tools to use in RG duels are 623A, 214A, 41236C, 623C, and 2A.
2A is self-explanatory, it's a great all-around button and most RG duels are just games of chicken with 1A (2A + RG) inputs and chain cancels.
623A can high profile and smack most 2As via the move's high profile, the problem is it's pretty high commitment compared to just doing 2A and looking for the opponent's RG, it's great at disrupting RG duels since characters need special punishes for it unless they want to block.
214A is situationally useful for more reactive opponents, the hitbox usually comes out just in time to trade by the time the opponent realizes you aren't hitting them with 2A.
41236C at point blank is guaranteed against some setups on a successful RG, preventing them from RG'ing back, such as Nayuki's snow bunnies or a bad jump-in.
While 623C is a very bad move, random invuln is still random invuln and it can sometimes pull you out of a very long RG duel with ease, just try not to rely on it and to keep it in the back pocket.
Use your better judgment and reactions to pick the right tool.
Combos
Notation Help
Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation.
Indicates that any of A, B and C may be used with #. Example: 214*.
[<- X] [-> X]
Side switch notation. All inputs grouped by the square brackets are performed facing the arrow's direction. They are still written as if they were done facing right, however.
[X]xN
Loop the inputs in the square brackets as many times as N.
c5B
Proximity normal only usable while close.
f5B
Proximity normal only usable outside of c5B range or when cancelled from another normal. Known as far 5B.
jX
Button X is input during your first jump.
djX
Button X is input during your double jump.
X(whiff)
Indicates that X is intended to whiff.
X(tech trap)
Indicates a combo ender intended to catch the opponent's air tech. The most common kind of tech trap is j6C, which will air throw early techs and jC later techs. Executionally identical to X(whiff) but different in purpose.
~
Indicates a followup for moves which have them. Example: 236A~236A.
..
Indicates a short delay.
IAD
Indicates an Instant Air Dash.
IABD
Indicates an Instant Air Back Dash.
(X)
X move is omittable from the combo.
tk.X
Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee.
41236* Follow-ups aren't guaranteed, so they aren't listed in the notation.
No IC
Without IC Doppel's routes are very limited and her okizeme suffers in the corner without extra execution. In this state just doing a basic chain into 6C works just about anywhere and is stable if you don't want to fish for odd buttons with demanding execution.
Doppel can conserve IC off 214A with a very difficult 662A 5A link and a heavy delay after 5B into 66C. The result is worth it but if you aren't feeling confident then use IC to convert off 214A.
Doppel has two main launchers - 6C and 662C. 6C you'll use in the corner, 662C midscreen. Here we begin to see Doppel's fundamental corner juggles: [66C 662A(whiff) c5B], which will be explained more in depth in the Blue IC section.
Doppel makes use of wallbounce loops for the majority of her corner juggles. The core of the juggles can be summarised as: 6C IC [66C 662A(whiff) c5B]xN, how many reps you can get depends heavily on your starter and the amount of Blue IC used.
Juggle Loop Breakdown
6C - Launches the opponent allowing them to be juggled.
IC - Instant Charge, cancels the 6C early so we can use our next move before the opponent hits the ground.
[66C - Wallbounce properties, high damage.
662A(whiff) - After 66C Doppel will be in between the opponent and the corner while they are bouncing off the wall. This move is used to swap back to the original side, facing the corner.
c5B] - Stops the juggle animation and momentum, making it easier connect with 66C and start the loop again.
Combos only available in Doppel's Gold mode or are preferred in Gold mode, Normal mode combos will work while golden but have different timing due to Doppel's faster speed so Normal mode combos will require practicing.
Midscreen
(66B)xN
(662A)xN
1f link infinite, works anywhere but scales terribly, but can sometimes be used to close out rounds.
662B 214A 662C 214214A [66C 214214A]x2 5AB 41236B
Gold Doppel can conserve IC by doing 214A instead of IC after 662B, giving her easy damage and corner carry.
Doppel has a nasty okizeme game anywhere on the screen. If you can space her knockdowns well midscreen, you'll get very hard to see 669 jC left/right/high/lows. In the corner, Doppel ends with 41236B to leave a small gap, allowing her to steal the corner for even nastier okizeme setups. She also has plenty of frame kills to make timing easier. You can find visual examples of these setups here.
Midscreen - 669 jC / j9 j66 jC
Midscreen mixup tool. Which you'll use and when depends on the spacing and character. j9 j66 jC is not to be confused with IAD jC, doing a IAD with or without a frame kill will always result in a same-side shallow jC which is very prone to being RG'd that also you can't defend against due to landing.
When spaced correctly, 41236B will leave a gap in the corner that you can make harder to see by corpse pushing. To perform, you input 66 then immediately input 9, jumping forward at full speed. You then time a jC close to when you hit the ground for an ambiguous high/low, the gap you left determines if you steal corner or not. On characters with smaller waking collision, you can IAD early and use the air dash animation to hide which side you're currently on, stealing the corner as their collision grows in size.
Corner - 662A(whiff) 214B
After a knockdown (if you failed to leave a gap after 41236B), you can do 662A to frame kill then input 214B for an auto-timed meaty 214B that leaves you plus to press anything you want after. Must be spaced properly or it can be RG'd and grabbed or invuln'd through. On characters with slower wake-ups it helps to do additional frame kills (i.e. 2A whiffs) to not have the fire whiff entirely or leave you with the last hitbox which is minus.
Doppel's "Maiden Typhoon" move is based on Jin Saotome's "Saotome Typhoon" move, from the Marvel vs Capcom series.
Doppel's "Maiden Fire" move may be based on Mech Zangief's "Vodka Fire" move or potentially Dhalsim's "Yoga Flame" move, from the Marvel vs Capcom series.
Doppel's "Maiden Finger" move is based on Domon Kasshu's "Hyper God Finger" move, from Kidou Butoden G-Gundam.
Doppel's "Falling Maiden" move is based on Shin Akuma's "Misogi" move, from Capcom vs SNK 2.
Doppel's "Maiden Straight" move is based on Slayer's "Mappa Hunch" move, from the Guilty Gear series.
Doppel's "Human Floor-Burning Polisher" move is based on Jin Saotome's "Saotome Crush" move, from the Marvel vs Capcom series.
Doppel's "Maiden Enlightenment" mode is based on Jin Saotome's "Saotome Shine" mode, from the Marvel vs Capcom series.
ONE References
Doppel's stage is a reference to the park on the way to the school that the characters of ONE go to.
The "Kimuchi" ramen that Doppel eats during her "Maiden Fire" move is a reference to the meal that Kouhei ate with the real Rumi on a Christmas date in the game.