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.
Double is a jack of all trades character whose moves borrow animations from other characters in the cast. Many of them have different properties than their original, and their uses are re-contextualized by belonging to a different character with a different kit. She also has some choice assists and a safe DHC that actually puts the momentum in her favor.
Playstyle: Double's toolkit is very versatile and suited for either rushdown or turtling. Her double jump paired with her varied air normals lets her play a slow paced game and out-maneuver opponents in the air, and jHP poses a threat as long as she's above her opponent. Her Lugers (236P) allow her to control a good amount of space from the ground, and is often able to convert into a combo. She has a great ground game as well: 2HP is both a ground poke and frame trap tool, 5HP is a slower long range poke that causes sliding knockdown, and her forward dash is quick and covers a large distance.
Mixup: Double doesn't have a grounded or IAD overhead option like much of the cast. Instead, she leverages her long 2LK to keep opponents honest and create opportunities to open them up with her amazing throw range. Coupled with her quick forward dash, she has some of the best low/throw pressure in the game. After she lands a hit or throw, she has an extremely simple and flexible left/right air vortex that allows for air throws and burst baits while also being incredibly easy to loop back into. Last but not least, Flesh Step is a powerful crossup tool when combined with an assist.
Team Synergy: While Double is a strong character on her own, she is unrivaled in terms of team support. Double has access to 2 different safe DHCs: Catheads (236KK) for immediate overwhelming pressure or Beast of Gehenna (214KK) for laying down a safe but strong trap. She also has a very versatile super with Bandwagon Rushdown (236PP), and very powerful damage output with Nightmare Legion (214PP). She has a DHC super for just about every situation, and no other character can match her versatility or effectiveness in that regard. Combined with her very strong assists in Hornet Bomber (623K) or Cilia Slide (4LKHK), Double can uniquely enable anyone that she is placed on a team with with her plethora of support options.
Double is a well-rounded character that boasts a lot of strong options to synergize with teams, as well as a versatile kit when on her own.
Versatile Moveset: Double's toolset is incredibly intuitive and balanced, including a meterless DP, a fireball, and solid normals.
Strong Assists: Cilia Slide and all three versions of Hornet Bomber are great assists that fill multiple roles well, meaning she has an assist that'll work for every team.
Fantastic DHCs / Meter Usage: Double's supers and DHC synergy are absolutely tremendous. Car lets her switch sides if she wants and is fully invulnerable on start-up, Puddle is great for combo extensions or safely DHCing at a distance, and Level 3 is a high damage combo-ender DHC that gives hard knockdown. Furthermore, Catheads is notorious for the sheer amount of options it provides on DHC for just one bar, as it is a safe DHC that allows teammates to get out of unsafe on block situations and continue to pressure the opponent, it allows for a combo extension, and can even be used to chip out low health Characters.
Vortex Ability: Double, even without an assist, has an abundance of ways to force her opponent which side she will be on when going for a reset. When backed with an assist, her options expand dramatically and is able to setup many cross-up situations when combined with her many different abilities to get behind her opponent or bluff that she will do so.
Neutral Options/ Good Range: Double has numerous good options for getting a hit on her opponent, whether used defensively or offensively. She has several options for anti-airs, air-to-airs, and long range buttons that all can hitconfirm into a full combo.
Tall Standing Hurtbox: When standing, Double is the tallest character in the game, allowing for opponents to do various fuzzy setups on her.
Horizontal Reversals: While Double has multiple defensive options her disposal, they all share a lack of vertical reach.
Linear Offense: Despite having no instant overhead or grounded overhead in a cast with characters full of them, double is generally able to make up for this when backed by an assist that gives her unreactable left/rights. When alone however, she is very reliant on her low/throw and fast-fall setups to get a hit on opponents, making her options straightforward and predictable.
The L version is an invulnerable DP assist that travels horizontally across the ground and locks down with two hits. The assist version of this move has a 2 more additional vulnerable startup frames, on top of the standard 3 vulnerable frames on every assist.
The M version is the first default assist choice. It's a three hit lockdown / neutral assist that travels a fair distance across the screen in an arc. Some hits will whiff at certain ranges on crouching characters, but the upside to that is the space control the assist provides.
H version is like the M version, but travels all the way to full screen and in a taller arc.
Fast, forward moving low assist that is also a sweep and has generous active frames. Sends the opponent backwards on hit, making it easy to combo off of. Great as a low hitting meaty, opening up possibilities for hard to block high/lows. You can also call it in neutral to cover the ground, since it travels forward very quickly.
Slow, long range poke that causes sliding knockdown.
Hurtbox lingers after active frames.
Cancel into 236P for safey and to negate the lingering hurtbox.
Easy to combo into from her magic series chains, so you can choose to end your combos in a sliding knockdown for oki as long as OTG wasn't spent in the combo. Canceling 5HP into two subsequent Flesh Steps and throwing out a jHK is a safejump that will put Double point blank with a meaty projectile for oki.
Tied for fastest air normal in the game. Has a good crossup hitbox and shrinks Double's hurtbox, which can evade some attacks. Use this when you need your fastest air to air, or to disrespect air resets.
Hits once, then summons a bird projectile, Avery, which has two additional hits and travels straight downward.
The first hit will pop a grounded opponent into the air.
In neutral, the projectile can allow Double to safely back up and create space. With Avery, the opponent won't be able to chase too closely.
In combos and resets, this move is essential. If the opponent is at the right height, it will leave the them suspended in the air for a crossup reset. Example: jLKx3 > jMP(1) > jHK. Then, dash under 5LP.
A great way to pressure a cornered opponent, especially on incoming as they have to respect Avery.
Each version knocks down on air hit, giving a followup combo possibility when used as an anti air.
Each version moves Double backwards.
Travels in a straight, horizontal line.
It can be crouched under, but will catch moves that aren't low profile and air moves at IAD height. If it hits an air opponent, it knocks down and a conversion is usually possible by dashing and picking up OTG. Especially useful against characters with big hurtboxes, since it's harder for them to jump over.
Travels diagonally towards the ground
Ricochets off the floor and covers the area right above Double.
Incredible anti air tool that can net you a combo
Second use in a combo won't make the opponent go as high, limiting combo options.
Double disappears from the screen as Peacock, returning as invulnerable car that travels across the screen. Double becomes vulnerable again as she transforms during recovery, always appearing directly in front of the opponent.
The car will come from the side of the screen behind Double. If 4 is held, the car will come from the reverse side and 9 frames of startup are added.
If done in the corner without reversing the direction, it could potentially be post flash unblockable.
Before the screen zooms back out from the super flash, some dust will appear. The side the dust is on indicates what side the car will come from (Dust on left side means the car will come from the left and travel to the right, and vice versa).
Used as a combo ender on point when it will kill, or to DHC into another character. Since you can choose the direction, you can get back the corner if you didn't have it already as long as you're close to either side of the screen.
The recovery is long so it's not very advantageous even when it hits. If OTG has been used and the opponent is knocked back into the corner Car punishable on hit by a large proportion of the cast.
This full invulnerability makes this one of the best supers in the game for winning a DHC war (where both players DHC to try and beat the opponent's supers).
The only way to beat this attack aside from punishing its recovery is with Valentine's counter super.
Since it can hit from either side of the screen, it can be used to punish from fullscreen away and then go into a DHC. For example, if Peacock is committing to two George bombs, this super can punish her.
You can also DHC after the car passes through the opponent for a side switch.
It will only work as a reversal if you are in the corner and the opponent is right in your face. Otherwise, there is travel time and the opponent can avoid it by cancelling into an invincible attack.
Double descends into the floor to set a puddle in front of her which has a lingering hitbox for 8 seconds, then disappears. The monster will attempt to attack if they go over the hitbox with 5f of startup.
Combo: 214KK > 236HP > 5MP
A better combo uses 2MP instead of 236HP, but it's more difficult to time.
Used primarily to convert off of L Bomber, or as a DHC for conversions. Outside of combos, it's used to trap the opponent in the corner, or to set up tricky incoming mixups. Lastly, it can be used to make fridge safe on block.
The opponent can whiff a move over the top of the puddle to trigger it without being grabbed, as long as the move retracts its hurtbox quickly enough.
The countdown timer will go 1.5x as fast when Double is not the point character.
The puddle will disappear if Double is hit, even if it has already been activated.
The puddle won't grab enemies being thrown.
The puddle isn't triggered by projectiles.
The puddle will not expire during the last part of Cerebella's Ultimate Showstopper, or the last part of Valentine's level 3.
Upon activation, 6 Ms. Fortune heads follow Double for 375f. The heads attack as Double presses attack buttons.
L buttons make the heads attack forward along the ground.
M buttons attack upwards at an angle.
H buttons will attack downwards at an angle if they're in the air, or behave like the L buttons if they're on the ground.
The timer seems to include superflash, so there appears to effectively only be ~330f where you can actually control the heads.
Duration is only 220f if used as a DHC.
Used on point to extend pressure and keep your turn. As a DHC, it's amazing since it allows you to keep your turn as long as the super you're DHCing from is blocked.
Although you get your turn, it can be hard to open up the opponent since Double has no quick overhead from the ground. However, jumping and mixing up between a low jLP and 2LK can be effective. Using Flesh Step will not work as a crossup if they're in continuous blockstun due to crossup protection from blockstun. However, if they pushblock, it's possible to crossup since they exit blockstun. In this case you can delay the cathead's attacks before attempting a Flesh Step crossup or low/throw mixup.
Double gains 16.6% of her usual meter gain as long as the super remains active.
The super ends early if Double leaves the screen.
Use throw inputs to have the heads attack without hitting the opponent as Double, which may add unwanted undizzy / IPS tracking.
Alpha counters can potentially punish this move as a DHC on block.
Has a lot of recovery, so if the attack this is canceled from whiffs Double can be punished.
On hit, goes into a sequence of attacks as Double transforms into a variety of characters, ending in a sliding knockdown.
A combo ender for lots of damage. Using this as a reversal works, but is extremely risky. It's very punishable, costs a lot of meter, and you can't convert into a full combo unless you spend even more meter to DHC.
Combo: OTG Car (reverse)
The full attack will only trigger after a successful first hit. If the point blocks but the move hits an assist, it will execute the attack but stop when the point blocks a hit. The follow up hits are all extremely advantageous on block, making this move safe if it hits an assist.
Damage shows complete attack, frame data shows attack on whiff or block.
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.
The most damaging super in the game if you can hit them with a lot of projectiles and the explosion. Can ToD in 3v3 with a 2LK starter.
Technically this is an air reversal option. Using this move in the air hits overhead and adds an initial hit and active frames as Double falls to the ground. This doesn't affect the number of invulnerable frames. It's easy to mash this super while being comboed, and your opponent can't mess up your input by crossing you up.
Must be done in order to get the most damage out of this super.
There is no recovery animation if she doesn't explode.
If the timer runs out on its own, she will not explode.
After the initial invulnerability period, Double becomes vulnerable. She can begin attacking immediately after the active frames, but this will end her invulnerability.
Double will transform back to normal if she's hit.
The meter gauge will drain during the super, so it can be used as a timer.
None of Double's attacks during this super can trigger IPS or build undizzy.
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Super Hit Stop
Gives 1% meter to the opponent.
Automatically done after an assist move
Super Hit Stop
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.
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.
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?
Intro pose 2: Hold OR Two angels fly across the stage as a hand comes out of the floor and squishes them. Gnnn...raaaah.
Intro pose 3: Hold OR Double turns inside out. Defiling maggots...you unknowingly consume our flesh. I'll gladly accept your tithe...in blood.
Players to Watch
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