Skullgirls/Double/Strategy

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Strategy

Important Moves

  • 2LK - Fast, long range low poke that is plus on block. Also moves double's collision box forward, which allows for visually ambiguous crossunders.
  • 2HP - Fast, long range heavy that also acts as an anti-air and can be hitconfirmed into Clide for a fullcombo with OTG or assist.
  • 5HP - An extremely long range heavy poke that is extremely hard to punish on block, but has slow start-up. Also useful as a combo-ender that gives hard knockdown if OTG is saved.
  • jLP - Very fast air normal with a hitbox that sets up for easy crossups. Also very good at challenging air resets because it shrinks her hurtbox.
  • jMK - Good for travelling from one side of the screen to the other and its disjointed first hit make it an exceptional air-to-air.
  • jHP - Versatile multihit 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 - Double has excellent low/throw setups, as her dash allows her to cover a short distance very quickly.
  • Air-throw - Double's air-throw is very important when combined with her low/throw game as it punishes opponents that try to stay airborne to avoid low/throw setups. Also an essential part of her air mixup game.
  • Cilia Slide - Command normal that's a sweep double can convert off with an assist, OTG, or meter. Very useful for breaking armor, low profiling under airborne opponents, and even as a mix-up tool with the right setup.
  • 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) - Very useful for repositioning the opponent on hit, or double's teammates when combined with a safe dhc. Fully invulnerable until recovery frames, even pre-super flash, and becomes post flash unblockable if you're in the corner and they're point blank.

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)

Counterplay

Playlist

Punishing Double

Catheads DHC

This DHC lets them keep their turn after a blocked reversal for only 2 bars. Catheads costs 2 bars on its own, but the timer is half as long as normal when used as a DHC.

  • The Catheads super has a significant recovery period
    • Alpha counter to punish the recovery
    • If they didn't make you block before the DHC, can punish with a fast button or special/super cancel.
  • At far range, you can PBGC and jump away. If you chicken blocked and your character has air options, you can stall for time as the catheads timer depletes.
  • At close range, Double gets a few moments to try mixups. She can flesh step past you to cross you up, jump over you to cross you up, attempt a Barrel overhead, or delay the cats and throw. You can't be crossed up while in blockstun, so Double has to delay the head attacks a bit to go for a crossup. Because pushblocking will end with you returning to neutral, you may open yourself up to crossups if you pushblock, so it's not recommended, unless you are trying to PBGC into a reversal or movement.


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