gllt
On my own
now that mike is gone, how about that dolphin mode @Fizzxwizz
sorry
What I usually do is j.mp j.hk to leave them in the air during whenever they are launched. From there I can go for either a cross-up, burst bait, or just throw them. If you have an assist you could do a flesh step cross-up. Also,there are some teacup cross-up tricks that I can't remember.I've noticed Double's resets aren't very good if you simply do throw/low resets near the end of the barrel loop, when is it recommended to do resets and what kind?
I suppose it's because her barrel loop goes to like 300 undizzy but you only get like one extra loop after a reset, you'd have to do like 5 resets to kill lol.
jump forward, j.lp [delay] Teacup is an ambiguous overhead cross-up
What is "the j.HP fast fall"? I'm pretty new with my Doubling.
on block or hit you can cancel j.hp with j.hk and double will fast fall. You can use this to do low/throw mix ups
Grab I think has 7 startup frames and reaches further than standing or crouching jabs. I'm curious what you're trying to punish though. There's a lot of moves in this game, for example Big Band's Giant Step, which are "unsafe" on block but can be spaced such that most characters cannot punish them. With moves like that sorry to say but you're just gonna have to hold that.
In general I use c.LK, although going right into a medium or heavy is probably better. Sorry but I really don't know what kind of moves you're talking about =/ most of the unsafe stuff in this game like Super Sonic Jazz/Diamond Dynamo/Bandwagon Rushdown/Gregor Samson/Fenrir Drive/Death Crawl/Fiber Uppercut/etc is like negative eight hundred bajillion and you can punish it with whatever you want.
I have some success with Double (M Bomber) / Cerebella (M LnL or Copter).
Welp. I tried doing Doubella but I could never get the timing on her restand combo.
they already do without assists (except on BB but I don't see how bomber is gonna help you with that)
The restand isn't too hard. You just have to remember to delay the 2MK after the OTG, to let your opponent drop a little before the launch. Here are my Bella combos (Double M Bomber edition to stay on topic):
You can do 2LK 2MP 5HK(2) [M Bomber] H Run~Kanchou. Run along with the Bomber and Kanchou at the end. Works on everyone. I learned this because the 2HP ^ j.MP j.MK j.HP v 5MP restand is such a bother on Big Band.
I think Double/X is a viable team for almost all values of X. Probably not Valentine. Arguably not Peacock either. Pretty much anyone else. So I guess just pick a character who has a combo that you can do, since that seems to be the more limiting factor. Some assist ideas for each pairing:
I blushed.
Solo Double is bad. Don't use Solor Double unless your up for it. When you have meter with Double, you'll probably spending it on Cat heads for safe blockstrings, chip, and safe DHC. During Cat heads, you should be doing c.LKs, j.HPs, and Flesh Steps.Hey i just started playing the game and im really starting to like double. I got her basic barrel loop down, but i don't know what to do from there. I very often find myself with allot of meter and not sure what to use it on.
Also, is solo doubles a good idea? I was never really a mvc fan, and i like to stick to 1 character if i can, but is solo double considered competitive?
Thank you for the tips, i've been wondering what buttons to use since they all do different things uring the cat heads. Also if solo double isnt competetivly viable, what are some character combinations that are good with her.Solo Double is bad. Don't use Solor Double unless your up for it. When you have meter with Double, you'll probably spending it on Cat heads for safe blockstrings, chip, and safe DHC. During Cat heads, you should be doing c.LKs, j.HPs, and Flesh Steps.
You should probably practice Double's neutral which contains a lot of j.HP. When your being defensive, you'll most likely doing j.HKs and Lungers.