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Double general discussion!

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.
 
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.
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.
 
It's kind of an over commitment though. Especially if the dude is holding upback then you get nothing off landing it iirc???
 
I just do random strings a lot lmao freestyle
 
Just do this tactic: neutral-> confirm-> crossunder/double crossunder/crossover (rarely, but variety is good)/low throw/ burst bait/make them respect the j.hp or j.hp fastfall/don't let them do anything. It works wonders for me
 
Just do this tactic: neutral-> confirm-> crossunder/double crossunder/crossover (rarely, but variety is good)/low throw/ burst bait/make them respect the j.hp or j.hp fastfall/don't let them do anything. It works wonders for me
What is "the j.HP fast fall"? I'm pretty new with my Doubling.
 
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
 
How the fuck do you punish moves that don't have 10000 years of recovery? s/c.lp is too short most of the time I think and c.lk and everything else has 11 frames of start up.
 
How the fuck do you punish moves that don't have 10000 years of recovery? s/c.lp is too short most of the time I think and c.lk and everything else has 11 frames of start up.
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.
 
Cilia slide is an option double has to punish things like wiffed gregor and stuff. Idk if it'll punish giant step though lol
 
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idk just in general

don't know the go to punish move because c.lk takes forever to start up and even if it is possible to punish with it, it's a tighter punish
 
idk just in general

don't know the go to punish move because c.lk takes forever to start up and even if it is possible to punish with it, it's a tighter punish
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 am a shitter who can only play solo Double. This is immensely painful for me in some matchups.

Who is someone I can pickup as second character that works well with Double on point that is not Painwheel because as I mentioned earlier I am a shitter.
 
I am a shitter who can only play solo Double. This is immensely painful for me in some matchups.

Who is someone I can pickup as second character that works well with Double on point that is not Painwheel because as I mentioned earlier I am a shitter.
I have some success with Double (M Bomber) / Cerebella (M LnL or Copter).

Cerebella's Copter forces them to care about Double's weak mixup, and LnL makes it easier to approach with your big moves or a well-timed flesh step, as well as being a decent panic button.

Bella gets a lot from Bomber, from lockdown to anti-zoning to reversals to making Kanchou combos work on everyone.
 
bella
Welp. I tried doing Doubella but I could never get the timing on her restand combo.

Guess I'll put some more time into it and hope it turns out better.
 
making Kanchou combos work on everyone.
they already do without assists (except on BB but I don't see how bomber is gonna help you with that)

sorry, off topic
 
Welp. I tried doing Doubella but I could never get the timing on her restand combo.

Guess I'll put some more time into it and hope it turns out better.
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):

Easier:

2LK 2MP 5HK(2) [M Bomber] M/H Run~Pummel Horse, 2MP 2HP ^ j.LK j.HK (OTG) v 2LP (delay) 2MK ^ j.MP (delay) j.HK (restand) v 2LK 2MP 5HK(2) Cerecopter xx Dynamo

Harder:

2LK 2MP 5HK(2) [M Bomber] H Run~Kanchou, 2MK ^ j.MP (delay) j.HK (restand) v 5HP Run~Pummel Horse, 2MP 5HP ^ j.MK j.HK (OTG) v 2LK 2MP 5HK(2) Cerecopter xx Dynamo

they already do without assists (except on BB but I don't see how bomber is gonna help you with that)

sorry, off 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.
 
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I am a shitter who can only play solo Double. This is immensely painful for me in some matchups.

Who is someone I can pickup as second character that works well with Double on point that is not Painwheel because as I mentioned earlier I am a shitter.
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:

Double/Filia: Updo, Hairball, c.MK
Double/Cerebella: Cerecopter, H Lock N Load
Double/Peacock: don't play this
Double/Parasoul: Napalm Pillar, Tear Shot
Double/Fortune: H Fiber Uppercut
Double/Painwheel: you already said you don't wanna play this so w/e
Double/Valentine: don't play this either
Double/Squigly: c.HP, Drag N Bite
Double/Big Band: L Beat Extend (I personally don't think there's any reason to run H Brass with Double but not everyone would agree with me)
Double/Fukua: H Platonic Drillationship
Double/Eliza: Carpenter's Axe or bust
 
I just beat Double's story mode and I...don't understand it. I mean I get that she answers the call of the Skullgirl Gods or something but I didn't understand the ending.
 
give double sde flesh step back. like less frames after move and teleport backwards
 
Wasn't someone doing a Double guide? Where did it go?
 
Best
I blushed.
By the way, once the Double changes go live I'll change what has changed and finish it. Should I take the time to translate it? I don't know if it would help people around here.
 
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Also saying if you plan on playing beowulf, beowulf with double (cilia slide) seems scary awesome. I feel he benefits from it more than most do to the silliness of Beo's s.hp and s.hk and after a cilia slide conversion he can do hop aerial s.hk to convert with heavy damage as well. Also beo's s.hk does wonders for double, but others would probably pick a different assist for him. I mean the assist staggers mid combo, the fun things double can do <3
 
If Beo's dash hops are even remotely close to Sasquatch's in terms of ambiguity, adding Cilia Slide assist will be fucking awful to deal with, but it's like.. an extra layer of something already good enough on its own imo when that assist could be used for neutral tools.

Basically the same problem painwheel has when picking slide or bomber.
 
It's kind of an over commitment though. Especially if the dude is holding upback then you get nothing off landing it iirc???

Maybe when they're familiar with sHK 7jLK jHK fleshstep as a low/throw setup? Most people don't want to jump because of avery's position, and most doubles use the setup for low/throw so teacup is a bit unorthodox.
 
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?
 
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?
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.
 
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.
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.
 
I got some stuff to say about Double.
If every beta change concerning Double goes live, she will be MUCH better as a solo character, and dare I say, a viable option as a point character competitively.
Luger Replica by itself contributes to a ton of these. All versions being safe on block and the fact that the H version is an excellent reaction button against jumpins (and much easier to convert from) is a pretty big buff.

You don't need to use 2 meters to be safe anymore, "Cilia Slide > xx Monster" is an almost safe followup to the low hit, and a great DHC.

The s.mp buff is neat for combos, but I don't feel it will ever be as useful and convenient as s.mk regarding neutral, but keep in mind it's a thing.
As for neutral tools and commonly used buttons, there's some stuff you need to keep in mind:

- j.hp is good, but it will often come late compared to other jumpins in the game, so you might get countered a lot if your opponent notices a habit on that. You'll get more frame advantage by delaying your j.hp against grounded opponents; that means your common jumpins are even slower than the raw startup frames they got. You're not allowed to insta press your button after a jump like Painwheel does - her convertions from that move work very differently. Also please, don't try to do c.lk after j.hp on hit. Always go to either s.lp or c.lp.

- Remember to fastfall after j.hp with j.hk on block. It's a fast low/throw and also safe (against grounded opponents) if you're feeling like reversals are coming.

- Her frontdash is fucking awesome. Dashjumping with j.hp is pretty much a fullscreen jumpin. Her dash > c.lk is fast and reaches pretty far. Do not underestimate that approach. Dash > throw also gets a lot of people off guard.

- Fleshstep is projectile invincible during the active frames. It might be a really good neutral tool against Peacock and Fukua. I feel like this move really shines with good assist choices, though. It actually makes defending Double a scary thing.

- c.hp is a really overlooked button for neutral. Even though it has less startup than Fukua's or Filia's, it's still pretty fast. And the "new" interaction with the M and H Lugers might bring you point Doubles some stuff to think about.

- Use your doublejumps. When being cornered or heaviliy pressured, remember that upbacking is a thing, and once you're in the air, going down with j.mp might be really obnoxious to deal with.
 
So I just wanted to ask a generic question here. What is the general opinion on cilia slide assist? I just wanted to make sure that I didn't miss something in my analysis of the move.