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Double Tips and Tricks

Yeah that's a really solid vortex. You could also use teacup as an over head. Did you test if you can mash out of this setup
 
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Yeah that's a really solid vortex. You could also use teacup as an over head. Did you test if you can mash out of this setup
yep it's possible to mash out of the resets with air super but not the burst bait, so if you are expecting a mash, you can go for the bait
 
Also you can cross under double with this setup
 
guess i was lazy, tried sometimes and it did look like it would not work, and since it didn't work on band i assumed it would not cross
 
Is this any good? Aside from the crossunder which doesn't work on bb/double, it's all universal

2 tips, one a reset shizzle and the other a neutral game shizzle. With these in play i dont think we can any longer say that double doesnt have reset potential as big as the rest of the cast. Shes got a helluva lot of resets and ive just found perhaps the granddaddy of them all a universal burst bait attached to a ridiculous mixup point:


Burst bait:


Launch, j.lk (1),j.mp(1), j.hp, jump back j.lk

This causes a burst bait on every hit of j.lk afaik, though i only tested first hit against the entire cast. Note that on double is the only character where you have to mix it up:

Use j.lp in place of j.lk on double.

Now, the reason why they will want to burst is because this sets the opponent to fall directly into your low/throw mixup so they will want to mash air jab to hit you or mash tech or mash airsuper... Etc etc.

Note that the only way to reliably escape this without using buttons of some some sort is to double jump out. So against double jumpers you will have to mix it up. Some of the cast can be dashed under here as well, but not all. Also, if your burst bait is proper they will more than likely be airborn, so you can dash in and cr.hp punish into full ch combo.

Combine this with j.lp, delay j.mp crossup combos, other kinds of burst baits, low/throws and whatnot and double is a mixup force to be reckoned with.


Yeah it works well. It's the same mixup I outlined here, the main difference being that you use the first hit of jmk and I use the first hit of jmp. But besides that they are the same mixup, it's great :)

Use jump back j.lk as a burst bait, it works better than j.lp because it works on all 3 hits of jlk and gives waaaay more hitstun. One of the great things about this reset is that when you crossup you gain back the ability to use assists. So doing the reset into crossup cr.lk, then cancelling the cr.lk into call assist and command dash crossup... Makes for a double crossup mixup.. Which basically hits near everyone the forest few times and keeps people very honest when dealing with this mixup along with the burst bait.

It is my primary double midscreen mixup. I only use certain others when I want to throw people off visually.
 
I only didn't use j.mp because it makes the opponent stay lower so it's harder to crossunder
 
I only didn't use j.mp because it makes the opponent stay lower so it's harder to crossunder


Also, using jmk allows for airthrow unlike the jmp version, but I dont have a problem crossing under with j.mp version.

Ambiguous airthrow/burst bait is one of the games best mixups so double having one would make her go up in the tiers in my mind.
 
J.mp is easy to cross under if you use j.hk.
 
but it is slower and more predictable imo
Only if you cross under every time. It's a similar setup to yours but is less timing intensive. You can do all the same resets but it's a bit easier IMO
 
On the over head reset did you check if it worked if BB crouched after the hit?
 

Big Band deserves every bad thing that ever happens to him for his size/hurtbox, but I'd be super conservative about going for crossunder left/right mixups that depend on having conditioned someone to block.

Big Band players do not pick this character or add him to their team because they have any intention of blocking.
 
Big Band deserves every bad thing that ever happens to him for his size/hurtbox, but I'd be super conservative about going for crossunder left/right mixups that depend on having conditioned someone to block.

Big Band players do not pick this character or add him to their team because they have any intention of blocking.
Wow. Rude
 
Wow. Rude
sad.png
 

You can fake out a crossup with a midscreen tag-in, too. Double spawns up and slightly to the right, then moves down and slightly to the left, causing the enemy to temporarily face the other direction.
 
You can fake out a crossup with a midscreen tag-in, too. Double spawns up and slightly to the right, then moves down and slightly to the left, causing the enemy to temporarily face the other direction.
Wasn't this intentionally patched out
because I never get cross-up double tag-ins anymore.
I know it doesn't happen anymore because the enemy'll raw tag into double and I'll sit there blocking the wrong way. THANKS MUSCLE MEMORY

The one in the video's probably thanks to wonky painwheel hitboxes.
 
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Wasn't this intentionally patched out
because I never get cross-up double tag-ins anymore.
I know it doesn't happen anymore because the enemy'll raw tag into double and I'll sit there blocking the wrong way. THANKS MUSCLE MEMORY

The one in the video's probably thanks to wonky painnwheel hitboxes.

I'm not sure?

Just to clarify, I mean that it looks like it's a crossup, but you never actually get crossed up. If you're not paying attention, you can get tricked into thinking that it's a crossup because your character faces the other direction, but if you do that then you'll just get hit.
 
Just to clarify, I mean that it looks like it's a crossup, but you never actually get crossed up. If you're not paying attention, you can get tricked into thinking that it's a crossup because your character faces the other direction, but if you do that then you'll just get hit.
oh yea that's right, i think it happens to me sometimes
 
I was messing around in training mode this morning and apparently max range c.HP xx M gun xx Monster is like +20 on hit. Anyone know if there's anything you can do with this? Cilia Slide isn't fast enough to convert, dash c.LK is too slow, a second c.HP doesn't reach (which makes sense, you did a max range c.HP then did something that causes pushback on hit), s.HP is just barely not fast enough at 21 startup frames, and then I didn't have time to try anything else cause I had to go to work.
 
I was messing around in training mode this morning and apparently max range c.HP xx M gun xx Monster is like +20 on hit. Anyone know if there's anything you can do with this? Cilia Slide isn't fast enough to convert, dash c.LK is too slow, a second c.HP doesn't reach (which makes sense, you did a max range c.HP then did something that causes pushback on hit), s.HP is just barely not fast enough at 21 startup frames, and then I didn't have time to try anything else cause I had to go to work.
if you want to use more meter you might be able to car the opposite side of monster, knock them into monster and convert off that
 
What if you call a super slow assist during the c.HP? L George, a charged item, or Kitten Missiles?
 
Oh yeah I also tried calling L George during the c.HP, I forgot to mention that. Anyways that doesn't work. Other assists might work, but the reason I find this interesting is maybe there's some way for Double to convert off max range c.HP xx M gun without an assist, which I don't believe anyone's found a way to do. +20 is a lot of +.
 
Can you at least hit with fugazi?
 
I said s.HP doesn't work come on man
 
at max c.hp range c.hp m gun monster I can get to be +21 or +22 on hit, so while extremely tight fugazi would be possible...except they're too far away. Max range c.hp m gun leaves the opponent at basically fullscreen which is well out of the range of any move double has. You must not be at max range if they're even in range for fugazi to hit let alone being + enough. (BTW car doesn't work either, this might not be possible)
 
at max c.hp range c.hp m gun monster I can get to be +21 or +22 on hit, so while extremely tight fugazi would be possible...except they're too far away. Max range c.hp m gun leaves the opponent at basically fullscreen which is well out of the range of any move double has. You must not be at max range if they're even in range for fugazi to hit let alone being + enough. (BTW car doesn't work either, this might not be possible)
Laaaaaaaaaaaaaaaaaaaame. I guess you do need an assist to convert off it. Oh well, thanks for checking!
 
I was messing around in training mode this morning and apparently max range c.HP xx M gun xx Monster is like +20 on hit. Anyone know if there's anything you can do with this? Cilia Slide isn't fast enough to convert, dash c.LK is too slow, a second c.HP doesn't reach (which makes sense, you did a max range c.HP then did something that causes pushback on hit), s.HP is just barely not fast enough at 21 startup frames, and then I didn't have time to try anything else cause I had to go to work.

cHP xx Slide is confirmable on hit, M-Gun on block.

Unless there's something with Car > Lenny that's worthwhile for your team I'm not sure why you wouldn't do this since cHP Slide is a really good starter. I did find that cHP M-Gun + L-Shot assist let me dash and launch, so maybe Pea sHP assist or M-Item assist at certain ranges?