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Guns n' Barrels - Double Combo Thread

So I came up with a pretty good universal combo a few weeks ago. I think it's a little more consistent then the flesh step one:
C.lk,c.mp,c.hp,cilia slide,dash forward, s.lk, s.hk, h Luger, dash forward, s.mk(2), s.hk, j.mp,j.hk, xx, j.mk(2), j.hk, barrel, s.lp(2), s.mk(2), c.hp, h bomber, car

Does about 7.9 to 7.95 k depending on the number of hits from j.mp. But I think this is a pretty good combo

Here is the corner variation
 
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Damn, it's pretty good. How I didn't come up with this? Btw with 6 j.MP hits it does 8001 damage.
 
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@Slyzor your combo is good to! I just wanted to try to get something more consistent and universal. The thing that surprise me the most about this combo is how easy it is with relationship to it's damage output. But I'm sure people will find a better one soon enough
 
So I took cloud's monster combo and optimized it.

C.lk,c.mp,c.hp, cilia slide, c.hk, cilia slide, monster, walk forward, s.mk(2), s.hk, j.mp,j.hk, rejump, j.mk, j.hk, barrel, s.lp(2), s.mk(2), c.hp, h bomber

Does about 8.1 k universal
 
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C.lk, c.mp, c.hp, cilia slide, c.hk, cilia slide, monster is very cool stuff that I never thought about though doing s.mk(2) after monster is kinda hard and also you have 15 undizzy unspent.

I figured the more damaging will be the same but with HP luger, s.LK, s.HK after monster instead of s.MK(2), s.HK for maximum of 8186 damage.
The easier version would be with HP luger, s.MK(2), s.HK after monster and with j.LP instead of j.MK. This would do only 6 damage less.
Even easier would be the first combo but with c.LK and s.LP(2) switched places. This one does 37 damage less than first.
 
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This starter is really good for high damaging combos.
 
Oh i just saw that in the video you posted. Thanks for the tip
 
Is this setup based off a frame trap setup?
nah just like if someone mashes in the corner and you block
 
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hi i made a double + hlnl corner combo that also use titan canuckle
 
What damage are people getting with H drill assist? The best I can get is around 7.9k and that's using it at the beginning of a combo to get 2 Slides one after another
 


c.lk, c.mp, s.hk, H luger,
dash, s.hk, fridge,
dash, s.lk, s.mkx2, s.hk,
j.mp, j.hk,
superjump, double jump, j.mk, j.hk, barrel,
s.lpx2, s.mkx2, c.hp, H bomber, car

8007 dmg, after the dash use c.lk instead for bigband.
 



c.lk, c.mp, s.hk, H luger,
dash, s.hk, fridge,
dash, s.lk, s.mkx2, s.hk,
j.mp, j.hk,
superjump, double jump, j.mk, j.hk, barrel,
s.lpx2, s.mkx2, c.hp, H bomber, car

8007 dmg, after the dash use c.lk instead for bigband.
Just wondering why end in car, which is punishable, when you can end in cilia slide monster- fugazi knucle to luger which is burst safe on the knuckle if canceled to luger.

If you think they will delay burst fugazi will lead to sliding knockdown, unless they choose to unsafe burst/alpha counter, which can be countered/punished
 
^99% of the time you do a full undizzy combo it's either to kill or kill with a DHC and car does slightly more damage and is more DHC-compatible.

File that under "great B&Bs I'm amazed weren't found the day Double got the high bounce on H Luger."
 
Here's a heavy counterhit combo I came up with that does ~9121 damage (10287 damage if you do Republican Car at the end).
Inputs for the standard combo:
cr.HP, slide, cr.HK, slide, monster, MKx2, HK, qcf.HP, dash jump, j.LK (1), j.MK, j.HK, teacup, *LK, MKx2, HK, j.LP, j.HK*, teacup, LPx2,MKx2, cr.HP, DP.HK (optional republican car for 10287 damage).
For Valentine and Robo Fortune, replace the teacups with barrel.
Big Band Version:
*LK, HK, j.LP, j.MK, j.HK,*
Against Ms Fortune, hold back for a small period after monster or she'll fly over your head behind you and monster will whiff and replace the final teacup with barrel.

I forgot to change the meter to level 3 to show meter built on either side, sorry about that. The combo builds roughly two thirds of a bar
(-0.33 overall).
 
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the C.lk extends her hitbox?!!?!!!!????
It extends her hitbox in the since she's extending her leg to hit more. But it's more or rather her becoming really short and with the momentum of the dash makes go under a lot of things. It can be good or bad depending on the character and reset.
 
dont record combos in 3v3 ratio it fucks up the damage

real damage for that is 9.2k which seems good for a bar
 
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People should really avoid doing H CH combos with moves like Double's c.hp.

Don't get me wrong, it IS really useful to craft CH combos for each strenght. But please, pick a realistic scenario where it is actually likely to happen. I really doubt you can find any instance where a Double player went for a c.hp on neutral or frametrap, got the hit and actually went for Slide instead of M Luger.

Of course, c.hp CH initiator is the best burst punish you can get, but it's kinda rare to have Double burst baits on grounded opponents.

j.hp ,j.mp (against airborne) or H luger are much more realistic counter hit initiators.
 
Of course, c.hp CH initiator is the best burst punish you can get, but it's kinda rare to have Double burst baits on grounded opponents.
I do CH c.HP as a burst punish all the time. The opponent doesn't need to be grounded for it to work. c.HP xx Cilia Slide combos on every character even if they're airborne.
 
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But please, pick a realistic scenario where it is actually likely to happen.
A realistic scenario? Sure. A lot of blocked supers like Beowulf's, Robo's laser at close range, Filia's Fenrir Drive and more... People may not confirm Double's cr.hp and just do cr.hp->slide->monster. They'll probably still notice the CH effect and go for a H CH hit following monster.
 
You can land a cr.HP on some punishes as well as burst baits which is where you would land most HCHs I would imagine. I don't really see what the problem with using cr.HP HCH combos is and if you land a j.HP against a grounded opponent (or perhaps an airborne opponent close to the ground) then you can chain into it as well. HCH cr.HP isn't that unlikely in a match imo even if you aren't going to be able to hitconfirm off of it in neutral.
 
Don't get me wrong, it IS really useful to craft CH combos for each strenght. But please, pick a realistic scenario where it is actually likely to happen. I really doubt you can find any instance where a Double player went for a c.hp on neutral or frametrap, got the hit and actually went for Slide instead of M Luger.

cHP is a great spacing/neutral tool, and a decent pre-emptive anti-air for low airdash approaches.

cHP > Slide | M-Gun confirms take some practice, but are really useful.
 
I really wanted to work on Moai patterns in case I get midscreen level 5 as a reversal (it's a good mash since 22KK doesn't care about directions and it works in the air)
This goes close to the corner but I think this pattern works midscreen at least on Filia, I just fooled around until I found it by trial and error.

I know it's easy to go to the corner with Double and do the 'press all 6 buttons' thing and Mike also has midscreen patterns on his channel but I suck at timing them, and this feels really consistent for me. Even if it's just for Filia, I can say that I can escape crossunder jHK and kill the character or whatever as long as I'm paying attention. Could save my ass.

LK HP LP MK HK MP


It's also just really fun to do lmao
 
Can someone give me list of BnBs I should REALLY learn and some advanced combos that are used in competitive play to learn after learning the BnBs? Would be greatly appreciated!

Sent from my KYOCERA-C6745 using Tapatalk
 
been labbing double with pinion dash for the past week or so and theres some intersting combo options
 
I dont think i posted this here before
 
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