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Double general discussion!

Double vs. Fortune

what do

Bait fiber uppercuts / (air)throws / watch out for that fuggin' head
 
After watching Ken streaming solo double and combining that with Khaos' advice regarding Painwheel vs. Fortune, I've decided the best course of action is to just leave disjointed hitboxes everywhere.
 
I think another source of damage would be trying to connect her anti air or qcf.HP into a barrel loop combo. I noticed the more you do this perfectly the less jumping the opponent will do.
 
Hey guys, I'm gonna switch my team from filia/Bella to bella/Double. I have have very little knowledge about Double. Would anyone mind writing a little quick-n-dirty guide on her?

What's her bnb combo? (i have no idea now due to encore)
What are some common resets or reset points in her bnb?
Notable normals?

Nothing fancy or elaborate, I just need some basics to play with. I can learn the rest by watching videos.
 
Hey guys, I'm gonna switch my team from filia/Bella to bella/Double. I have have very little knowledge about Double. Would anyone mind writing a little quick-n-dirty guide on her?

What's her bnb combo? (i have no idea now due to encore)
c.LK, c.MP, s.HK xx H Luger,
dash, OTG c.MP, c.HP xx Flesh Step,
s.LP, s.HK,
j.LP, j.MP, j.HK,
land, sj.MK, j.HK xx Barrel,
c.LK, s.MKx2, c.HP xx Hornet Bomber xx Car

This works midscreen on every character. In the corner the H Luger whiffs against Valentine and Fortune so just skip that part and go right into the j.LP. (This is obviously not optimal but given that you're just starting playing Double I am assuming your #1 priority is not corner-only character-specific combos.)

What are some common resets or reset points in her bnb?
After any s.HK you can do any of these:
j.LP/j.LK, j.MK, air throw
j.LP/j.LK, j.MK, delay j.HP (catches people trying to throw tech against the above reset)
j.LP/j.LK, j.MK, j.HP, land, dash under
j.LP/j.LK, j.MK, j.HP, land, air grab
j.LP, j.MP, j.HK, land, dash under
j.LP, j.MK, j.HK, land (projectile from j.HK will cross them up)
j.LP, j.MK, j.HK, land, air grab
j.LP, delay Teacup (crosses up)

During any ground chain you can cancel whatever you're doing into Flesh Step + call assist for a crossup.

Notable normals?
j.HP - If you're just starting with the character I would recommend basically using this move constantly. It has a very big hitbox that's difficult for most of the cast to challenge, it causes a ton of hitstun on hit, and it's safe on block against most characters.
c.LK - Really long reaching low. From max distance you need to use c.MP to convert off it since that will move Double forward enough for a s.HK to connect.
j.HK - You can use this while you're jumping backwards to set up a wall with the projectile to prevent opponents from coming in. It's useful when you want some breathing room.
s.HP - Similar to Titan Knuckle except that you can cancel it into Luger shots. It's a pretty good zoning tool.
Grab, Air Grab - Are grabs normals? Anyways both of Double's grabs are really good. The ground grab has a really ridiculous range. Dash > Air grab is really good for people trying to upback away from you. Off of either the easiest way to convert is dash OTG c.MP c.HP xx Flesh Step into the above combo.
 
c.LK, c.MP, s.HK xx H Luger,
dash, OTG c.MP, c.HP xx Flesh Step,
s.LP, s.HK,
j.LP, j.MP, j.HK,
land, sj.MK, j.HK xx Barrel,
c.LK, s.MKx2, c.HP xx Hornet Bomber xx Car

This works midscreen on every character. In the corner the H Luger whiffs against Valentine and Fortune so just skip that part and go right into the j.LP. (This is obviously not optimal but given that you're just starting playing Double I am assuming your #1 priority is not corner-only character-specific combos.)


After any s.HK you can do any of these:
j.LP/j.LK, j.MK, air throw
j.LP/j.LK, j.MK, delay j.HP (catches people trying to throw tech against the above reset)
j.LP/j.LK, j.MK, j.HP, land, dash under
j.LP/j.LK, j.MK, j.HP, land, air grab
j.LP, j.MP, j.HK, land, dash under
j.LP, j.MK, j.HK, land (projectile from j.HK will cross them up)
j.LP, j.MK, j.HK, land, air grab
j.LP, delay Teacup (crosses up)

During any ground chain you can cancel whatever you're doing into Flesh Step + call assist for a crossup.


j.HP - If you're just starting with the character I would recommend basically using this move constantly. It has a very big hitbox that's difficult for most of the cast to challenge, it causes a ton of hitstun on hit, and it's safe on block against most characters.
c.LK - Really long reaching low. From max distance you need to use c.MP to convert off it since that will move Double forward enough for a s.HK to connect.
j.HK - You can use this while you're jumping backwards to set up a wall with the projectile to prevent opponents from coming in. It's useful when you want some breathing room.
s.HP - Similar to Titan Knuckle except that you can cancel it into Luger shots. It's a pretty good zoning tool.
Grab, Air Grab - Are grabs normals? Anyways both of Double's grabs are really good. The ground grab has a really ridiculous range. Dash > Air grab is really good for people trying to upback away from you. Off of either the easiest way to convert is dash OTG c.MP c.HP xx Flesh Step into the above combo.

Yo you're the man! Thanks so much, I'm gonna start practicing tonight. :)
 
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What's the tell for the side Band Wagon appears on? I usually just block one direction, then the next, but there are still cases where I change my block and still get hit by the thing (netplay).
 
there is no way for someone to tell which side Band Wagon appears on i think
 
Wasn't the way to tell is if you look at the smoke when Double goes through the floor? I mean, I know how but I just can't put it into words...
 
wait, there is an actual way of noticing it? wow I have been playing double since vanilla, and I never noticed how the smoke or something changes, well at least since Double Car was changed
 
Also if you listen to the delightful STEREO AUDIO the sound effect occurs on the side the wagon is banding from.

Not helpful for monthlies at @GirlyStyle 's tho
 
What's the tell for the side Band Wagon appears on? I usually just block one direction, then the next, but there are still cases where I change my block and still get hit by the thing (netplay).

If you look at the smoke that appears after double first ducks into the hole it will look different depending on the side double is coming on. I wish I have pictures but I don't so my best advice is to go into training mode and do the super both ways and look for the difference.
 
HtyKnBA.jpg
I see it now, that's pretty cool
 
You block opposite of the direction the smoke goes, or block the direction with no smoke. Whichever you remember best with.

If the smoke goes to the left, the car is coming from the left and you should block right. Vice-versa for smoke going to the right.
 
What's the tell for the side Band Wagon appears on? I usually just block one direction, then the next, but there are still cases where I change my block and still get hit by the thing (netplay).

there is no way for someone to tell which side Band Wagon appears on i think

When Double jumps into the manhole as peacock, there's a cloud of dust. The side of the manhole that has dust is the side that the car's coming from.
 
When Double jumps into the manhole as peacock, there's a cloud of dust. The side of the manhole that has dust is the side that the car's coming from.

Yeah, I figured that one out the hard way, with a mouthful of Salt.. :P
I couldn't hear the game volume!
@GirlyStyle
1356235014853.jpg
 
I should really look at time stamps before replying to threads
 
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What's the tell for the side Band Wagon appears on? I usually just block one direction, then the next, but there are still cases where I change my block and still get hit by the thing (netplay).
The dust will kick in the opposite direction the car is coming from.
 
A few questions the first thing is Who is the best double player ... -__- is duckator I never see his double because everyone dies way before his double even shows. Next What is double's play style how should I be trying to use her. Zone? rushdown? Sometype of Hybrid? Is there a double guide?
 
A few questions the first thing is Who is the best double player ... -__- is duckator I never see his double because everyone dies way before his double even shows. Next What is double's play style how should I be trying to use her. Zone? rushdown? Sometype of Hybrid? Is there a double guide?
Off the top of my head: Duckator, Severin, Keninblack, domo. Duck is probably the best, but yeah you have to find a game where his val died.
Her playstyle is jumping and pressing hp.
 
i don't think she has any real good zoning abilities, Luger is good for spacing though
 
double is pretty decent anywhere on the screen imo except against peacock.

you are able to zone/space people (same thing) pretty well from midscreen plus using a comboination of lp and hp luger (condition them to try and start jumping into hp luger with lp luger).

once they are in a footsie range you can start playing with her great jumps to bait them into doing something where j.hp will connect and if they are close range cr. lk is good.

once you have a solid aa assist behind her, she is quite good at owning her optimal space since it covers her not so stellar defence. j.hk also works wonders for making people think twice about moving forward.
 
what? if you have meter peacock is a cake walk, isn't she? I've never been afraid of her if I had meter, any bomb she called led me to shoving swagon right up her cartoony butt lol
 
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A that's a good point to bring up but I was just talking more readily available moves
 
what? if you have meter peacock is a cake walk, isn't she? I've never been afraid of her if I had meter, any bomb she called led me to shoving swagon right up her cartoony butt lol
Something to watch out for is if the Peacock player knows you're trying to Car a projectile on reaction, he can do s.HP which can be cancelled into teleport on reaction to any Cars you try to do. Be sure to only ever Car on reaction to special moves like George or SoID.
 
looks like double is only a team player and does not have sold options on his own from what I am reading.
 
She can do alright on her own with depending on matchup, she only really lacks defensive capabilities solo since HB isn't that great of a reversal. Solo she does well against Bella and pain wheel pretty cleanly. I think when solo she has problems with with parasoul and valentine. Filia feels real even IMO. I don't play enough fortunes.

She is of course great on a team due to her assist/dhc synergy but her being bad on point is a misconception I think.
 
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Something to watch out for is if the Peacock player knows you're trying to Car a projectile on reaction, he can do s.HP which can be cancelled into teleport on reaction to any Cars you try to do. Be sure to only ever Car on reaction to special moves like George or SoID.

yeah that's the only time I do them, especially when folks start going into auto pilot with PC lol
 
Something to watch out for is if the Peacock player knows you're trying to Car a projectile on reaction, he can do s.HP which can be cancelled into teleport on reaction to any Cars you try to do. Be sure to only ever Car on reaction to special moves like George or SoID.

Jem and Skarmand have both bopped me for this. The st.HP cannonball animation is a little deceiving when you're looking for HP bangs, and item drop is a little tough to spot with everything going on screen.

I recommend watching for Air George in particular since she literally puts out two flags as if to say "yes, hit me with a fucking bus" and it's a really important part of the zoning patterns.

A few questions the first thing is Who is the best double player ...

It's really hard to say, because there are so many people playing Double. She's a team player, so you'll see people use her in very different ways depending on team order and resources available when she gets in.

For point Double (i.e., meterless neutral game) I'd recommend watching Negus and Dekillsage. I learned/learn the most from them when it comes to spacing, approaches, and strings/mixups.

For anchor Double (i.e., how to act with meter) watch Duckator, Keninblack (particularly his corner pressure to get meter and cat-heads mixups/approaches), Severin, Winnie, or Domo.

McPeanuts is generally great to learn from, and I think one of the few Doubles to really distinguish themselves in terms of coming up with their own unique resets, combos, and mixups at all stages of play. It's a sad thing that he's dropping her for Big Band. :(
 
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She can do alright on her own with depending on matchup, she only really lacks defensive capabilities solo since HB isn't that great of a reversal. Solo she does well against Bella and pain wheel pretty cleanly. I think when solo she has problems with with parasoul and valentine. Filia feels real even IMO. I don't play enough fortunes.

She is of course great on a team due to her assist/dhc synergy but her being bad on point is a misconception I think.
I should probably read the double boards more. I agree with this and I'd like to give my opinions on fortune.

Imo she does as well against fortune as she does vs Filia. At neutral vs Filia its not too bad, but once she's in you're probably done or gonna have a hard time getting her off you.(from my experience)

Fortune with head off isn't a problem for double. J.hk, sweep-> mp luger, j.hp, cr.lk->st.hk are all really good vs the head, and you should take advantage of these tools considering you have so many.
Vs fortune herself there's nothing that's really worth worrying about I feel. The angles she jumps at are good for double shooting lugers and walling with j.hk is pretty reliable.
However just like vs feeeeeelia once she gets in with the head off its reaaally hard to do anything about it (in the current ps3 version). Cr.lk pressure with head off and not being able to jump because of nom makes it really hard.

Slight advantage vs Fortune, slight disadvantage vs Filia imo
 
She can do alright on her own with depending on matchup, she only really lacks defensive capabilities solo since HB isn't that great of a reversal. Solo she does well against Bella and pain wheel pretty cleanly. I think when solo she has problems with with parasoul and valentine. Filia feels real even IMO. I don't play enough fortunes.

She is of course great on a team due to her assist/dhc synergy but her being bad on point is a misconception I think.

As a flow chart double here are my current opinons on solo and doubles. there are nuiances but I'll cover the main things that come to mind.

SOLO
Personally as a solo double there are few things solo that give me pause in a 1v1.
I think in 1v1s Double is mid.
I think the worst solo match-ups are against Parasoul, and Painwheel.
1v1 fortune is definitely in favor, maybe not by a huge amount but it's noticeable.
Parasoul is alot more scary to me solo than on duo or trio

Teams
Anything with Painwheel in it's team line up can and will kill you.
PainDouble is extremely out of favor, [this may be a player issuue but paindouble really fucks my shit up]
Parasoul on a team without a proper assist is only delaying the inevidable.



Other
I don't know what happened to Valentine from vanilla to encore but something about her got degraded. Cause the match up just feel mad easy now.
 
Other
I don't know what happened to Valentine from vanilla to encore but something about her got degraded. Cause the match up just feel mad easy now.
As far as online Valentines go, I feel like Undizzy hit her a little harder than the other girls. In SDE, her combos went on for days at a time, and it was easy for me to lose focus and let a reset through. Now most Valentines seem to throw in a jab-walk forward-throw or one of those aerial crossover knee things pretty early in their combos.
 
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Thanks @dekillsage for showing what's up with the fortune matchup on stream. Really opened my eyes about how to change my neutral. Hope you archived it, there were a bunch of little things I probably forgot.
 
What's so bad about Parasoul for Double? Princess has garbage mobility so Luger is a bitch to face and any of Shot/Toss/Dive get run over by a car on reaction. I feel this is bad for Parasoul, but uh, maybe I'm missing something?