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Double Tips and Tricks

The thing is that inputs get all fucked up if you crossup during a ground tech. Which means this may fuck with someone trying to safe DHC out. If you've already burnt your assist to start the combo, this option has some potential and the math isn't that bad. I say it needs a bigger looksie.
 
really obvious stuff but couple of burst baits:

cat heads -> lugerlugerluger you can time it such a way that the luger will put them in a burst state without you being near/active

bnb-> launcher xx hp luger -> mp luger

time the mp luger to soak up the otg.

this one ends in nice oki too, and is really good against mashers. the first one is squiggly style.
 
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Yeah I've done the cat heads -> luger burst bait, but to my knowledge its not actually a burst bait because if you burst after getting hit by a projectile you can block? Something like that.

The bnb -> launcher luger luger is sick though I can work with this midscreen ^_^
 
oh really? weird, i have hit people with it like everytime. in the very least good for pressure/oki if you are out of combo ability
 
yeah its a solid mix up to do during cat heads since you force them to block and reset the stun.
Very solid after a dhc so you can get a mix up with an assist and put on the pressure.

Another burst bait that people might be aware of is launch -> J.HP, J.HK -> J.HP
They'll burst and you'll end up falling before the burst hits you because the J.HP very sliiightly hits them. I know it works on Filia, and I'll check if it works on the heavies after class.
 
yeah its a solid mix up to do during cat heads since you force them to block and reset the stun.
Very solid after a dhc so you can get a mix up with an assist and put on the pressure.

Another burst bait that people might be aware of is launch -> J.HP, J.HK -> J.HP
They'll burst and you'll end up falling before the burst hits you because the J.HP very sliiightly hits them. I know it works on Filia, and I'll check if it works on the heavies after class.


midscreen only, right? i remember trying something similar in corner but it not working, but never applied the idea outside of the corner.
 
works midscreen and in the corner. I usually do it after one barrel loop -> st.lp, st.mk(2), st.HK -> J.Hp, J.HK -> J.HP(you do it as you go up so you don't get hit by burst). From there you can also go for other mix ups if they don't burst, but that requires a read.
 
i must have just been messin it up then!
 
On the subject of burst baits, I was messing around with luger loops in practice earlier and found this:
It's character specific as far as I can tell, I only got it to work on Ms. Fortune. Figured someone might want it if it's not already known.
 
If you do a S.Hp > hp luger on Cerebella in the corner it works the same way as your burst bait but it only works on Cerebella and the combo into it uses catheads to combo S.Hp > S.Hp but with the new luger loops you could make it work I think.
 
I have a similar set up with cerebella. Thanks for the video!
 
I have found a similar burst bait with valentine in the corner as well.
 
I might have found a borderline unblock-able reset for the Double mirror match. If you space a barrel perfectly you can make it hit both sides for a double cross up. The set ups is not that hard, all you have to do is start a barrel loop combo then when you start the s.hk > j.lk string instead of jumping forward jump back after the launcher and do j.lk > j.mk > barrel. If done properly the j.mk will wiff can if you time the barrel perfectly you can hit both sides or just do a cross up tea cup. This reset works on other characters too but not everyone and the double cross up only works in the Double mirror though. Extra note I tested this in SDE so if it doesn't work in MDE let me know.
 
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Some basic ideas for resets I have

- after a launch you can do j.lp -> j.lk plinked into throw/frame trap into whatever
- on lightweights you can pretty much grab anywhere and even for the frame trap option just carry on with regular barrel loops (plus you can pretty much do j.lp where you would for crossup teacup hue)
- on heavyweights you have to do it neaaaar the apex of your jump arc and options for frame traps are harder to convert of which means its slightly more telegraphed (different timings from barrel loops etc) but still servicable idk

- also for either the jab/short rep of barrel loops you can do j.lp -> j.mk (1 hit) -> j.hp into crossunder fun time (with dashing ofcourse)
- you can do this after all the hits of j.hp or just one into fastfall j.hk (condition them with doing all hits -> crossunder then go for fast fall -> air grab huehuehue (but you have to delay the string to get this to work on heavies))
- can just grab them after crossunder or omit the dash for additional options
NOTE - can you double crossup with random teacup after the crossunder? will test soon
 
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New tip:
Double with 2 meters is rather scary at neutral if backed by painwheel or any charcter that can can full combo off of cars.

Double lp gunshot ground to air, knocks down, hitconfirm into car into painwheel install into fullcombo.

Along with doubles j.hk for keepaway this could be a really good alternative option for rushdown.
 
So I found you can link from j.MK(both hits) in to j.LP

So far i can only follow it up with item drop to keep a combo going or if close enough to the ground you can link a ground light.
 
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BANGBANGBANG
On a related note, may seem really obvious and some most of you probably already do this, but since doublegun knocks down combined with the new forward dash, Double seems to have a much easier time converting off of gunshots even meterless (esp with hp version you can pretty much always get a pick up off this). Try it, you may be surprised of how far you can get a conversion.
or you can just catheads anyway...

So I found you can link from j.MK(both hits) in to j.LP

So far i can only follow it up with item drop to keep a combo going or if close enough to the ground you can link a ground light.
Actually known about this for quite sometime now (Mike even mentioned it during a pre-release double walkthrough), never really found a use for it though, who knows maybe it could be good for resets or something? And if all else fails we can just do it for style. Might give it a looksie later.
 
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Another burst bait that people might be aware of is launch -> J.HP, J.HK -> J.HP. They'll burst and you'll end up falling before the burst hits you because the J.HP very sliiightly hits them. I know it works on Filia, and I'll check if it works on the heavies after class.

This is an old tip now but this is a great setup. You can double jump into a meaty airthrow (i.e. a first frame out of hitstun airthrow) as a mixup from the same J.HP J.HK, they have about 2-3 frames to make a decision to tech/super or not based on whether Double is below them in the j.HP animation or her jump state, i.e. you gotta guess.

Edit - a few little tidbits, it seems to work for me on lightweights if I chain from the j.HP to the j.HK from the second hit of j.HP, while heavies get the whole three j.HP hits. Might be doable either way if you delay the j.HP or something. Works midscreen or corner on errybody. It's also a good idea to crouch with double for a few frames after landing from the bait j.HP because slightly late bursts will catch her tall standing hurtbox sometimes.
 
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A goofy little burst bait mixup thing (with j.LK already used for IPS)

launch, jump backward j.LK burst bait
OR
launch, jump forward, wait, meaty airthrow
OR
launch, jump backward, double jump forward, meaty airthrow
OR
launch, jump forward, double jump backward, j.LK burst bait
 
A goofy little burst bait mixup thing (with j.LK already used for IPS)

launch, jump backward j.LK burst bait
OR
launch, jump forward, wait, meaty airthrow
OR
launch, jump backward, double jump forward, meaty airthrow
OR
launch, jump forward, double jump backward, j.LK burst bait

I like to do j.hp after the j.lk in this kind bait.
 
A thing I found earlier tonight, that I then made a video about:


Haven't had a chance to try this in an actual match so I'm like super theory fighter guy right now, but it seems like it would be useful in situations where you're pretty sure your opponent is just gonna sit tight and block, like if you've got the cat heads out.
 
Haven't had a chance to try this in an actual match so I'm like super theory fighter guy right now, but it seems like it would be useful in situations where you're pretty sure your opponent is just gonna sit tight and block, like if you've got the cat heads out.

Very cool.

I've been doing j.HPxxj.HK > Throw for ages now, so I guess you could do j.MKxxj.HK > Throw as well and now you've got a ... 3 way mix up?

Also do you have the bot blocking after first hit in that video? I've been trying the j.MKxxj.HK > cr.lk, but I keep getting blocked.
 
I can't remember all the multihit normals it works for, but @Age Might have an idea since he was telling me about this ages ago.

Ergo... it works with j.lk as well.
 
Very cool.

I've been doing j.HPxxj.HK > Throw for ages now, so I guess you could do j.MKxxj.HK > Throw as well and now you've got a ... 3 way mix up?

Also do you have the bot blocking after first hit in that video? I've been trying the j.MKxxj.HK > cr.lk, but I keep getting blocked.
Well for the first part of the video I was having the dummy do the mixups and I was the one blocking, because it's kind of hard to demo otherwise. I don't think there's a setting you can put the training dummy on where it will block the first hit of j.MK but not the second.
 
The reason I like the j.lk version is that each of the three hits is a high hit, and if you quickdrop into c.lk it's a mixup but also will combo from the j.lk.
 
This doesn't seem like a very good neutral mix up due to the fact j.mk has a bad jump in hit box but If you set it up (like when they are blocking cat heads) this looks like a solid 50/50. It even looks like they would have a hard time push blocking it thanks to j.mk having 2 hits and cr.lk having so much range.

Short version I'm stealing this. :P
 
This doesn't seem like a very good neutral mix up due to the fact j.mk has a bad jump in hit box but If you set it up (like when they are blocking cat heads) this looks like a solid 50/50. It even looks like they would have a hard time push blocking it thanks to j.mk having 2 hits and cr.lk having so much range.

Short version I'm stealing this. :P
Yeah I agree, j.MK seems like a really shitty move in the neutral game so this isn't a mixup I'd recommend using if you think there's a chance they'll push buttons.
 
I like that mixup, It seems much better for me than the H.p xx H.K one you told me about. Whenever i remeber to do it i almost always land the hit or they just pushblock me away.
 
The reason I like the j.lk version is that each of the three hits is a high hit, and if you quickdrop into c.lk it's a mixup but also will combo from the j.lk.
You know I could have sworn I tested j.LK and it only overheaded on the first hit, but I checked it again just now and all three hits overhead. So this may be the better move to use for quickfall mixups. The hitbox is much easier to work with; getting j.MK to hit twice on an opponent on the ground is kind of a pain in the ass.
 
That looks nice, can they jump out of it and why does it only work on those characters?
 
That looks nice, can they jump out of it and why does it only work on those characters?
For jumping out of the mixup I'm not entirely sure but I could imagine lows beating upback and if not you could still do a hard read airgrab.

As for why this works only on Squigly/Cerebella/Filia idk it probably has something to do with their weight/shape of collision box might look into this.

I have a few notes as to how to control the crossup in the description of the video.

Also today something strange happened I got this to work on Valentine accidentally during a match. Even though I couldn't find a way to combo into it on her in standard conditions, if they're high enough (and maybe if you're descending but can't remember if this actually happened its just theory fighting) you may be able to get this on more of the cast under specific circumstances (although I can't imagine this working on dubs/band)
 
sneaky stuff man

 
Cool! You can do similar stuff solo by doing stuff like
st.mk(2) lugar or
dash cr.mp lugar. I can make a video on it but I'm trying to figure out how to make spoilers work on this damn website atm 1-1
 
like this?
 
This seems like the right place to put this, so here's a bump for some anti-mashed-gregor tech:

blahblah s.HK (instant) j.LP j.MP(3) j.MK (whiff)
Mashed Gregor goes under, catch with c.LP (will counterhit)

Edit: I've found more very interesting tech involving the j.LP j.MP that could be useful. I'll see what I find and may make a video in the future.
 
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how does that set up work against other mashed air supers?