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Double Tips and Tricks

I'm sorry if its been posted elsewhere but how do you do Double's double cross-under ?
 
j.lp/j.lk j.mp j.hk, dash under is usually what i go for since it leaves them pretty low. you can do other things off it too like air throw or burst bait.
 
Got a new player in au. Has an interesting neutral game tactic that I'm having trouble using correctly, but he makes it look easy:

Double with h drillationship fukua assist.

Call assist and then fleshstep. He uses this at neutral from as far as half screen as an invisible crossup that also works as a great AA and is bs to block. Or he uses it from slightly further out as an invincible way to move closer and the assist protects doubles ending vulnerable frames.


What makes it special is its turtle applications, and the assists ability to beat other assists, along with the players ability to use the dashes invincibility in this pattern, well.

I jump at him all the time and only punch sir and then get combod by his assist and him.


Its both surprisingly effective and difficult to use well.
 
Flesh step isn't invincible; it's only projectile invuln in the middle frames after a long startup. It's also uncancellable for the time it's projectile invuln so you can't countercar stuff you normally can.
 
Flesh step isn't invincible; it's only projectile invuln in the middle frames after a long startup. It's also uncancellable for the time it's projectile invuln so you can't countercar stuff you normally can.


Must have changed then and i forgot. I guess my moves going through him was either magic or my active frames wiffing through his moving sprite (not magic), whatever it is, it works.
 
How's this for a tip? Don't play as Double. Seriously. Double sucks, and keeps getting nerfs, all the while Fukua gets her projectile trajectories fixed to help fight against people that have already made it in against her. Oh, and now her fireballs do twice as much damage, too.
 
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I got dem 10 minute block strings. Holler. Oasis Spiral(h) is godlike.

So basically something like c.lp, c.mp, c. hp into m. luger(call assist) you get a mix up, if they block it do another small string into catheads, if they're still blocking everything do another mixup into the spiral again and the best thing is it's literally air tight
 
I got dem 10 minute block strings. Holler. Oasis Spiral(h) is godlike.

So basically something like c.lp, c.mp, c. hp into m. luger(call assist) you get a mix up, if they block it do another small string into catheads, if they're still blocking everything do another mixup into the spiral again and the best thing is it's literally air tight

Stuff like this is why everybody needs to learn how to PBGC
 
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Stuff like this is why everybody needs to learn how to PBGC

It's still airtight, if you pbgc double can just do h. bomber and get back in just as easily and still trap you
 
anything else?
Yeah. Don't nerf crossups because then this game will pretty much be very reactable crossups and low/throw/assist pressure heavy (much heavier than it is now) game. Please?
 
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Is it just me or does Double's tag never get you a bounce followup on Big Band if you CH him out of SSJ? I wanted to use her tag as a counter for a baited SSJ but unfortunately it's oddly borked. Is that intentional? After I messed around it seems like CHing him out of SSJ or Brass gives you a knockdown you can't follow up with a normal OTG (e.g. you have to do stuff like cilia slide xx catheads or just car).

I know there were some patch notes about Double's tag in the last big live patch; is this intended behavior? Maybe some armor bug? I really wanted to hatred guard SSJ with PW and counter with a Double tag.
 
Are you sure that's related to counterhitting Big Band? As far as I recall, converting a tag on him midscreen in any case is pretty difficult.
 
If you hit him at neutral, on the ground or in the air, he goes into a high bounce that gives you plenty of time to recover from the tag to OTG. If you hit him for a CH on at least some non-SSJ, non-Brass stuff (I checked HK and Beat Extend) you get the same high bounce. Hitting him in SSJ and any Brass (including L) gets the knockdown you can't follow up. I dunno if other stuff gives the bad knockdown, but those do.

Edit - Hitting Bella in the recovery of LnL does the normal high bounce.

Edit 2 - I think this is just a consequence of how BB drags/fills up the screen during those moves, since you tag out and Double hits him almost the moment she comes on screen, then she has to travel across the entire screen to start the vertical part of the tag, which ends up hitting BB out of the air at a low height, which means it's a crappy low bounce that doesn't give you enough time to recover from the tag animation. Oh well.
 
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Question: Could teacup be used as an IO. I tried using it against a Parasoul earlier and beat Napalm Pillar.
 
Question: Could teacup be used as an IO. I tried using it against a Parasoul earlier and beat Napalm Pillar.

Yeah, its a free punish on block though.
 
Corner Crossunder setup

It takes me a few times to get it.

Sweet. Anything to diversify the 7jLK jHK Fleshstep or 7jLK jMK jHP setups helps.
 
so I see people drop barrel loops a lot so here's this:

How to Barrel Loop Consistently:


so the combo is: cLK cMK sHK, jLP jMK(2) jHK xx Barrel, land, cLK sMK sMK sHK, jLK(1) jMK(2) jHK xx Barrel, land, sLP sLP sMK sMK cHP xx HK Bomber xx Super

-After launching: Do instant jLP (ie, jLP as fast as you can while rising), slightly delay the jMK, then the rest of the combo should be easy and consistent. Same timings even off throw or dp assist hit.
-Always go for cLK on the first landing, makes the combo easier.

-EXCEPTIONS: VS Double: after sHK, delay your jump a bit, and the combo is easy & consistent. (don't delay the jMK)

-VS Parasoul: Don't do any delays. The combo is always easy and consistent on parasoul.



Sorry I can't record vids but yeah. Hope this helps someone.
 
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Or just maybe do a Cilia slide combo that can giver her 10k by herself with one meter in 3v3.

c.LK > c.MP > c.HP > CS > Dash > s.LK > c.MP >c.HP > Flesh step > s.MKx2 > Launcher > delay j.MP > j.HP > Super Double jump > j.MK > j.HK > Barrel > s.LP > s.MKx2 > c.HP > H Bomber > Car.

This works on all weights.

Here's a tip that has been stated probably: Cilia Slide combos give Double her most powerful combos so keep that in mind.
 
I tend to prefer barrel loops or luger loops because they preserve your otg unline slide combos
 
You can preserve otg off slide with the proper assist, for example I use l pinion dash. Adds great damage
 
I'm kinda in a rush and I don't know where to post this so I'll ask here.



So I was fooling around with Double in training mode and found this weird setup I haven't seen. (Maybe it only works on Parasoul) but here's what happens. It like a burst bait, that can still reset if they don't burst, and it can even work into a high/low/grab reset, or even a left/right mix up.




Basically it goes:


[stuff], sHK, jump straight up, jHP (a couple hits) jHK, drop, jump straight up, jHP.


Now here where the trick lies, if they burst, you can jump and grab them on their recovery, or if they don't burst you can still jump and grab them.


Letting them fall to the ground can lead to a high/low/grab mixup, or you can flesh step and cross under them. (Or just past them) to add a left/right into the mixup.


And another thing you can do jHP for one hit, use jHK and fall to the ground to mix them up with the mixup.


I just feel there is so much with this reset that there must be something I'm missing here. Sorry if this has been brought up before.
 
J.hp is an amazing throw + burst 50/50 that this reminded me I don't use enough.

My personal recommendation is you do a few more aerials before j.hp to make it more ambiguous
 
I'm kinda in a rush and I don't know where to post this so I'll ask here.



So I was fooling around with Double in training mode and found this weird setup I haven't seen. (Maybe it only works on Parasoul) but here's what happens. It like a burst bait, that can still reset if they don't burst, and it can even work into a high/low/grab reset, or even a left/right mix up.




Basically it goes:


[stuff], sHK, jump straight up, jHP (a couple hits) jHK, drop, jump straight up, jHP.


Now here where the trick lies, if they burst, you can jump and grab them on their recovery, or if they don't burst you can still jump and grab them.


Letting them fall to the ground can lead to a high/low/grab mixup, or you can flesh step and cross under them. (Or just past them) to add a left/right into the mixup.


And another thing you can do jHP for one hit, use jHK and fall to the ground to mix them up with the mixup.


I just feel there is so much with this reset that there must be something I'm missing here. Sorry if this has been brought up before.


That mixup has a tendency to telegraph itself thus:

The throw is a slow jump delay into airthrow, the burst bait is a fast jump delay into burstbait. If, like myself and any decent sg player, youve been playing this game for a loooong time. The mixup is near nonexistent in the form that you describe.

However, by mixing up the mixup, as well as finding near perfect 1 frame timing on the throw and burst bait, it can become much more ambiguous. And even more ambiguous than that by doing an immediate jump (which looks like the burst bait since its immediate and not delayed) then double jump to get your delay, then airthrow. But that is beaten as well by a superior sense of timing, its just that the telegraph isnt provided by the st.hk into jump cancel.


And finally theres one last tell:

On some characters double has to jump forward to airthrow them, but has to jump straight up to burst bait them. Savvy opponents can see this and not tech on a neutral jump, but tech on a forward jump.


Conclusion:

It IS a good mixup, but it is hard to apply at higher levels and experiences unless you REALLY practice out all of the natural tells that the mixup gives. At which point you have a GREAT mixup, but one that is extremely character specific on its timing, and the timing in itself is quite hard.
 
Np dude. If you really like the mixup though i say have at it. But im just letting you know that if you want it to be high end applicable at a highish level you have some practice time ahead of you because of its inherent quirkiness.

Still though i think that with practice it could be one of doubles best mixup options.
 
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.

Neutral tip:


Doubles j.mk is different from vals. From a dash it goes higher than vals and seems to recover quicker. The result is that double has alot of tricky air patterns from her j.mk.


The premier pattern though is:

Dash j.mk wiff, double jump j.hp or whatever. This crosses double near fullscreen and puts out a high priority air to air attack.

Its best use is to get in from near fullscreen, or when used from closer up to cross up the opponent and be ambiguous as to where you land from the double jump. Combine this with a strong horizontal assist for max neutral cheese.

The way i set up the dash j.mk wiff is to throw lp fireballs to control opponents spacing and setup the dash j.mk while they are trying to get past fireball and st.hp zoning. Remember to option select jhk while your j.mk is wiffing that way you can get damage/pressure if your j.mk gets blocked or hits the opponent.
 
I'm currently writing a guide on how to use Double, but here's some of the footage I've recorded recently from my research. This is a dramatic burst bait combo that I came up with by utilizing Double's MK Item Crash. If you use the barrel after launching your opponent with full drama gauge, you'll hit them, drop to the ground, and recover during their burst animation.

j.LK, j.MK, j.HK,
j.LP, j.MP, j.HP,
s.LP, s.LP, s.MK, s.MK, s.HK,
j.LK, j.MK xx Item Crash (H),
s.LK, s.MK, s.MK, s.HK,
j.MK xx Item Crash (M)


I need to record the footage for Double's normal moves that can be used to phish for IPS burst baits, but this is an example of using Double's j.LP as a solid tool.

cr.LK, s.MK, s.MK, s.HK,
j.LP, j.MP, j.HP,
j.LP

Hope that annotation is correct.


I'm terrible at explaining things, but I hope this contributes to the conversation and helps someone.
 
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An old trick applied in a new way, i got the idea from @Shuffleupagus and used his neutral teleport shenanigans along with a nice range increaser:

Cr.mp plus assist xx teleport.

The cr.mp wiffs and karas double forward and then double cancels it before hit, into teleport. Can also be done with button dash. For a serious increase in range you can dash, cr.mp wiff plus assist xx teleport, and double can basically move an entire screen with that pattern. Need a long range assist to really make full use of it.


Combine this with dash j.mk wiff and double has a grounded and jumping approach option that both reach full screen... So it can be hard to keep double out. Then combine this with doubles runaway abilities with j.hk and st.hp keepaway and double has the ability to loosely control the entire screen and keep her opponent guessing at neutral.
 
s.MKMK gets you even farther than c.MP.
 
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Yeah, but the st.mk is much much slower... But at the end of the day usewnatever you want, it doesnt really matter as long as you find it effective. St.mkmk telegraphs itself as a kara waay to much since its so slow.


However, using something such as dash st.mkmk with the intent of making with either st.mk is probably a very good pattern as well. But for empty cancels ill stick to cr.mp and mess with st.mk for actual.y making contact :)
 
Corner carry tech: this "tech" applies to most characters I would think, but I Learned it using double. Question:

How to carry the opponent to the corner having no assist ready and having already used my otg?

Bomber doesn't work because the opponent can forward tech and corner double... Which is bad.
St.hp doesn't work because with no otg the opponent can just tech towards double because the st.hp won't cause an untechable without otg. Can't use an assist since assists are already used up.

But there is ONE option which is near guaranteed to leave them cornered and double with a decisive positioning advantage:

Just carry them to the corner and then pop IPS. When they break you get pushed out but they are still cornered with nowhere to go.


When you combine this with something like doubles throw, she can basically gain a corner advantage off of any confirm, otg or not, assist or not.

This of course also works for any other character with good carry combos.

And, a caveat to this, when they burst they lose all undizzy and are cornered to boot... So very big advantage.

I apologise if this is already well known. I made it up myself, but I have a feeling that duckators val may already use this strat cause he seems to make his opponent pop IPS in the corner a good amount.


I think this tech may be very good against highly defensive players that hide behind their assists a lot and play a very defensive team.
 
Could we rename the thread perhaps? The current title is confusing.
Something like "Double Tech Thread" would suit more.