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Having Trouble with Barrel Loops

rai

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Parasoul Painwheel
This may belong in the character specific forum for Double and if it does I apologize, but it looked like that forum was pretty trimmed of fat so I decided to bring it here instead since I am a beginner and I'd assume this forum to be for situations like this one.
Anyway, the combo I'm using is s.LP s.LP s.MK s.MK s.HK (launch) j.LK j.MK 214MK (barrel) and then from there on the only things I can get to confirm are c.LK into c.HP (which I can't do anything with) or other single crouching normals that don't seem to want to link. Can anyone give me some help here? I've seen lots of people in videos do s.MK after barrel, but it always whiffs for me. Is the timing that tight or has its framedata been changed?

Thanks for the help, and again sorry if this is in the wrong section.
 
cant you cancel c.LK into S.HK?
 
from what I understand, Barrel loops got a lot harder to pull off but it is still there I believe just a lot more strict, (especially now with the undizzy shortening combos)
 
Yeah, I'm not getting any sort of cancel out of c.HP. Even when inputting s.HK it's sitting the full recovery. I'll keep working at it though, thanks. If anyone else has suggestions I'll probably try to check this thread a few more times.
 
I just FINALLY got c.LK to chain into s.MK. Omg I am so happy, thank you for your encouragement if nothing else. Still, if anyone else has other options feel free to share them. I could always use different plans to change up carry distance or possibly optimize damage.
 
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I always have trouble with LK which is why i use LP on my loops
 
The combo you are describing in the original post is not the barrel loop, which might be why you are having trouble. The typical loop is:

c.LK, MK MK, HK,
j.LP, j.MK(2), j.HK, Barrel,
LK, MK, MK, HK,
j.LK, j.MK, j.HK, Barrel

This combo isn't exactly ideal anymore however because it reaches the undizzy limit before it does very much damage.
 
is this the barrel loop? combined with the level 3 it does a lot but I still say it is decent without
 
Yeah that's it. Anything will do decent damage with Double's lvl 3 though considering it is the most damaging one in the game. 9K damage for 3 meters really isn't ideal though unless you are desperate for the kill. The barrel loop is a relatively easy combo to remember though if you are just starting out.
 
yah for a BnB double has good damage output.
however because of IPS and undizzy the only good way to finish the combo is with a super, it does about 6k-6.5k damage with her Lvl1, and a one touch death with her level 5
on the other hand im glad I remember how to do it considering i have been putting so much time into BB,
 
My question is how do I keep the opponents from floating so high during the second rep? I always miss the oil barrel cause I'm below them? I see theres tricky timing to cancelling the air normals...
 
Assuming you're doing j.MK->j.HK xx Barrel (which wasn't what's written in the first post), it's easiest to do if you make sure you do the j.LK or j.LP immediately as you leave the ground, then delay the j.MK a teensy bit.
If you delay that first hit after the launcher, the opponent gets too high to continue.
 
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My question is how do I keep the opponents from floating so high during the second rep? I always miss the oil barrel cause I'm below them? I see theres tricky timing to cancelling the air normals...


Delay the st.hk as much as possible to allow the opponent to float down a bit.

The more you delay, the more they descend, the lower in the air they will be when your first attack after launcher connects.

Watch any decent double player do the lop and you will notice a pronounced delay from the st.mk to the st.hk, and the reason is to keep the character about to be launched, as low as possible in the coming air string.

:)
 
The combo you are describing in the original post is not the barrel loop, which might be why you are having trouble. The typical loop is:

c.LK, MK MK, HK,
j.LP, j.MK(2), j.HK, Barrel,
LK, MK, MK, HK,
j.LK, j.MK, j.HK, Barrel

This combo isn't exactly ideal anymore however because it reaches the undizzy limit before it does very much damage.
If you're able to get the s.LK consistently after the barrel (~2f window), you might as well continue with:
s.LP, s.MKx2, c.HP > 623HK xx Car

Gets you 6.8K, 6.1K if you don't do Car.
Replace Car with Catheads and you get 7.5K from mashing throw.
Replace Car with lvl3 and you get one hitpoint shy of 9.8K.