I want to address a couple different things brought up in the thread
Double should get a standing overhead
This is actually something I strongly disagree with. I mean a standing overhead would be really good but I also think people underestimate how much stronger this would make her
But more importantly, she now has neutral options that are WAY more viable than before. H Luger is a great AA move now that it is faster and convertable to any other move without spending otg, including launcher.
HP Gun does control better space than before but it still has extremely long recovery, and it isn't a normal so you can't cancel it into anything to make it safe (cats I guess if they block it? But even then you are only a bit minus so there are better options than spending two meters). I'm still finding this to be really risky unless they're coming down from superjump height. I would still consider this to be a very situational tool. Being able to confirm without blowing your OTG is a HUGE help though, like you said. It opened up some new combo routes for her too.
The other Lugers are great against airdash people like Filia, Eliza and Val. If you hit a L Luger it is easy as fuck to convert off the otg.
They aren't good on their own against people at airdash distance. You have better options which brings us to...
c.hp and s.mp are other great neutral options against jumpins as of now. Double's c.hp startup is 12, just like s.mp.
C.hp is great at catching air dashes, but not against all jump ins. Parasoul will still hop right over it doing j.lp, val can air dash over it since it's fast/goes up, etc. S.mp is an even worse option against these, and since both are the same startup like you said, why would you ever use s.mp over c.hp lol. new s.mp is good for blockstrings and I like using it for restands if i'm not 100% sure about being able to restand with jab or s.hk after an H luger or something like that. It's still equally as unuseful in neutral.
Do you guys HONESTLY feel like Double needs to be buffed? Have you ever considered that she's shifting into a new playstyle and you should try to learn that instead of insisting in playing SDE Double in 2015?
While I agree double in beta is still fairly unexplored neutral, it doesn't change that her reward for landing a hit is negligible. Mid-combo Monster super opened up some new routes which let us get more damage, but she still gets very little off of resets and you can still jab out of a lot of her vortex stuff (you can use hp luger when you read a mash jab though). She has good knockdown setups with j.hk but no threatening mixup afterwords without use of assists.
I never played SDE so I don't know much about what double was like besides long ass barrel loops and catheads loops. She also has lost her bomber invincibility in beta which took out the #1 reason players were still using her during the evo era/fukua patch. Since then, every relevant double player not named Keninblack or Cloudking has dropped her.
So... if you want to keep playing her as a meter-spending anchor just like before, the new Luger and Monster are godlike tools for solo play. And just like they work for anchor, they work for any POINT Double aswell. Yes that will be a thing if people stop being so narrow minded and actually try the new stuff.
Like I mentioned earlier I think j.hk gives double some cool setups after a sliding knockdown, providing you have an assist to make your mixup afterwards threatening. I'm still keeping double in the back so I can have lk bomber for my other two characters, but I do like DHCing all the way to her or using a raw tag combo to switch her in so I can use said setups.
Or I can just keep her in the back and fortune with a low assist AND a lockdown while having squigly with a lockdown assist. Which is more effective and more threatening 95% of the time (but not always as fun)
Why are people requesting standing overheads? Do you honestly feel like Double needs mixups? Okay, a low+throw character is pretty easy to block, just like Fukua is. But just like her, you're not going to be always at your opponent's face. There's other ways to open people up and hey, just like Fukua once again, her issue is finding the space to open people up, and in that regard she's been severely buffed.
The difference here is that Fukua is a MUCH BIGGER threat at fullscreen than double is. She has some really good almost-fullscreen confirms that lead to combos. Fukua also has a command grab and her pressure doesn't end after being pushblocked once. She also doesn't need meter to keep her as a threat, AND she has a ton of good mashproof resets.
It's like double is at fullscreen and she's not that big of a threat besides luger being kind of annoying. You can maybe get in with cats if you have two meters, sure.
Up close she's not really that big of a threat. Unless you have cats, which are two meters and not nearly as effective at higher levels of play where people are going to be using PBGC/Absolute Guard/Diamond Deflector.
In the time it took me to write all of this you made another post so...
6. I don't feel that much affected by Bomber's changes. L version is still easy to convert from and M works just fine as a blockstring extender if you want that (even though I hate when small characters crouch out of it). But even when there's stuff like L Beat Extend in the game, I feel it's safe to say that the bombers are still between the top 3 best assist in the game.
I still use LK bomber as a preference. I didn't think too much of the MK bomber changes until I played hilary the other day and I saw just how weak of an assist it is now. As for a top 3 assist? I'd only even consider LK but then it's hard for me to justify it being better than stuff like Updo, Lock N Load, Drillationship, or Beat Extend.
Well... don't take it the wrong way. I play Double and I love her and it's maybe the only character I play I'll never consider making a team without. If there's a buff to happen to her, I'll welcome it with the warmest of the hearts, but I REALLY don't feel like she needs one.
I feel EXACTLY the same way about the first part of this. Double is such a cool character to me, who's silly in all the right ways (teacups, barrels, fridge, level 5), has a great low/throw game, and tons of different combo paths you can string together and freestyle with. I'm going to be taking a look at the whole cast once the game is finished and maybe change around my team to fit the bill, but I can say with 100% confidence I enjoy Double too much to drop her.
(also don't take what I wrote the wrong way either :v)
However, that doesn't stop me from admitting she is bottom 2 right now (which in the context of skullgirls really isn't that bad). I do think people heavily exaggerate how much weaker she is compared to the rest of the cast, though.
If there is one thing that I want to see double have right now, above all I want to see a
better backdash. Doubles strengths are not so overwhelming that a terrible backdash is necessary to keep her in line. I would love to be able to make quick adjustments in my positioning to better use her pokes and position my H luger more deliberately for anti-airs. I care more about speed than backdash distance in this case. I feel that would make some of her tools both old and new a lot more usable and a lot more fun, rather than having to give her new ones.
Anyway wow I spent a ton of time writing this.