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Double Matchup Thread

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I'm not confident enough in my Double to really say what the favorable and unfavorable matchups are, but there should be a thread to discuss it.

Mainly I just wanted to post this as food for thought
matchup.PNG

In practice, I was getting smacked by parasoul's j.lp all day. In the lab though, it looks like double's j.lk should beat it or trade. The Great thing is that j.lk is hit confirmable even when jumping back with it. Unfortunately, abusing it means sticking at that mid range where parasoul's ground normals will be an issue.

The other thing I'm curious about is how to deal with napalm shot zoning as double (other than car). My solution was to stick to super jump height to make my way into j.hp range and wait for something punishable.
 
i am one of the few that thinks parasoul wins that match up, but i think that double does alright.

the main problem (i could be totally scrubby/wrong on this) with j.lk vs j.lp is i feel you have to do the j.lk a bit preemptive, which can be risky because then she can just air footsie you out with j.hp or pillar. this is a match i feel you want to fight on the ground, or if you are in the air, playing footsie wiht j.hp at more far out ranges

to deal with her zoning other then car, you have to bull dog your way into a position where the pace of which luger fires at makes it awkward for parasoul to zone/anti-zone. this is generally just outside/inside mid range. react to whatever fireball she throws with patient double jumps. getting hit but a tear shot really sucks because it allows her to either move into a closeup position where she can really mess up double or throw out more tears for steady full screen zoning (back into the original trouble spot), so its really best to just be super chill in this MU.

Once you are in that midscreenish area and you have surpressed their urge to throw out tear shots via luger, you can start playing double's basic footsie game. i like to try baiting eager jumps from parasoul and hp lugering them, or if they are a bit better, focus on doing damage to parasouls assist to put parasoul in a tricky decision making scenario.

the problem is that i feel like you have to spend a lot of the match conditioning parasoul not to do anything, since i think she has the better wheel of options at most ranges when double has no meter.
 
It would be nice if people added their input for each character and compiled at top of thread. I noticed on other character forums there is a lot more insight. Great input on Parasoul! What about against Filia?
 
Double hands down wins range game against parasoul. Parasoul has to respect double's lugers to a point. In order to start an offense(Well zoning one) she has to egret dive. At that point you can bionic car but then again you choose to waste the meter for that.

Always be careful while jumping in on parasoul because she has a lot of option against you, the smartest thing to do is to make her come to you if you're double. If you're very quick with your item drops and cilia slides you can aggravate a parasoul player after basically harassing her with the luger. Take advantage of her approching you but make she doesn't get in your face because double can't open her up as well as she can open double up.

yeah that's all i got.
 
No one uses flesh step against zoning. why? It's projectile invincible. I'm only saying if you are fullscreen away and are being zoned, flesh step once to close some of the distance. Against Parasoul, after a flesh step jump over the next projectile. After you jump one they always want to do the angled upward one which if they do it is a free cilia slide. In other news, I think Painwheel is a really difficult match for double. Other than luger H you have no anti airs. c.mp kinda works but depending on your timing you could at worst get beat out or at best stop pw completely.
 
No one uses flesh step against zoning. why? It's projectile invincible. I'm only saying if you are fullscreen away and are being zoned, flesh step once to close some of the distance. Against Parasoul, after a flesh step jump over the next projectile. After you jump one they always want to do the angled upward one which if they do it is a free cilia slide. In other news, I think Painwheel is a really difficult match for double. Other than luger H you have no anti airs. c.mp kinda works but depending on your timing you could at worst get beat out or at best stop pw completely.



J.hp against painwheel as an AA she doesnt have many great answers for it. Use j.hk to zone her out on defense. And you always have lk bomber for straight up ground to air AA. The matchup can be difficult for double against a turtly painwheel, but in that case, just like anything else, walk her to the corner.

Dash jump j.hp, or j.mk or airthrow are all very good in the matchup, and if you grab a pillar or updo assist you can damn near do whatever you want against pw.
 
@Dime_x
Well duh all that is pretty obvious. But what about a good Painwheel say at Skyking_j level. Once Pw gets started its pretty hard to get out with Double. J.hp and j.hk at that point is going to be impossible to even get out with all the attacks you're being bombarded with. Bomber doesn't have a good verticle hitbox so even if they don't bait it, I could whiff and am still be screwed (happened many a times over). Also a turtly pw? I hope you don't mean one that sits away full screen with projectiles or one that flies around calling assists when you get close, because in both scenarios I don't see a major disadvantage. I'm talking about aggressive. Where once you block the first hit its over.
 
@Dime_x
Well duh all that is pretty obvious. But what about a good Painwheel say at Skyking_j level. Once Pw gets started its pretty hard to get out with Double. J.hp and j.hk at that point is going to be impossible to even get out with all the attacks you're being bombarded with. Bomber doesn't have a good verticle hitbox so even if they don't bait it, I could whiff and am still be screwed (happened many a times over). Also a turtly pw? I hope you don't mean one that sits away full screen with projectiles or one that flies around calling assists when you get close, because in both scenarios I don't see a major disadvantage. I'm talking about aggressive. Where once you block the first hit its over.


Oh... You are talking about defending after hit? Thats why you mentioned hp Luger which is a neutral tool/ combo tool which isnt relevant when defending against mixups.

If painwheel hits you as any character your options are about the same... Guess correctly or die. Which happens to be about the same thing that would happen if any other character hit you.


As far as after blocking first hit just read the painwheels pattern. If they jumpin with full j.hk or full j.mp just pushblock late then jump backwards with anything really.

If they, like any good painwheel decide to cancel on air block into flight... Just pb early or call that pillar/updo.


Tbqh... Like most charcters, the point is not to block her in the first place... Because there are many ways to die in that scenario.
 
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@Dime_x
Ok now you're making sense. I haven't really had trouble getting out of pressure with any character other than Double and Squigly. I feel in the corner its impossible to get out with those two unless you get lucky or have an assist. problem is though most people (including myself) run Double as last member on a team so invincible assist is out of the question. If I stop the pw from getting started I'm fine but sometimes they are either really good at making reads or i slip up and then im locked in a cage. Occasionally I can pbgc into air grab or super, but those rare moments with no meter, back to the corner and they lock me down with jump back/straight up j.mp and armor my pbgc to bomber attempts im kinda screwed. Every other characters pressure i can get out of with Double. Pw however, is quite a challenge. Maybe a different timing on pb is all I need. Really hope you are right about that.