yep it's possible to mash out of the resets with air super but not the burst bait, so if you are expecting a mash, you can go for the bait
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.
Only if you cross under every time. It's a similar setup to yours but is less timing intensive. You can do all the same resets but it's a bit easier IMO
checked and confirmed, it works
Wow. RudeBig Band deserves every bad thing that ever happens to him for his size/hurtbox, but I'd be super conservative about going for crossunder left/right mixups that depend on having conditioned someone to block.
Big Band players do not pick this character or add him to their team because they have any intention of blocking.
Correct, we add him to the team because he's awesome and we can do Lv5 solos.
Wasn't this intentionally patched out
oh yea that's right, i think it happens to me sometimes
if you want to use more meter you might be able to car the opposite side of monster, knock them into monster and convert off thatI was messing around in training mode this morning and apparently max range c.HP xx M gun xx Monster is like +20 on hit. Anyone know if there's anything you can do with this? Cilia Slide isn't fast enough to convert, dash c.LK is too slow, a second c.HP doesn't reach (which makes sense, you did a max range c.HP then did something that causes pushback on hit), s.HP is just barely not fast enough at 21 startup frames, and then I didn't have time to try anything else cause I had to go to work.
Laaaaaaaaaaaaaaaaaaaame. I guess you do need an assist to convert off it. Oh well, thanks for checking!at max c.hp range c.hp m gun monster I can get to be +21 or +22 on hit, so while extremely tight fugazi would be possible...except they're too far away. Max range c.hp m gun leaves the opponent at basically fullscreen which is well out of the range of any move double has. You must not be at max range if they're even in range for fugazi to hit let alone being + enough. (BTW car doesn't work either, this might not be possible)
I was messing around in training mode this morning and apparently max range c.HP xx M gun xx Monster is like +20 on hit. Anyone know if there's anything you can do with this? Cilia Slide isn't fast enough to convert, dash c.LK is too slow, a second c.HP doesn't reach (which makes sense, you did a max range c.HP then did something that causes pushback on hit), s.HP is just barely not fast enough at 21 startup frames, and then I didn't have time to try anything else cause I had to go to work.