@Hilary
I think your reset thing is dependent on character.
My painwheel has many many different reset points, and resets and I can't even begin to use all my different resets/mixups/ burst baits in 3 matches, let alone one.
With painwheel though I do have general pattern of resetting:
If it's an air confirm from her jmp I will reset early most of the time.
If it's a throw confirm I will reset early most of the time.
If it's a low confirm from neutral I will take the combo to max undizzy most of the time.
With painwheel specifically I have resets that are tailored for max undizzy and they are usually dhc combos designed to kill.
I tend not to think about my resets to much. One of the things to remember about resets is that there are different kinds. There are "pressure resets" designed primarily to keep your opponent blocking and you in their face.
Burst bait resets...
Hang your assist resets ( call a lockdown assist and do nothing/ wait for them to reversal your assist and then punish them for that.
But that's painwheel, she's pretty easy to mix reset points up with because of flight.
With a character like double it becomes harder and is more about reading the opponents options and how they LIKE to defend.
Take the extremely obvious st.hk, delay jump>throw. Most people don't get hit by this anymore very much. But it's important to mess with your opponents head. You can do things like st.hk, delay, h luger shot.
Lower level players break the throw by seeing double not jump after the st.hk. So if you don't jump, and delay a h Luger shot you can hit them mashing throw tech out of the air.
It's a low level mixup, but one that when you mix in st.hk xx fleshstep to crossup, you can do simple shit like cr.lk as the land and then either tick throw for the low execution option, or call assist as you do the cr.lk, then do a fleshstep.
You can also just do that exact same mixup without fleshstepping first.
Then you have jlp into teacup mixups which can work if your opponent is readying themselves for defending against the st.hk mixups. (The teacup is a gimmick though, try to use jmp as a crossup instead sometimes)
You can also pressure reset here by just doing j.lp and delaying a j.hp to hit just as they land. Now you can call an assist after you land or do jhp fast fall from a weird position ect etc
You can also do the j.lp off of an ips tracked j.lp. The opponent is much less likely to be mashing at that point and the ips going off can blow there concentration completely because they will think you've made a mistake and will be looking to ips break in a moment or so, when all you are about to do is cross them up... Mindgames :)
Then you of course have the post air chain mixups which go into left/right or throw.
So while double is much more predictable with her reset points than say... Painwheel, if you make sure to use all her obvious points and make sure to mixup what you actually do, as well as your intentions (mixup, pressure reset, or burst bait) you should still have more than enough ammo to run a quality vortex with double. She confirms off of basically everything.
Don't know if that helps but yeah...my first reset is usually a low/throw of some kind and then from there I just generally think to not use the same reset point again twice in a row, UNLESS I feel like my opponent has a habit that I can exploit (low level players love to eat delayed h Lugers after st.hk, so I will oblige them till they make the conscious effort not to. Once they do, depending on how I feel I will do the obvious thing and go for the delayed throw to fuck with their head, or I will just do other reset points normally and then come back to the throw/Luger reset and allow them to land into different resets)