At this point, you call peacock bomb while inputting luger (I think), so the bomb is backing Double's advance on downed Val. You go for low. I feel like you go for low the majority of the time you're in this position. It might be a good plan to grab when you got the bomb behind you. Also, at this angle it seemed like you called assist too early. Was it to cover a forward tech? If you called it after dashing forward, it may have either kept Val on the ground, or gave you a free grab attempt.
You jump back with j.hp and do luger again, but get hit. You were too close to be calling that version of luger, I think, especially against an airdasher like Val while she was in the air. Even if Bella didn't soak the hit, it looks like Val would have dashed over the shot and hit you anyway. I'm pretty sure I've seen H luger be effective for this situation, and you saw him air dash at you out of j.hk earlier in the set. Against Val, I try to watch for j.hk, cause it's almost always followed with an airdash (I try to catch it with Excellebella, but h luger should work).
You avoid the crossup by holding up back, so I'm not sure if you would have gotten hit, but he air dashed out of j.hk again. He's airdashed on every j.hk he's been able to dash out of so far. Especially when characters are using a specific move to cancel out of, you gotta watch for it. Like when people always do luger after fugazi.
You call Beat Extend way too early and get stuffed. If you had waited for the j.hk to call assist you probably would have stuffed the air dash he keeps doing. You start catching onto the j.hk gimmick after this, cause you jump grab him out of it. Then you tag to Peacock. Honestly, if you were just reading those j.hk airdashes, you wouldn't have even needed Peacock until Val was dead.
After that you start your Peacock game. It is what it is, there's not much too say on your zoning.
Nothing super important happens the second round.
You call Big Band while next to copter? Copeter could have snatched Big Band, it was still active when you called assist. After that you get a hit and put Data into the vortex. It seems risky to me.
You go for a couple hit resets then a grab, but it gets teched. I think you should go for uncombo resets at this point more often, usually as Double after j.lp you go for grab. The grab there is fairly telegraphed.
You go for a jump in j.hp and miss when you cross him up. You were probably reading an upback, but you were so close when you jumped that you probably could have done like barrel/teacup. It would have crossed up if he stayed on the ground, and you'd be safe after landing cause of George. You could have also done maybe j.mp or j.lp to crossup/touch him without whiffing completely over him. Touching him with anything and getting the hit would have killed, and not let her get the next two chances she had to live.
You H luger and I don't know why. Missinput? After Bella comes in, you pressure with Lugar. I think it's probably important to think about the fact that if Bella deflects, even if it doesn't connect it'll kill the little George you called and get rid of that pressure. You're essentially giving Bella a chance to nullify that little bit of an advantage you made for yourself.
The last thing that happens of note is you go for a delayed j.hp reset after j.lp against Bella. I'm not sure, but I think Bella could have been mashing and Dynamo'd you there. As far as I've figured, it's safer to reset characters who have no reversals in the air (like Bella, of course) by jumping back up at them rather than falling witha blockstring. If Bella blocks correctly, you are plus on block usually from about +4-9 depending on how it hits (noy sure how plus yours was, I can't get that string to work quite the same in training mode), but Bella recovers on the ground and can mash. I don't play Double, so I don't really know much, but I took her into training mode really quick to see if there was an alternative option and might have found something worth using.
In the same situation you were in, if you made j.hp combo instead of going for the reset, you could jump at her and do some strange stuff. I was experimenting with j.mp, j.hp, but it wasn't super consistent. j.mp, j.hk works pretty well, you always seem to be around +8-12 after. Another thing was comboing j.lk (1), j.mk (2), j.hp (1), j.hk, then jump back up at her. Jumping up at her with j.hp, j.hk seems to be the best option. Getting her to block j.hk and the projectile in the air makes it +35, making her block the first hit of j.hk makes it +20, but it's usually around +11 with the projectile adding pressure afterwards. You can grab them after landing before the j.hk touches them.
With that same setup I desrcribed, if you jump forward and do j.hp fast enough it'll combo. This activates IPS, which is actually a burst bait, and chaining j.hk after all the hits keeps them in the air so you can jump grab if they don't burst (crouch when you get on the ground to avoid the burst if it happens). If they aren't touching buttons, you can literally safely do this consistently forever. The only way they get out is by bursting the projectile, bursting after however many frames lets them block (I don't remember how many), or by bursting right before you jump at them. It looks super dumb, but I would use this if I played Double.