Why shouldn't PW get a reversal or Val or Squigs (a better one anyway) or Fukua? Double actually has a better choice than any of those I mentioned.
PW Reversal Options:
- Meterless: Hatred Guard (of questionable use, but it's a thing; at best 3f vuln startup + always throw vuln)
- Metered: Death Crawl (Invinc from frame1, postflash-unblockable; Some throw vuln frames towards the end of startup, doesn't hit the air, no combos without DHC)
- Air Meterless: Hatred Guard, Fly
- Air Metered: Thresher (Best air super in the game)
Val Reversal Options:
- Metered: EKG (invinc from frame1, postflash unblockable; doesn't hit the air, no combos without DHC)
- Metered: Counter (I don't think it's very good, but it's a thing; 2 bars tho)
- Air Meterless: Doublejump, Airdash
- Air Metered: EKG (invinc from frame1, postflash unblockable; bad angle, no combos without DHC)
- Air Metered: Scalpels (safe, combos after, stellar angle; 2f vuln startup, postflash blockable)
Bonus Note: 4PP beats Low/Throw and most pushblock baits)
Squig Reversal Options:
- Meterless / Charge: Draugen Punch (best DP in the game)
- Metered: Daisy Pusher (invinc from frame1, beats the utmost of things; postflash avoidable)
- Air Meterless: Doublejump
Fukua Reversal Options:
- Meterless: Drill (invinc from frame1, safeish, safeisher if you spend the bar on Kiss; throw vulnerable, no combos, doesn't hit the air)
- Meterless: Armor Grab (armored from frame1, combos out of it, OS cancel into lv3 available; throw vulnerable, possible to armor break, slow startup, doesn't grab the air)
- Metered: BFF (invinc from frame1, combos out of it, postflash unblockable; slow startup, unlikely to hit the air)
- Metered: Dream Drill (postflash unblockable, great AA angle; 4f vuln startup, no combos without DHC (sometimes not even with))
- Air Meterless: Doublejump
- Air Metered: Air Dream Drill (postflash unblockable, great angle; 4f vuln startup, no combos outside the corner without DHC)
Double Reversal Options:
- Meterless: Lk.Bomber (doesn't hit the air, no combos without 2 bars, 2f vuln startup)
- Meterless: Mk.Bomber (better angle; still not really an AA, no combos without 2 bars, 4f vuln startup)
- Metered: Car (invinc from frame1, big hitbox; only postflash-unblockable with Double in the corner, no combos out of it without DHC)
- Air Meterless: Doublejump
To recap:
- PW has access to a meterless safe option with 3f+ vuln startup, a shitty ground super which at least is postflash-unblockable, and in the air a meterless safe option with 2f vuln startup as well as the best Air Super in the game
- Val has a shitty ground super which is air-ok and at least postflash unblockable, as well as another air super which has vuln startup but is safe on block
- Squigly has a shitty ground super and is really screwed without charge, but Punch charge gives her the best DP in the game
- Fukua has one billion options, none of which are great, but all of which are something the opponent has to be aware of; most notably Drill>Kiss & BFF on the ground
- Double has two shitty meterless tools that don't hit half the relevant areas, lose to meaties, you can't combo out of and are super unsafe on block; also a shitty ground super which doesn't work if Double is outside of the corner, no air options
I guess Double has some sekrit bonus tricks like Reverse Car xx Val Scalpels DHC (when you're offscreen) for a safe DHC with what usually wouldn't be one, but this doesn't give her a ton of bonus points
To recap harder:
- Reset PW on the ground (where she has a postflash unblockable super that is decently easy to avoid and some extra fluff), not in the air (just don't)
- Reset Val on the ground (where she has a postflash unblockable super that is decently easy to avoid and a questionably useful Counter super), not in the air (unless it's a meaty reset, but even then she still might hit you with EKG)
- Reset Squigly in the air (she dies probably, but beware of Divekick), not on the ground .. at least when she has punch charge, else whatever
- Reset Fukua in the air (but be careful), or with Throws (kinda sucks you have to take the scaled combo, but do it)
- Reset Double in the air (she dies), not on the ground (okay, she only has crap here too, so whatever - but be a bit careful)
~~~
I fail to see how any of these characters has worse defence than Double - other than maybe Squigly, and Squigly has a playstyle which doesn't put her in as much danger (jHP + SingSBO + cMK etc are outside the opponent's threatening range), plus she has the *option* to get the best DP in the game via charge.
Most of these characters also have extra fluff that don't help their "Reversal Mash" ability per se, but are still notable defensive options - similar to how Peacock's gunsword is an abysmal reversal that loses against everything (this was a point I made in some thread, which you didn't understand), but is still a strong tool because it's safeish, meterless, and has long range; which makes it a strong PBGC option, and allows you to just press it at midrange as a poke that will beat every button ever (which caused Dime's reaction of "But I hit with MP.Bang all the time and DC not very often, so obviously Bang must be the better reversal!", which, well, no).