Double’s origins are a complete mystery. Seemingly without a will or motive of its own, this formless monster aids the Skullgirl.
Double is capable of transforming its nightmarish form into that of any person, but often appears as a smiling nun. It can frequently be found in the Grand Cathedral of the Divine Trinity, listening to confessions and attending to the catacombs beneath.
Double is a jack of all trades character whose moves borrow animations from other characters in the cast. Many of them have different properties than their original, and their uses are re-contextualized by belonging to a different character with a different kit. She also has some choice assists and a safe DHC that actually puts the momentum in her favor.
Double is a character whose strength lies in doing a little bit of everything. She has a very reliable all-around kit, but doesn't excel above average in any one particular area. Her double jump paired her varied air normals lets her play a slow paced game and out-maneuver opponents in the air. As long as she's above her opponent, j.HP poses a threat. Her Lugers allow her to control a good amount of space from the ground, and is often able to convert into a combo. She has great ground normals as well, with good ground pokes and frame traps, paired with a fast dash.
Double doesn't have a grounded overhead option like much of the cast. Instead, she leverages her amazing c.LK to keep opponents honest, and create opportunities to open them up with throws. After she lands a hit, it's a much different story, as she has perhaps the easiest, most flexible, left / right air vortex in the game. Make them guess left / right, or mix it up even further with an air throw or burst bait. It's easy to loop as well as long as there's undizzy remaining.
Her level 2 catheads super summons several Ms. Fortune heads that attack along with Double as she presses buttons. This can keep a blocking opponent blocking for even longer, but where this super really shines is as a DHC. Not only is it cheaper due to the universal rule that supers over one bar cost one less as a DHC, but it can totally reverse bad situations for the point character. The point character can use a reversal, DHC into catheads, and make the opponent block regardless if the reversal hit or not, as long as it doesn't whiff
One of her most unique tools is her command dash, Flesh Step. It can pass through opponents, which allows for fast crossups when paired with an assist. It also has a period of projectile invulnerability, allowing her to bypass projectile zoning with good timing.
c.LK - Fast, low hitting poke that is plus on block
j.HP - Versatile jump-in that confirms into full combos
Throw - Open people up expecting c.LK
L/H Luger - Great space control tools. L can be thought of as a fireball. H anti-airs and confirms into a full combo.
M Hornet Bomber - Three hit lockdown assist that travels a fair distance across the screen in an arc. Some hits will whiff at certain ranges on crouching characters, but the upside to that is the space control the assist provides.
L Luger Replica - Horizontal projectile assist. Despite it being on the list of default assist choices, this one is definitely overshadowed by her other assist choices.
Noteworthy Custom Assists
L Hornet Bomber (623LK) - Invulnerable DP assist with two hits, so there's a small opportunity for the point character to establish pressure on block. This trait is unheard of for an assist of its kind, making it one of the most notorious assists in the game. The assist version of this move has a few (how many?) additional vulnerable frames.
Cilia Slide (4LK+HK) - Forward traveling low sweep that has plenty of active frames. Great as a low hitting meaty, opening up possibilities for hard to block high/lows, with this assist being the low. Easy peasy conversion ability as well, as it sends them backwards towards the point character.
H Hornet Bomber (623HK) - Similar function to the M version, but travels much farther.
Double enters from the side of the screen. On a successful first hit, she re-appears from the top of the screen. Double will not perform the second hit if she does not get off the screen after the first hit. Trading with the first hit causes a regular knockdown instead of the full ground bounce.
Double disappears from the screen as Peacock, returning to run over the opponent as an invulnerable car. Holding back during start up will add 9f to the start up and drive across the screen from the other direction. Double becomes vulnerable again as she transforms during recovery, always appearing directly in front of the opponent.
The dust that appears before the car appears on screen can be used to tell which side the car will come out of. The car will appear on the side of the screen the dust is on.
Double descends into the floor to set a puddle in front of her which lingers for 8 seconds, then disappears. A monster will stick its head out and attempt to bite the opponent if they go over the puddle.
The puddle will disappear if Double is hit.
The countdown timer will go 1.5x as fast when Double is not the point character.
If Double is hit or thrown after the puddle is activated, it will not perform the attack.
The puddle won't grab enemies being thrown
The puddle will not expire during the last part of Cerebella's Ultimate Showstopper, or the last part of Valentine's level 3.
Upon activation, 6 Ms. Fortune heads follow Double for 375f. The Catellites count as a projectile, attacking aside any successful attack command for Double. Available Catellites preform a horizontal charge on LP, LK, HP, and HK or an up forward charge with MP and MK. HP and HK commands the heads down forward if they are already in the air. The heads have a brief cooldown between attacks as they return to Double. Double gains 16.6% of her usual meter gain as long as the super remains active. The super ends when Double tags out.
Double preforms a series of attacks by transforming between different characters during a lengthy scripted animation. She lunges forward as Tommy 10-Tons, and With a successful hit she will continue by transforming into all 7 other playable cast members, Andy Anvil, a springboard, Umbrella, Black Dahlia, Squigly, and finally Mrs. Victoria.
The full attack will only trigger after a successful 1st hit; damage shows complete attack, frame data shows attack on whiff or block.
Double becomes a giant Easter Island statue for 600f, during which she can shoot a variety of projectiles by pressing buttons. Punches put out three rings, and kicks put out bombs. The strength changes the formation of the rings and the type of the bombs. All projectiles will go away once the super ends.
Can end the super early by exploding with 214P or 214K, which damages the opponent and inflicts 1500 recoverable damage to herself. If the timer just runs out on its own, she will not explode.
The meter gauge will drain during the super, so it can be used as a timer.
After the initial invulnerability period, Double becomes vulnerable. She can begin attacking immediately after the active frames, but this will end her invulnerability.
Transforming to the statue from the air adds an initial hit and active frames as Double falls to the ground. This doesn't affect the number of invulnerable frames.
None of Double's attacks during this super can trigger IPS or build undizzy. Double will transform back to normal if she's hit. There is no recovery animation for this attack; Double can take any normal action as soon as the timer ends.
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Gives 1% meter to the opponent.
If the bread and butter combos are too daunting, try to become comfortable doing each of these combos. Start with the first, then move to the next one. When you play matches, it's good enough to use the one you can perform the most consistently. Once you can do all of them, try learning the combos in the following sections!
c.LK > s.MKx2 > s.HP
A basic ground chain combo ending in a sliding knockdown. Safe on block.
c.LK > s.MKx2 > c.HP xx M Luger
A basic ground chain combo ending in a special cancel. Safe on block.
c.LK > s.MKx2 > c.HP xx H Bomber xx Car
A basic ground chain combo ending in a super cancel.
c.LK > s.MKx2 > s.HK,
j.LP > j.MP > j.HP,
(restand) c.LK > c.MP > c.HP xx H Bomber xx Car
A basic air chain combo that sets up an restand. After the restand, you can go for a reset with a throw.
Bread and Butter Combos
While these combos may not be optimal, they contain the most common, effective combo routes and are a great place to start learning.