Skullgirls/Double

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SG dbl.jpg

Double

Voiced by: Charlotte Ann (EN), Nakae Mitsuki (JP)
Age: Unknown
Birthday: Unknown
Bloodtype: All/None
Height: Varies
Weight: Varies
Measurements: Varies
Likes: Nothing
Dislikes: Nothing
SG Double icon.png

Skullgirls main page


Story

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.

Basics

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.


Important moves:

  • 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.


Movement
Walk: Slow
Jump: Double jump
Dash or Run: Double has a long, fast forward dash copying Parasoul. Her slow, extendable back dash copies Squigly and will end after a set distance.
Air Dash: No air dash
Weight: Heavy
Chains
Standing: 3 Buttons: SG lp.png OR SG lk.png ---.png SG mp.png OR SG mk.png ---.png SG hp.png OR SG hk.png
Crouching: 3 Buttons: SG lp.png OR SG lk.png ---.png SG mp.png OR SG mk.png ---.png SG hp.png OR SG hk.png
Air: 5 Buttons: SG lp.png ---.png SG lk.png ---.png SG mp.png ---.png SG mk.png ---.png SG hp.png OR SG hk.png

Assists

Default Assists
  • 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.

Move List

Normals

Standing Normals

SG dbl slp.png


View hitbox

(?)
s.LP
Standing Jab
SG lp.png (standing)
x1, x2 Guard Properties Damage Meter On Hit On Block
Mid Chains Into Self 300 2.5% -3 ±0
Start Up Active Recovery Hit Stun Block Stun Hit Stop
6 3 19 18 21 7


  • When chaining twice, the second attack is identical to the first.
  • Double can break throws during the last 9f of recovery.



SG dbl smp.png


View hitbox

(?)
s.MP
Strong Pie
SG mp.png (standing)
Guard Properties Damage Meter On Hit On Block
Mid - 550 7.5% ±0 -4
Start Up Active Recovery Hit Stun Block Stun Hit Stop
12 3 26 (25 on miss) 28 24 9




SG dbl shp.png


View hitbox

(?)
s.HP
Fugazi Knuckle
SG hp.png (standing)
Guard Properties Damage Meter On Hit On Block
Mid - 1000 10% Sliding KD -5
Start Up Active Recovery Hit Stun Block Stun Hit Stop
21 3 22 26 19 14




SG dbl slk.png


View hitbox

(?)
s.LK
Substitute Short
SG lk.png (standing)
Guard Properties Damage Meter On Hit On Block
Mid - 400 2.5% +5 +3
Start Up Active Recovery Hit Stun Block Stun Hit Stop
8 2 16 22 20 7




SG dbl smk.png


View hitbox

(?)
s.MK
Too Forward
SG mk.png (standing)
x1 Guard Properties Damage Meter On Hit On Block
Mid Chains Into Self 400 3.75% -4 -5
Start Up Active Recovery Hit Stun Block Stun Hit Stop
11 4 21 20 19 10
x2 Guard Properties Damage Meter On Hit On Block
Mid - 500 7.5% -1 -6
Start Up Active Recovery Hit Stun Block Stun Hit Stop
11 3 23 24 19 9




SG dbl shk.png


View hitbox

(?)
s.HK
Impawster
SG hk.png (standing)
Guard Properties Damage Meter On Hit On Block
Mid Launcher 975 10% -5 -13
Start Up Active Recovery Hit Stun Block Stun Hit Stop
16 2 33 29 21 12




Crouching Normals

SG dbl clp.png


View hitbox

(?)
c.LP
Crouching Jab
SG lp.png (crouching)
x1, x2 Guard Properties Damage Meter On Hit On Block
Mid Chains Into Self 200 2.5% +4 +5
Start Up Active Recovery Hit Stun Block Stun Hit Stop
7 3 11 17 18 7


  • When chaining twice, the second attack is identical to the first.



c.MP
Elbow Emulator
SG mp.png (crouching)
Guard Properties Damage Meter On Hit On Block
Mid - 575 7.5% -1 -9
Start Up Active Recovery Hit Stun Block Stun Hit Stop
14 6 21 25 17 10


  • Moves Double forward



c.HP
Double Drawn Weave
SG hp.png (crouching)
Guard Properties Damage Meter On Hit On Block
Mid - 900 10% -2,
Ground Bounce (vs air)
-9
Start Up Active Recovery Hit Stun Block Stun Hit Stop
12 3 28 28 21 9


  • Good anti-air



c.LK
Stamp
SG lk.png (crouching)
Guard Properties Damage Meter On Hit On Block
Low - 200 2.5% +2 +5
Start Up Active Recovery Hit Stun Block Stun Hit Stop
8 4 12 17 20 8


  • Fast, low poke with plenty of range and frame advantage. Use this to establish Double's low / throw mixup



SG dbl cmk.png


View hitbox

(?)
c.MK
Cliché
SG mk.png (crouching)
Guard Properties Damage Meter On Hit On Block
Low - 500 7.5% ±0 -4
Start Up Active Recovery Hit Stun Block Stun Hit Stop
15 4 19 22 18 9




SG dbl chk.png


View hitbox

(?)
c.HK
Sweeping Generalization
SG hk.png (crouching)
Guard Properties Damage Meter On Hit On Block
Low Sweep 1000 10% Soft KD (Invuln.) -18
Start Up Active Recovery Hit Stun Block Stun Hit Stop
17 4 32 14 17 10




Jumping Normals

SG dbl jlp.png


View hitbox

(?)
j.LP
Clawpy Cat
SG lp.png (in air)
Guard Properties Damage Meter On Hit On Block
High - 250 2.5% +1 ±0
Start Up Active Recovery Hit Stun Block Stun Hit Stop
6 3 16 19 18 7


  • Fast air to air



SG dbl jmp.png


View hitbox

(?)
j.MP
Cheap Haircut
SG mp.png (in air)
Guard Properties Damage Meter On Hit On Block
High - 150 x5, 250 1.0588% x6 +11 +8
Start Up Active Recovery Hit Stun Block Stun Hit Stop
11 2, 2, 2, 2, 2, 2 9 20 x5, 21 18 x6 4 x5, 9




j.HP
Violet Tantrum
SG hp.png (in air)
Guard Properties Damage Meter On Hit On Block
High - 250, 225, 450 1.5% x3 +2 -6
Start Up Active Recovery Hit Stun Block Stun Hit Stop
17 11 14 22 x2, 24 17 x2, 15 7 x2, 12 (10 on block last hit)


  • Great jump in that can be converted from at most ranges by dashing forward. Hits three times, and can fast fall by chaining into jHK to mix up the number of hits on block.



j.LK
Spiral Fraud
SG lk.png (in air)
Guard Properties Damage Meter On Hit On Block
High - 100 x3 1.5% x3 -12 2
Start Up Active Recovery Hit Stun Block Stun Hit Stop
10 18 16 19 x3 22 x3 7 x3 (6 x3 on block)




SG dbl jmk.png


View hitbox

(?)
j.MK
Patellar Repeat
SG mk.png (in air)
Guard Properties Damage Meter On Hit On Block
High Juggle (2nd hit) 300, 600 2.5%, 6% +10 +3
Start Up Active Recovery Hit Stun Block Stun Hit Stop
12 3, (3), 3 15 24, 27 17, 20 7, 10


  • The second hit propels Double forward in the air, adding an odd movement option to complement her double jump.



SG dbl jhk.png


View hitbox

(?)
j.HK
Bogus Buzzard
SG hk.png (in air)
1st hit Guard Properties Damage Meter On Hit On Block
High Juggle 900 7.50% -9 -8
Start Up Active Recovery Hit Stun Block Stun Hit Stop
13 2 30 22 21 11 (9 on block)
Avery Guard Properties Damage Meter On Hit On Block
Mid Projectile 450 x2 2.25% x2 N/A N/A
Start Up Active Recovery Hit Stun Block Stun Hit Stop
7 (Until ground) N/A 19 x2 17 x2 5 x2


  • Hits once, then summons a bird projectile, Avery, which has two additional hits and travels straight downward.
  • In neutral, the projectile can allow Double to safely back up
  • In combos, this move is essential. If the first hit of jHK hits high enough, the projectile will hit much later on, which can be setup to continue the combo.



Throws

SG dbl throw.png


View hitbox

(?)
Throw
Godhand
SG lp.png + SG lk.png
Guard Properties Damage Meter On Hit On Block
Throw 50% Damage Scaling 0, 300, 900 4%, 0%, 7% KD N/A
Start Up Active Recovery Hit Stun Block Stun Hit Stop
7 1 28 N/A N/A N/A




SG dbl airthrow.png


View hitbox

(?)
Air Throw
Kitten Blender
SG lp.png + SG lk.png (in air)
Guard Properties Damage Meter On Hit On Block
Air Throw 50% Damage Scaling 0 x2, 800 0% x2, 9% Ground Bounce N/A
Start Up Active Recovery Hit Stun Block Stun Hit Stop
7 3 19 N/A N/A N/A




Team Moves

SG dbl tag.png


View hitbox

(?)
Tag
Second Impact
SG mp.png + SG mk.png / SG hp.png + SG hk.png
Guard Properties Damage Meter On Hit On Block
Mid Tag 200, 300 10% x2 Ground Bounce,
OR KD
-51
Start Up Active Recovery Hit Stun Block Stun Hit Stop
31 40, (Until Ground) 65 10 x2 13 x2 9, 12


  • 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.



SG dbl snap.png


View hitbox

(?)
Snapback
Chimeram
Qcf.png + SG mp.png + SG mk.png / SG hp.png + SG hk.png
Guard Properties Damage Meter On Hit On Block
Mid Snapback 0 -100% N/A -18
Start Up Active Recovery Hit Stun Block Stun Hit Stop
12 + 3 6 30 14 17 (9) 13




Specials

SG dbl qcbk.png


View hitbox

(?)
Flesh Step Qcb.png + SG k.png
Guard Properties Damage Meter On Hit On Block
N/A Invuln. (Proj.) (Frame 12) N/A N/A N/A N/A
Start Up Active Recovery Hit Stun Block Stun Hit Stop
11 N/A 23 N/A N/A N/A


  • Double's command dash covers a longer distance than a standard dash from any other character, making it just as useful for movement as it is for crossing through the opponent.
  • Invulnerability against projectiles from frame 12 to frame 27 of the animation.



Luger Replica Qcf.png + SG p.png
SG lp.png Guard Properties Damage Meter On Hit On Block
Mid Projectile,
75% Damage Scaling
650 (100) (2.5%) 5.625% ±0,
KD (vs air)
-4
Start Up Active Recovery Hit Stun Block Stun Hit Stop
12 - 37 28 24 8
SG mp.png Guard Properties Damage Meter On Hit On Block
Mid Projectile,
75% Damage Scaling
650 (100) (2.5%) 5.625% ±0,
KD (vs air)
-4
Start Up Active Recovery Hit Stun Block Stun Hit Stop
12 - 37 28 24 8
SG hp.png Guard Properties Damage Meter On Hit On Block
Mid Projectile,
75% Damage Scaling
650 (100) (2.5%) 5.625% Ground Bounce ±0
Start Up Active Recovery Hit Stun Block Stun Hit Stop
16 - 33 30 24 8


  • Excellent tool for space control. The trajectory differs depending on the button pressed
  • SG lp.png
    • Travels in a straight, horizontal line
  • SG mp.png
    • Travels diagonally towards the ground
  • SG hp.png
    • Ricochets off the floor and covers the area right above Double. Great for anti-airing



Hornet Bomber Dp.png + SG k.png
SG lk.png Guard Properties Damage Meter On Hit On Block
Mid Invuln. (Full) 600, 800 (100, 100) (2.5%) 4.5%, 3.6% KD -34
Start Up Active Recovery Hit Stun Block Stun Hit Stop
12 16, 6 42 22, 14 25, 13 8, 8
SG mk.png Guard Properties Damage Meter On Hit On Block
Mid - 400, 500, 900 (100, 100, 100) (2.5%) 4.5%, 4.6% x2 KD -43
Start Up Active Recovery Hit Stun Block Stun Hit Stop
14 11, 4, (10), 9 49 20 x2, 17 23, 23, 14 10, 8, 9
SG hk.png Guard Properties Damage Meter On Hit On Block
Mid - 500, 600, 1000 (100, 100, 100) (2.5%) 4.5%, 4.6% x2 KD -47
Start Up Active Recovery Hit Stun Block Stun Hit Stop
17 12, 4, (11), 13 50 20 x3 23, 23, 15 11, 9, 10


  • SG lk.png
    • Double's primary reversal, which is extremely unsafe without a DHC and has a less than stellar hitbox.
    • Cancel into Beast of Gehenna for a combo on hit.
  • SG mk.png
    • Only useful as an assist
  • SG hk.png
    • Combo ender for max damage


SG dbl jqcbk.png


View hitbox

(?)
Item Crash Aironly.png Qcb.png + SG k.png
SG lk.png Guard Properties Damage Meter On Hit On Block
High - 500 (100) (2.5%) 7.5% Stagger -23 (at best)
Start Up Active Recovery Hit Stun Block Stun Hit Stop
12 until landing 24 (40 on whiff) 24 17 8
SG mk.png Guard Properties Damage Meter On Hit On Block
High - 450, 475 (100, 100) (2.5%) 4.5%, 7.5% KD (2nd hit) -14
Start Up Active Recovery Hit Stun Block Stun Hit Stop
12 until landing, 3 35 55, 34 23 x2 10 x2
SG hk.png Guard Properties Damage Meter On Hit On Block
High - 550, 650 (100, 200) (2.5%) 6%, 7.5% Ground Bounce (2nd hit) -31
Start Up Active Recovery Hit Stun Block Stun Hit Stop
14 until landing, 3 55 55, 22 25, 26 10, 12


  • Double transforms into one of three items depending on the button pressed and falls straight to the ground. Mainly a combo tool.
  • SG lk.png
    • Teacup. Significantly shrinks Double's hurtbox
  • SG mk.png
    • Barrel. Namesake of the barrel loop combos. Can also be a slow overhead option from the ground, if done alongside an assist to combo off of.
  • SG hk.png
    • Fridge. ???



SG dbl blkhk.png


View hitbox

(?)
Cilia Slide B.png + SG lk.png + SG hk.png
Guard Properties Damage Meter On Hit On Block
Low Sweep 1000 (100) (2.5%) 7.5% KD -16
Start Up Active Recovery Hit Stun Block Stun Hit Stop
16 10 36 18 21 12


  • Double quickly slides forward with a low hitting sweep. Extremely unsafe on block, so don't throw it out in neutral unless you are certain it will hit.
  • Used in more damaging combo routes, and to confirm from c.HP.



Supers

SG dbl qcfpp.png


View hitbox

(?)
Bandwagon Rushdown
Level 1
Qcf.png + SG p.png + SG p.png
Guard Properties Damage Meter On Hit On Block
Mid Invuln. (Full) 500 x4, 1200 (100 x4. 200) -100% KD -64 (at best)
Start Up Active Recovery Hit Stun Block Stun Hit Stop
6 + 2 OR 6 + 11 -- 32 26 x5 26 x5 (8) 5 x4, 24


  • 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.
  • Mainly used as a combo ender when it will kill or to DHC, or to confirm off of long range Lugers with a DHC when not normally possible.
  • On hit the recovery is long so it's not very advantageous even when it hits.
  • Also known as "car"



SG dbl qcbkk.png


View hitbox

(?)
Beast of Gehenna
Level 1
Qcb.png + SG k.png + SG k.png
Guard Properties Damage Meter On Hit On Block
Mid Invuln. (Full) (1 frame before flash),
Hit Grab
0, 1500 -100% KD N/A
Start Up Active Recovery Hit Stun Block Stun Hit Stop
12 + 15 480, 2 20 N/A 19 (2) N/A (9 on block)


  • 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.
  • Also known as "monster", or "puddle"



SG dbl qcfkk.png


View hitbox

(?)
Catellite Lives
Level 2
Qcf.png + SG k.png + SG k.png
Guard Properties Damage Meter On Hit On Block
Mid Projectile 200 xN (33 xN) -200% N/A N/A
Start Up Active Recovery Hit Stun Block Stun Hit Stop
7 + 10 N/A 32 28 25 (2), 8


  • 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.
  • Also known as "cat heads"



SG dbl qcbpp.png


View hitbox

(?)
Nightmare Legion
Level 3
Qcb.png + SG p.png + SG p.png
Guard Properties Damage Meter On Hit On Block
Mid Invuln. (Full) 0, 1500, 300x9, 0, 300x6, 2500 (200) -300% Sliding KD -35
Start Up Active Recovery Hit Stun Block Stun Hit Stop
4 + 2 17 40 20 23 (6) 46 (10 on block)


  • 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.



SG dbl ddkk.png


View hitbox

(?)
Megalith Array
Level 5
D.png , D.png + SG k.png + SG k.png
Initial hit Guard Properties Damage Meter On Hit On Block
Mid Invuln. (Full) 2000 (200) -500% Ground Bounce +25
Start Up Active Recovery Hit Stun Block Stun Hit Stop
4 + 1 3 0 22 25 (5), 12
Initial hit (air) Guard Properties Damage Meter On Hit On Block
High Invuln. (Full) 100, 2000 (200, 200) -500% Ground Bounce +23
Start Up Active Recovery Hit Stun Block Stun Hit Stop
4 + 1 (until ground), 3 0 55, 22 25 x2 (5), 10, 12
SG p.png Guard Properties Damage Meter On Hit On Block
Mid Projectile 200 x3 (50 x3) 0% N/A, KD (vs air) N/A
Start Up Active Recovery Hit Stun Block Stun Hit Stop
8 -- 35 30 x3 18 x3 8 x3
SG lk.png Guard Properties Damage Meter On Hit On Block
Mid Projectile 250 (100) 0% KD N/A
Start Up Active Recovery Hit Stun Block Stun Hit Stop
1 N/A N/A 26 18 8
SG mk.png Guard Properties Damage Meter On Hit On Block
Mid Projectile 240 (100) 0% N/A N/A
Start Up Active Recovery Hit Stun Block Stun Hit Stop
1 N/A N/A 26 18 8
SG hk.png Guard Properties Damage Meter On Hit On Block
Mid Projectile 265 x3 (100 x3) 0% N/A, KD (vs air) N/A
Start Up Active Recovery Hit Stun Block Stun Hit Stop
1 N/A N/A 23 x3 18 x3 8 x3
Qcb.png + SG p.png / SG k.png Guard Properties Damage Meter On Hit On Block
Mid  ? 2250 (400) 0% KD -47
Start Up Active Recovery Hit Stun Block Stun Hit Stop
8 1 90 24 27 16


  • 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.


Taunt

SG dbl taunt.png
False Intentions SG lp.png , SG lk.png , SG mk.png , SG hk.png , SG hp.png , SG mp.png
Guard Properties Damage Meter On Hit On Block
N/A - N/A 0% N/A
Start Up Active Recovery Hit Stun Block Stun Hit Stop
N/A N/A 99 N/A N/A N/A


  • Gives 1% meter to the opponent.


Combos

Beginner Combos

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!

1.
c.LK > s.MKx2 > s.HP
A basic ground chain combo ending in a sliding knockdown. Safe on block.
2.
c.LK > s.MKx2 > c.HP xx M Luger
A basic ground chain combo ending in a special cancel. Safe on block.
3.
c.LK > s.MKx2 > c.HP xx H Bomber xx Car
A basic ground chain combo ending in a super cancel.
4.
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.

Midscreen Barrel Loop BnB - 7075 dmg (video)
c.LK > s.MKx2 > s.HK,
j.LP > j.MK > j.HK xx M Item Crash,
s.LK > s.MKx2 > s.HK,
j.LK > j.MK > j.HK xx M Item Crash,
s.LPx2 > s.MKx2 > c.HP xx H Bomber xx Car


Midscreen Luger BnB - 7613 dmg (video)
c.LK > s.MKx2 > s.HK xx H Luger,
(dash) s.HK xx H Luger,
(dash) (OTG) c.MP > s.HK,
j.LP > j.MP > j.HK,
(super jump) (double jump) j.MK > j.HK xx M Item Crash,
s.LPx2 > s.MKx2 > c.HP xx H Bomber xx Car


Midscreen Cilia Slide BnB - 7656 dmg (video)
c.LK > s.MKx2 > c.HP xx Cilia Slide,
(dash) s.LK > c.MP > c.HP xx Flesh Step,
s.MKx2 > s.HK,
j.MP(5) > j.HK,
(super jump) j.MK > j.HK xx M Item Crash,
s.LPx2 > s.MKx2 > c.HP xx H Bomber xx Car


Double Snap combo
(OTG) c.LK > s.HK,
(uncombo) H Luger,
repeat

Strategy

Resources

Colors

SG dbl color1.png SG dbl color2.png SG dbl color3.png SG dbl color4.png SG dbl color5.png
Color 1
SGColor1.png
Default color palette.
Color 2
SGColor2.png
Original color palette based on Squigly.
Color 3
SGColor3.png
Based on Red from Angry Birds.
Color 4
SGColor4.png
Original alternate color palette.
Color 5
SGColor5.png
Original color palette based on Umbrella from Skullgirls.

SG dbl color6.png SG dbl color7.png SG dbl color8.png SG dbl color9.png SG dbl color10.png
Color 6
SGColor6.png
Based on Arakune from BlazBlue.
Color 7
SGColor7.png
Original color palette based on Double's story mode ending.
Color 8
SGColor8.png
Original alternate color palette.
Color 9
SGColor9.png
Original color palette based on oil.
Color 10
SGColor10.png
Based on Saya from Saya no Uta.

SG dbl color11.png SG dbl color12.png SG dbl color13.png SG dbl color14.png SG dbl color15.png
Color 11
SGColor11.png
Original color palette based on Neapolitan ice cream.
Color 12
SGColor12.png
Original color palette based on Mrs. Victoria from Skullgirls.
Color 13
SGColor13.png
Original color palette based on water.
Color 14
SGColor14.png
Original color palette based on silver.
Color 15
SGColor15.png
Original color palette based on gold.

SG dbl color16.png SG dbl color17.png SG dbl color18.png SG dbl color19.png SG dbl color20.png
Color 16
SGColor16.png
Original color palette based on blood.
Color 17
SGColor17.png
Based on Envy from Full Metal Alchemist.
Color 18
SGColor18.png
Based on Ditto from Pokemon.
Color 19
SGColor19.png
Original color palette based on a double rainbow. Crowdfunding request.
Color 20
SGColor20.png
Original color palette based on the Skull Heart.

SG dbl color21.png SG dbl color22.png SG dbl color23.png SG dbl color24.png SG dbl color25.png
Color 21
SGColor21.png
Original color palette based on a Christmas tree. Crowdfunding request.
Color 22
SGColor22.png
Based on Dr. Ichirō Irabu from Kūchū Buranko.
Color 23
SGColor23.png
Based on Cubia from .hack.
Color 24
SGColor24.png
Based on a Life Fiber from Kill la Kill.
Color 25
SGColor25.png
Based on Mystique from Marvel Comics.


Skullgirls 2nd Encore+
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