Skullgirls/Double

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SkullgirlsSGLogo.png
Skullgirls#BasicsSkullgirls/Game ElementsSkullgirls#CastSkullgirls/Game SystemsSkullgirls#Fun StuffSkullgirls/Strategy TacticsMvC3HeaderButtons.png
SG Double portrait.jpg
Double: Toil and Trouble
Voiced by: Charlotte Ann
Age: Unknown
Birthday: Unknown
Bloodtype: All/None
Height: Varies
Weight: Varies
Measurements: Varies
Likes: Nothing
Dislikes: Nothing

Double

SG Double icon.png
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.[1]

In a nutshell
Double's fights in her shameless true form, blatantly stealing most of her normals from other cast members. Her amorphous body imitates other characters and adapts original attack properties to her own needs. Double's "creative" specials tarnish the reputations of the original cast by preforming moves they could never do themselves. IPS ignores hits from Double's timed Blockbusters, making it very possible for her to combo an opponent for an entire activation. Double's versatile, slippery ground dash and explosive damage when using tension suggests the tools needed to effectively fight solo against a team.

Basics

Movement
Walk: Slow
Jump: Double jump
Dash or Run: Double has a very long, average speed forward and backward dash. Most of her dash animation can cross through an opponent and has hit invulnerability.
Air Dash: No air dash
Chains
Standing: 3 Buttons: Lp.png OR Lk.png ---.png Mp.png OR Mk.png ---.png Hp.png OR Hk.png
Crouching: 3 Buttons: Lp.png OR Lk.png ---.png Mp.png OR Mk.png ---.png Hp.png OR Hk.png
Air: 5 Buttons: Lp.png ---.png Lk.png ---.png Mp.png ---.png Mk.png ---.png Hp.png OR Hk.png

Signature Techniques

  • Borrowed normal moves make Double imitate other characters during her active attack frames. While some faithfully preserve all of the original properties, most have subtle changes to their hit stun, start up frames, or recovery. She can only chain 3 hits on the ground, making the increased hit stun and faster start up on some normals essential for comboing a light into a heavy attack. Other moves have distinct disadvantages compared to the original, with Double dealing less damage or even attacking with less hits. Double weighs significantly more than other characters and does not have an air dash, making some air normals different in practice even when an exact copy of the original.
  • Double's Flesh Step, a command dash, can cross through the opponent during most of the movement. While the brief start up and recovery frames are as vulnerable as a regular dash, the bulk of the animation is invulnerable to projectiles and does not collide with other characters. There's nothing stopping Double from quickly stepping half screen through a projectile, teleporting over a recovering opponent, or even set up the dreaded sandwich combo with the help of an Ensemble.
  • During Double's Catellite Lives (↓↘→+KK) Blockbuster, relentless Catellite attacks deal chip damage, make nearly every attack safe for Double, and make fighting back extremely difficult for the opponent. Although Double can't use her own moves to preform infinites during the Blockbuster, IPS ignores hits from the Catellites. While Double gains less tension during the Blockbuster, saving up a few levels can allow her to keep the Catellites going for a surprising amount of time. Preforming unpredictable dashes, calling Ensembles, and jumping over the opponent while mashing all work well in conjunction with the Catellites.

Ensemble Selection

  • Luger Replica (↓↘→ + P): The Default Ensemble Choice MP version gives Double her best Proj.png Ensemble. The downward angle can actually hit a standing opponent at a reasonable range. The custom Ensemble LP and HP versions are a bit harder to use but will hit a jumping opponent for a Knockdown.png and a combo from the point character.
  • Cilia Slide (← + LK + HK): As a Default Ensemble Choice, this attack hits Low.png , travels far, and has rather generous active frames. The point character can attack high as Double slides forward, forcing the defending player to guess which way to block. On hit the Knockdown.png allows an OTG into a combo.
  • Hornet Bomber (→↓↘ + K): The Startupinv.png , large hit box, and 3 hits of stun from this attack make it Double's strongest choice for a custom Ensemble. At close range the LK version works as an anti air assist with invulnerability through the active frames of the first hit. Even if Double gets blocked the point character can attack behind the lengthy block stun from the full attack. At mid screen the longer range MK deals more damage and has less invulnerable frames. The HK version has no invulnerability, but it travels full screen and works well with zoning strategies. Even though the LK version has the most invulnerability, the MK and HK versions are still relatively safe for Double. If they miss by traveling over a crouching opponent, Double lands behind the opponent out of position for a punish.

Move List

Normals

Command Name / Quote Properties (glossary)
Lp.png Standing Jab Chains Twice
A poor imitation of Filia's s.LP. Double doesn't get the animation quite right, giving it a slower start up and recovery. This is actually Filia's original, lost s.LP. Filia's "real" attacks tend to avoid animations where she directly punches her opponent without Samson's help.
Damage Meter Gain Start Up Active Recovery
300 2.5% 6 2 19
Hit Stop Hit Stun Block Stun On Hit On Block
7 18 21 -2 1
  • Double can break throws during the last 9f of recovery.
---.png Lp.png
Damage Meter Gain Start Up Active Recovery
200 2.5% 5 6 14
Hit Stop Hit Stun Block Stun On Hit On Block
7 16 19 -3 0
  • Double can break throws during the last 9f of recovery.
Mp.png Strong Pie
An improved version of Peacock's s.MP with more hit stun than the original.
Damage Meter Gain Start Up Active Recovery
500 7.5% 15 3 32 (29 on miss)
Hit Stop Hit Stun Block Stun On Hit On Block
9 24 20 -10 -14
Hp.png Fugazi Knuckle
A less damaging version of Cerebella's Titan Knuckle (→+HP) command normal. It also causes a shorter slide stun on hit.
Damage Meter Gain Start Up Active Recovery
1000 10.0% 21 3 22
Hit Stop Hit Stun Block Stun On Hit On Block
14 26 19 Slide.png -5
Lk.png Substitute Short
An improved version of Valentine's s.LK with more damage than the original.
Damage Meter Gain Start Up Active Recovery
400 2.5% 11 2 16
Hit Stop Hit Stun Block Stun On Hit On Block
7 22 20 5 3
Mk.png Too Forward Chains Twice
A close match for Parasoul's s.MK for one hit, but with less hit stun. Double turns into Filia for a second kick, which has a slower recovery than Parasoul's 2nd s.MK and Filia's own s.MK.
Damage Meter Gain Start Up Active Recovery
400 3.8% 11 4 21
Hit Stop Hit Stun Block Stun On Hit On Block
10 20 19 -4 -5
---.png Mk.png
Damage Meter Gain Start Up Active Recovery
500 3.8% 10 10 16
Hit Stop Hit Stun Block Stun On Hit On Block
9 26 19 1 -6
Hk.png Impawster Launch.png
A copy of Ms. Fortune's s.HK and Double's only attack that can launch the opponent.
Damage Meter Gain Start Up Active Recovery
975 10.0% 15 2 33
Hit Stop Hit Stun Block Stun On Hit On Block
12 29 21 -5 -13
D.png + Lp.png Crouching Jab Chains Twice
A poor imitation of Filia's c.LP; Double copies an alternate version where Filia attcks with her own fists. Like with Double's s.LP, there are additional start up and recovery frames compared to Filia's c.LP The second s.LP is an exact copy of the first.
Damage Meter Gain Start Up Active Recovery
200 2.5% 7 10 4
Hit Stop Hit Stun Block Stun On Hit On Block
7 15 18 2 5
  • When chaining twice, the second attack is identical to the first.
D.png + Mp.png Elbow Emulator
An attempt at Cerebella's c.MP. Double's version has less damage and less hit stun.
Damage Meter Gain Start Up Active Recovery
575 7.5% 14 6 21
Hit Stop Hit Stun Block Stun On Hit On Block
10 25 17 -1 -9
D.png + Hp.png Double Drawn Weave
A re-balanced version of Filia's c.HP. Double gives the move more damage with increased start up and recovery frames. It causes more hit stun than any of Double's other ground normals. Like the original, it will bounce airborne opponents off the ground and has a full length hit box only on the last 3 active frames.
Damage Meter Gain Start Up Active Recovery
950 10.0% 12 5 34
Hit Stop Hit Stun Block Stun On Hit On Block
9 28 21 -10,
Groundbounce.png (vs air)
-17
D.png + Lk.png Stamp Low.png
Double preforms an exact copy of Painwheel's c.LK.
Damage Meter Gain Start Up Active Recovery
325 2.5% 11 4 12
Hit Stop Hit Stun Block Stun On Hit On Block
8 17 20 2 5
D.png + Mk.png Cliché Low.png
A copy of Parasoul's c.MK with more damage and slower start up than the original.
Damage Meter Gain Start Up Active Recovery
500 7.5% 15 4 19
Hit Stop Hit Stun Block Stun On Hit On Block
9 22 18 0 -4
D.png + Hk.png Sweeping Generalization Low.png
An exact copy of Valentine's c.HK, a relatively standard sweep attack.
Damage Meter Gain Start Up Active Recovery
1000 10.0% 17 4 32
Hit Stop Hit Stun Block Stun On Hit On Block
10 14 17 Sweep.png -18
(air) Lp.png Clawpy Cat
An exact copy of Ms. Fortune's j.LP.
Damage Meter Gain Start Up Active Recovery
250 2.5% 6 3 16
Hit Stop Hit Stun Block Stun On Hit On Block
7 19 18 1 0
(air) Mp.png Cheap Haircut
An exact copy of Filia's j.MP. Although an important move for Filia, Double has less use for it without an air dash.
Damage Meter Gain Start Up Active Recovery
150 x5, 250 1.1% x6 11 2, 2, 2, 2, 2, 2 6
Hit Stop Hit Stun Block Stun On Hit On Block
4 x5, 9 20 x5, 21 18 x6 14 11
(air) Hp.png Violet Tantrum
Double's misguided take on Painwheel's j.MP. It starts faster, has one less hit, has less hit stun, and deals less overall damage than the original. It's still a powerful, high-priority attack. Double's weight and fast falling speed on her jump combine well with the continuous active frames from this move, making it extremely easy confirm a hit into a ground chain.
Damage Meter Gain Start Up Active Recovery
250, 225, 500 1.5% x3 17 11 14
Hit Stop Hit Stun Block Stun On Hit On Block
9 x2, 18 20 x2, 24 16 x3 6 -6
(air) Lk.png Spiral Fraud
A fraudulent re-creation of Parasoul's Spiral Flare (air ←+LK) command normal. Double seems to have missed the point of the move entirely. It deals the same damage, has the same 3 hits in continuous active frames, but hits in front of Double; it can't hit as a cross up like the original.
Damage Meter Gain Start Up Active Recovery
100 x3 1.5% x3 10 18 12
Hit Stop Hit Stun Block Stun On Hit On Block
7 x3 19 x3 21 x3 -8 -6
(air) Mk.png Patellar Repeat Strk.png (2nd hit)
An exact copy of Valentine's j.MK for the first hit with improved damage and a more dramatic boost forward during the second hit. With no air dash, less mobility, and more weight than Valentine, the kick has a comparatively greater effect on Double's momentum in the air.
Damage Meter Gain Start Up Active Recovery
300, 600 2.5%, 6.0% 12 3, (3), 3 15
Hit Stop Hit Stun Block Stun On Hit On Block
7, 10 20, 27 17, 20 10 3
(air) Hk.png Bogus Buzzard Strk.png Proj.png Avery!
An exact copy of Peacock's j.HK, complete with Avery.
Damage Meter Gain Start Up Active Recovery
900 10.0% 13 2 35
Hit Stop Hit Stun Block Stun On Hit On Block
11 22 25 -14 -11
Proj.png
Damage Meter Gain Start Up Active Recovery
450 x2 7.5% x2 8 6, 6… N/A
Hit Stop Hit Stun Block Stun On Hit On Block
5 x2 19 x2 17 x2 N/A N/A

Normal Throws

Command Name / Quote Properties (glossary)
Lp.png + Lk.png Godhand Throw.png
Damage Meter Gain Start Up Active Recovery
0, 300, 900 4.0%, 0%, 7.0% 7 1 28
Hit Stop Hit Stun Block Stun On Hit On Block
N/A N/A N/A Knockdown.png N/A
(air) Lp.png + Lk.png Kitten Blender Airthrow.png
Down!
Damage Meter Gain Start Up Active Recovery
300, 1000 0% x2, 18.0% 7 3 18
Hit Stop Hit Stun Block Stun On Hit On Block
N/A N/A N/A Groundbounce.png N/A

Special Moves

Command Name / Quote Properties (glossary)
Qcf.png + P.png Luger Replica Proj.png
Double transforms to Parasoul to fire a gunshot with a different angle for each button strength. The LP version goes straight ahead, traveling high enough to miss crouching opponents. The MP bullet travels at a shallow angle, eventually hitting the ground. The HP version fires at a steep angle down, immediately ricocheting nearly straight up for an anti-air shot.
Lp.png
Damage Meter Gain Start Up Active Recovery
650 (2.5%) 7.6% 12, 1 - 38
Hit Stop Hit Stun Block Stun On Hit On Block
8 28 18 0,
Knockdown.png (vs air)
-10
Mp.png
Damage Meter Gain Start Up Active Recovery
650 (2.5%) 7.6% 12, 1 - 38
Hit Stop Hit Stun Block Stun On Hit On Block
8 28 18 0,
Knockdown.png (vs air)
-10
Hp.png
Damage Meter Gain Start Up Active Recovery
650 (2.5%) 7.6% 12, 1 - 38
Hit Stop Hit Stun Block Stun On Hit On Block
8 30 18 2,
Knockdown.png (vs air)
-10
Dp.png + K.png Hornet Bomber Startupinv.png
Bottom's up!
As Cerebella, Double jumps butt first at the opponent with a 3 hit attack. Double lands on third hit, allowing a cancel to a Blockbuster as she slides on the ground. The LK version has the most invulnerabality and the least range, the MK version has less invulnerability, and the HK version has no invulnerability at all. These subtle differences matter when choosing which version of Hornet Bomber to use an an Ensemble. On her own, Double just wants to use this attack to pile on damage during her combos.
Lk.png
Damage Meter Gain Start Up Active Recovery
300, 400, 800 (2.5%) 7.6% x3 17 7, 5, (6), 4 37
Hit Stop Hit Stun Block Stun On Hit On Block
11, 7, 9 20 x2, 14 23 x2, 17 Knockdown.png -28
  • Invulnerability through all start up and the active frames of the first hit.
Mk.png
Damage Meter Gain Start Up Active Recovery
400, 500, 900 (2.5%) 7.6% x3 17 11, 4, (10), 9 49
Hit Stop Hit Stun Block Stun On Hit On Block
10, 8, 10 20 x2, 17 23 x2, 20 Knockdown.png -37
  • Invulnerability through all start up frames.
Hk.png
Damage Meter Gain Start Up Active Recovery
500, 600, 1000 (2.5%) 7.6% x3 17 16, (11), 13 50
Hit Stop Hit Stun Block Stun On Hit On Block
11 x2, 12 20 x3 23 x3 Knockdown.png -42
Qcb.png + K.png Flesh Step Startupinv.png
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.
Damage Meter Gain Start Up Active Recovery
N/A N/A N/A N/A 35
Hit Stop Hit Stun Block Stun On Hit On Block
N/A N/A N/A N/A N/A
  • Invulnerability against projectiles from frame 12 to frame 27 of the animation.
(air) Qcb.png + K.png Item Crash Aironly.png High.png
Double transforms into various items an crashes to the ground. The LK version is a falling teacup that causes stagger. If the move misses or gets blocked, the cup has a small enough hit box to avoid most attacks. Transforming into a falling oil drum in the MK versions gives Double a bigger hitbox, making it easy for her to connect after canceling out of an air chain. j.HK into this attack can leave Avery to fall on the opponent after Double lands, allowing Double to continue the combo after she emerges from the drum. The HK version transforms into a refrigerator causes a lengthy ground bounce, which gives Double enough time to transform back and continue a combo after hitting the opponent OTG.
Lk.png
Damage Meter Gain Start Up Active Recovery
500 (2.5%) 7.6% 12 (until ground) 24 (40 on miss)
Hit Stop Hit Stun Block Stun On Hit On Block
8 24 27 N/A N/A
Mk.png
Damage Meter Gain Start Up Active Recovery
450, 475 (2.5%) 4.6%, 7.6% 12 (until ground), 3 21 (35 on miss)
Hit Stop Hit Stun Block Stun On Hit On Block
10 x2 55, 34 23 x2 Knockdown.png N/A
Hk.png
Damage Meter Gain Start Up Active Recovery
550, 650 (2.5%) 6.1%, 7.6% 14 (until ground) 55
Hit Stop Hit Stun Block Stun On Hit On Block
10, 12 55, 22 23 x2 Groundbounce.png N/A
B.png + Lk.png + Hk.png Cilla Slide Low.png Default Ensemble Choice
Double transforms to Filia as she slides forward. This move starts with a single direction input and covers over half screen relatively quickly. Opponents can get distracted by an Ensemble or Catellites, suprised with the sudden low attack, and end up in a combo after the knockdown. Similar to c.HK sweep attacks, Cilla Slide will break armor.
Damage Meter Gain Start Up Active Recovery
1000 (2.5%) 7.6% 15 11 36
Hit Stop Hit Stun Block Stun On Hit On Block
12 18 21 Knockdown.png -25

Team Moves

Command Name / Quote Properties (glossary)
Mp.png + Mk.png OR Hp.png + Hk.png Second Impact Tag In
Coward!
Double only preforms the second hit of her tag in attack if she gets off the screen during the first hit. She is vulnerable and can get can hit out of any part of this attack, but both hits will always connect with a successful first hit.
Damage Meter Gain Start Up Active Recovery
200, 300 10.1% x2 N/A N/A 65
Hit Stop Hit Stun Block Stun On Hit On Block
9, 12 10 x2 13 x2 N/A N/A
Qcf.png + Mp.png + Mk.png OR Hp.png + Hk.png Chimeram Outtake
Exile!
Damage Meter Gain Start Up Active Recovery
0 -100% 12 + 3 8 28
Hit Stop Hit Stun Block Stun On Hit On Block
13 14 17 N/A -18
  • Invulnerability starting 1f before the super flash, ending after 3f after the flash.

Blockbusters

Command Name / Quote Properties (glossary)
Qcf.png + P.png + P.png Bandwagon Rushdown Startupinv.png
Be driven before us!
Double disappears from the screen as Peacock, returning to run over the opponent as an invulnerable car. Holding back during start up will cause Double to drive across the screen from the other direction. Double become vulnerable again as she transforms during recovery, always appearing directly in front of the opponent.
Damage Meter Gain Start Up Active Recovery
500 x4, 1200 -100% 3 + 2 - 32
Hit Stop Hit Stun Block Stun On Hit On Block
8 x4, 24 26 x5 23 x4, 26 Knockdown.png N/A
  • Invulnerable through all start up and active frames.
Qcf.png + K.png + K.png Catellite Lives Startupinv.png Proj.png
Here kitty, kitty...
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 tension as long as the Blockbuster remains active. The Blockbuster ends when Double tags out.
Damage Meter Gain Start Up Active Recovery
100 -200% 7 + 27 N/A N/A
Hit Stop Hit Stun Block Stun On Hit On Block
8 28 22 N/A N/A
  • Invulnerable for 1f of start up immediately before the super flash through 7f of recovery.
Qcb.png + P.png + P.png Nightmare Legion Startupinv.png
Be praying...
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.
Damage Meter Gain Start Up Active Recovery
0, 500, 600 x9, 0, 600, 0, 500 x3, 600, 3800 -300% 4 + 2 40 42
Hit Stop Hit Stun Block Stun On Hit On Block
45 (10 on block) 20 23 Knockdown.png -37
  • Invulnerability through all start up frames, active frames of the first hit, and the first 12f of recovery on block.
Qcb.png + K.png + K.png Megalith Array Startupinv.png Airok.png
Shoot the core!
Double uses a full Dramatic Tension meter to become a giant, projectile spamming Easter Island statue for 600f. Transforming to the statue from the air adds an initial hit as Double falls to the ground. She can begin attacking immediately after the active frames, which will end her invulnerability. None of Double's attacks during this Blockbuster can trigger IPS. 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.
Damage Meter Gain Start Up Active Recovery
1500 -500% 4 + 1 3 0
Hit Stop Hit Stun Block Stun On Hit On Block
12 22 25 Groundbounce.png N/A
  • Invulnerability through all start up and active frames of the initial hit.
(air)
Damage Meter Gain Start Up Active Recovery
1000, 1500 -500% 4 + 1 (until ground), 3 0
Hit Stop Hit Stun Block Stun On Hit On Block
10 55, 22 25 x2 Groundbounce.png N/A
  • Invulnerability through all start up and active frames of the initial hit.
---.png P.png Proj.png
Damage Meter Gain Start Up Active Recovery
375 x3 0% 8, 6, 6 - 23
Hit Stop Hit Stun Block Stun On Hit On Block
8 x3 32 x3 18 x3 N/A N/A
---.png Lk.png Proj.png
Damage Meter Gain Start Up Active Recovery
750 0% N/A N/A N/A
Hit Stop Hit Stun Block Stun On Hit On Block
8 26 18 Knockdown.png N/A
---.png Mk.png Proj.png
Damage Meter Gain Start Up Active Recovery
500 0% N/A N/A N/A
Hit Stop Hit Stun Block Stun On Hit On Block
8 26 18 N/A N/A
---.png Hk.png Proj.png
Damage Meter Gain Start Up Active Recovery
600 x3 0% N/A N/A N/A
Hit Stop Hit Stun Block Stun On Hit On Block
8 x3 23 x3 18 x3 N/A N/A

Colors and Costumes

SG palette Doub01.jpg Palette 1:
Lp.png

Default color palette.
SG palette Doub02.jpg Palette 2:
Mp.png

Original color palette based on Squigly.
SG palette Doub03.jpg Palette 3:
Hp.png

Based on Red from Angry Birds.
SG palette Doub04.jpg Palette 4:
Lk.png

Original alternate color palette.
SG palette Doub05.jpg Palette 5:
Mk.png

Original color palette based on Umbrella.
SG palette Doub06.jpg Palette 6:
Hk.png

Based on Arakune from BlazBlue.
SG palette Doub07.jpg Palette 7:
Lp.png + Mp.png + Hp.png

Original color palette based on Double's story mode ending.
SG palette Doub08.jpg Palette 8:
Lk.png + Mk.png + Hk.png

Original alternate color palette.
SG palette Doub09.jpg Palette 9:
Lp.png + Lk.png

Original color palette based on oil.
SG palette Doub10.jpg Palette 10:
Mp.png + Lk.png

Based on Saya from Saya no Uta.
SG palette Doub11.jpg Palette 11:
Lp.png + Mp.png + Lk.png

Original color palette based on Neapolitan ice cream.
SG palette Doub12.jpg Palette 12:
Lp.png + Hp.png

Original color palette based on Mrs. Victoria.
SG palette Doub13.jpg Palette 13:
Lp.png + Hp.png + Lk.png

Original color palette based on water.
SG palette Doub14.jpg Palette 14:
Mp.png + Hp.png + Lk.png

Original color palette based on silver.
SG palette Doub15.jpg Palette 15:
Lp.png + Mp.png + Hp.png + Lk.png

Original color palette based on gold.
SG palette Doub16.jpg Palette 16:
Lp.png + Mp.png

Original color palette based on blood.
SG palette Doub17.jpg Palette 17:
Lp.png + Mk.png

Based on Envy from Full Metal Alchemist.
SG palette Doub18.jpg Palette 18:
Mp.png + Mk.png

Based on Ditto from Pokemon.
SG palette Doub19.jpg Palette 19:
Lp.png + Mp.png + Mk.png

Original color palette based on a double rainbow.
SG palette Doub20.jpg Palette 20:
Hp.png + Mk.png

Original color palette based on the Skull Heart.

Patch History

More Different Edition to Encore

  • Nightmare Legion now properly tracks the point character if it hits more than one character at the same time. An Ensemble character may drop out if the characters have very different weights (like Peacock and Double), but the point character should never drop.

Slightly Different Edition to More Different Edition

  • New special added: Flesh Step (↓↙←+K)
    • This is a modified version of Double's old forward dash.
  • Forward dash changed to resemble Parasoul and backward dash changed to resemble Squigly.
  • Like Parasoul, the second s.MK will now hit all crouching characters.
  • Luger Replica improved with 3f faster start up and 7f faster recovery.
  • Hornet Bomber now fully connects at certain ranges where it wouldn't before.
  • Cilia Slide now breaks armor.
  • Item Crash now hits high.
  • Bandwagon Rushdown is now less punishable if attempting to hit OTG when the OTG has already been used for the combo.
  • Catellite Lives received the following changes:
    • Is now a level 2 Blockbuster, up from level 1.
    • Block stun on cat head attacks increased to 22f from 17f.
    • Dash and Ensemble button command will no longer maneuver the cat heads. Throw commands will still work.
  • Nightmare Legion received the following changes:
    • Damage adjusted to work with level 3 scaling change (roughly 5100 by itself and 3700 fully scaled).
    • Will no longer connect for the full animation after round is over.

Version 1.0 to 1.01

  • Hornet Bomber received the following adjustments:
    • Invincibility has been modified:
      • LK version is now invincible through first active frame and won't trade.
      • MK version is now invincible up to first active frame and will trade.
      • HK version is not invincible and will get stuffed.
    • All versions lose active hitbox during descent, until landing.
    • Reduced the Blockbuster cancel window from 30 frames to 4 frames to match most other special attacks.
  • The direction of Bandwagon Rushdown can now be controlled. Holding back during the superflash, it will come out from the opposite side of the screen.
  • Further reduced Double's tension gain during Catellite Lives attack by half.
  • Nightmare Legion received the following adjustments:
    • Increased overall speed.
    • No longer invincible for the entire duration.
    • Invincibility now wears off after Double transforms into Filia.
    • The last hit now knocks the opponent away from Double.
    • Reduced damage to bring it more in line with other Level 3 Blockbuster attacks.
    • Increased the recovery on block slightly
  • Megalith Array received the following adjustments:
    • Invincibility now wears off as soon as you press any button to shoot or create a bomb.
    • Reduced the Ring Lasers block stun by 2 frames.
    • Increased the cooldown time between Ring Lasers by 2 frames.
  • All quarter circle forward motions now require the full ↓↘→ instead of just ↓↘
  • The following adjustments have been made to reduce the ease of hit confirms:
    • Reduced j.HP hit stun by 5 frames.
    • Reduced s.MK (single attack) hit stun.
    • Slowed c.MK by 2 frames.
    • Slowed s.HK by 2 frames.
  • Added missing hitboxes below Double's ground-impact frames.
  • Fixed crumple animation to have crouch hit stun and OTG hit stun portions in line with those of other characters.
  • Removed 5 frames of invincibility from the middle of Double's dash and backdash.
    • Reduces the total invincibility from 13 frames to 8 frames.
  • Made the Ensemble taunt-before-leaving stop being a physical barrier 20 frames earlier.
  • Increased the tag-in speed by 10 frames to match every other character.
  • j.LK and j.HP can now be properly Pushblocked in the middle now.