Skullgirls/Double

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SkullgirlsSGEncoreLogo.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 true form, an amorphous blob that steals normals from other cast members. Her more creative specials and Blockbusters perform original attacks as an imitation of another character. Even if they look similar, Double's moves have subtle advantages and disadvantages compared to the original. Double's weight and small size in the air let her fall out of familiar air combos, which forces the other player adapt to Double. Because of her powerful Ensembles, Double doesn't often play as a point character. If she ends up as an anchor, she can use her team's leftover meter to pressure with her level 2 Blockbuster or a flashy level 5.

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

  • Double imitates 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 chaining 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) Level 2 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 an unpredictable Flesh Step, 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 Fukua's s.LP with slower start up and recovery.
Damage Meter Gain Start Up Active Recovery
300 2.5% 6 3 19
Hit Stop Hit Stun Block Stun On Hit On Block
7 18 21 -3 0
  • When chaining twice, the second attack is identical to the first.
  • 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 and block 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 22 -10 -12
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% 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
An exact copy of Parasoul's s.MK for one hit, chained into an inferior version of Fukua's s.MK with longer start up, longer recovery, and less damage.
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% 11 3 23
Hit Stop Hit Stun Block Stun On Hit On Block
9 24 19 -1 -6
Hk.png Impawster Launch.png
A copy of Ms. Fortune's s.HK with a longer start up. It is Double's only attack that can launch the opponent.
Damage Meter Gain Start Up Active Recovery
975 10% 16 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 Fukua's c.LP with less damage and a longer recovery.
Damage Meter Gain Start Up Active Recovery
200 2.5% 7 3 11
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
A more damaging version of Cerebella's c.MP.
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 version of Filia's c.HP with more damage and a longer recovery. Like the original, it will cause ground bounce on an airborne opponent.
Damage Meter Gain Start Up Active Recovery
950 10% 12 3 36
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
An exact copy of Parasoul's c.MK.
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% 17 4 32
Hit Stop Hit Stun Block Stun On Hit On Block
10 14 17 Sweep.png -18
(air) Lp.png Clawpy Cat High.png
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 High.png
An improved version of Filia's j.MP that causes more hit stun. 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 9
Hit Stop Hit Stun Block Stun On Hit On Block
4 x5, 9 20 x5, 21 18 x6 11 8
(air) Hp.png Violet Tantrum High.png
Double's version of Painwheel's j.MP has a faster start up, fewer continuous active frames, one less hit, less hit stun, and lower overall damage than the original. This is still a powerful air to air attack, with the faster start up complimenting Double's faster falling speed. It is still relatively 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, 12 20 x2, 24 16 x3 2 -6
(air) Lk.png Spiral Fraud High.png
Parasoul's Spiral Flare (air ←+LK) command normal with the same continuous active frames but less hit stun. Double also points the attack directly at the opponent, so it will not hit hit as a cross up.
Damage Meter Gain Start Up Active Recovery
100 x3 1.5% x3 10 18 16
Hit Stop Hit Stun Block Stun On Hit On Block
7 x3 19 x3 21 x3 -12 -10
(air) Mk.png Patellar Repeat High.png Strk.png (2nd hit)
A version of Valentine's j.MK with improved damage on the first hit and a shorter recoveryv. Double has more weight and more momentum than Valentine when she moves forward during the second hit.
Damage Meter Gain Start Up Active Recovery
300, 600 2.5%, 6% 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 High.png 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% 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 9 - 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 50% Damage Scaling
Damage Meter Gain Start Up Active Recovery
0, 300, 900 4%, 0%, 7% 7 1 28
Hit Stop Hit Stun Block Stun On Hit On Block
N/A Throw.png N/A Knockdown.png N/A
(air) Lp.png + Lk.png Kitten Blender Airthrow.png 50% Damage Scaling
Down!
Damage Meter Gain Start Up Active Recovery
300, 1000 0% x2, 18% 7 3 18
Hit Stop Hit Stun Block Stun On Hit On Block
N/A Airthrow.png N/A Groundbounce.png N/A

Special Moves

Command Name / Quote Properties (glossary)
Qcf.png + P.png Luger Replica Default Ensemble Choice (MP) 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 - 38
Hit Stop Hit Stun Block Stun On Hit On Block
8 28 18 -1 OR Knockdown.png (vs air) -11
Mp.png
Damage Meter Gain Start Up Active Recovery
650 (2.5%) 7.6% 12 - 38
Hit Stop Hit Stun Block Stun On Hit On Block
8 28 18 -1 OR Knockdown.png (vs air) -11
Hp.png
Damage Meter Gain Start Up Active Recovery
650 (2.5%) 7.6% 12 - 38
Hit Stop Hit Stun Block Stun On Hit On Block
8 30 18 1 OR Knockdown.png (vs air) -11
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 invulnerability 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 8, 5, (6), 4 42
Hit Stop Hit Stun Block Stun On Hit On Block
11, 7, 8 20 x2, 10 23 x2, 13 Knockdown.png -32
  • Invulnerable for start up after 2f of start up.
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, 9 20 x2, 11 23 x2, 14 Knockdown.png -43
  • Invulnerable from frame 5 to frame 16 of start up.
Hk.png
Damage Meter Gain Start Up Active Recovery
500, 600, 1000 (2.5%) 7.6% x3 17 12, 4, (11), 13 50
Hit Stop Hit Stun Block Stun On Hit On Block
11, 9, 10 20 x2, 12 23 x2, 15 Knockdown.png -47
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 and 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 version gives Double a bigger hit box, 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 17 Stagger.png OR 0 (at best) -7 (at best)
Mk.png
Damage Meter Gain Start Up Active Recovery
450, 475 (2.5%) 4.6%, 7.6% 12 (until ground), 3 35
Hit Stop Hit Stun Block Stun On Hit On Block
10 x2 55, 34 23 x2 Knockdown.png -14
Hk.png
Damage Meter Gain Start Up Active Recovery
550, 650 (2.5%) 6.1%, 7.6% 14 (until ground), 3 55
Hit Stop Hit Stun Block Stun On Hit On Block
10, 12 55, 22 25 x2 Groundbounce.png -32
B.png + Lk.png + Hk.png Cilla Slide Default Ensemble Choice Low.png
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, surprised 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 10 36
Hit Stop Hit Stun Block Stun On Hit On Block
12 17 20 Knockdown.png -16

Team Moves

Command Name / Quote Properties (glossary)
Mp.png + Mk.png OR Hp.png + Hk.png Second Impact Tag In
Coward!
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 the second hit causes a regular knockdown instead of the full ground bounce.
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 Groundbounce.png OR Knockdown.png N/A
Qcf.png + Mp.png + Mk.png OR Hp.png + Hk.png Chimeram Outtake Startupinv.png
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 Level 1 Blockbuster 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 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.
Damage Meter Gain Start Up Active Recovery
500 x4, 1200 -100% 6 + 2 OR 6 + 11 - 32
Hit Stop Hit Stun Block Stun On Hit On Block
(8) 8 x4, 24 26 x5 23 x4, 26 Knockdown.png -64 (at best)
  • Invulnerable through all start up and active frames.
Qcf.png + K.png + K.png Catellite Lives Level 2 Blockbuster 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 + 32 N/A N/A
Hit Stop Hit Stun Block Stun On Hit On Block
(2), 8 28 22 N/A N/A
  • Invulnerable for 1f of start up immediately before the super flash.
Qcb.png + P.png + P.png Nightmare Legion Level 3 Blockbuster 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 17 52
Hit Stop Hit Stun Block Stun On Hit On Block
(6), 0 (10 to opponent) 20 23 Knockdown.png -35
  • Invulnerability through all start up frames, active frames, the first 12f of recovery on block.
  • The full attack will only trigger after a successful 1st hit; damage shows complete attack, frame data shows attack on whiff or block.
Qcb.png + K.png + K.png Megalith Array Level 5 Blockbuster Startupinv.png Airok.png High.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 or build Drama. 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
(5), 12 22 25 Groundbounce.png 23
  • Invulnerability through all start up frames, active frames, and the first 49f of recovery.
(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
(5), 10, 12 55, 22 25 x2 Groundbounce.png 23
  • Invulnerability through all start up frames, active frames, and the first 49f of recovery.
---.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

Are Your Ready For? Edition to Skin and Bones

  • Fixed a vulnerable frame in Double's post-Ensemble taunt.
  • Tag In attack received the following changes:
    • Trading hits with the first hit now causes a regular knockdown instead of a ground bounce.
    • The ground bounce has been improved, allowing Double to start a combo off of it in most situations against heavy characters.
    • The second hit can no longer cross up; blocking the first hit and holding that block direction will always block the second hit.
  • Bandwagon Rushdown will now trigger the reverse direction when holding any back direction instead of just straight back.

Unfinished Business Edition to Are Your Ready For? Edition

  • No changes.

Encore to Unfinished Business Edition

  • Added 1 additional crowdfunding requested palette, bringing Double's total to 20.
  • Double can now cancel between forward and backward dashes like everyone else.
  • Fixed bug that would force Double to face the wrong direction after a ground recovery.
  • Crouching hit boxes changed to me more consistent; Double can no longer dodge certain attacks on a specific frame of her crouching animation.
  • Fixed a bug where Flesh Step could count as a chain to the Infinite Prevention System.

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.

Initial Release Version to Slightly Different Edition

  • 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.