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.
Playstyle: Double's toolkit is very versatile and suited for either rushdown or turtling. 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 (236P) allow her to control a good amount of space from the ground, and is often able to convert into a combo. She has a great ground game as well. c.HP is a ground poke and frame trap tool, s.HP is a slower, long range poke that causes sliding knockdown, and her dash moves a large space forward quickly.
Mixup: Double doesn't have a grounded overhead or IAD overhead option like much of the cast. Instead, she leverages her c.LK to keep opponents honest and create opportunities to open them up with her amazing throw range. Coupled with her dash, she has some of the best low / throw pressure in the game. After she lands a hit, she has an extremely simple and flexible left / right air vortex. 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.
DHC Synergy: Her level 2 catheads super (236KK) 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 was blocked.
Her other supers offer flexible DHC synergy. Her her level 1 car super (236PP) can choose which side of the screen to come out of, allowing you to take back the corner if you didn't have it already before you DHC. DHCing into her level 1 puddle super (214KK) allows a full combo and decent damage. It can also be setup such that the puddle stays on the screen and traps the opponent in the corner. Her level 3 and level 5 supers are great for tacking on damage at the end of a combo.
Reversals: Double's reversal is L Hornet Bomber (623LK). The hitbox will only hit in front of Double as it has no vertical reach. Aside from that, it has decent startup, full invulnerability, and leads into a full combo with meter. As a reversal, it does its job to get out of small windows of pressure and on wakeup. Her supers, while useful in other aspects, are rarely used as reversals. Car can only really be used if the opponent is in your face in the corner. Level 3 is extremely risky and the reward on hit isn't as good as going into a full combo with L Bomber. Level 5 is useful as a reversal since it's invulnerable, mostly safe, and can be done in the air. But, it will consume all of your meter, and can be used instead to ToD in 3v3 ratio.
Flesh Step: One of her most unique tools is her command dash, Flesh Step (214K). 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, long reach low 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 (236P) - Great space control tools. L can be thought of as a fireball. H anti-airs and confirms into a full combo.
j.HK - Creates space between you and the opponent, and useful to use on the opponent's wakeup.
Her fastest normal, used in air crossup setups in order to make the gap as short as possible and prevent the opponent from escaping. Unfortunately, for that purpose, it is a bit small and can sometimes whiff if you're not completely on point.
Used in the end of combos to start a chain with a LP button and tack on more hits since it chains into itself.
Slow, long range poke that causes sliding knockdown. The extended hurtbox lingers after the active frames so this button is suspect to whiff punishes. But, special canceling into Luger can make this move much safer as the hurtbox won't be out for as long.
Less damage than Cerebella's f.HP (1000 instead of 1600), but is otherwise identical.
Easy to combo into from her magic series chains, so you can choose to end your combos in a sliding knockdown for oki as long as OTG wasn't spent in the combo. Canceling s.HP into two subsequent Flesh Steps and throwing out a j.HK will put Double in the perfect position for oki.
Two hit normal that is mostly a combo move. If you need to adjust the height of the character you're comboing, use this in your chain since it's two hits and can be delayed. It can be used in hit confirms but the frame data is abysmal, and is suspect to PBGC if you use all the hits in a blockstring.
Tied for fastest air normal in the game. Has a good crossup hitbox and shrinks Double's hurtbox, which can evade some attacks. Use this when you need your fastest air to air, or to disrespect air resets.
Versatile jump-in. Good hitbox, multi-hit, and can be converted from almost any range using dash s.LP. On block, if they don't pushblock, you can go for a low / throw mixup. To mix up the pushblock timing, you can fast fall with j.HK, making this move scary even if it's blocked.
Hits once, then summons a bird projectile, Avery, which has two additional hits and travels straight downward.
The first hit will pop a grounded opponent into the air.
In neutral, the projectile can allow Double to safely back up and create space. With Avery, the opponent won't be able to chase too closely.
In combos and resets, this move is essential. If the opponent is at the right height, it will leave the them suspended in the air for a crossup reset. Example: j.LKx3 > j.MPx1 > j.HK. Then, dash under s.LP.
Double's throw is an essential part of her mixup game, and one of the bigger throws in the game. Fortunately, it can be converted from easily using Flesh Step c.MP. Saving OTG is possible on some characters by converting with H Luger at specific ranges.
Double enters from the side of the screen, then re-appears from the top of the screen.
Allows a small window for a follow up combo.
Avoid using this outside of a combo. The startup and amount of time it takes to travel across the screen gives the opponent plenty of time to react. The only time it's even possibly worth considering is vs Peacock or Robo-Fortune when they commit too hard to zoning.
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.
Excellent tool for space control that causes a knockdown on air hit. The trajectory differs depending on the button pressed
Travels in a straight, horizontal line. It can be crouched under, but will catch moves that aren't low profile and air moves at IAD height. If it hits an air opponent, it knocks down and a conversion is usually possible by dashing and picking up OTG.
Especially useful against characters with big hurtboxes, since it's harder for them to jump over.
Travels diagonally towards the ground. Use to hit opponents trying to low profile the L version.
Ricochets off the floor and covers the area right above Double. Great for anti-airing. Even if they block it in the air, Double is usually safe
Use this version if you're in point blank range and absolutely have to end your blockstring with something safe.
The second luger used in a combo will not knock the opponent nearly as high, limiting combo follow up options
Note about ending blockstrings with Luger: Each version is technically safe on block, but if the opponent pushblocked your string earlier, it can usually be punished with a PBGC.
Each version of Luger reels Double's hurtbox backwards.
Double flies across the screen in an arc. The button used determines the size of the arc, and the L version has invulnerable startup.
Double's primary reversal. Less than stellar hitbox that will only hit in front and not above. Extremely unsafe without a DHC.
L Bomber into puddle is effectively -18 on block. The opponent can easily punish Double before she recovers or they are grabbed by the puddle.
L Bomber into catheads is effectively -12 on block against regular moves, and even more unsafe versus strike invulnerable moves. Some of the slowest reversals in the game like Beowulf's H Chair (25f) can punish it.
Super cancel into puddle for a combo on hit.
The assist version has 2 more additional vulnerable frames, after the usual 3 vulnerable frames on every assist.
Useful as a lockdown and space control assist, not much use on point.
Combo ender for max damage. Useful as a zoning and lockdown assist.
Double transforms into one of three items depending on the button pressed and falls straight to the ground. Mainly a combo tool, used to bring the opponent back to the ground. Each version has some cross-up potential as well, but they're all minus on block, so only use it if you have an assist to cover you.
Teacup. Staggers grounded opponents.
Significantly shrinks Double's hurtbox, which can be used to avoid specific incoming setups and resets
Barrel. Causes a short ground bounce and can be picked up from using OTG
Where the barrel loop combo gets its name from. Since the Avery from j.HK will combo off the ground bounce before using OTG, this combo saves OTG. See the combo section for specifics.
Can also be a slow overhead option from the ground, if done alongside an assist to combo off of. If you really want an overhead option as Double, unfortunately this is it.
Fridge. Causes a higher ground bounce, does the most damage of all the versions.
Super canceling into puddle is safe.
This move is usually referred to by the corresponding item (teacup/barrel/fridge)
Double disappears from the screen as Peacock, returning to run over the opponent as an invulnerable car.
Double becomes vulnerable again as she transforms during recovery, always appearing directly in front of the opponent.
Holding back during start up will add 9f to the start up and drive across the screen from the other direction.
This also reverses the direction in which you have to input your DHC.
Since it can hit from either side of the screen, it can be used to punish from fullscreen away and then go into a DHC. For example, if Peacock is committing to two George bombs, this super can punish her.
Used as a combo ender on point when it will kill, or to DHC into another character. Since you can choose the direction, you can get back the corner if you didn't have it already as long as you're close to either side of the screen.
You can also DHC after the car passes through the opponent for a side switch.
It will only work as a reversal if you are in the corner and the opponent is right in your face. Otherwise, there is travel time and the opponent can avoid it.
The recovery is long so it's not very advantageous even when it hits. If OTG has been used this can sometimes even be punishable on hit. You basically want to DHC from this super unless it will kill.
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 countdown timer will go 1.5x as fast when Double is not the point character.
The puddle will disappear if Double is hit, even if it has already been activated.
Used primarily to convert off of L Bomber, or as a DHC for conversions. Outside of combos, it's used to trap the opponent in the corner, or to set up tricky incoming mixups. Lastly, it can be used to make fridge safe on block.
Convert easily using H Luger. A better conversion is c.MP, but it's a bit more difficult to time.
The puddle won't grab enemies being thrown.
The puddle isn't triggered by projectiles.
The opponent can whiff a move over the top of the puddle to trigger it without being grabbed, as long as the move retracts its hurtbox quickly enough.
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 heads attack as Double presses attack buttons.
L buttons make the heads attack forward along the ground.
M buttons attack upwards at an angle.
H buttons will attack downwards at an angle if they're in the air, or behave like the L buttons if they're on the ground.
Used on point to extend pressure and keep your turn. As a DHC, it's amazing since it allows you to keep your turn as long as the super you're DHCing from is blocked.
If the point's reversal whiffs, catheads can be punished since it has a lot of recovery.
On block you still may be punished by PBGCs, invincible alpha counters, or alpha counter into super.
Use throw inputs to have the heads attack without hitting the opponent as Double, which may add unwanted undizzy / IPS tracking.
Although you get your turn, it can be hard to open up the opponent since Double has no quick overhead from the ground. However, jumping and mixing up between a low jLP and cLK can be effective. Using Flesh Step will not work as a crossup if they're in continuous blockstun due to crossup protection from blockstun. However, if they pushblock, it's possible to crossup since they exit blockstun. In this case you can delay the cathead's attacks before attempting a Flesh Step crossup or low/throw mixup.
Useful as a DHC in optimal combos. Can potentially do more damage than car for the same meter cost if you can get enough hits in and/or use any remaining undizzy effectively.
The super ends early if Double leaves the screen.
Double gains 16.6% of her usual meter gain as long as the super remains active.
On hit, goes into a sequence of attacks as Double transforms into a variety of characters, ending in a sliding knockdown.
A combo ender for lots of damage. Using this as a reversal works, but is extremely risky. It's very punishable, costs a lot of meter, and you can't convert into a full combo unless you spend even more meter to DHC.
The full attack will only trigger after a successful first hit. If the point blocks but the move hits an assist, it will execute the attack but stop when the point blocks a hit. The follow up hits are extremely advantageous on block, making this move safe if it hits an assist.
If you haven't spent your OTG, you can follow up with a crossup car.
Damage shows complete attack, frame data shows attack on whiff or block.
Double transforms into a giant Easter Island statue which hits as an initial hit. For 600f, she can then 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 which cannot KO herself. If the timer runs out on its own, she will not explode. The explosion must be done in order to get the most damage out of this super.
The most damaging super in the game if you can hit them with a lot of projectiles and the explosion. Can ToD in 3v3 with a c.LK starter.
The meter gauge will drain during the super, so it can be used as a timer.
Technically this is an air reversal option. Using this move in the air hits overhead and adds an initial hit and active frames as Double falls to the ground. This doesn't affect the number of invulnerable frames. It's easy to mash this super while being comboed, and your opponent can't mess up your input by crossing you up.
After the initial invulnerability period, Double becomes vulnerable. She can begin attacking immediately after the active frames, but this will end her invulnerability.
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 if she doesn't explode.
, , , , ,
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!
2LK > 5MKx2 > 5HP
A basic ground chain combo ending in a sliding knockdown. Safe on block.
2LK > 5MKx2 > 2HP xx M Luger
A basic ground chain combo ending in a special cancel. Safe on block.
2LK > 5MKx2 > 2HP xx H Bomber xx Car
A basic ground chain combo ending in a super cancel.
2LK > 5MKx2 > 5HK,
jLP > jMP > jHP,
(restand) 2LK > 2MP > 2HP xx H Bomber xx Car
A basic air chain combo that sets up a restand. After the restand, you can go for a reset with a throw.
More damaging combo that spends OTG and pulls them out of the corner so you can perform a left/right crossup. This combo side switches twice so you will end up on the same side you were when you started it, but as a side effect reduces the corner carry of the combo as a whole.
2LK > 5MKx2 > 2HP xx Cilia Slide,
(dash) (OTG) 5LK > 2MP > 2HP xx Flesh Step,
5MKx2 > 5HK,
jMP(5) > jHK,
(super jump) jMK > jHK xx M Item Crash,
5LPx2 > 5MKx2 > 2HP xx H Bomber xx Car
Double Snap combo
(OTG) 2LK > 5HK,
(uncombo) H Item Crash,
Note: use H Luger instead of H Item Crash for the last hit, since doing Item Crash will leave you at much worse frame advantage against the incoming character.
This technique is extremely strong since if Double is next in line on the team, the player gets to keep their turn after a blocked reversal for only 2 bars, when catheads costs 2 bars on its own.
If you do have to block it, it's not the end of the world. Double gets momentum but she has limited options for opening you up.
First of all, if Double is not in range to attack you herself when catheads are summoned, you can PBGC and jump away. If you end up blocking the heads in the air, Double can't perform any ground mixups on you. If your character has air options, you can potentially stall for time as the catheads timer depletes.
If you're in range where Flesh Step crosses up, it becomes riskier to pushblock and jump since now you're in range for Double to threaten you. Pushblocking the heads does push Double away too, but the multiple, consecutive hits from the attacks typically keeps her in place. In this situation, there's something very important to realize: if you're in blockstun, you cannot be crossed up. This means that if you are in continuous blockstun from the heads and Double crosses you up with Flesh Step, you don't have to block crossup, as long as you are in continuous blockstun. The only time you have to be aware of the crossup is if you pushblock (since you exit blockstun once your pushblock animation completes), or if Double delays the head's attacks, bringing you out of blockstun for a brief moment. However, that delay will give you more of a visual cue to react. Considering all of this, the core mixup Double has available to her is to delay the head's attacks and do a low / throw mixup, or Flesh Step crossup. Pay attention to when Double delays the heads. If Double dashes at you, fuzzy jump the low / throw. If not, watch for the flesh step.
If you think the opponent will fish for a reversal into catheads DHC, you have some options to prevent it altogether. The key here is that catheads super has significant recovery before Double can start attacking with the heads. Some characters have moves that are fast enough or invulnerable long enough that they can hit Double out of this recovery. This will also depend on the move and how much blockstun the point character inflicts before they DHC. Pushblocking before the DHC can help with this. Otherwise, if you can make the reversal whiff before they DHC, you have a window of opportunity to hit Double out of the recovery of catheads regardless. How you can make the point's reversal whiff depends on the matchup and the specific reversal they will use. The other method is using alpha counters, which works even if you block the point's reversal. It will depend on which assists you have, but if you are in blockstun as the catheads DHC occurs, you can alpha counter and hit Double out of the recovery of catheads. Set up the dummy to safe DHC using catheads in training mode and see if your team has any alpha counter options that work against it.