Skullgirls/Double

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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
File:SG Double icon.png

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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.

  • 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, jHP 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. 2HP is a ground poke and frame trap tool, 5HP 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 2LK 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.


Important Moves

  • 2LK - Fast, long range low poke that is plus on block.
  • 2HP - Fast, long range heavy that also acts as an anti-air and can be hitconfirmed into Clide.
  • jMK - Good for travelling from one side of the screen to the other and as an air-to-air.
  • jHP - Versatile jump-in that confirms into full combos.
  • jHK - Creates space between you and the opponent, and useful to use on the opponent's wakeup.
  • Throw - Open people up expecting 2LK.
  • 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.

Attributes

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Directory


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Skullheart

When browsing Skullheart, keep in mind it was most active when the game was on an older patch.

Move List

Normals

Standing Normals

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Crouching Normals

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Jumping Normals

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Throws

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Team Moves

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Specials

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Supers

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Taunt

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Colors

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