Slowpoke here. I’m trying to find out a decent loop
(sLK), sMK, sHK, JC, jMP>jHP, land, sMK>sHK, JC, jLK and after this i want to find the longest possible combo. Usually i go for …>jMP xx barrel xx super. or jHK for mixups. But i want to make this combo longer, but obviously avoiding the isp… maybe go for a knockdown, otg with sLK and go on?
Ended a combo today with Double’s lvl3 on a headless Ms Fortune today, started to look like it might not actually kill her in the end, and then she got bounced RIGHT over to where her head was, the springboard picked it up, and she took so much extra damage from the head getting juggled it killed her
I agree on the sentiment about Bionic Car, doesn’t seem like a good combo ender, I mostly use it to punish my opp. (like if I blocked the laser portion of Argus Agony) or to take advantage of it’s startup invuln.
Double definitely seems heavily reset oriented, between her AMAZING ground/air grabs and her j.HK, she can just reset for DAAAAYS, and nothing aggravates an opponent like “combo > reset > combo > reset > combo > etc.”
she’s got STUPID mixups with her ground dash+assist too, especially with something like Cerecopter, Painwheel’s c.MP, or Ms Fortune’s s.MK, you can just call the assist in a blockstring, dash through, and if they block it, dash back and go for a throw or jump over their head with j.HK and f*ck with their head some more…
Okay here we go!
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should be all valid this time. Not sure it works on everyone though i know it works on most of the cast, havne’t tried double or valentine yet. I missed my st.hp in the corner with cat super so damage is a bit lower, but there you go.
I’ve played Double solo to some good results. You just have to keep the opponent guessing as to how you’ll approach, and otherwise have a very strong defense up, but when the hit comes in then oh boy.
Also being able to dash through Peacock’s crap is so amazingly amazing.
don’t you find that hard to time?
i dash through stuff and it feels awesome but it’s usually because i was dashing at a bad time and lucked out
and yeah just having double chill in the back so you can whore out that assist is pretty annoying especially when you admittingly say you can’t play her…
but whatevs if it’s there and works use it shrugs
I’ve been using Double solo, since I’m still trying to learn Filia/figure out who else should be second. Depending on the character I’m fighting I’ll either wait or go in. vs. Peacock I’ll either try to advance the normal way(jumping, waiting), or go for lp gunshot xx super to get some easy damage and be right on top of her.
Right now I am trying to figure out some safe strings. cr.mp seems kinda safe, but I’m not 100% sure since I think I’ve been punished before. MP Gunshot gets me punished a lot when I end a string with it.
I’m trying to tiger teacup, but when I do the input it has me teacup at the same height as when I jump first and teacup immediately after.
So I’m doing it wrong, right? Anybody have a video of how low tiger cup is?
So I messed with Beam’s combo and mixed it around with my own, this is the best I’ve got so far:
c.LK c.MP s.HK j.LP j.HP (2 hits) j.HK neutral SJ jMP jHP land jLK jHP (Delay veeery slightly after the three hits of j.LK) s.LP s.MK s.MK s.HK j.MK barrel c.MK c.HP xx DP HK.
It does about 4950 in 1v1 and 2v2, and once you’re used to it the only tricky parts are getting the right number of hits of jMP (Basically fewer for Double/Cere, more against everybody else) and delaying j.HP enough after j.LK so that you can land s.LP on lightweights. The whole combo up til the OTG can be tacked on to throw/air throw combos and shouldn’t need any extra adjustment if you delay the second s.MK properly. There’s plenty of room for optimization too, especially regarding heavies.
And just a note, when messing with combos be sure to test weight, even if you don’t think it’ll matter. Obviously Double herself should be covered (Since she’s pretty easily the heaviest) while if I’m not mistaken Fortune is the lightest. Painwheel seems pretty light too and I swear her air hurtbox is smaller than average.
Hmm so I was watching it and it looks like the cr.mk may have been tech able. You can def combo after gun though… So I must have just mistimed it? Or the cr.mk to st.hk was to slow or something… Hmmm
Edit: I was watching this on my phone and what I thought was blue spark was the hit stun meter… So should all be legit
J.HK makes the Teacup safe. You can convert if either of them hit. If they’re jumping a lot then change the teacup to the barrel. If they block both of them then throw out a normal, it beats people pressing buttons. Or you can just grab.
I haven’t seen a single double online abuse her J.HK That’s one of her best defensive options outside of her DP obviously.
Peacock + Butt Slam = GarbageDayGarbageDayGarbageDayohlookahitARGUSAGONY
It’s a GTFO assist that works as an anti-air and sends them pretty much (if not exactly) fullscreen. You have to be real patient against it.
Good stuff, trying to do some research on what the top assists are, Im a sucker for a good assist truth be told and after seeing parasouls assist tearing shit up at powerup I just looked through the properties to see if there were any similar ones.
Against Fortune with her head out, car super is unsafe on hit unless it hits the body first. Got punished for that so many times, ugh. Luckily, if her head’s out she’s vulnerable to the heads super.
I had a lot of trouble dealing with Fortune’s pressure as Double (though I would probably have trouble using other characters too). I seemed to always be getting pushed to the corner, and was unable to punish blocked strings and rekkas. If I was free to move I would generally be getting into the air to use j.HP of j.HK which would sometimes work. The head would punish j.HK and let Fortune approach, and punished luger zoning.