I use Double and Fortune, it has been working well for me.
Copper Dabbit also uses both with Bella.
Well that kind of depends. Double benefits from a good anti air assist, so Ms Fortune definitely has that. But for pressure you can always for for the sMK. I’m not a Ms Fortune player though so I’m not sure what Double could really offer her.
MK Hornet Bomb (DP) is a good choice since it has good comboability and invincible startup. It also hits multiple times so you can use it for a little pressure or tick throws (or whatever else). Other than that I can’t think of too much. sHP covers a lot of space right out in front of you and can combo near corners.
Both fridges I use in the combo are executed as soon as they can be canceled. So right after the second hit of j.mk, cancel into fridge and you may actually have enough time to completely whiff the c.lp because it’s too early. It seems very lenient, and for the record, you can combo fridge directly after a launcher by doing it as soon as possible.
So I’m making a basics video for Double. I’m about to start editing it, but don’t expect too much. It’s just supposed to be an introduction to the character so that people can get acclimated to what she can do.
I covered:
Normals
Specials
Block Busters
BnB’s (two basic ones)
Resets (two basic setups)
Simple Tactics
I plan to make another video later that will cover more advanced stuff like assists and their applications to her game plan, but I think this should help out for now.
This is my double BNB, what can I do to improve it? Pretty basic atm
c.lk, s.mk, s.mk, s.hk, j.mp, j.hp, s.mk, s.mk, c.hp, heavy hornet bomber, bionic car
If you’re going for damage? Honestly if you confirm from st.LK/MK you get a lot more just going with this:
s.LK/MK -> c.HP
Slide
c.MK/HP
DP + HK
Bandwagon
I normally confirm off of j.HP, but that’s just the basic combo once it starts
Same difference, except you can confirm from j.HP straight into c.MK/HP and then go straight into the slide.
How do you link c.mk/hp into hornet bomber? it always shoots right over them for me…
You aren’t canceling it fast enough then, that’s the only problem.
I can’t remember the rules on double posting (ha…a pun) but I made this and it’s uploading and I’m going to bed.
[media=youtube]yszR2ykLbY0[/media]
Watch and stuff. I submitted it everywhere and worked kinda hard on it. As I post this it is about a half hour out from being 100% uploaded and watchable. Sorry, but I’m about to pass out. Combo notation is on YT.
I left a post on Gamefaqs, I’m to lazy to copy paste.
cheers for good work though
Drags on a little, but it does what it’s intended to do. Good work, Faust.
Now that we have character forums, we can expand this thread into a few others for more organization. I call not it.
This combo is pretty fun, I must say. I just have to figure out how to alter the timings so it works on more characters.
Okay I tested it. And after the luger in my previous combo you do get enough untech time to do dash st.lk… just not dash cr.mk. So yeah with that change it becomes untechable.
Now that we have character specific forums is anyone going to make a Combo, Matchup/Strategy, and video thread?
So I’ve started to play around with Double and in training mode, all is well and good but when I hopped into matches today, I realized that my neutral game with her is absolutely horrid. What do you guys do in neutral? What are her best buttons and approaches? Best anti-air? I’m having a hella hard time playing with her outside of doing combos lol. She just feels so awkward.
Also, I play Peacock/Double. I have PC’s assist as item drop but am thinking of switching to Bang! (QCF+LP) for the startup invul. Any suggestions?
From what I learned today, her best approaches generally involve for forward jump ins I use j.lk and j.HP and j.HK for crossovers/teacups. J. MP is pretty fast and works well as an air to air, j.mk is usually just for spacing and movement and j.lp I rarely use outside of combos.
Best anti air and really the only one you need is dp+lk, quick, invincible and fairly difficult to punish and leads to free car or lvl 3.
c.mk is a good poke and easy to hit confirm into slide into otg combo, double is awesome at getting respectable damage for minimal effort so abuse that. S.lp and also really fast at stopping quick approaches like instant air dashing filias but where it shines most is if it hits just do s.lp s.mk s.mk c.hp dp+hk for more easy respectable damage.
Double doesn’t have many good ways to rush in so I generally play back and wait for people to come to me. Jump back with HK a lot to set up a small defensive wall. Poke with gunshots if they hit, free car super. Double also has huge range on her throw so abuse that and combo off it.
The only character I find she can’t wait around to come to her is Peacock, in which case I play as careful as possible while I make my way in, if she does super you can active car super during super flash to blow through it with your car then go into your mix up game!
Hope that helps a little bit, I’m still new to this too, so take it with a grain of salt :].
I’ve also been using item drop and have had good luck with it. You might consider using QCF + HK because its a better anti-air option than anything double has. It’s especially useful against the often played Valentine - most players are very aggressive with jump-ins using her.
I’m having trouble hit confirming Double’s gun shot into the car. It feels like there’s only a small window of time to cancel one into other upon hit. Is anyone else struggling with this and/or is it worth practicing in training mode?
What assits are you guys using to back up Double? So far I’ve been play with Peacock and have been using Georges or Item Drop but I feel Double needs something to handle rushdown pressure. What do you guys suggest?
Yeah, to get in with Double I use jHK to keep the opponent’s aerials somewhat at bay, jHP to get in or score miniscule damage (jHP to ground combos is very scary becayse they can punish you post block), and teacupping her and there.
You have to be cautious with Double, and rely on your opponent creating an opening more than forcing one open yourself sadly. That, or you have to have godly precision with her grabs. That can work if you can manage to not get smacked in the face mid-grab.