Double Thread: A Reading from the Gospel According to Cthulhu

:eek:

I thought every Double user liked Double by default (dat Hornet Bomber). Well, maybe you could get close to a full screen slide with that tech. How safe is max range slide anyway? It looks like it should be really good.

Also, you can try kara special with Pinion Dash assist since you run it and see what you get. Seems like a good way to close the distance

What is doubles best assist on point? Lockdown,gtfo or projectile? Wanted to see what point double users like

-dime

Is it known that HK bomber > car super (3 hits) > sniper shot leads to crumple and subsequent full combo midscreen or corner?

i didnt know that… seems pretty fucking sweet if you ask me.

ok found a cool double crossup, probably aready known but seems really nice so w/e:

jumpin hp (confirm contact) j.hk~j.mp (land) immediate 2p dash… this is what happens:

jumpin hp then cancel into jhk makes double land much faster, the jhk~jmp cancels the jump hp while simultaneously calling an assist, once double lands she inputs 2p to dash instantly just before the assist makes contact thus crossing up the opponents character.

can be mixed up with the very simple but effective jhp,jhk (wiffs) land > throw

so basically off of a jhp xx jhk or jlk xx jhk double has a nice easy 3 way mixup of (land) cr.lk, or (land) dash assist crossup or (land) throw

I’m struggling against this Double I play online who is really effective at taking an educated gamble to get in a combo, using catellite in recovery if it fails, and then converting catellite into barrel loop. What exactly are the mechanics to block catellite with cat heads attacking you from both sides? Do I just hold away from the opponent’s Double, or does this thing have a chance to cross you up? Any tips on how to stop it?

blocking is always relative to the actual character and not from the hurt box

I was playing around with a slightly different reset in training mode today, only tried it on fortune. Basically you end your combo with HK sjc(backwards) j.LK j.HK land

Avery will fall onto them and you’re far enough away to be pretty safe from mashing I think. The options I could think of as resets were;

-c.LK when they land
-dash c.LK for a low on the other side
-super jump forward j.MK j.LK for a crossup which you can cancel early with j.HK to make it a high/low mixup
-jump forward j.MK j.LP for an ambiguous crossup

-I played around with teacups but I think it’s too unsafe on block to be reliable
-I need to test cattelites to see if it’s safe when you first land.

The advantage over the normal barrel loop resets I’ve been using is mainly that it opens up left/rights when the combo reached the corner.

Been in the lab recently and trying to find a solid use for gunshots in combos for double. I haven’t really found any where to put a gunshot in a combo and otherwise i just use it for zoning. I do realize M.Luger and H.Luger could be used for OTGs but why wouldn’t you just use c.Mk anyways?

TL;DR Use of Luger Shots in combos? or any combos specifically around Luger shots instead of barrel loops? Anyone have any ideas?

OK so I’m posting here because Duckator did something very very very weird to me with Double, and maybe you Double peeps can tell me or help me figure it out.

I played about 5 games with him, and in two of those games he did catheads when he was right next to me and the heads started hitting me… but he was in neutral state. The heads kept going as if he was hitting lights or whichever one brings them down from the air, but he was in neutral stance: no empty throws, no button dashing. Just… standing there.

I asked him how he did that, and he replied, “Magic.” :stuck_out_tongue:

So… what the hell happened?

edit: Heh, never mind I figured it out.

I take it he was using solo double…

No, but only Double was left.

Assist buttons?

haha, you got it buddy.

Double can raw tag to Fortune using an otg as long as the head is far away in front of you, or you and the head are in the corner. End your combo with HP, tag to Fortune and immediately press HP qcb+HP then dash up to continue the combo. I believe you can set it up to not use the otg, but it probably needs a specific qcf+HP set up that knocks them down from high enough.

I started playing SG again (now I’m almost as good with the stick as I was with HC3P pad… almost…) but I completely gave up on consistently comboing with LK/cLK from a barrel loop. It just ends up being way too unreliable and now I use it if I feel like taking the chance on a reset if the combo fails on me. <br><br>So I have a BnB that does about 1k less (I think?) then it used to now, but out of curiosity, if you no longer have jab available how do you guys go around finishing your combos?<br><br>Also, can somebody tell me what I should be doing in a corner that I can’t do without the corner? I have no corner-dedicated BnB at all right now and I feel like I’m missing out on some potential.<br><br>And last question, is it viable to dash away from the opponent when baiting a burst and then dashing back toward them to attack?<br>