Double Thread: A Reading from the Gospel According to Cthulhu

http://i2.kym-cdn.com/entries/icons/original/000/001/714/doublesguy.jpg

The Doubles Guy!

And I’d like to state that I’m being dead serious about this.

didn’t get it

>2012
>not making a Double check’em pic
ISHYGDDT
I mean… Uh. What is that guy pointing at? I don’t understand.

Someone make this so we can invade the Fighting Game Generals in /vg/ with this!

Dubs Check’em.

Hey, let’s talk about gameplay!

http://www.dustloop.com/forums/showthread.php?13566-Double-Basics

Wow, this character is insanely cool. I think she’s my second favorite after Peacock.

I don’t have a dustloop account so I can’t post this there, but her cr.HK is valentine’s sweep =]

PARASOUL! WITH A U!

I’m surprised she doesn’t have a command throw.

Also cerEbella. Also reveRge labs >_>

I also think her assists are going to be legit. hp gun seems like a great anti air and slides looks like a good combo extender and mixup tool.

One thing I dislike is her level 3 ends the moment they die in it, I want the full animation if I land it! ;_;

I just noticed this when I watched the (sadly brief) WNF footage.

Yes he landed it!
Wait it’s over? =(

It’s particularly odd given that Mike added that “corpse punishment window” to the end of a match, I would have thought finishing the animation would have been in the spirit of things.

Some Double impressions from getting beat on by everyone at WNF:

Her dash is good but not overpowering. The invulnerability doesn’t cover the start up and recovery and her hurt box is HUGE. It’s also takes a long time to finish the animation, giving the opponent plenty of time to react and punish appropriately.Trying to use it to close distance through something like a Parasoul mine field/projectile spam routine is not easy.

Even if you try to run away using her dash, Double’s range game doesn’t really get you anywhere. Her projectile has a lot of lag behind it and it’s not exactly spammable. Her HP, a mighty long range poke for Cerebella, doesn’t do as much for Double without a quick command throw to cancel the recovery. At best you can hit confirm s.HP into an OTG car super, which will deal quick damage but not allow a combo afterwards.

Hornet Bomber (DP+K) is actually amazing and safer than it looks. The HK version sends you flying a full screen distance making it awkward to punish on whiff. You can cancel it into super as soon as she hits the ground on hit, block, or whiff. On block, canceling to Catellite super makes a reckless DP safer but it can still be punished by exceptionally fast moves like Cerebella and Filia’s 0f supers.

Double’s ground chains take some getting used to. Her s.LP, c.LP, and s.LK all have poor range. Her s.MP often does not combo into s.HK, her only launcher. c.LK > c.MP > s.HK or c.HP seem like the best options. On block, its safest to just go light > medium.

Jumping around and hitting s.HP at random actually works pretty well. The big hit box and her rapid fall to the ground let you jump at Cere-Copter assists like a maniac and hit both characters.

To the Q&A thread?

No, because the same assholes who used FRKZ after KOing you in CT will use it as an extended taunt after killing you. >_>

Maybe we can pass it along as a request for it in the first patch.

:d

Then don’t lose.

Once we get lobbies, I won’t be able to stop them from doing it to other in the room. >_>

I don’t mind getting taunted, but it takes too damn long! Just teabag (well, taco bop in this case. >_>) me and move on.