Double Thread: A Reading from the Gospel According to Cthulhu

Found that out the hard way lol, made me sad.

Go figure, the combo I listed earlier is either tight as hell or fucks up when OTGing heavies after fridge (Should still work on everybody else, just gotta a wee little tight timing with the dash and otg). Came up with a more reliable one that’s a couple hundred less damage, just replace fridge with barrel after first j.MK and do OTG c.LK s.HP. Depending on the character you can add some normals (Or actually have to, lol) and maybe go into launcher, in corner you can always go into another launcher.

I ran out of normals doing this. Except maybe Cr.HK.

Jump In A.HP
St.LK/MK/MK/HK
Jump
A.MP/HP
Land, Jump
A.MK/HP (One hit of MK only)
Land
St.LP/MP/HK
Jump
A.LP/MP/HP
Land
St.LK/MK/HK
Jump
A.LK/MP/HP
Land
Cr.LP/MP St.HP
QCF + BB

EDIT: Now with a video.

[media=youtube]b7v_cMPI43s[/media]

It should always be 2, the second hit helps ensure fridge/barrel doesn’t whiff.

Raw Tag into double, level three.

It scales hard, but its hilarious.

I’ve been experimenting with the slide a bit. This is a cross-over with double-jumping HK over the opponent and trying to create a ambiguous crossup with the falling bird.
Right when the avery buzzard hits I connect a slide instantly into a meterless combo for 4515 damage. When they block high they get hit by the slide, if they block low they get hit high.
I don’t know if it’s practical at all in the game - might be useful after a knockdown too.

The second combo is a quick punish with a slide, cr. MK, cr. HP, qcf LP, qcf PP for one meter.

[media=youtube]SF_Gkkeovq8[/media]

Just a quick note and possibly a question.

I’m not sure if it’s me or the game, but connecting a proper OTG after a slide or even a throw doesn’t seem to work on certain characters.

I just tried your slide setups on Cerebella, as an example, and in the first combo I can’t connect the MK chains to launch. I also noticed that Parasoul has a similar issue when thrown.

Might be character specific, I only practiced with Peacock, because I thought the smallest character would be safe…
Anyway the OTG after slide should work if the enemy bounces into the wall so the MK can reach.

Okay so everyone seems to have figured out what Double can do. I just found some new tech but can’t make a video yet.

Basically ending combos with fridge canceled into cat super gives you time to dash midscreen and continue a juggle, even if you’ve used your bounce already. Also of course this works in the corner without dashing.

My new combo with an in the corner cat super ender got me just shy of 7500 and my cat super stuff was not optimal mostly some ideas and mashing on lp…

So notation with hopefully a video later is

st.lk,st.mk,st.mk,st.hk, j.mp(3-hit), j.hp (land) j.mk (1-hit), j.hp, land, cr.fp xx slide, dash, cr.mk,st.hk, j.lp, j.mp (1-hit), j.hp, st.mk, st.hk, j.lk, j.mk (2-hit xx fridge) If you end the combo here it does almost 5000 I think? Im not sure i forgot to pick 3 characters to remove the multiplyer… My cat super string went something like, st.hp xx dp+mk (press lp while it hits), recover, cr.mp, st.hp xx dp+mk (press lp while it hits) st.lp,st.lp, st.mp, st.hp xx dp+mk again.

There is probably better stuff with the cat but i didn’t practice it that much with optimal strings.

They can tech your combo at that part right there.

huh?
why?

they don’t hit the ground again… you catch them before they stop bouncing… also no red falsh comes up…

When you do the slide, are you noticing the small blue circle that pops up underneath them? That’s the indicator that they can tech.

But it lets me otg and usually if they tech it won’t let you otg, if just the slide is the problem you can just do cr.hp and then late cancel the slide so it whiffs and still otg, then the combo still works, also so wait, they can always tech after a slide hits? since even raw slide causes the blue halo, wtf is the point of it then?

That blue halo is the indicator they can tech. The other thread was talking about this kind of stuff so I’ve been really careful building combos. Unless you can catch them with a St.LK immediately after you hit them with a slide then you can’t combo it, and the slide into St.LK doesn’t work on everyone. You can also cancel the slide into the QCF+PP and it will connect before they can tech as well.

okay, well combo still works, just have to omit the slide, i just tested it in the corner and it still works just fine. I understand the blue halo is a tech indicator, i just thought it was weird they could always tech slide quickly, makes it seem much less useful.

also midscreen you don’t omit slide you just use it to chase the oppoent after the d+hp

imo throw resets should be explored more with Double. You get a lot of damage off a throw, in corner you pretty much get a free BnB. Going for the car super at the end doesn’t add on that much damage, at least not enough to justify the one meter when there are plenty of other things you can do with meter imo (Lv3s, DHCs, alpha counters…)

You can link jLP off her jMK, but that also means you can just go for a throw instead as long as the height is correct. Or instead of stLP MP launch, you can just stLP walk up throw.

Being able to pick up a game and hold your own against other players after 15 minutes of practice is a bad thing?

what have mmos done to people

Agreed on the resets. After LOTS of playing with her combos there are a lot of ways to mix it up and throw in resets. Many of her combos end with around the same damage anyway. Try something like…

Combo starter into launcher (I say this because her throw doesn’t lead into a combo on everyone unless it’s in the corner)
Jump
A.LP/MP/HP
Land
St.LP/MP/HK
Jump
A.LK/MP/HP
Land
Cr.MP
(Reset into throw)

Aside from that she has a lot of corner carry in her combos. If you find that the above doesn’t take you to a corner then after the Cr.MP you can chain into St.HP or even her DP+HK. Both carry really far across the screen, but the latter hurts more and puts you right next to them.

I’ll try to do a writeup about who you can/can’t hit a combo on from a slide/throw, but that will be when I wake up in the morning.

Who cant you cant get a combo of a throw on ?

Off the top of my head I know Parasoul can’t be hit with a standard combo from a throw. Valentine requires a specific, abbreviated combo from a throw. Other than that I’d have to test, but the throw combos are a little more character specific. Same thing goes for slide combos.

I just tested:

Throw, st.lk, st.mk, st.mk, cr.hp, HK Hornet Bomber xx Car.

Works on everyone for around 4500 1v1.
There are probably better options than that.