Double Thread: A Reading from the Gospel According to Cthulhu

St.LK/MK whiffs on Parasoul. I did find a way to juggle her into a full combo anyway though.

Throw, Dash
Cr.MK
St.HK
Jump
A.MP/HP
Land
St.LP/MP/HK
Jump
A.LP/MP/HP
Land
Cr.MP
St.HP
QCF+PP

Valentine is a little different because she’s a little more floaty than other characters. I’m doing some tests now.

No it doesn’t.
I’m doing it right now.

Are you in the corner? Because every time I throw it doesn’t work midscreen.

Edit, scratch that. It’s working now. I need to see if this is me or if it’s just fickle.

You just have to dash quickly enough after the throw and it will work every time.

So now with that cleared up we have the issue of floaty characters. I have a combo that works consistently across the board, but it is slightly tougher to land on someone like Valentine since she gets a little more height out of being launched.

I use the Cr.MK>St.HK launcher in this because it actually keeps them a little lower to the ground and the scaling is slightly less severe.

Throw, Dash
Cr.MK>St.HK
Jump
A.MP/HP
Land, Jump
A.LP/MP/HP
Land
St.LP/MP/HP
QCF+PP

You can probably use other enders, but most of the time I get a restand scenario. I’ll see if I can get a slide into BB instead.

Why do you wanna do this when it’s way harder than the one i just posted and does less damage ?

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

It’s mostly a positioning thing. If you omit the Car from the end of my combo and instead go with the Cr.HP, DP+HK (still skip the car) you get excellent corner carry. Honestly I’m not finding that meter does a whole lot of anything for Double since you can end most combos with the HK Bomber for comparable damage without the meter.

Omitting super from the end of the easy one does the same thing for you and is still easier for the same dmg if not more.
You gain like a few pixels more corner carry with your hard one due to the 2 jumps but it’s really not worth it.

I’m noticing it the more I test that. However, taking your combo and adding the OTG Cr.MK>Cr.HP does a smidge more damage as well. At this point the way you scoop someone up is really about preference though. The extra damage probably isn’t worth noting.

Sorry if I came off hostile at all. I just get really into researching and testing stuff. Thanks for helping me clear all this up.

What does that have to do with MMO’s? O_o

And no, I don’t think you should be able to learn an OHK combo in 15 minutes. Look at how much fun that sapped out of Marvel 3, matches are almost comically short sometimes, and almost no one even bothers with resets because you can kill anyone off of a single hit confirm, and usually end up meter neutral too… And it’s not even hard to DO

Do you mean:

Throw: Cr.mk, Cr.hp, HK hornet bomber ?
That does 3758

Throw: st.lk, st.mk st.mk, cr.hp HK Hornet bomber
Does 3788

[media=youtube]6FESg64UXKI[/media]=

Basic combo demostration of how to connect the specials.

down, down/foward, foward + square or LP then down, down/foward, foward two punch buttons special

LP + LK then down, down/foward. foward two punch buttons special

down, down/back, back + LK then foward, down/foward, foward two punch button special

HK, jump LP+LK then down, down/foward, foward two punch buttons special

jump down, back/down, back + HK then down, down/foward, foward + two punch buttons special

LP,MP,HK jump LP, MP ,HP, down, down/back, back + HK then down, down/foward, foward two punch buttons special

LP,MP,HK jump LP, MP, HP standing LP down, down/foward, foward LP then down, down/foward, foward two pucn button special

jump HP down, down/foward, foward two button punch special

LVL5 and punch button into a HP corner

Must be the ratio I’m using then. I have it on a 1v3 so I could test more characters in throw combos. I’m getting slightly more from the Cr.MK. TESTING!

The idea that there should be a direct correlation between rewards and time invested.

Also @Faustian Logix if lightweights are an issue for OTG s.LK s.MK shit just delay the followup to s.MK, it has a shitload of untechable time.

What assist are you guys using on double?

m h.bomber for me or l lugar rep if i want to zone the char
only bad thing about bomber is that she stays out forevs so you have to be able to cover her or she’s getting tagged if they block it

*oddly enough i played a mirror where we both had m h.bomber
but they had napalm pillar for para where i had egret charge

L Hornet Bomber usually, if I was playing Peacock or something I might go for H Hornet Bomber since it takes them further away, but it’s easier to catch up to a connected L Hornet Bomber with MF (as well as keep it safe on block).

Not a huge fan of her Luger Replica tbh, it’s OK I guess, but it doesn’t really help Double all that much. L Luger is easy to duck under and has a REALLY tiny hitbox, M Luger is a bit better for horizontal zoning but if they’re a little too far away it can be jumped over easily, and H Luger covers a really narrow AA space, and if you need an AA why not [S]Zoidberg?[/S] Hornet Bomber?

I might need to do some more experimenting with Cilia Slide to see how legit it is as an assist, seems pretty similar to Valentine’s “Alpha Blade” as far as utility goes… But I’m just having too much fun with my R. Mika buttslam to try it out yet :stuck_out_tongue:

I’m trying to find a lockdown assist on double. maybe I’m looking for an amazing one and missed a good one.

If it let you use jumping attacks I’d immediately go for A.HP, but I can’t get that to work. Try Hornet Bomber M and see how that does.

It misses sometimes at close range.