Here’s my analysis of Double. It may not be as detailed as I like it, so if someone asks something or if I remember something I’ll elaborate, but otherwise these are the basic analyses of Double’s parameters.
I have other characters scored, but I haven’t yet put those scores into explanations.
The following parameters are based off Xie’s parameters from him doing the BBCSE tier list. I’ve edited them to be more relevant to SkullGirls, as well as changing the ratings from letters to a score out of 10.
[details=Spoiler]Character Parameters
Parameters will be rated from 1 to 10 (10 meaning best, not perfect), including halves. Each parameter is weighed in its own category,
so please take a look at each description to fully understand
how the assessment was made.
Neutral Viability
A review of how well the character fairs in neutral situations,
especially in respect to how the character can shift into an
offensive or damage dealing state,
as well as avoid being put into a defensive or receiving damage state.
Offensive Viability
An overview of the character’s ability
to create damage opportunities
when they have the advantage,
as well as prevent the opponent
from escaping or safely retaliating.
Defensive Viability
An evaluation of the character’s ability to escape
from situations where they are at a disadvantage
or create opportunities to retaliate.
Reward Assessment
A general outlook on a character’s average
damage and tension gain, taking into account
how often maximum or minimum
damage situations can occur.
Also assess other potential rewards.
Team Versatility
Describes a character’s viability to take part in multiple team sizes,
including good assist moves, and how well a character
fares with an assist as well as without.
The more team sizes the character
can be used on viably, the higher the rank.
Character Versatility
Describes the character’s ability to execute
numerous viable game plans. (Not included in average)
Complexity
Describes the character’s ability in terms of the number of
TOTAL options in any given time. (Not included in average)
OVERALL
An average of all above factors[/details]
[details=Spoiler]Double
Neutral - 8
Her j.HP is very good for spacing and she can also poke with Luger Shot as a way to annoy those who try to zone her. Her dash is also very fast and crosses up, so you can dash toward them while they’re close enough to cross them up or quickly move in while they’re doing a move.
Her j.HK is also very good as it helps cover her from assists, safely.
Because of how fast her air normals are and how quickly she falls, it’s very difficult to challenge a well spaced Double.
Offense - 10
During her combos, there are many places to reset them with a throw, cross them up with the teacup.
Cattelite super allows for very heavy pressure. During the super you can mix them up by crossing them up or doing throw/low mixups. There are so many options, that you’re very likely to get a hit eventually during this super.
Her on-block pressure is fairly poor without the cattelite super, so it’s best to retreat back to neutral, or poke with a single safe move and then do something else (jump, dash crossup, dash away, etc.), but because meter is so abundant in SkullGirls, Double will have at least 1 bar of meter almost the entire match.
Defense - 9
Hornet Bomber H. This move goes full screen and has invincibility from startup, until the peak of the arc. If spaced properly on block, can be super cancelled into Cattelite super to turn defense into offense instantly. If you end up too close to them, you can get punished if you try to go into cattelites, so it’s a very high risk-high reward move.
Other than that, her normals are either fairly slower than most others or are very short ranged as to be unuseable as a poke, but a well placed dash combined with pushblock could get you out of pressure.
Reward - 8.5
Double can hit confirm from anywhere into her combo that does 5-6k. She builds 90-100 units of meter in every completed combo she does. Moreso, overall, with resets.
Team Versatility - 9
Double is a very good solo character that can deal with a team’s pressure using an assist and also has the best DHC and assist moves to use in her arsenal.
Her level 3 takes a long time to complete, so that means plenty of red life recovered, as well as doing a minimum of 5k damage. Cattelites is also a very good super to DHC into as it means you start off with a reset opportunity on offense instead of just a super to tack on damage.
Hornet Bomber H is a very good assist move that does everything you would need an assist to do.
Character Versatility - 3 (flavour descriptor, not counted towards average)
Her gameplan is very straightforward and because of her nature as a character, it doesn’t leave much room to the imagination. The few gameplans she can execute are good enough for her to not need anything else.
Complexity - 4 (flavour descriptor, not counted towards average)
Not too many options on defense, and a fair number on offense, but overall it’s very limited. A generally straightforward character.
OVERALL - 8.9
Double is a solid character that isn’t dramatically weak in any area.[/details]
Also, I don’t know about that. MF can get pretty decent damage off pretty much anything. Like 5-6k easy.