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Thread: Double Basics

  1. #1
    Alright, got the go-ahead to write about double, so here's everything I remember. Just a note, if I put a * next to something, that means I'm not 100% and it needs to be re-checked. Also, when I say she "transforms into ____" I mean that she performs that same move as that characters does with the same button press.

    Normals:

    s.lp: transforms into Filia, does her s.lp.
    s.mp: transforms into Peacock, does her s.mp.
    s.hp: transforms into Cerebella, does her Titan Knuckle f+hp.
    s.lk: transforms into Valentine, does her s.lk.
    s.mk: transforms into Parasoul, does her s.mk. ---> chains into s.mk: transforms into filia.
    s.hk: transform into Ms. Fortune.
    cr.lp: transforms into Filia.
    cr.mp: transforms into Cerebella.
    cr.hp: transforms into Filia.
    cr.lk: transforms into Painwheel.
    cr.mk: transforms into Parasoul.
    cr.hk: I don't remember. jmcrofts on SRK says it's Valentine's cr.hk.
    j.lp: transforms into Ms. Fortune.
    j.mp: transforms into Filia.
    j.hp: transforms into Painwheel.*
    j.lk: transforms into Parasoul*
    j.mk: transforms into Valentine.
    j.hk: transforms into Peacock.

    Specials:

    236lp: transforms into Parasoul, fires a shot directly ahead of her. Misses most/all characters crouching.
    236mp: transforms into Parasoul, fires a shot diagonally downward. Can OTG.
    236hp: transforms into Parasoul, fires a shot at the ground that bounces up. Good amount of hit-stun on airborne characters. Can follow up with an OTG combo.
    623K: transforms into Cerebella and does a "butt-slam". Invincible on start up, can OTG combo after the HK version.
    j.214lk: transforms into a teacup. Causes stagger on standing opponents, very little hit stun on air borne opponents. Hits mid.
    j.214mk: transforms into a barrel. Knocks opponents down, can OTG after wards. Hits mid.
    j.214hk: transforms into a refrigerator. Causes a ground bounce on air borne opponents. Hits mid.
    B+lk+hk: transforms into Filia and slides along the ground. Small bounce on hit, can OTG. If used against a standing opponent, can OTG combo after.

    Supers:

    236pp: Transforms into a car, full projectile invincibility. Don't know if it's fully invincible, or just projectile.
    236kk: summons a number of ms. fortune heads. Does good chip, you gain 1/3 meter while in this state. Light attacks have the heads attack forwards, medium causes them to go up-forward, heavy makes them go downward, if they're already in the air.
    214pp: Her level 3 attack. A very short rushing attack. When it lands, a canned animation starts where the opponent is bounced around the screen. If an outside factor (like fortune heads) causes a hit to miss, the animation immediately ends.
    214kk: Level 5. transforms into one of the Easter Island heads from Gradius. Tapping on a punch button while in this mode fires off rings that hit multiple times, and forces standing. The rings do the lowest damage. lk/mk* summons box car george, knocks opponents up into the air. hk summons 3 airplane bombs in a vague gradius formation. Knocks down on hit. Also does the best damage.

    Combos:

    This combo is confirmed to work against Cerebella in the corner. It's likely it won't work on some of the lighter characters.

    s.lk > s.mk > s.mk > s.hk xx 236hp > s.lp > s.mp > s.mk > s.mk > s.hk > jc > j.mp > j.hp > (land) > cr.mp > s.hk > jc > j.lk > j.mk xx 214hk > (land) xx 236kk > st.hp.

    The benefit of this combo is that it summons fortune heads and causes slide, which I believe the opponent can't tech roll from.

    I also know it's possible to combo into Double's j.hk, cancel into barrel and link st.lp after, however I don't know the annotation for it.

    Damn SRK grammar Nazi's.
    Last edited by CopperDabbit; 02-22-2012 at 12:00 AM.
    "What kind of robot are you anyway?"
    "I'm just a robot that wants to live in your underpants."

  2. #2
    So... how does double play? Like... what's her archetype, her general gameplan/strategy? Is she rushdown, does she want to knockdown her opponent or corner them, does she zone, does she wantr to keep them a certain distance from her etc.?

  3. #3
    Double can't zone at all. Her only long range projectile moves are the gunshot and frankly they're not very good, from what I could tell. They have their uses, but effectively zoning is definitely not one of them.

    No, Double needs to be up in your face to be able to do anything worth talking about. I think that they way she's going to end up being played is closer to a rushdown, but will revolve around resets into fortune heads > more mix ups.
    "What kind of robot are you anyway?"
    "I'm just a robot that wants to live in your underpants."

  4. #4
    Worry less, enjoy more SoWL's Avatar
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    What about her tag-ins? How do they work? We still haven't seen them anywhere.

  5. #5
    Oh yeah, I totally forget about her tag-in and snap back! Thank you for the reminder!

    Her tag in, she turns into a ball and flies across the screen at a downward angle, which hits once, and goes off screen.. Then she re-appears from the top of the screen and goes straight down, which hits again. Can perform an OTG combo afterwards, and it's entirely possible to cross somebody up with the 2nd hit of the tag in.

    Her snap back is the start of Filia's metamorphosis super, then quickly changes into Cerebella and does the ram horns, from Cerebella's charge back > f+K~hk.
    "What kind of robot are you anyway?"
    "I'm just a robot that wants to live in your underpants."

  6. #6
    Slashback & Airthrow
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    "236pp: Transforms into a car, full projectile invincibility. Don't know if it's fully invincible, or just projectile."


    I'm pretty sure Mike Z said that it was completely invincible in the videos on gametrailers, which it showed Ms. Fortune throwing out her super really late against it from mid screen and getting demolished anyway.

  7. #7
    X-MAC II Starlight777's Avatar
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    Sounds like Double's car super will be really good at punishing moves with long recovery from nearly any range.
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  8. #8
    Reppin' the Eyepatch Army M19Kamikaze's Avatar
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    Might as well call it, "Bionic Car." I'm also in love with her dash although it's not 100% perfect, it's got some lovely invincibility frames
    Quote Originally Posted by Chaoschao222 View Post
    If people just started calling moves by whatever sounded coolest, we'd have notations like "5C > super wing attack > torpedo blast > 5C > USS Enterprise crash"

  9. #9
    is it just me or is her uppercut HK unpunishable? she flies pretty far away even on block? and if all else fails... super cancel into cat heads

  10. #10
    Quote Originally Posted by Zeero View Post
    is it just me or is her uppercut HK unpunishable? she flies pretty far away even on block? and if all else fails... super cancel into cat heads
    If I recall correctly the hornet bomber HK is still punishable on block, it's recovery is pretty terrible, but cancelling it into cat heads would definitely make it safe.

    What are some teams/assists/combos that you guys have been using with/for Double? Personally I'm trying out Peacock with Double's hornet bomber HK assist (incredibly good assist, you just have to cover it), while using Peacocks Bang, bang, bang! HP as a projectile for Double to get in/cross up the opponent. The only midscreen combo I could develop was this little number, probably not even close to optimized but it gets the creative juices flowing :P

    cr.lk > s.mk > s.mk > s.hk > j.mp > j.hk > sj.mk > j.hp > 236.mk > BIONIC CAAAAR!

    Remember to not cancel the j.mp into j.hk until a tad later than normal, and after the j.hk connects you will land, where you should superjump back up to meet them with j.mk and into the rest of the combo. It can be done reliably, not sure if the ground starter is the best, and the barrel's a little finicky, but it works. Please feel free to steer me in the right direction if this is a terrible combo, I need to level up in this game and how
    Last edited by K-MAC; 04-11-2012 at 02:46 PM.
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