Double
Team Value
She’s the coach. The Dr. Doom. The "ol' reliable" in terms of being an amazing team player. Great assists, a safe DHC that lets you continue pressure in most circumstances, helps out every member in the cast while also being able to work with nearly any assist, a combo-able tag-in.... She has it all.
What they bring
Lockdown, Neutral, Zoning, and Combo Conversion assists
Catheads is a safe DHC that also steals the momentum from the opponent (but can lose out to some Alpha Counters, so be aware)
Combo-able Tag-in if you wish to get a character out without spending meter
Can easily get a sliding knockdown and tag in partners to a more advantageous position
A very good matchup spread, multiple great assists, on top of being flexible enough to fit anywhere on a team lets easily you adjust your team from opponent to opponent
What they want
Literally any decent assist works for her, most can cover her left/right mixup game with Flesh Step
Forward-moving lockdown assists to give pressure or combo conversions off of long-range pokes
Position - Any
Point: You really like playing Double or like how she deals with certain roundstart matchups compared to the rest of your team.
Mid: You really like having Catheads DHC to fall back on when your point character is in danger.
Anchor: You (and the other characters on your team) really like Double's assists and/or you like how Double plays when she has plenty of meter to spend.
Most Common Assists
Hornet Bomber (623K) -
DP (L Version), Lockdown (L, M), Neutral (M, H), Zoning (H)
Every version has three hits and they different in how far and high they go.
L version is good for characters that lack reversals, but don’t expect to anti-air with this as it’s pretty much all horizontal. Very good for close-range pressure as well.
M version trades L’s invincibility for more range. Some characters at some ranges can duck under M Bomber, so learn your ranges. At the same time, because of this rising arc, M Bomber is harder to avoid by upbacking away, and can check characters at a low height better than L Bomber.
Easier for it to be ducked under than M Bomber, trading in M’s lockdown potential for more range. While it is the "zoning" version, the zoning characters pretty much like all versions... while Big Band really loves H Bomber.
Cilia Slide (4LK+HK) -
Sweep
Travels fast and far, making it good for neutral. A good assist to use for counter-calling some of the game's more oppressive assists as the sweep property allows it to break armored assists, and Double slides low enough to go under something like Robo Fortune's beam assist. Excellent for combo conversions thanks to the speed and how it sends opponents back toward the point character, and it hitting low makes it good for mixups as well.
Partners
Beowulf
Recommended Assists:
M/H Hurting Hurl
M Chair - Projectile Overhead
With its 2 delayed hits and overhead property, Double's mixups and pressure games get some nice assistance
H Chair - Projectile DP
Good DP and Alpha Counter option
Easy to use in Flesh Step mixups
Chair goes fullscreen and covers the airspace, while Double covers another angle with Luger projectiles on the ground
Pros:
Beo's assists are perfectly fine for Double
Excellent neutral and pressure assists from Double to help Beo
Easy to escape hairy situations with Car super into Airwulf DHC
Double brings safe DHCs and can add even more damage after Beowulf's hard-hitting combos
Double can play point for Beowulf and easily bring him in meterlessly when dealing with unfavorable matchups
On the other end, if you need to get Beowulf out meterlessly, he can use 5HK's stagger to combo into her tag-in
You get to lay down Beast of Gehenna with Double, catch someone with Beowulf's tag, get a taunt combo off it, and laugh about it
Like so (timestamp 8:40)
Cons:
Double's support isn't the best for building Hype, but she makes up for it through everything else
Synergy:
Good for Double, Good for Beowulf
A good duo, both characters complement each other well, and even if the order is disrupted then Double can easily bring Beowulf back in at an advantage without spending meter
Can take in many characters for a third pick, look for a better combo assist if you wish to strengthen Beowulf
Big Band
Recommended Assists:
L/M Beat Extend, H Take the 'A' Train, H Brass Knuckles
Beat Extend - Anti-Air DP, Combo Tool
Does DP assist things while also covering Double's mixup game
Nice for adding a little extra combo damage
Take the 'A' Train - Anti-Air, Combo Tool
Ups Double's combo damage while feeding back into her vortex
Easy to two-touch for one bar of meter spent in 3v3
H Brass - Armored Neutral, Anti-Zoning
Can either keep opponents at bay in neutral, or let you bully your way in
Pros:
Both characters give each other a variety of good assists to cover several needs and matchups
Both enable easy two-touches in 3v3s for one meter
Super-Sonic Jazz into Catheads DHC is safe on block, and an Alpha Counter punish requires either the right assist or an additional bar spent on a super
Double can play point for Big Band's more unfavorable matchups and easily tag him in to a more advantageous position
If Big Band needs to tag out, he can easily combo into Double's tag-in with 2HP's Sound Stun and continue the combo
Cons:
None? None.
Synergy:
Favorite for Double, Favorite for Big Band
Incredibly strong duo in either order
Impossible to make a bad trio with this shell on it
Cerebella
Recommended Assists:
H Lock 'n' Load, Cerecopter
Lock 'n' Load - Armored Neutral, Pressure
Defensive wall for Double to hide behind and poke from
Adds a good chunk of frontloaded damage to Double's otherwise average damage
Cerecopter - Lockdown, Space-Control, Anti-Armor
While Double doesn't really get to mixup during Cerecopter pressure, just keeping the opponent locked down while you chip away with specials and build meter is great
A big wall that may encourage the opponent to jump while you check them with Luger projectiles
Pros:
Bella's assist value is pretty dang good for Double
Double's assists give Bella everything she wants in a partner
High damaging assists and DHCs make it easy for Double to two-touch in 3v3s
Cerebella's metered reversals are much better than her meterless options, and Double backs her up with a safe DHC if blocked
Between both characters, can change assists depending on the matchup
Easy to combo into Double's tag-in using 5MP's stagger
Cons:
NoNone
Synergy:
Good for Double, Favorite for Cerebella
Very good duo in either order
You can't make a bad team with this shell, stick on any character for a trio
Eliza
Recommended Assists:
H Osiris Spiral, Butcher's Blade, Carpenter's Axe
Osiris Spiral - Space-Control, Lockdown, Chip
Wall that makes it dangerous to approach Double, while she pokes away behind it
Quick startup, so great for Flesh Step mixups, along with the pop-up from the assist letting Double do stronger left/rights
Does 900 damage in chip, combined with all the chip you can accumulate through Lugers and Catheads
Butcher's Blade - Armored Lockdown, Space-Control, Anti-Armor
Easy conversions off of your pokes
Armored wall to hide behind, eating projectiles and putting a stop to anything that comes into contact with Sekhmet while Double waits to anti-air opponents trying to jump over Butcher's
Amazing for counter-calling
Slow, so not as great for mixups, but does lockdown for a long time
Carpenter's Axe - Armored Overhead, Combo Tool
Double's solo mixup is centered around low/throw while the opponent is grounded... now add a hard-hitting overhead
Great for adding frontloaded damage to your combos
Pros:
Eliza's assists open up some pretty neat offensive options for Double and can protect her pretty well
Double assists Eliza in neutral pretty well
Easy to tag into Eliza mid-combo and continue if you need to tag out for whatever reason
Easy to combo from Lady of Slaughter in the corner with either Catheads or Beast of Gehenna
2HP > Horus allows Eliza to combo into Double's tag-in if you need to get her out without meter
Cons:
Nothing super
Synergy:
Favorite for Double, Favorite for Eliza
Strong choice for a duo
Very flexible, any third character will fit
Filia
Recommended Assists:
H Updo, H Hairball
Updo - Anti-Air DP
It's a quick DP assist, nothing special
Hairball - Lockdown, Neutral, Anti-Armor
Good for zoning as it pushes opponents further away, keeping them locked down the whole time
Good for pressure as you can easily chase them down even as they get pushed and start your offense
Pros:
Double gets good neutral or defensive assistance from Filia
Hornet Bomber does everything Filia wants
By ground-bouncing with 2HP, Filia can combo into Double's tag-in (but not on heavyweights)
Cons:
Nothing exceptional
Synergy:
Good for Double, Favorite for Filia
The Day 1 Skullgirls duo remains ever strong
Any character works for a trio
Ms. Fortune
Recommended Assists:
H Fiber Upper, Dash
Fiber Upper - Anti-Air DP, Meter Build
Double has her own meterless reversal in L Hornet Bomber, but it lacks vertical range; Fiber makes up for this
Easy to incorporate into Flesh Step + assist mixups, and Fiber builds a large chunk of meter which Double greatly appreciates
Even if Double misses a conversion off of Fiber hitting from a defensive call, she does not exactly mind the return to neutral in most cases
Dash - Alpha Counter options
Lets you Alpha Counter into Fortune and have her choose any option, including a 5 frame jab, a fast DP, super, jump, or just block. You get to steal your turn out of some pressure strings or get punishes that no other Alpha Counter will safely allow.
Pros:
Fortune gets great neutral and offensive help from Double's assists
Fortune builds meter for Double to irresponsibly spend on Beast of Gehenna and Catheads
Headless Fortune can easily combo into Double's tag if you need to get Fortune out without spending bar
Cons:
Fortune's assists and DHCs are pretty mediocre
Synergy:
Decent for Double, Favorite for Ms. Fortune
Strong duo, just a bit Fortune-focused
You might be hard pressed if you want a character besides Fortune on point, but even the usual point characters such as Valentine and arguably Beowulf can find a place
Fukua
Recommended Assists:
H Platonic Drillationship, L Love Dart
H Drill - Lockdown, Neutral, Anti-Armor
Lets Double convert off of max range 2HP > M Luger with dash up 2HP > Cilia Slide
Good for your mixup game as even if the opponent blocks, Double is still plus
Good chip damage (500)
You get to do stuff like this - "forbidden double drill knowledge #SG_FUK #SG_DUB https://t.co/yHoSLpSGMS" / Twitter
L Dart - Persistent Projectile
A lingering ground threat that the opponent is forced to block, shoot, or jump over if you hide behind it, or can cover your approach and act as a combo breaker if you get ahead of the bomb. You can still call another L Dart while one is still on the screen.
Good choice if on a trio and you already have your lockdown/combo needs fulfilled
Pros:
Great multi-purpose assist support for both characters
Safe DHC with Catheads, and can combo after Drill super in the corner
Easy ways of tagging into Double for a combo extension if you need to get Fukua out
Double can easily create the space for Fukua's fireball super DHC to be safe
Cons:
If you want to get real nit-picky, Double likes spending meter (but operates perfectly fine without it), while Fukua does not build it well
Synergy:
Favorite for Double, Favorite for Fukua
"Ultra godlike" duo, great matchup spread and can fit many playstyles
This shell is so good you don't need a third character for a trio, so don't even try despite your limitless possibilities
Painwheel
Recommended Assists:
L/M/H Pinion Dash
L Pinion - Pressure, Combo Tool
Easiest Pinion to use in mixups and for adding damage to your combos
Conversions from poking with 2HP + assist > Luger
The option to pick if you have an in-fighter as your third character
M Pinion - Zoning
Pushes opponents a good distance on block, fullscreen on hit
Good to pick if you also have Parasoul on your team, as she likes M Pinion
H Pinion - Zoning, Combo Tool
Combo conversions for your pokes like with L Pinion, and potentially off of stray Luger hits in neutral
Great if you also have Big Band on your team
Pros:
Double gets good mileage out of any version of Pinion Dash for zoning and mixups
Painwheel gains some nice neutral assistance from Double
Easy to combo into Painwheel's tag-in for damage, or to get out Double if she's bleeding
Safe DHCs that also work as combo extensions
Cons:
N/A
Synergy:
Good for Double, Favorite for Painwheel
A good duo as Double is a great partner for Painwheel, and both characters can easily tag into the other meterlessly if you need to fix your order or heal up.
Any third wheels are appreciated when making a trio
Parasoul
Recommended Assists:
L Napalm Shot, Napalm Pillar
L Shot - Projectile, Pressure
It's really obvious when Double is about to mixup, but the tear left from Napalm Shot makes it more difficult to challenge Double with a reversal
You get some really cute mixups with L Shot
Napalm Pillar - Anti-Air DP
It's a DP assist
Pros:
Double gets generally good assists from Parasoul
Parasoul cops excellent assists for neutral, offensive pressure, and converting off of hits in neutral
Great DHCs, bringing good combo extenders and a safe DHC in Catheads
Car super into Sniper Shot DHC is pretty safe, Bikes super allows for a combo continuation
Cons:
Nothing peculiar
Synergy:
Favorite for Double, Favorite for Parasoul
One of the game's strongest duos
[How flexible is this shell for trios?] - You tell me
Peacock
Recommended Assists:
George's Day Out (L George)
L George - Persistent Projectile
A lingering ground threat that the opponent is forced to block, shoot, or jump over if you hide behind it, or can cover your approach and act as a combo breaker if you get ahead of the bomb. If you have a second partner, you can still call them while George is out.
Very good for resets
Pros:
Peacock supplies generally good assists for Double for neutral and pressure
Double's Hornet Bomber assists aid Peacock very nicely for defense and zoning
Safe DHCs in both directions
Cons:
Nothing spectacular
Synergy:
Good for Double, Favorite for Peacock
You can't go wrong running this duo
Whether you want to enable Peacock, or just put on a character you like, any character will fit for a trio
Robo Fortune
Recommended Assists:
H Theonite Beam, Collimating Saw (5HP)
Theonite Beam - Beam Projectile
Holds down the neutral if you wanna play lame or rushdown
Deals a great amount of chip damage (750)
Not the best tool for Flesh Step resets since the beam is crouchable
Collimating Saw - Armored Lockdown
Good for protecting the space near Double due to the armor
Nice for pressure and resets due to the lockdown
Pros:
Double gets Beam assist
Cilia Slide with Robo is a dream, though even the Bomber assists are very good for both keepaway and rushdown
Safe DHCs in both directions
Point Double to fight off Robo's matchups, especially at round start, then getting a slide knockdown into Robo's tag to safely place her far away from the opponent is a very valid tactic
Cons:
Nothing extraordinary
Synergy:
Favorite for Double, Favorite for Robo Fortune
Very strong duo. Both characters get great support, and even though it carries the usual weakness of anchor Robo Fortune, Double can easily get a sliding knockdown and tag-in Robo Fortune to her favorite position: on the other side of the screen away from her opponent.
Pick any character from the cast if you want to make a trio
Squigly
Recommended Assists:
Drag 'n' Bite, Ashes to Ashes (6HP)
Drag 'n' Bite - Lockdown, Neutral
Gives Double a combo or block pressure from 2HP and Luger pokes
Can also be good to do assist ~ Cilia Slide to start your pressure from mid-range
Ashes to Ashes - Overhead, Lockdown
Double's mixup largely consists of low/throw, and now you have an overhead to throw into the mix
Pros:
Squigly grants great assists for running Double's close and mid-range offense
Double supplies Squigly very good assist support for neutral and getting charges
Safe DHCs in both directions
Cons:
Both characters like having meter to play with, and neither are great at building it
Synergy:
Good for Double, Good for Squigly
Both characters support each other well in a duo assist-wise and with safe DHCs in either direction, but meter usage may be an issue. Whoever ends up as the anchor character will very much want the meter to make the comeback, but you have two characters who love to spend it while not being great at building it.
As usual for a Double shell, any character works for a trio, but a good battery character would go great
Valentine
Recommended Assists:
H Savage Bypass
Savage Bypass - Combo Tool
Adds a good chunk of damage to combos
Good tool for the typical long-range conversions, including off of barrel and the occasional stray Luger hit even from fullscreen
Pops the opponent up at a nice height for easy left/right resets with j.HK
Easy to cover Valentine's recovery with Lugers
Pros:
Bypass assist is a fairly good tool for Double
L/M Bomber are often thought of as Valentine's favorite neutral assists
Safe DHCs in both directions; Double can create the distance for Scalpels to be safe (in most cases) after using Car super
Cons:
Nothing distinctive
Synergy:
Good for Double, Favorite for Valentine
Top level shell, amazing matchup spread
Slightly less flexible than all the other Double shells as Valentine really wants point... but even throwing in one of the "point only" characters has been shown to be effective
Annie
Recommended Assists:
H Crescent Cut, H North Knuckle, H Destruction Pillar, Luminous Supergiant (6HP)
H Cut - Projectile
Controls the ground space well and protects Double while she either zones or moves in toward the opponent
Easy to use in Flesh Step mixups
H Knuckle - Neutral, Lockdown
Controls the ground pretty well while Double's Luger shots and heavy air normals can check the opponent if they try to punish Annie or bypass her by jumping over her
Very good to pair with your long range pokes, keeping the opponent locked down with enough frame advantage to move in on the opponent or create space between you
Easy to use in combos to add a lot of damage
Supergiant (6HP) - Overhead, Projectile (Star Power)
Hard-hitting overhead option to spice up Double's ordinary low/throw mixup game
Stupid combo damage, very easy to fit into midscreen and corner combos
Becomes a crazy strong option if Annie is in Star Power for neutral, blockstrings, and combos
Destruction Pillar - Anti-Air DP
It's a DP assist, Double shouldn't have much trouble converting even with the large knockback
Pros:
Both characters get a nice, varied set of assists for neutral
Double's low damage output is offset by Annie's through both assists, Pillar of Creation DHC, and her ability to easily tag into Annie mid-combo
Cons:
None
Synergy:
Good for Double, Good for Annie
A very strong duo combination
Any third character will pair well with this shell
Umbrella
Recommended Assists:
Cliff Hanger (6HP), Hungern Rush
Cliff Hanger - Anti-Air, Neutral
Protects Double if she wants to play a more defensive game
2HP + assist > L/M Luger makes for a nice poking sequence that can easily be converted to a full combo on hit
Good check for opponents who always try to jump out of Double's resets
Hungern Rush - Anti-Air DP
Not a great DP assist, but it's there if you need it
Pros:
Great multi-purpose assist support for both characters
Safe DHC in either order, with both Reflector and Catheads
Double works well as an anchor providing Umbrella good pressure and utility
Cons:
None
Synergy:
Good for Double, Good for Umbrella
A good duo, Double works much better as the anchor than Umbrella.
Any third character would work well.
Black Dahlia
Recommended Assists:
Medici Mousetrap (2MK), L/M/H Order Up! (X Shot)
Mousetrap - Ground Space Control, Low
Double can hide behind trap and zone with Luger shots
Easy to use in Double's left/right mixups
X Shot - Projectile, Multipurpose*
*Slow projectile (all but shotgun and beam), combo (shotgun, ice, electric), lockdown (ice, electric, fire), long-range (beam, electric)
Normal shots help Double in controlling space, special bullets do whatever you need them to do
Pros:
Double likes the space-control brought by Dahlia's assists
Dahlia generally likes Double's assist kit for her neutral and offense
Double has a great combo tag to follow up from Dahlia
Last Call and Barrel DHCs
Cons:
Both characters love spending meter for their utility supers, making this a pretty meter-hungry shell, else you'll have to play more conservatively with one of them
Synergy:
Good for Double, Good for Dahlia
Works well as a duo
Any character in any slot would fit well for a trio
Marie
Recommended Assists:
[assists this character wants]
[assist] - [function]
[what it's good for]
Pros:
[How does the supporting partner's assist kit help, if helpful]
[How does this page's character assist kit help their partner, if helpful]
[Any special notes: Is there high utility or damage in their DHCs, can they easily tag to each other for preserving health or upping combo damage, Is either partner a good battery that enables the other, Does either character help deal with the other's bad matchups, etc.]
Cons:
[If either character's assist kit is poor for their partner, note it here]
[Any special notes: Is it difficult to make use of this partner's DHCs, Do these characters compete for meter or a position, Do they share bad matchups, etc.]
Synergy:
[Fav/Good/Decent/Poor for this page's character, Fav/Good/Decent/Poor for this section's character]
[Does this shell work well as a duo, or are they incomplete? Even with duo health and damage, does either character suffer as the anchor?]
[How flexible is this shell for building a trio?]