I hope everyone has been enjoying the game as of late. One of the things I have failed to do in quite some time is provide readable content for players to utilize. In this case, I wish to help players by focusing on some beginning notes for my favorite character in the game, Double. Here we will focus on some basic move loadouts you can start with, some basic match notes, and a simplified tier list so you know which Double to focus on. To start, we will focus on what makes Double on of the most powerful offensive characters at the moment, her marquee ability Chaos. Chaos provides a random debuff for 10-20 seconds every time you land a critical hit while at Elemental Advantage. When provided with enough crit rate, Double can become a powerful damage-over-time fighter that allows her to fight well-above her fight score when played properly. If you have any desire to use Double on offense, this is the preferred marquee ability to go. With that cleared up, we now go to the basic move loadout. Cilia Slide and Bogus Buzzard should be your highest priority moves to start. Both string very well together and are the basis for many of Double's best combos. Bogus also provides on-hit heal block which is helpful in situations where you are not landing heal block with other abilities or moves. After those two moves, you have a solid variety of options. But to keep things at a basic level, Hornet Bomber is a great special move followup to the prior mentioned moves, and Bandwagon Rushdown can complete the combo depending on which character you are up against. Her two blockbuster threes are both very powerful. Megalith is great if you feel as though you need the additional meter control, while Nightmare Legion hits harder and also provides 3 buffs if you eliminate an opponent with it. Hornet provides an increased crit chance when level'ed, which lowers the need to have a high crit rate on Double (ideally you want to be in the 35-50% range). Bandwagon provides a very good chance of hex proc'ing (50% at level 9) which is one of the most powerful debuffs in the game when it comes to dealing with defensive variants. Moving to some basic match notes, your focus as Double should always be getting to elemental advantage as quickly as possible without providing the opponent too much meter. The best way to do that is to create space with your combos and dash way for at least one free transmutation. Double can also utilize her throw, and while it is the best throw in the game, you need to be mindful of overusing it and allowing the AI to counter it. A throw will provide 2-4 transmutations depending on how badly the AI wishes to charge back at you. Once you are at elemental advantage, you should be focusing on landing combos as often as possible. With the move loadout I provided, the simple combo to follow is L5 > Slide > Bogus (Note: Bogus will not properly hit Parasoul with this combo) > Bomber. Depending on the character, you can end with Bandwagon or create space to force another dash out of the opponent. Because Double is very fragile, you need to be confident in your ability to mitigate opportunities for the opponents. Whether that be good throw breaking, or knowing when to intercept to avoid getting hit by a BB3. As for a basic tier list here is an offensive-only tier list (Assuming the Double has Chaos MA) Rifts: SS: Doublicious, Xenomorph S: Jawbreaker, Temple Tyrant A: Rainbow Blight B: Nunsense, Immoral Fiber C: Sundae School, Myst-Match Prize Fights (200%+ modifiers and beyond): SS: Xenomorph. Rainbow Blight, Jawbreaker S: Doublicious A: Temple Tyrant B: Nunsense, Immoral Fiber, Sundae School, Myst-Match I will be looking to add more information on Double in the near future, but for now this is a decent place to start for many players in my opinion. Feel free to ask in the thread if you have any questions.