Trigger Form:
Specials:
Neutral Special: Memory Change:
Double pulls out both of the Gaia Memories in his belt for a split second, before putting them back in. That seems… useless. Actually, this is by far Double’s most important move, as it allows him to switch between any of his Gaia Memories almost instantaneously. By holding the button, and then moving the control stick either left or right (During this period Double cannot move left or right), this will make Double pull out another Gaia Memory, which he will switch in immediately, with very little lag, allowing Double to get straight back into the action. The direction the control stick is tilted will choose which memory to swap out, left for Body, and right for Soul. The move can also be used in the air, where it acts mostly the same, but you will need to be a bit faster, but the move also gives Double a bit of extra airtime. The move will also create a burst of light that will knock opponents away, but not actually damage them. The move can also be cancelled out of into a dash by double tapping the joystick.
The memories come in a specific order:
Body:
Joker >
Metal >
Trigger >
Joker etc.
Soul:
Cyclone >
Heat >
Luna >
Cyclone etc.
Double will ALWAYS start in Joker/Cyclone form. Unless you change colors, which will allow him to either start from Metal/Heat or Trigger/Luna.
Up Special: Rider Jump:
In a similar fashion to Captain Falcon’s USpec, Double does an uppercut, launching himself into the air. Unlike the good Captain’s USpec, this move does not latch on to the opponent if it hits, instead it will just simply launch them up, but with some really good knockback, and a decent
17% damage. The move launches Double upward up about 4.5 Stage Builder blocks, which might sound amazingly good, but the move will instantly put Double into prone, meaning that, if you don’t aim the move right, you will fall right to your death.
Down Special: Rider Kick:
In a similar fashion to Captain Falcon, again, Double does a sliding kick across the ground. The only real differences are the lack of flames, and the distance the move goes for. Falcon Kick only travelled a short distance, but the Rider Kick can travel indefinitely across the ground, only stopping once the button is held down, meaning that you can fall off edges. The move also only causes
8% damage on contact… if you use it on the ground that is. If the move is used in the air, Double will do a downward kick, once again similar to Captain Falcon. However, this move is incredibly fast, almost too fast, as most kicks might end up missing opponents by a few milliseconds. But, if the move does hit, it will cause a stunning
25% damage, measuring up to the good Captain’s own trademark move.
Side Special: Memory Attack:
Double pulls out his gun, the Trigger Magnum, and then shoots a large, crescent shaped laser blast from it. The shot is about half as tall as Double himself, and travels at a fast pace for 4 Stage Builder blocks. If the blast hits an opponent, it will cause
12% damage, with some decent knockback. With the
Cyclone memory, the laser blast will turn green, and, after traveling the maximum distance, will explode into a tornado, which sucks in nearby opponents and causes
14% damage. The tornado is about as big as 1 Stage Builder block, and only sucks in opponents that are half a Stage Builder block away from it.
With the
Heat memory, the blast will turn red, and speed up a bit. After reaching the maximum distance, the laser will explode, turning into a pillar of flame that reaches up about 1 Stage Builder block. The pillar lasts for about 2 seconds, and causes
10% damage to any opponent who touches it. It will also cause a 3 second burning effect.
With the
Luna memory, the blast will turn yellow, and travels a shorter distance, about 2 Stage Builder blocks instead of 4, and at a slower speed. This version of the move changes it fairly drastically as well. After firing the blast, you will be able to move around. Once the blast reaches its maximum distance, it will immediately fly off in the first direction that you imputed at very fast speeds. That blast will travel about 2 more Stage Builder blocks, and then fly in the direction that you first imputed after the first time. This can happen about 3 times in a row. The blast causes an extra
3% damage than usual, doing
15% damage.
Standards:
Jab:
Double shoots a smaller laser blast out of his gun, which travels forward at a decent pace. They’re about as big as MegaMan’s blaster pellets, but have a slightly bigger hitbox, and cause
3% damage. Double can move around while firing them, but he can only have 3 blasts out at the same time. With the
Cyclone memory, the blasts will start out traveling slow, but increase in speed as they travel, increasing their damage as well. At the slowest speed the blasts will cause
2% damage, while at their fastest speed they’ll cause
7% damage.
With the
Heat memory, the shots will travel faster by default, and explode when they hit an opponent, increasing knockback and causing a 2 second burning effect.
With the
Luna memory, the blasts will move a bit slower, but are also a bit bigger, and, after a bit of being on screen, about 3.5 Stage Builder blocks of travel, will arc upwards or downwards, increasing their speed, and increasing range a bit. This comes at the sacrifice of knockback, and the trajectory of the shots are uncontrollable.
Forward Tilt:
Double bends down a little, and then fires another laser blast, this one being thinner and longer than usual. This results in the shot having a smaller hitbox, but with the added bonus of being able to travel through opponents after it hits them, continuing until it reaches its maximum distance of 4 Stage Builder blocks. It does not do much knockback, and only causes
8% damage. With the
Cyclone memory, the move will carry opponents that it hits forward about .3 Stage Builder blocks, after which it will continue through the opponent, but it will never carry them off of edges.
With the
Heat memory, the shot will become faster, and, after piercing through opponents, will cause a 3 second burn damage effect on them.
With the
Luna memory, the shot will be fired in a zig-zagging motion, going up and down until it reaches 4 Stage Builder blocks in length. The shot increases in knockback and range, but has lowered damage, only doing
6% instead of
8%. Luckily, multiple shots can be on screen at once, unlike the other versions, which can only have one shot on screen at the same time.
Up Tilt:
Double aims his gun upward, and then fires, shooting off a rather large laser blast. The blast travels at rather slow speeds, but causes
10% damage on contact, with some great knockback to it. It has an infinite range, can hit multiple opponents, and is about 2/3rds as big as Kirby. With the
Cyclone memory, the energy blast will create a blast of wind after it hits an opponent, increasing knockback. It also moves much faster than normal.
With the
Heat memory, the energy blast will become a large fireball, which makes the hitbox slightly bigger, but decreases knockback a bit. It also causes a 3 second burn damage effect on any opponent that it hits.
With the
Luna memory, the energy blast will, after travelling about 3.5 Stage Builder blocks, will explode into 3 much smaller orbs, which have increased speed, and still have infinite range. The smaller blasts only cause
4% damage each, however.
Down Tilt:
Double aims his gun diagonally downward, and then fires, either creating a small explosion on the ground he was standing on that causes
8% damage to anyone near him, or a fast moving laser blast that causes
12% damage on contact. The different effect depends on where Double is standing. If he’s standing on solid ground, it will create the explosion, and if he is standing on thin platforms, or at the edge of a stage, it will create the projectile. With the
Cyclone memory, the explosion will create a burst of wind that increases knockback and pushes other nearby opponents away, while the projectile will simply move a bit faster and increase knockback.
With the
Heat memory, the explosion will create a patch of fire on the ground, which causes a stream of
2% damage for as long as an opponent stands in it, and stays on the stage for 3 seconds. The projectile will simply move a bit faster. Both also cause a burning effect that lasts 4 seconds.
With the
Luna memory, the move changes a bit. Instead of an explosion it will just create the projectile version, which will bounce off the ground and go flying in a diagonally upward direction. The projectile can bounce off of any solid surfaces a total of 3 times, including the first bounce off the ground. The same goes for the regular projectile version.
Dash Attack:
Double pulls out his gun while he is dashing, and then flips, firing the gun three times as he does so, shooting off 3 laser blasts that travel directly upward, diagonally upward, and forward. The blasts have very little range, going about 1 Stage Builder block, but move very fast, are about as big as a Pokeball, and cause
10% damage on contact. With the
Cyclone memory, the shots will explode once they reach their maximum distance, creating 3 small vortexes that can suck in nearby opponents and cause
7% damage.
With the
Heat memory, the shots will still explode when they reach their maximum distance, but will violently explode, launching any nearby opponents, and giving them 3 seconds of burning damage.
With the
Luna memory, the shots, once they have reached their maximum distance, will stop, and then fly in the opposite direction that they came at incredible speeds. They have infinite range, but do less knockback, and only do
6% damage.
Smashes:
Forward Smash:
Double aims his gun forward, and then shoots a charged laser blast from it. The charged blast is about as big as Double himself, but travels at a fairly slow pace, and only travels 2 Stage Builder blocks before disappearing. However, it causes a great
26% damage at lowest charge, as well as great knockback, and
38% damage at highest charge. With the
Cyclone memory, the charged shot will explode when it reaches its maximum distance, creating a blast of air that launches away nearby opponents.
With the
Heat memory, the charged shot will leave behind a trail of fire for the entire distance that it travels. Standing in the fire causes a stream of
2% damage, as well as a 2 second burn damage effect. Getting hit by the charged shot itself will show that the knockback has increased, and causes a 4 second burn damage effect.
With the
Luna memory, once the charged shot reaches half of its maximum distance, it will fly off in the first direction that you pressed after shooting it. It will fly at the same speed, and still only goes 2 Stage Builder blocks, but this increases its range by a lot.
Up Smash:
Double aims his gun upwards, and then shoots a large laser blast. The blast is rather quick, and travels about 2.5 Stage Builder blocks in total. After it reaches the maximum distance, or hits an opponent, it will explode. The explosion is about half as big as a Bob-Omb explosion, and causes
28% damage at lowest charge, and
39% damage at highest charge, with some great knockback. With the
Cyclone memory, the explosion will create a type of suction effect, sucking nearby opponents into the explosion, but doing less knockback in the process.
With the
Heat memory, the explosion will create a large ball of fire in the sky, about as big as the shot itself, which hangs around in the air for 2.5 seconds before creating another, weaker, explosion that only causes
16% damage no matter the charge. It also causes 3 seconds of burn damage.
With the
Luna memory, the shot will be able to be controlled, similarly to Ness’ up special. It only has two limits to it, as it can only be controlled for around 1.5 seconds, and it can only be controlled for 2 Stage builder blocks in any direction. This essentially creates a box around the area that the shot can be controlled, as it can move freely while inside the box, but once it reaches the 2 Stage Builder block limit of it, it will explode. The move, however, does increased knockback
Down Smash:
Double aims his gun at the ground, and then fires, creating a blast on both sides of him. The blasts are about as tall as Double, and are also about as wide as him as well. The blast causes a stream of
3% damage to any opponent caught in it, doing a total of
27% damage at lowest charge, and
39% at highest charge. It also does decent knockback. With the
Cyclone memory, the blast will have a suction effect to it, sucking in any nearby opponents as soon as it goes off. It also has increased knockback.
With the
Heat memory, the blast will create two patches of fire on the ground. The patches will cause a stream of
3% damage for as long as someone stands in it, and will also cause 2 seconds of burn damage. The blast itself does less knockback, but causes 4 seconds of burn damage.
With the
Luna memory, the blast will instead turn into a shockwave, which are about half as tall as Kirby, and travel across the ground for up to 3 Stage Builder blocks before stopping. The shockwave has higher knockback, but does
5% less damage than the other versions.
Aerials:
Neutral Aerial:
Double fires a quick, but low ranged projectile from his gun. The projectile travels just over half a Stage Builder block before disappearing, but due to its speed, it will only stay on the stage for a second. It does, however, do a decent
14% damage. With the
Cyclone memory, the projectile will create a wind effect after it reaches its maximum distance, which pushes back opponents and increases knockback a bit.
With the
Heat memory, the projectile will simply create an explosion after reaching its maximum distance, which increases range, but decreases knockback. It also causes a 3 second burn damage effect on the opponent.
With the
Luna memory, the projectile changes into a boomerang type projectile. Once it reaches its maximum distance, it will hover in the air for a second, and then quickly dash backwards. While it is dashing backwards, it has infinite range, but only does
10% damage to any opponent it might hit.
Forward Aerial:
Double swings his gun forward in a swiping movement, performing the only melee move of the entire set. The move has very little range to it, but does a great
16% damage, with some decent knockback to it. With the
Cyclone memory, the attack will create a wind effect in front of the attack’s hitbox, pushing away any opponents if it happens to miss one.
With the
Heat memory, it will create a burst of fire in front of the attack, boosting its range and knockback somewhat and causing 3 seconds of burn damage.
With the
Luna memory, the attack will increase its range even more by having Double extend his arm while swinging his gun, boosting it to 1 full Stage Builder block in length. The arm will retract quickly once it has finished, which also counts as a hitbox that causes
8% damage and low knockback.
Up Aerial:
Double points his gun at an upward diagonal direction, and then fires a laser. The laser travels in an upward diagonal direction, and continues for 2 Stage Builder blocks before disappearing. It causes
15% damage, with some decent knockback. With the Cyclone memory, the laser will deal increased knockback, and move at a faster speed, but will deal
3% less damage.
With the
Heat memory, the attack will cause an explosion that simply increases the total range when it reaches maximum distance. It also causes 3 seconds of burn damage to any opponent it hits.
With the
Luna memory, the laser will hang in the air for a second once it reaches its maximum distance, and then drops downwards at a very fast speed. The falling laser acts as a meteor smash, and only disappears once it hits the ground of the stage, or goes past the kill zone.
Back Aerial:
Double points his gun behind him, and then fires a close range blast from it, the force of which pushes Double forward a bit. The blast itself is about half as big as Double, and causes great knockback and
16% damage to any opponent it hits. With the
Cyclone memory, the force of the blast will increase the amount of distance that Double travels after using it, and also increases knockback as well.
With the
Heat memory, the blast turns into an explosion, which, while it increases that total range of the move, decreases the amount of distance that Double travels. It also causes 3 seconds of burn damage.
With the
Luna memory, Double will actually be able to aim the move up and down, which now fires in a more straightened fashion. It increases the amount of distance Double travels by a bit, but does
3% less damage and less knockback than the other two.
Down Aerial:
Double points his gun downwards, and then fires a rather large, slow moving blast. The blast travels downward until it either hits something, or reaches the edge of the screen. It causes
13% damage if it hits an opponent, and acts as a meteor smash. With the
Cyclone memory, the blast will over a bit faster, but at the cost of knockback, while also creating a downward suction effect.
With the
Heat memory, the blast will move slightly slower, but will have increased knockback, due to it exploding when it hits something. The explosion effects nearby opponents as well, dealing
5% damage. It also causes 4 seconds of burn damage.
With the
Luna memory, the blast will start off incredibly slow, but speed up as it travels, taking about 5 Stage Builder blocks to reach full speed. As it increases in speed, it increases in knockback as well, with it being able to KO at
40% at full speed.
Grab Game:
Pummel:
Double holds his gun up to the opponent’s head, and then fires, causing
2% damage for every hit. The move is fast, so it can cause a bit more damage than normal pummels. With the
Cyclone memory, the attack will create a suction effect after hitting 4 times. The suction effect keeps the grabbed opponent in Double’s grasp for a few extra hits. However, it only works once per grab, allowing the opponent to escape once it has finished.
With the
Heat memory, the attack will simply cause 3 seconds of burn damage after the opponent escapes from the grab.
With the
Luna memory, the attack changes a bit. After the blasts hit the opponent, they will stop, and then zoom backwards through the opponent again, causing another
2% damage for one pummel hit. This gets gradually slower during the use of the move.
Forward Throw:
Double shoots a point blank blast at the opponent in his grasp, which launches them off, causing
9% damage. With the
Cyclone memory, the blast will create a gust effect, which pushes opponents forward, toward Double. It also increases the throw’s knockback.
With the
Heat memory, the throw will simply cause 5 seconds of burn damage onto the thrown opponent, while also decreasing knockback
With the
Luna memory, the blast goes right through the opponent, and then back through them. It does this 4 times, before ending with a lunching hit. The direction the last hit launches depends on how you move the control stick, with it blasting them in the first direction that you pushed.
Up Throw:
Double knocks the grabbed opponent upward into the air, and then shoots 3 lasers from his gun at them, causing
7% damage. With the
Cyclone memory, the uppercut will create a gust of wind that knocks opponents upward, and increases the knockback of the move.
With the
Heat memory, the attack will cause 4 seconds of burning damage to the opponent, while also decreasing knockback a bit.
With the
Luna memory, the 3 blasts will, instead of stopping once they reach the opponent, circle around and through them, causing a few extra hits of
1% damage, before launching the opponent off. The blasts stay on stage for a bit after the launch, leaving a lingering hitbox.
Back Throw:
Double throws the opponent behind him, and then shoots them, knocking them back and causing
8% damage. With the
Cyclone memory, the attack will create a gust effect that pushes nearby opponents behind double, and also increases the knockback of the move.
With the
Heat memory, the attack will cause 3 seconds of burn damage to the thrown opponent, but decreases the knockback a bit.
With the
Luna memory, the laser blast will go in an upward arc once it hits the opponent, carrying the opponent upwards about 2.5 Stage Builder blocks, before exploding and launching them downwards. If another opponent hits the blast, it will cancel out, freeing the trapped opponent, and causing
5% to the other.
Down Throw:
Double throws the opponent down to the ground, and then blasts them with his gun, launching them off the ground and causing
7% damage. With the
Cyclone memory, the attack will create a gust of wind that pushes nearby airborne opponents downwards, and increases the knockback of the move by a bit.
With the
Heat memory, the move will cause 4 seconds of burn damage to the grabbed opponent, and decreases the knockback of the move.
With the
Luna memory, the laser blast will actually bounce off the ground with the opponent, following closely behind them before exploding when the opponent reaches the peak of his knockback. The explosion increases knockback by a bit.
Final Smash:
Maximum Drive
“Now, count up your sins!”
This Final Smash consists of 9 similar, but slightly different, variations, depending on Double’s current Soul/Body combination, with each combination having a different Final Smash. The Final Smash’s start up animation will also change a bit for each Body memory. If Double is using the Joker memory, he will take it out, and then place it in a section on his side. If he’s using the Metal memory, he will place it in the middle of the pole. If he’s using the Trigger memory, he will place it in the gun itself.
This move is similar to Captain Falcon’s Final Smash, as it will cause an effect where nearby opponents will be trapped in a cinematic, instant KO attack. Each Soul memory has a different effect that will suck in nearby opponents. The Cyclone memory will create a giant tornado that covers a good chunk of Final Destination in length, which will trap opponents if they’re sucked in. The Heat memory will create two explosions on both sides that trap opponents if they’re hit by them. The Luna memory will cause Double to stretch his hands out incredibly far on both sides of him, which grab any opponents that they come in contact with.
Now let’s get to the combinations.
Cyclone/
Joker will result in Joker Extreme, where Double rises into the air, and then flies forward feet first towards the opponent. Halfway through he will split in half, doubling the power of the attack, and launching the opponents off.
Cyclone/
Metal will result in Metal Twister, where Double spins the pole around a few time, hitting the opponents, before finishing with a wind powered blow that launches them off.
Cyclone/
Trigger will result in Trigger Aerobuster, where Double pulls out his gun, and then shoots several blasts of pressurized air at the opponent, before finishing off with a giant tornado blast, which launches them off.
Heat/
Joker will result in Joker Grenade, where Double umps up into the air, and then splits in two, before both sides come down from the sky and punch the opponent, creating a large explosion that launches them off.
Heat/
Metal results in Metal Branding, where both ends of Double’s pole catch on fire. He then runs toward the opponent, and hits them with it, creating an explosion that launches them off.
Heat/
Trigger results in Trigger Explosion, which has Double shoot a large stream of fire at the opponent, which launches them off after an explosion.
Luna/
Joker results in Joker Strange, which has Double splitting down the middle and separating. The yellow half of him forms into 5 other halves, which all stretch their arms out and unleash a barrage of punches on the opponent, before the other half goes forward and punches them, launching them off.
Luna/
Metal results in Metal Illusion, which has Double spin his pole around a few times, creating 5 large disks that proceed to fly at the opponent, hitting them a few times, before coming back all at once and causing an explosion that launches the opponent off.
Luna/
Trigger results in Trigger Full Burst, which has Double pull out his gun, and shot several gigantic laser blasts from it, which all surround the opponent, before the final shot explodes and launches them off.