Doppelganger is one of the Boss character in RBO. Beside visual differences with Swordman, the noticeable differences are all his moves ends with many dark waves. More specifically, all his B attack has Dark Waves that accross the screen. The damage is mediocre but this monster is easy to use with only 1 bug move (see Running Problem).
Running Problem[]
No, he can run just well. And that is the problem, when he starts running, he just can't stop. The only way to stop him is pressing A or B. And be careful to not press 66 before an cut-scene, or the game will crash, since you won't be able to press A or B and it is just like Female Novice's 22 + B, the cut-scene only happens when she stops running. So if you press 66 before a cut-scene, you won't stop running and the game won't go forward.
Stage 8 Glitch[]
- You have 40000 HP exactly
- Doppelganger's guard bar constantly flashes on and off
- You cannot flinch
- You may only chain in 1 strong attack of the same type in each combo
Guard Bug[]
If you jump and press guard then release, it will continue guarding without consuming guard gauge.
Passive[]
Super Armor
Basic[]
A - Combo 1[]
A simple punch
- Property = can hit GROUND Enemy
- Error = OK
- Damage = 50
B - Sword Waves[]
You slash your sword and a dark wave comes out of it.
- Property = GROUND
- Error = OK
- Damage = 400 dmg & 250 dmg
C - None[]
D - None[]
8 - Jump[]
2 - Bend[]
4 - Left[]
6 - Right[]
Advance[]
22 + A - Endure[]
Like Swordman Endure. Does not endures attacks.
- Property = GROUND
- Error = OK
- Damage = 50
22 + B - Provoke[]
Like Swordman Provoke. Does not reducing Defense and raising Attack but does some damage with 5 clowns.
- Property = GROUND
- Error = OK
- Damage = 150 x 5
236 + A - Magnum Break[]
Invincibility only the first half before the sword touch the ground, after that Doppelganger can be hit again.
- Property = GROUND
- Error = OK
- Damage = 1500 dmg & 400 dmg & 150 dmg
236 + B - Bash[]
The old Bash. Just weaker.
- Property = GROUND
- Error = OK
- Damage = 350 dmg & 100 dmg & 300 dmg
26 + A - Second Bash[]
Press it after the first Bash
- Property = GROUND
- Error = OK
- Damage = 350 dmg & 100 dmg & 300 dmg
A + B - Auto Counter[]
If a monster hit you while in 3 sec counter position, He will retaliate back with great damage. If you get hit while in auto-counter position, the monster in which has attacked you shall freeze until the time your sword has shaken. The attack is NOT blocked.
If the auto-counter is successfully initiated, a blue flash shall appear near Doppelganger's body, and he will swing his sword in high velocity (.4 secs tops); smashing it onto the ground in front of him. The sword shall glow white temporarily.
- When the auto-counter is successfully released, it shall hit anything within a large distance of the source. The distance is about 4 characters forward, 3 characters behind, and 3 characters above.
- Any flinch-able monsters shall be thrown into the air when hit by this attack.
- The damage is tremendous, causing over 3000 damage to the surrounding.
If the auto-counter fails to initiate within a certain time-line, Doppelganger will swing his sword anyways.
- When the auto-counter fails, the blue flash shall not appear, but the animation of the attack shall remain the same. However, the animation is far slower, and the sword will not glow.
- While swinging your sword (about 1 second duration), you may easily be hit out of the animation, canceling the move.
- The attack range is small, hitting only the 90 degree area in front of Doppelganger. It may hit up to 3 characters ahead and 2 characters above him.
- Any flinch-able monsters shall NOT be thrown into the air.
- The damage is minor, causing only about 1500 damage to the monsters ahead.
- Property = GROUND
- Error = OK
- Damage = 1500 dmg or 3000 dmg
626 + B - Rushing Attack[]
The same with Swordman Tackle (66 + B)
- Property = GROUND
- Error = OK
- Damage = 400
426 + A - Mad Clowns[]
Apparently this move only makes your provoke clowns hit yourself, till Doppelganger gets mad and slashes them back. It only does 5 damage at you(one for each clown)
- Property = GROUND
- Error = OK
- Damage = Self Hit 5 dmg & 300 - 400 dmg
(Air) 22 + B - Ground Thrust[]
Put your sword below your and spike the ground. Just like Swordman Low Pierce
- Property = GROUND (+AERIAL)
- Error = OK
- Damage = 350 dmg & 150 dmg
Standard Combo[]
AA - Combo 1[]
After the punch, a sword attack
- Property = GROUND
- Error = OK
- Damage = 150
AAA - Combo 2[]
The last attack, a headbutt. Solo style.
- Property = GROUND
- Error = OK
- Damage = 200
6 + B - Sword Wave 2[]
You slash your sword vertically and a dark wave comes out of it.
- Property = GROUND
- Error = OK
- Damage = 400 dmg & 100 dmg
2 + B - Crouching Wave 1[]
You crouch and do a horizontal slash. With dark wave again.
- Property = GROUND
- Error = OK
- Damage = 180 dmg & 200 dmg