Two Arm Doppio

Two Arm Doppio is considered to be a better version of One Arm, but its really down to skill and such.

Again, like One Arm, you never want to be close but this stand really emphasizes on not being close unless you have moves available or you spam knives from afar, either works.

Doppio Form:

You really only have 4 moves in this form; E, R, F and V. They can still do a pretty good amount of damage but this form is usually disregarded for the King Form.

E: Same as Doppios, nothing special here except a bit of combo game.

R: Slices downward and can combo into an E like Doppio's can.

F: Epitaph, what'd you'd expect honestly.

V: Time Erase movement.

H: Transformation, turns you into your king form.

King Form:

Changes all the moves of Doppio:

This form is the better form being the one you can most rely on for damage, although, the moves that you would mainly use for damage have high cooldowns but the knives make up for most of that anyways.

E: A rush that's not that good and you should NEVER use unless you can combo it with another move, too punishable if you dont combo anyways.

R: Throws spammable knives that can do an amazing amount of damage if you can hit them (which dont expect much you'll probably be able to hit 2-3 per throw but its spammable so its whatever.) Good for catching those who run and spacing during a cooldown period.

T: Slams into the ground like a SPOH groundpound, the range on the move is highly underestimated but it is very readable for people fighting you. Usually try to do it when you're close enough but there is a chance you might take damage from the move, really risky. It does combo into R which if it hits its pretty damn good.

Y: Does a good amount of damage and grabs them, but again, its a very risky move to do since you're willing to let them get close to you.

You still have F and V in King Form.

Summary: Two Arm, while having some good moves, isn't all that people make it out to be. Its extremely dodgable if you have a brain and you can easily punish it as most of its close ranged moves are on cooldown all the time. This doesn't make it unplayable but it does make it hard to play with the stand.