double dance seems awful to try and set up because gambit typically only gets one free turn and it has to use tera for it (and despite this it's still broken). on the flip side, you fuck up every unboosted thing in the game without needing to play the sucker mindgame, which makes gambit a lot more consistent. on the double flip side, there are a number of scarfers you still don't outspeed at +2 and you'd be sorely missing sucker punch for those guys. on the triple flip side, the fact that the set is a little suboptimal means that a lot of people won't be prepared for it and might potentially misplay and give you an extra setup turn. on the quadruple flip side, this isn't really something that you can rely on in a match because these kinds of psyops only work at a very specific point in high-mid/low-high ladder—too low and people are just mindlessly clicking buttons, too high and people are already 4 parallel universes ahead of you and have already predicted you so hard that they have a specific counterteam to your team and all their nicknames are your social security number. on the quintuple flip side, gambit doesn't technically need much outside of kowtow cleave and fairy tera blast to shred every viable thing, so you can get away without running iron head on a double dance set. on the sextuple flip side, you're fucked if you want to run a different tera type on this sort of set because it blows a huge hole in your coverage, so you're effectively constrained to a single tera type. on the septuple flip side, i've flipped too much and am starting to feel dizzy, i'm going to go lie down