Hrm… I’m actually fiddling around in training mode with it now, and it seems to work on the regular sized guys? (wesker-ish)
I’m also not sure about the max damage… I’m using my Mags/Dok/Sent team for it, with Doom it’s probably different. My Mags also isn’t the best, so maybe I’m actually missing out on a bunch of damage?
I’ll keep at 'er. I could use the Mags practice anyway lol
I was glad I managed to OCV with Modok because my Doom is straight garbage currently. This was my first time in months using Doom in a tournament, and my first tournament since I decided to use beam assist (always used missiles before) so I dropped a good amount of combos.
My opponent was also not very inclined to block high, so I just went in with feet a lot more than I normally would. I wound up getting knocked out one match shy of top 8. going to try to at least get there for our next ranbat. So much work needs to be done.
For people who are looking for something against Vergil, I’ve talked about this before, there are some points where I just try to get shield up so I can sit in it and throw out an H bomb. For Vergil players that like to just teleport in, the H bomb will track them in any direction they teleport for a free confirm while you are covered by the shield. At the very least it will help keep you safe if they manage to not get hit. I also largely do this against Dante as well. Sometimes I alternate between H and L, and I will try to sit under the L bomb to cover my dome while I inch forward against teleporters.
Here a video showing what I was talking about earlier.
[media=youtube]EPLumklT0_g[/media]
Not sure if my Magneto combos are optimal… Does he have better ones? Also, for the one where I tag in MODOK, you can also go into cube combos instead. This may be preferable if they don’t have a lot of life to start with or if you want to get that jamming bomb into S-Barrier/snapback.
Tagging in MODOK does get more damage, but at the cost of more meter. This is because I can actually BUILD that extra bar with MODOK (I can’t seem to do it with Magneto?)
Good stuff brainpipe! I need to work on my game too. I don’t apply nearly enough mixups as I want to when I get in (namely, cr.H hopping, tick throws, and frame traps… I know them, I just don’t do them much).You probably already know this, but if you HBR lower to the ground and then DHC to Sphere Flame, Sphere Flame will do more damage.
Nos, those Magneto combos look pretty optimal, but I’m no Magneto expert, so I can’t say for sure. Full Magneto combos all fall within a 50k range or so without assists, so I just go for what is consistent for me lol. I think the EMP loop in the corner does more damage (S, j.H, pause, add, j.S, st.H (before they hit the ground))xN. For your first combo, it looked like you might be able to squeeze a bit more meter in to build enough meter to spend a 3rd bar if you did the IAD j.M, j.H, st.H, L grav loop a few times instead of the double H loop. Great video though! Being able to tag in Dok for free after a Magneto grab is pretty great. I need to refresh my memory on doing cube combos though… it’s been awhile since I’ve done them.
I was wondering what the ideal way to get more damage off the sphere flame DHC was. I assumed it was possible to increase the damage, but I haven’t taken the time to figure it out.
I heard that Dormmamu has a bit of a issue where he can get fucked over by botched inputs. I think in that scenario with Zero’s level 3, you should have just blocked it. If you had teleport at the time, you would have been hit IMO. Honestly through had that miss, that match might as well be yours IMO.
You dealt with Zero much better as the match went on , and really Flocker’s Zero doesn’t have the right assists to deal with your MODOK. You might want to use Dormmamu’s dark hole for lockdown if you do decide to go in close range. Honestly Flocker can’t really punish HBR because is a very safe super if spaced correctly. So you don’t worry too much about botching your movement. You just got to make you movement better, and work on the confirms.
Your MODOK is pretty solid, Focra! I liked your use of the shields to zone. It seems what you should work more on is your general execution. Because your neutral game was nice. But them dropped combos.
My college internet is so much faster than home… stuff uploaded so quickly that I can just dump it all in one post.
First, the 6 HPB combo that I notated in the combo thread.
[media=youtube]8DdwArTJrVs[/media]
Next, a few more combos and a solo ambiguous crossup 50/50 setup that I found while messing around in the lab today.
[media=youtube]m9fu0MoxD48[/media]
Finally, I came up with a combo for Maziodyne’s “Betcha Can’t Combo This” contest on the main board. You can tell that it is heavily inspired by Nos’s combos lol.
[media=youtube]hQMI2ohb61Q[/media]
hey guyz. Long time since I posted. You guys know any good start of the round mix ups with DOk? Fly and call missiles is pretty boring to me. I been using dorm dark hole assist and I thinking of how to put the opponent in block stun for a mix up. I messing around in the lab and I found out (Idk if it was posted already) that you can do j.S cancel to light cube, j.L, j.M, st.S into full relaunch combo. I think if you’re too far but you still hit them with spike, then you can omit j.M? Also I think the legs need to hit at least 2 times or 3? I think I’ll be using this hit confirm more often, because doing j.S is unsafe sometimes yet I still do them without any thought lol. Hitconfirm is good witout an assist but if opponent knows to push block the cube then i wont get the legs and I might be punished. So I guess I can start with S+dark hole assist. It seems safer for dok to be in the air most of the time, maybe fly plink cube is a good idea as well.
edit: Nvrmind. Hit comfirm not as good as I thought. Just tried it again and kept missing it.
Also Have you guys found ways to hard tag combo with jamming bomb. I see ppl do magneto addf S, hardknock down tag doom or dante. I can’t get it with dok though? Is my execution that bad or it can’t work? I think hyper grav works. Maybe spencer grapple works?
And another thing, is there a practical side exchange tac combo? They all seem pretty wonky? idk
I always find myself risking getting grabbed whenever I do j.S at the start of the round before j.S even goes active. Your setup seems to have the same problem. The nice thing about j.S and missiles is that if they do grab you, missiles will likely cover you, but I rarely risk it. Things like add(f) and call Strange eye (or dark hole would probably work), j.L is pretty safe and puts nice pressure on their point and possibly assist characters.
Nos made a video of a Mags hyper grav into raw tag into Dok combo, so you can do a jamming bomb combo that way.
Side TACs aren’t easy, and the one I do doesn’t work on everybody (just the normal sized characters). I guess you could try the midscreen side TACs, which have less followup options but are slightly more straightforward (though more difficult IMO)?
Idk if this is posted already but el gato (guy I know who did the Doom Tacnology vid) has really great combos and he’s got some great vids. I going to do beam super more often if I already used my 2nd point character’s assist.
^ It’s funny. He uses Bomb and Bolts as assists while I use Beam and Eye. I don’t see how you’d get much mileage out of the bomb assist on that team compared to beam. Strange gets some nasty mixups with Dok beam.
Anyway, I’ve got another video to kick off November. I have a bunch of updated XFactor combos for Dok (and Mags and Doom) and a solid incoming setup using missiles that I saw El Gato trying out.
[media=youtube]H8WGp-XkxOs[/media]
Hey guys. Do you guys have any tips for what I should do to improve the first and third combo?
The third one is kinda just like “I’m too lazy to try anything yet”, but I’m pretty sure the first one is kinda just there. It’s also too hard to do that one consistently. Note that Chun Li’s assist can’t be used second cause the hitstun decay makes people flip out if she’s used second.