What i like about doom is that you visually can tell when you are gonna drop a combo. like the buktooth loop has certain timing and spacing but u can easily modify all his combos to do similar damage but just end differently. I’m sure this can be said for most characters but i think in doom’s case, it is much more modular.
I enjoyed awtching your video. maybe i should look at using Dorm with my Doom/Haggar team as they seem to have nice synergy. Actually, i really like it lol. Might try this out. Weird because this was the FIRST team i ever had but dropped haggar and Dorm for wesker and hulk and somehow have gone full circle to this.
Sometimes it looked like you popped Xfactor early which didn’t matter because you won, but I think you’d be wiser to save that in most instances to actually guarantee a kill (talking about first game)
What i really like is how you use doom’s diverse skill set… in the finals? you were rushing down sometimes and using dash cancels to kil advancing guard and then quickly giving space and sapmming photon shot and photon array. I rarely do this but I think i’m gonna try to burn more meter often. I usually just save meter and every corner combo i end in level 3.
Love the use of the yoga catastrophe super thingy with dorm and hard tag doom for mix up. lols at that
If you’re referring to your other post about dropping combos, I guess that’s valid. I’ve seen Clockwork stick j.L’s in during Buk loops to do resets, but I really don’t think that’s the way to go. Doom’s combos aren’t especially difficult so I’d rather just finish them. Maybe I’m in the minority shrug.
A reset every now and then might be worth it, especially if you don’t have level 3 or can’t finish an opponent with the combo but, this doesn’t seem very abundant moments
I really think the metagame will see doom players finish combos where we can’t kill our opponent by snapping in another threat. The snapback will open up immediate mixup opportunities, or well, at least I think some dooms will be fishing for these opportunities for sure.
Yeah, resets are useful when you “visually identify” a drop coming. Conversion back to being “in”. I think they are worth learning for that. Everyone drops stuff. If you aren’t learning how to get back into your strategy after a misfire you’ll have issues. It is marvel after all.
I think even just watching videos of purposeful resets and trying them out can open the door to “seeing” the opportunities in your regular combo misfires.
I agree. In my online play, I probably use a snapback or two once every 2 or 3 non-Phoenix games (Phoenix would skew my estimate). I’ll snapback for any of the following reasons:
[LIST]
[]The point character has a weak or easily managable XF3
[]Another character has a really strong or hard to contain XF2 or XF3
[]The tagged out a heavily damaged character that I really want dead
[]To avoid letting the opponent have access to DHC trick (if 2nd character can initiate and 3rd character can receive)
[*]If the point character is high life and I don’t want to spend 2 or 3 meter to kill them
[/LIST]
Maybe snapbacks aren’t as viable as I think though. All three of my characters are capable of high damage combos, ending in snapbacks (Hulk: 750k, Dante: 650k+, Doom: ~700k if I can get them to a corner). Additionally, Dante and Doom build over 2 meter before the snapback, while Hulk builds 1.75. Perhaps other characters aren’t as well suited? The way I see it though, snapback combos are similar to combos ending in resets because they save meter in some cases and put the opponent into dangerous situations that they have to guess right or take heavy/lethal damage.
the only time i can get it to whiff is if i’m very close when i use bionic maneuvers… like off of a ground string. but if i use it off of a otg, just doesn’t seem to work.
anyone know a good combo to optimize that i can end with bionic maneuvers so that photon array will whiff?
TL DR bionic maneuvers > photon array will hit if followed from a grapple otg (will not whiff).
bionic maneuvers > photon array will whiff if used from a close ground string in corner (will whiff so can follow up with doom otg)
I won the weekly tournament in my scene this week. I’m happy that I won but I’m very disappointed in my lack of execution, especially capitalizing on OTGs from haggar assist. Seriously, I’m gonna be much worse at this game when they nerf that lariat. Anyway, your critiques are appreciated.
dont mind the shit spencer play, no idea why I missed j S into armor piercer xx bionic maneuvers like every game.
Grand Finals - I’m really looking for more mixup options on snap back. pointers?
[media=youtube]Ayzj7TzMFZo[/media]
Losers Finals - phoenix bs again… hurts me man, I really got lucky winning this game, I need much more exposure to these types of teams
[media=youtube]SNamY0JZ4u0[/media]
Winners Finals -
[media=youtube]qF26hKG9RpU[/media]
Winners Semi Finals - more proof that if i didn’t have a haggar assist, i definitely wouldn’t win as much as i do. what is the best spencer assist for thsi team?
[media=youtube]MM0DbmbhLmQ[/media]
Kensanity: You did drop alot of combos but i think that was due to nerves. Either way on to the important stuff.
I think with doom you need to play more aggressively with doom. Most of the time you were just standing there. Doom has great movement so i think you should work on moving alot more with him. the other thing that you should probably work on is that you should work on your mixups with doom. Footdive to Addf is good but only for so long. Learn to dash cancel your normals also. That helps a great deal with applying pressure. Mix your game up with keepaway (because you have haggar to keep people off of you) and offense to keep your opponent saying “What the fuck is he doing”. Since this is the doom thread i wont talk about the other characters but those are my suggestions for your doom.
PS: Vs Phoenix, use photon array more. She can only teleport above you safely against the move so if she likes going behind you, she is going to get hit. You can X factor kill her right then and there.
Yeah Ken, Doom is insanely versatile especially that you have him on point with Haggar behind him so depending on the matchup try to switch your style up. I noticed you made very little use of photon array, hidden missiles, etc. Note that you can call Haggar while calling hidden missiles if they try to rush in, that just leads to a free OTG if it connects. Another thing I noticed was that you either normal jump or full jump to foot dive. That is super punishable especially from full screen so you are lucky to have gotten so much mileage off of it. You can cancel that into flight or into air photon array but from what I saw of your flight usage you could work on execution to make your staggered air dashes much faster. I would really recommend working on trijumping to get in, it’s safer, faster and has more mixup potential. Trijumping + calling Haggar leads to left/right and hi/lo mixups that’s relatively safe and opens up OTG opportunities.
speaking of OTG opportunities just from the first match you kept missing the s.H, which is kinda weird since theres a huge window to do that. also when you go for level threes off of a buktooth loop, you can do it just off of cr.M instead of trying to confirm off of c.H, especially on the second loop where it’s more difficult…
so yeah in summary work on your ways of getting in. air photon array -> fly/footdive instaed of just raw footdive from fullscreen, trijumps, etc. oh another thing, if you footdive from full screen and they block, as soon as your bounce back/air dash away you can call haggar as you make contact w/ their block and he’ll come out right on top of 'em while you’re chilling behind haggar…
One thing I like to use is ( on an incoming character) to call hidden missiles, and make it look like you missed timed it so they’ll be able to punish, then call haggar when they come in. Keeps you safe, missiles hit when haggar becomes vulnerable, and gives you a free combo if haggar hits. I did this a few times at a tournery yesterday and it worked very well.
so when u say air photon array i assume you mean qcb+:atk:? not the hyper right? i’ve actually been trying to incorporate that, like doing the photon shot and then foot dive behind it, but idk, seems weird. i agree the footdives full screen are so obvious i dont know why theese guys dont just jump back and punish. however, i love the hit box and i am very afraid of just using triangle jumps or box jumps with i do not feel as if they have that great priority and i can’t cancel the air dash into a block (can i?)
I wanted to try this but was so afraid of storm/ryu/wesker being able to catch both me and haggar by just spamming lows. I’m gonna try this more often bext time tho for sure!
I stole that from Liquid in the mixup thread.
[media=youtube]qF26hKG9RpU[/media] at 6:04in this game, I catch an incoming character with air f+:h::s: this doesn’t cause a knockdown cuz its off a normal jump air to air. Any better way to finish this so I can get a relaunch?
<---- Need help with set ups. New to the Doom forums btw.
I am runnning c.viper (tk assist), magneto (EM), Doom (missiles). Any ideas on set ups I could be using with them? i feel like everytime my missiles hit, i fuck up a combo opportunity. so your help is appreciated.
Good games kensanity. I only have 2 big criticisms about your overall game. The first is the use of Footdive ADDF c.. Clockwork does this too and it’s great for maximizing combo damage, but if you drop even 1 combo because of it (which both of you do), then you lost all benefit of doing it. Use c.:l: - it’s easier to hit confirm and you’re combo still kills nearly everyone. The second is that you dropped A LOT of Haggar hits. When you call him, you need to be in the mindset to follow him up. You were playing very well and if you hadn’t dropped so many Haggar hits, you would have breezed through your opponents.
Compliments:
[LIST]
[]Nice work implementing zoning tactics in an otherwise rushdowny strategy.
[]Good throws, especially against people ducking Haggar’s assist - be careful about doing that against Wesker and Dante players though as both have multiple normals low enough to start attacking even while Haggar is still active.
[*]Good job snapping in problematic XF3 characters - I think too few players do this and it’s nice to see someone else doing this.
[/LIST]
No, he didn’t say AIR photon array, he said Photon Array (ground version). It’s a safe way to waste the XF3 timer that makes Phoenix so devastating. In my experience, it catches her even if she does the :h: teleport.
Footdive is one of those moves that players notice it’s potency and then use it too often. Then as they get into the theory of their character, they learn other tools to get in and decide that this one isn’t effective enough. I disagree with Chipp Zanuff on this point. I think that you used it appropriately, if not slightly too often. For a while, I had nearly removed it from my game and then people like you (not you personally, just people that are good at air throwing people from an inch off the ground) showed up and started grabbing me out of my tri jump and box jump mix-ups.
Foot dive has an amazingly strong hitbox, is nearly impossible (if not impossible) to throw Doom out of, and leads to death when it hits - use it often.
Thanks for that, though it’s not really stealing when I was giving it out freely. One note though - you should mash :f::h: until you either get a grab or Hard Kick comes out. I watched the video a couple times and I’m pretty sure it would have worked there. Ultimately worked in the end anyway because Storm tried to attack you, but if Dan had blocked instead, you’d have had to deal with XF3.
I sometimes have trouble with this as well, but I agree with Chipp. Most of the time, if I can bring them close enough to the ground, I use s.:l:, :s: to link into the launch. s.:l: is Doom’s fastest normal, so it’s the most forgiving for linking into :s: from aerial series. I also use it to connect with launch after a forward air throw in the corner.