Castle Doom: Doctor Doom Video Thread

New combo vid by El Gato… can anyone help me with the Doom missile pickup portion? I can’t tell how many missiles he uses and how to get the nova assist to continue the ground bounce.

youtube.com/watch?v=D6ehm5PbEBk

recently won a local w/ morrigan dormammu doom

R1 vs Zero May Cry

R2 vs Nova Vergil Strider / DP Dorm Doom

WF vs mag doom sent

GF vs mag doom sent


infinites?

Is there any way i can improve this combo? It does about 753k

No idea why camera was shaking in the middle of the video lol

Do LLM on the first rep and LLMM on the second rep. You should have enough hitstun to fit all of that in, and it will build more meter (which is important since you’ll want to build as much meter as possible to DHC from Doom. See if you can squeeze an H footdive in before you do S on the last rep with the Firebrand extension (if you haven’t already - idk what you can do with an FB extension but any damage is good)

Like what he does in this video: http://www.youtube.com/watch?v=sA6OalsV_Uo

How can I improve on this combo? I feel like Doom combo? I feel like he could break 850K on his own, I just have to get the hitstun right. Oh, and this does more than that tired Doctor Doom footdive loop, lol.

hey thanks for the response, but it seems they pop out right before I can do J.M on the 2nd rep. Maybe I’m doing it to slow?

I feel like you are building to what is in this post.

A fantastic compilation of combos for all occasions is this Duck Strong video.

Definitely going to watch that. Thanks for the link and thread post.

My ears are burning!

New BnB I’ve been too lazy to post. Does a little more damage and is fairly reliable:

Cr.lmhs,( /\ sj.l,f+hxxaddf, whiff h, /, cr.ms) x 3, /\ , sj.llm,f+h,s xx add, whiff sj.h, / tridash, 1 hit st.m, f+h, /\ sj.mm,f+h, s xx add

Then standard ender.

Basically it’s 3 reps of the Mazio loop with cr.m before the S launcher to make it more reliable.

Close to 700k before using assists and supers. Corner carries.

Nah probably not. You can try to speed up the timing, but jumping l has little hitstun so it only works in the early part of combos. Just use j.m instead of the j.l j.l . Or find a whole different aproach. I don’t have
acces to marvel right now but heres’s a few things to mess around with:
try a s.m xx s into maziodyne loop (the j.l f.h xx add s loop)
go for the shorter j.m f.h s loops instead of j.m j.m f.h s
pick up with s.m f.h, its a little bit quicker than h xx s so it might help you out with the hitstun scaling.

Heres some gameplay of me vs Cloud let me know how i can improve my doom guys any help is greatly appreciated http://www.twitch.tv/cloud_805/b/508384789


I finally get to get back into some marvel. Point doom, practical.

How is it practical if it doesn’t kill. :confused: Unless the whole point was to style a bit.

i think he meant practical as in its not a crazy multiple 1 frame link with character dependant height combo, not as in this should be your bnb

It’s not loading for some reason, keeps sending me to a blank page.

Sorry i think cloud broadcast get erased after a few hours/broadcast

I made a quick video showing some Doom incoming/reset pressure starting off of a j.L. Here’s the general idea: (j.L, H dive, delay, addf, j.L, f.H, etc). Use assists to keep up the pressure if the (j.L, H dive) part is pushblocked. By delaying the (addf, j.L), j.L can hit overhead or force a standing guard. If they get hit, it’s an easy confirm. If they block, you can go for a lot of different options, especially if the character is tall enough standing to instant overhead with j.M. If you miss the j.L, f.H will grab.

Good stuff once again bro, you just keep posting awesome tech for doom.

Thanks! I forgot to mention that you can switch (addf, j.L) with (addf, j.MM). Doing j.MM requires a little more delay, but it ensures that the opponent will have to block high. The extra j.M forces the first j.M to hit only once, making it harder to pushblock the first j.M and making it more likely that the hard kick would be pushblocked, which doesn’t matter nearly as much provided that you’re dash/jump cancelling it. Using j.MM won’t combo when the initial (j.L, H dive) hits, but that is easy to confirm.