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.
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)
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.
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.
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.
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.