Key
[details=Spoiler]st. = standing
cr. = crouching
j. = jumping
qcf = :qcf: = quarter circle forward
qcb = :qcb: = quarter circle back
dp = :dp: = dragon punch motion
L = :l: = light attack
M = = medium attack
H = :h: = heavy attack
S = :s: = special attack
A1/A2 = :a1:/:a2: = assist
A = :atk: = any attack (L, M, or H)
- = chain
xx = cancel
> = natural follow-up
, = link
|> = land
{} x n = loops
(n) = # of hits a move should do (assume max hits if not specified)
(whiff) = no hits connect
dc = dash cancel
sjc = super jump cancel
ad* = airdash (direction)
trijump = jump forward, airdash down-forward
XFC = X-factor cancel
TAC = Team Air Combo[/details]
Notes
[LIST]
[]cr.L-cr.L-cr.H-S is the suggested hit-confirm because cr.L hits low, is good on block, and has more range than cr.M.
[]Hitstun deterioration in MvC3 is based on a timer, so doing your combos fast is important.
[]Doctor Doom’s airdashes decelerate at the end, so if you want to land quickly from an airdash, you should whiff a jump normal to cancel the airdash animation. j.H is suggested because you gotta show off your gun.
[]Doom’s cancelable multi-hitting moves are j.M (2), st.M (2), and st.H (2). Unless noted otherwise, assume max hits.
[*]For most of Doom’s combos, when you follow up a launcher with j.M, the j.M should be done as early as possible.
[/LIST]
Combo starters
[LIST]
[]cr.L-cr.L-cr.H-S
[]front throw, dash > trijump |> st.M-f+H
[]back throw, st.H-S
[]j.S |> st.H-S
[/LIST]
Combo enders
[LIST]
[](hard knockdown) st.H xx qcf+AA
[](hard knockdown) Air qcf+H xx qcb+AA
[*](hard knockdown) A1/2, st.H xx qcf+H xx dp+AA
[/LIST]
Mid-screen BnB
[LIST]
[]cr.L-cr.L-cr.H-{S > sjc, j.M-f+H > addf, j.M |> cr.M-cr.H-} x 2, S > sjc, j.M-M-f+H > adf, j.M xx qcb+AA
[LIST]
[]Basic ‘Buktooth’ loop.
[/LIST]
[]cr.L-cr.L-cr.H-{S > sjc, j.M-M-f+H-S > addf, j.H (whiff) |> trijump |> st.H-} x 2, S > sjc, j.M-M-f+H-S > addf {ender}
[LIST]
[]Corner carry loop.
[/LIST]
[]cr.L-cr.L-cr.H-S > sjc, j.M-f+H > addf, j.M |> cr.H-S > sjc, j.M-M-f+H-S > addf, j.H (whiff) |> trijump |> st.H-S > sjc, j.M-M-f+H-S > addf, j.H (whiff) |> trijump |> {ender}
[LIST]
[]Improved corner carry.
[/LIST]
[/LIST]
Corner BnB
[LIST]
[]cr.L-cr.L-cr.H-{S > sjc, j.M(1)-f+H-S > add, j.H (whiff) |> st.H-} x 3, S > sjc, j.M(1)-f+H-S {ender}
[LIST]
[]Corner loop for babies.
[/LIST]
[]cr.L-cr.L-cr.H-S > sjc, f+H-S > add, j.H (whiff) |> st.H-S > sjc, j.M-f+H-S > add, j.H (whiff) |> st.H-S > sjc, j.M-M-f+H-S > add, j.H (whiff) |> st.H-S > sjc, j.M-M-f+H-S {ender}
[LIST]
[]‘Duck Strong’ corner combo.
[/LIST]
[]cr.L-cr.L-cr.H-{S > sjc, j.L-f+H > add |> } x 4, S > sjc, j.M-M-f+H-S > add, j.H (whiff), st.H-S > sjc, j.M-M-f+H-S {ender}
[LIST]
[]Badass ‘maziodyne’ loop. For the super jump cancels, you can jump forward on the first loop, but for the rest, always jump vertically. After the 4 loops, Hard Kick (f+H) can be used for the next relaunch instead of S for easier timing. In the final (6th) launch, one j.M can be omitted for easier timing.
[/LIST]
[/LIST]
Mid-screen TAC
Corner TAC