Depending on height and length to corner you’ll be able to j.:s: (whiff) > tridash*x and OTG with st. you’ll have to be stupidly fast, although most of the time it’ll be too far to combo off.
Different side switch combo:
cr.:l::h::s: sj.
:f::h: addf j.
-land- j.
:f::h:addf -land&sideswitch- cr.
:s:sj.
:f::h::s: add st.:h::s: sj.
:f::h::s: add st.:h::s: sj.
:f::h::s: add…
611.3k before ender, st.:h: 2 hits j. 1 hit. Could most likely add a cr.H but I ran out of time.
Both are pretty easy.
Working on a Buktoothesque loop that works both in the corner and midscreen, at the moment it does equal or slightly less damage to the normal Buktooth/:f::h::s: loops but I believe it should be possible to do more.
First attempts:
cr.:l::h::s: [sj.
:f::h: addf j.
-land- j.
:f::h:addf/add(corner) :s:]x2(3?*1) sj.
:f::h::s: add st.:h::s: sj.
:f::h::s: add…
Base:
…:s: sj.:f::h: addf j.
-land- j.
:f::h:addf/add(corner) :s:…
*1, testing if it’s possible to get 3 loops and removing one f.h,s rep if you have better timing.
PS: Looks pretty flashy duo to Doom juggling the opponent right above him ( :u: not :uf: ) in the corner.
The ones I put in my video do 640 and 645k. The first one is quite reliable.
Oh I didn’t notice that when I watched your video a while back. I’ll update what the one above does with the cr.:h: and more hits when I get the chance, should do comparable damage.
do you have a reliable wall2wall or near that (I know you can just hop over if u foot dive them in the corner) for after you land a raw footdive? I just want to know the best combo to use after landing a footdive far away from the corner… far too many times have they fallen out of the 3rd relaunch in the normal clock loop.
edit: combo for off of a back throw too?
from a raw foot dive you can, (otg, s, air m, air m, fw H,air s)x2. if u hit the corner after the reps u can do 1 more, but if ur not then u have to otg and snap back or sphere flame. Thats what i do at least.
Same thing from a combo off a back throw, except im pretty sure u can get the 3rd rep even if u dont reach the corner after the first 2 reps.
off a back throw, you can do:
:f:+:h:, (/\ sj.:l:, sj.:f:+:h:xxaddf, / :f:+:h:) x 2, sj., sj.
, sj.:f:+:h:, sj.:s:xxaddf, OTG :h:, :s:, sj.
, sj.
, sj.:f:+:h:, sj.:s:xxadd, call assist, OTG :h:, plasma beam etc.
You can also do a turn around combo:
st.:l:, sj.:f:+:h:, sj.(2 hits)xxaddf, sj.
(1 hit), jump back, j.
(2 hits), j.:f:+:h:addf, st.:l:, cr.
, cr.:h:, :s:, sj.:l:x2, sj.
, sj.:f:+:h:, sj.:s:xxadd, otg :h:, :s:, sj.
x 2, sj.:f:+:h:, sj.:s:xxadd, call assist, OTG :h: blah blah.
Not sure off a raw footdive, but I’m sure something similar to the above would work.
I am starting too learn doom TAC combos and I was wondering what the optimal existing TAC is now (that is not the infinite which is of course most optimal). So far ive seen M&M and the Marlinpie combos. With Marlinpie apparantly doing more damage.
Has a more updated Doom TAC combo been found? Or other variations I should know about. I sorta expected a Doom TAC summary to already exist on some front page of the combos section but…
The most updated would be learn the infinities honestly. There’s a thread on the main Doom board.
I updated the infinite thread with midscreen side and up infinites, so thats every direction, anywhere on the screen. Feel free to post any variation you want in the thread!
All you have to do is dash down after the grab and then do the same thing for a front ground grab. If you burned you air dash, then I don’t think you can combo off it it.
So many combos now. Should I be doing the OP BnBs or do we have a more upto date BnB I need to reference. I was doing:
.c:l::h::s:, sjc.
:f:+:h:>ADDF,
, land, c.
:s:, sjc.
:f:+:h:>ADDF,
, land, j.
:f:+:h::s:, land, s.:h::s:, sjc.
:f:+:h::s:, ender…
Hi, I found out something today that I haven’t seen before. I thought it might be useful to some of you.
If you hit an opponent with an S.footdive, cancel into ADDF to land and hit c.M immediately, the opponent will be hit by that c.M without having to OTG even though he or she is already flopping about on the ground. I’m not sure why this happens.
An opponent hit by an S.footdive will do two very low bounces before lying still on the floor in a hard knockdown state. Before the second bounce, it seems as though it’s not counted as a hard knockdown state yet or something, so opponents can be picked up without having to OTG.
This is useful because without having to OTG with “S.footdive, s.H, S” to start a combo, hit stun doesn’t deteriorate as quickly. For example, in the corner, I can do a basic S.footdive, ADDF, c.M, c.H, [S, sj.M(1), H.footdive, sj.S, ADDF, whiff H, land, s.H(2)] x4 before the next S whiffs. With the “S.footdive, s.H, S” launcher, you can only do 3 loops of [S, sj.M(1), H.footdive, sj.S, ADDF, whiff H, land, s.H(2)] before they fall out. Both combos do the same number of hits but the second one fails first.
The hardest part of this is the ADDF after connecting with the S.footdive, but that’s just learning the timing. You can also add a c.L before the first c.M to make it easier to hit.
Yeah, that’s old news. The only problem is you need to hit the footdive fairly low to the ground for it to work.
S footdive causes a ground bounce as well as hard knockdown.
You can footdive down if you don’t have an air dash.
How much damage are you guys getting from your forward throws in the corner (air/ground)? I’m getting 494.9k before ender without assist, is that good?
580k no assists or supers
Gasp
Mind sharing the notations for that?
Hey guys, I’ve got a question for you. What is the name of the loop that looks like this?
(Corner)
cr.( :l::h:):s: sj.:l: -> :h: footdive -> A.D.D. land, hard kick sj.:l: -> :h: footdive A.D.D. land, hard kick sj.:l: -> :h: footdive A.D.D. land, hard kick…
(Midscreen)
cr.( :l::h:):s: sj.:l: -> :h: footdive -> A.D.D.F. land, cr.( :l:
:h:):s: sj.:l: -> :h: footdive A.D.D.F. land, cr.( :l:
:h:):s:…
Thanks
Edit: I am an idiot. It’s Mazio’s loop isn’t it? I found it on the first page