Doctor Doom Combo Thread V2

The first one is the Maziodyne loop (.:s: instead of :f::h:), I’m not sure about the second one but I see Shady K and Cl0ckw0rk using it a lot.

Oh ok thanks. For a corner forward throw, would you be able to do 3 reps of that and 2 reps of 1 sj. :m:-> :h: foot dive-> :s: foot dive?

dont use hard kick in the combo. There is no point. It does less damage.
I’ll upload the grab combos tommorow including almost 900k off a grab meter positive 1.5

Yes but it’s only 446.9k damage before the ender, might as well do 4 sj.:f::h: :s: reps for 467.6k~485.6k

Yeah I can get 594.9k before the super, but that’s including an OTG plasma beam.

I’m doing st.:h:,:s: sj.:l:,sj.:f:+:h:xxadd, ( :s:, sj.:l:,sj.:f:+:h:xxadd, cr.:m:,cr.:h:) x 2, :s:, sj.:l:x2,sj.:m:,sj.:f:+:h:, sj.:s:xxadd, otg :h:,:s:, sj.:m:, sj.:f:+:h:, sj.:s:xxadd. OTG j:h: plasma beam.

With an assist extension it gets close to 900k. If Rokmode is talking solo damage I’d be interested in seeing it.

Edit: If you do the ground photon array that hits both sides, you could probably break 900k with an assist.

that’s still like ~540k before the beam.

546.9k

Really? Well now I know how to get some more easy damage in my corner combos. thanks.

So heres 860k damage 1.5 meter positive off a grab. I’m aware I said 900k, but the issue was the variant was kind of unreliable, so I had to optimize it to make the last loop only have 1 m hit one time, so that I would have enough time to squeeze in the drone combo. I might upload some more random videos tonight since I can’t seem to sleep. . . if not tommorow! Apologies for the poor quality

[details=Spoiler]
[media=youtube]oUUPcp6z9hI[/media]

Cool, but using 2 assists is cheating, lol. :tup:

True, but atleast I didn’t go full retard and use ground bounce/wall bounce assists. It’s not like vajira or drones are bad for doom in neutral, so technically it’s only semi-cheating.

Still impressive though.

Duck how are you timing the ground photon array to make it hit properly? I’ve been trying to do it with a Wall bounce assist but I’m nowhere near the sweetspot, thanks a lot for the notations for the throw follow up by the way.

Haha, it’s only cheating with a fully charged liberation assist.

@ JuuM: That combo is extremely circumstantial and character specific, but the best way I’ve found to do is to call your assist, OTG with 1 hit of st.:h:, the assist hits and then you dash cancel the :h: into a jump canceled plasma beam so that you’re essentially inside the opponent’s body. Of course this is completely dependent on the assist. I honestly don’t even try it in matches though. It’s too unreliable.

I believe I understand how it works, didn’t think plasma beam would allow Doom to come so closer though.

Like this I suppose …:a1:st.:h:-cancel-:atk::atk:/:f::f::qcf::uf::l:-cancel-:qcb::atk::atk:

Yes, that’s right.

Edit: Oh, and you can use :h: plasma beam. They all have the same startup.

UP midscreen infinite starter
You can skip the blender and change the channel straight to the infinite if you want

Spoiler

[media=youtube]K4dGffIprcw[/media]

Side tac infinite starter
I dropped it cuz I’m bad

Spoiler

[media=youtube]hZ9x40fGjI4[/media]

Juum inputs for the 580 no super grab combo
grab, standing hs, [jl h footdive add] x2, jl h footdive add cmhs, [m (2) m(2) h footdive s footdive add+whiff] x2
J plasma beam h
Sleep time :tup:

Cheers, I’ll try both variations and see which one I can autopilot the best cough

Sleep tight

Edit: Managed to get down Duck’s version perfectly :3

I made an attempt at making this work midscreen briefly, and I got this for 517k: f.throw, s.:h:, :s:, j.:l:. j.:f::h: xx addf, :s:, j.:l:, j.:f::h: xx addf, :s:, j.:l:, j.:f::h: xx addf, c.:m:, c.:h:, :s:, j.:l:,j.:l:, j.:m:, j.:f::h:, j.:s:, s.:h:, :s:, j.:m:, j.:f::h:, j.:s:

EDIT: I accidentally counted an s.:h: I did at the end toward the combo’s damage with no ender.

Thanks for all the assistance guys, Im getting the mid-screen corner carry much more consistently now. Although I do have a question(don’t I always) is there any reason to go :f: :h: as opposed to :s: when Im relaunching? Does one maybe have less hitstun that the other or something? At the moment I just use :s: since thats what Im accustomed to but I figured I might as well ask.

Well, for some very specific combos, :f:+:h: is marginally faster so saving a couple of frames of time can let you tack on an extra hit at the end of a combo.

Also, off a back throw for example, you can do a raw :f:+:h:, but :s: will whiff.