Doctor Doom Combo Thread V2

Sounds like either your a.:l: is coming out too slow or that you’re too slow on your ADD. Do you have the timing down where you get out your a.:l: as fast as possible?

I’m trying to liken it to Nova’s H loops where a. :h: must come out quickly after the launch

I haven’t gotten the timing down at all though.

I think my a.:l: is too late as I’ve watched someone else do it again. I’ve noticed that Doom’s feet are barely touching the opponent :expressionless:

Can someone direct me towards the optimal doom zero strider combo both midscreen and in the corne

Use Zero to extend Buktooth or Maziodyne in the corner, don’t worry about midscreen because anything you do should push to the corner. And if somehow something lives through Mazio dyne just DHC to Rekkoha.

[media=youtube]N_BKB34iBM8[/media]

Spidey-Doom player here. I need some help. @ 1:25 of this video, Mame Spidey calls Doom to relaunch Cl0ckwork’s Doom to finish the combo.

I’m trying to recreate this, but my training dummy keeps falling out after combocombocombo…s.H–>Hard Kick–>Manual s.J–>j.M(2 hits)–>H.Footdive–>S.Footdive. The dummy nearly ALWAYS falls out in between j.M and H.Footdive, and I’ve been practicing this for, like, a month. Anybody have some helpful advice (even though there arent many spidey players here, I’m sure )

You’re probably just too slow that’s usually the case if they drop out between :m: and :f::h: at the end of the combo, I suggest you compare how fast you’re doing it in comparison with the footage.

[media=youtube]0Bw9G2Eaczk[/media]

I am prolly gunna make a midscreen one today

Been optimizing my doom combos right now I have:

c.:l::m::h::s:, sjc.:l:, :f:+:h: xx ADDF (land), c.:m::h::s:, sjc.:l:, :f:+:h: xx ADDF (land), c.:m::s:, sjc.:l:, :f:+:h: xx ADDF (land), :f:+:h:, sjc. :l::l::m:(2), :f:+:h:, :s: xx ADDF (land), (tri dash if needed), s.:h:(2):s:, sjc. :m:(2):m:(2), :f:+:h:, :s: xx ADDF, :qcf:+:h: (OTG), :qcb:+:atk::atk:

Got up to 886,000 for 1 meter. Any ideas how to work in a vergil rapid slash ender besides (land), :a1:, j.:qcf:+:h:, :s: (land), j.:qcf:+:h:, :qcb:+:atk::atk:? I’ve been trying to do (land), :a1:, s.:h:(2), :qcf:+:h:, :dp:+:atk::atk: but it’s REALLY inconsistent to connect the beam and assist. ideas?

Is the second extension doing more damage than the first one? I was under the impression that double Plasma beams + Photon Array dealt more damage than a single Plasma beam + Sphere Flame.

Shady K is doing this ender with rapidslash (or atleast used to). -land-:a2: st.:h:(2):f::h:-sj.cancel-:s:-add-:qcf::h::qcf::atk::atk: if I recall correctly, not sure how much damage it does though.

btw, I’ll steal that bnb.

I’ve been playing with that BnB and it’s very versatile with confirms. My general rules on how I start them:

[LIST]
[]Full screen doing s.:m::f:+:h: instead of s.:h::s: during the final launch tends to have a higher risk of flipping out in the final air combo, especially if you are not flush with the wall yet on launch, try to avoid this or remove the c.:h: after the first sjc.:l:, :f:+:h: xx ADDF (land), c.:m::h:.
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[
]Removing c.:h: after the first sjc.:l:, :f:+:h: xx ADDF (land), c.:m::h: makes the combo more consistent at the end but you run a small risk of doing the first 3 launches too quickly and crossing under neath them after during the sjc.:l:, :f:+:h: xx ADDF (land), c.:m::s:, sjc.:l:, (risk accidental cross here and doing missiles instead) :f:+:h: part. Make sure to let them fall ever so slightly before the third launch.
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[]After air confirms it’s typically best to land with .c:l::m::h::s: and skip the first launch. You also now have enough remaining hitstun to do s.:h:(2), :dp:+:l:, hyper ender for more damage.
[LIST]
[
]EX: j.:l:, :f:+:h: xx ADDF, c.:l::m::h::s:, sjc.:l:, :f:+:h: xx ADDF (land), c.:m::h::s:, sjc.:l:, :f:+:h: xx ADDF (land), :f:+:h:, sjc. :l::l::m:(2), :f:+:h:, :s: xx ADDF (land), (tri dash if needed), s.:h:(2):s:, sjc. :m:(2):m:(2), :f:+:h:, :s: xx ADDF, s.:h:(2):s:, :dp:+:l:, hyper
.
[/LIST]
[]After throws, remove the first launch. You also now have enough remaining hitstun to do s.:h:(2), :dp:+:l:, hyper ender for more damage.
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[
]If the timing gets rough in the 3 launches, you can opt for the easy 2 launch version (adding c.:l:'s and the third launch):
[LIST]
[*]c.:l::m::h::s:, sjc.:l:, :f:+:h: xx ADDF (land), c.:l::m::h::s:, sjc.:l:, :f:+:h: xx ADDF (land), c.:l::m::h::s:, sjc. :l::l::m:(2), :f:+:h:, :s: xx ADDF (land), (tri dash if needed), s.:h:(2):s:, sjc. :m:(2):m:(2), :f:+:h:, :s: xx ADDF, :qcf:+:h: (OTG), :qcb:+:atk::atk:
[/LIST]
[/LIST]
The best ender is s.:h:(2), :dp:+:l:, :qcb:+:atk::atk:, but it’s dependent on a few factors such as hurt box size and height. You’re trying to land as many lasers as possible (do this on nemesis and he’ll likely eat all 10 beams for HUGE damage). :dp:+:atk::atk: is the more consistent option. These both do more than the j.:qcf:+:h:, :qcb:+:atk::atk: ender unless you have an assist extension that favors it more.

How are you getting double plasma? Are we talking about after assist extension or solo?

Hmmm that extension gives me an idea to try. adding :f:+:h: after the s.:h:(2) will likely hold them in hit stun long enough for vergil to connect and I can attempt my ground enders.

I’m indeed referring to the extensions “:a1:, j.:qcf:+:h:, :s: (land), j.:qcf:+:h:” vs. “(land), :a1:, s.:h:(2), :qcf:+:h:, :dp:+:atk::atk:”. I read it as you’re using :h: Plasma beam two times on the first one and only once on the second, hence why I thought it’d do more damage even though you’re using the better super.

Yeah you could probably work something out with the hitstun although I believe your target will elevate quite a bit from both the :f::h: and rapidslash combined, remember that you can dash cancel the :f::h: as well.

I’ve been browsing the thread and I apologize if this has been asked before, but do the j.L f+H add S loops in the corner do more damage than the optomized full screen combos Duck had posted? I’ve just been doing one of those in the corner and breaking 900k with 1 assist, but if the other loops do more damage than I suppose I should learn them unless these are more practical.

@Duck Great video by the way. Very helpful.

J. L, H Footdive loop hits 1mil with 1 assist.

Also, Rok, as far as plasma beam Buktooth loops, they are less damaging so they’re only good for HBDs, however in XF they do more damage in comparison to the time it takes to kill (would be nice to see them utilized more in actual play).

I wish they made dooms combos revolve around j.M’s into air plasma beams. I feel that would open up more creative interesting combos with him, because right now his combos and hit confirms are some of the most boring in the game.

What? His real combos and comfirms are extremely fun. It’s just J. S is really fucking easy so that’s all you see people go for.

Maybe its just because I’ve played him for so long now but I find them all boring. Footdive loops in the corner, butter gun confirms, random j.M hits into j.L f+H or st.L,S. Mazio loops. His superjump confirm. Shits boring.

It would be cool if they made his combos more varied like his TAC combos imo. I’d love to see his j.H and air plasma beams come into play in combos more.

Doom’s probably got the most versatile combo list I can think of, so many options for freeform and many different loops to combine.

Flight combos in general would have been nice.