hey guys im kind of having trouble with this TAC combo ughhhhh ( M, F+H Footdive, LL, ADUF LL, M fly, MM dash MM dash MM H-gun ) i normally practice a down TAC and start with llmm Lplasma beam. i just fuck up after the footdive. i do the ll after but cant hit the aduf ll for some reason…maybe i need to be at a certain height ? and the MM (after the m into fly )…are they 2 hits or 1 hit each?
Is anyone else using Doom with Jam Session? If so what kind of confirms are you using to combo off of it? I’ve just started using the pair so I’m just doing super basic stuff like j.L,j.M,j,S, etc. I’d like something that gives me a bit more damage though.
You can confirm with a Buktooth loop (sj height), j.:l:(+j.):f::h: addf -land- st.:l:cr.
… Jump loops are flashy but generally not as good as just landing for a ground series into normal combo if I recall correctly.
So i’ve been seeing a lot of Dooms go for a hitconfirm off a j.F+H like this
j.F+H, ADDF, j.l / j.l into whatever conversion off of that
Any specific way you’re supposed to do this? It seems like I can only get this to work consistently is if I super jump first for more hitstun and possibly because of positioning, just need confirmation on if its recommended that you SJ first or theres something i’m missing here.
no need to superjump. just need to be mindful of where your j.L hits (needs to hit close to the ground so you can re-jump and instantly do j.L again.
Footdive > addf j.L [land] j.LM Footdive > addf [land] st.L HARDKICK
there are other variations of course. you can even do the little jump loop twice if you feel like it.
Footdive > addf j.L [land] j.LM Footdive > addf j.L [land] j.LM Footdive > addf [land] st.L HARDKICK
Thanks man, definitely looking to up my conversion and I figured this is probably the best place to start. Should help a ton
Edit: Lol that double jump loop is funny, its like midscreen normal jump height maziodyne loop
Not sure how many people are using the sphere flame vajra extension, but I was having serious issues getting it 100%.
Well what I’ve sort of came across is holding down the assist button to slightly delay the assist call cause the game needs to register if your doing a tag, so the assist is recognized on release(think negative edge). While playing around with that idea, here’s a method I came across to get the vajra extension 100% of the time:
(hard knockdown in corner), s.M, hold A2 xx sphereflame (vajra hits)
You do not release the assist button. The vajra assist call is automatically delayed. Plus, you don’t even late cancel the s.M or anything. Not sure why this works but it gets the sphere flame extension 100%.
I know I’ve seen other players use s.H for the OTG, but I haven’t been able to replicate the kind of consistency that I do with s.M using this method.
Really fun combo, does like 910k with my vergil assist ender (not my most optimal combo but i like it).
c.:l::h::s:, sjc.:l::l:, :f:+:h: xx ADDF,
(1), land, jf.:l:(2 :l:'s in corner), :f:+:h: xx ADDF, c.
:h::s:, sjc.:l:, :f:+:h: xx ADDF, land, :f:+:h:, sjc.:l::l:
(2), :f:+:h:, :s: xx ADDF, land, :h:(2):s:, sjc.
(2)
(2), :f:+:h:, :s: xx ADDF, land, :a1: (rapid slash), j.:qcf:+:l:, :s:, land, j.:qcf:+:h:, :qcb:+:atk::atk:
The most practical use for it would be an adjustment to :l::l:, :f:+:h: xx ADDF . Most combos want
(2), but if only 1 hit occurs you can adapt with this instead of whiffin jump
:f:+:h::s: as the normal follow up. This combo looks really cool because it’s so fast looking which is uncommon for doom who typically milks
(2) and slow relaunches. The combo is still full valid on it’s own, it’s just 50k under the optimal combos and is actually easier.
hey don’t know if this has been asked ( probably has ) but anyone have the notation for the doom corner relaunch combo? not the basic footdive loop lol.but all I remember seeing is S looped over and over again. hopefully you guys know what I’m talking about.
[:s:, sjc.:l:, :f:+:h: x ADD, land, :s:]x 3?
This but 4 times, then sjc,:l: :l: (2 hits)
(1 hit) , :f:+:h:, :s:, (ADD whiff M/H) land, OTG s.:h: (2 hits) :s: sjc.
(2 hits)
(2 hits), :f:+:h:, :s:, ender of your choice.
This is the optimal variation and does like 700k on its own or some shit.
yeah that’s it. just found it on YouTube like 5 mins ago. thanks guys.
Any trick to making the final sjc. :f:+:h::s: consistent at the end of long combos? I’m using 900k combos that work full to mid screen, but the final part always seems really tricky if I’m not flush with the corner. The BnB I use:
c.:l::h::s:, sjc.:l:, :f:+:h: xx ADDF (land), c.
:h::s:, sjc.:l:, :f:+:h: xx ADDF (land), c.
:s:, sjc.:l:, :f:+:h: xx ADDF (land), :f:+:h:, sjc. :l::l:
(2), :f:+:h:, :s: xx ADDF (land), (tri dash if needed), s.:h:(2):s:, sjc.
(2)
(2), :f:+:h:, :s: xx ADDF, :qcf:+:h: (OTG), :qcb:+:atk::atk:
A lot of optimal combos end this way so i assume this issue is common of them either flipping out or being too low after :f:+:h: and whiffing the :s:
I think it might be hit-stun scaling messing you up. I tried this exact combo just now and the final M’s whiffed on me as well. Starting with raw S though, everything connected. It’s probably more doable if your combo starts with a counter-hit as well.
In general though I’d say that’s a bit too complicated for a mid-screen BnB and it’s gonna drop more often than you’d like, not necessarily because of execution but hit-stun. I get a lot of my hits from crossup j.L or mashing c.L, so those would kill the hit-stun if I went for a combo as complicated as that. The MarlinPie seems to do the trick more often than not:
c.:l::h::s:, sjc.:l:, :f:+:h: xx ADDF (land), c.:h::s: sjc.:l:, :f:+:h: xx ADDF (land), c.
:h::s: sjc. :l::l:
(2), :f:+:h:, :s: xx ADDF (land), (tri dash if needed), s.:h:(2):s:, sjc.
(2)
(2), :f:+:h:, :s: xx ADDF, :qcf:+:h: (OTG), :qcb:+:atk::atk:
It’s pretty similar to your version, but it omits the Hard Kick rep and puts in an extra sweep during the 2nd relaunch. Still gets 850 easily and builds a bar, so you’re more than likely going to kill a character.
Hope this helps.
Actually that does. Consistency that is near optimal is preferred in those cases. I still like my combo for mid screen though since it’s very reliable in corner once you get to that point. Thanks!
one mo thang, any confirms off butter gun from normal jump height and super jump height? I just need 1 combo to use upon confirmation. thanks
Here is my Touch of death with Dr. Doom.
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<blockquote class=“Quote” rel=“BiggsDaFraud”>Here is my Touch of death with Dr. Doom.<br />
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Wouldn’t it be more damaging if you dhc’ed into dante as opposed to going for the double finger lasers? I mean million dollars does a lot of damage even at maximum scaling, Im not sure if it does more than finger lasers, but I think so.
While we are on the dicussion of doom/sentinel Im trying to get the call drones flight plasma beamx2 combo extender but its not working, the flight/plasma beam come out to late and the opponent recovers. Anyone got any tips please? I tried different strengths of plasma beams but I believe they all have the same start-up, then I tried doing the qcb s qcf h as one quick motion but that didn’t work either.
So yea, any and all help is welcome.
Do it faster, that’s about it.
lol aight good to know, ill just practice practice practice.