Doctor Doom Combo Thread V2

delay the m’s a bit
you should be almost above their heads and the double foot dive will hit, there’s probably a vid tutorial somewhere

on early reps you can do :l::l::m:(2) f+:h::s: instead. it’s more consistent and more damage actually then :m:(2) twice. You can’t do this too deep into combos though.

Question…what difference is there between s.M Hardkick, s.MS, and s.HS? What circumstances should 1 be done over the other 2?

s.M Hardkick - fastest relaunch, less damage
s.MS - second fastest relaunch. More consistent for raw tags. Outclassed by s.M HardKick
s.HS - Most damaging. Slowest

There is rarely a reason to use anything but st.H,S. People are just dumb and haven’t bothered to test shit out properly.

That was kind of unnecessary but okay thank you.

The truth is a hard pill to swallow sometimes.

I’m fairly new to Doom, what do you think of this confirm/combo? Good, bad, old, new, where can I improve it?

i always thought sj confirms should be done with sj.H as the first hit to get the airthrow/tech

lol this does too much damage

LOL joker’s extended version.

Shoulda left damage on, so we could see how much it does, but the damage seems ludicrous.

For those curious- I did most of the Joker Doom/Dante THC extension with damage info turned on so you can get an idea of how much it adds after a regular bnb (I omitted the St.S because I was having a problem with the missile hitting big body characters on the way up so I needed time to walk backwards slightly- also, seems like you need to walk backwards slightly more in the left corner than the right).

I didn’t realize until after I made the video, but I barely mashed my first hyper- you can actually get more damage (with proper mashing and getting the max hits on the Strider extension video at the end, I can just hit a bit north of 1.2 million before another Doom hyper, which would bring it to about 1.35 million). Anyway, here it is: http://youtu.be/fJ3VE8GRja0

Quick question, I was wondering if these doom combos could be improved?

Made a better video looking at the Doom/Dante THC extension:

Would appreciate thoughts/feedback!

For the ones where you’ve already corner carried, i would check doing only 1 m into footfootdive and do the pickup with s.m f.h. You’ll do less damage per rep, but im guessing you might be able to get an extra rep witch would up the damage a little bit. Not sure though.

Nice vid! You obviously did a good job thinking it through and editing the video. Im just wondering how much of a problem that 2-3 bar thing really is, dont think many people start out with doom anyway. I have him second with dante anchor so luckily for me its never really an issue.

Haha, yeah- it’s a video that aimed a pretty small specific group of people- point Doom is pretty rare. Though I imagine that Dante/Doom/whoever is not uncommon, and if you DHC Dante out, then you could run into the issue I address in my video. I also thought people might not have noticed this ender was better even when you don’t need the extra damage because DHCing to million dollars to kill usually costs you the chance to do a good welcome mix-up on their next character, but the new ender avoids that problem, which is nice. Thanks for the comments!

@Sizar hmm I tried testing with 1 m’s but seems like 2 reps is the max. :frowning:

You’re welcome! Also, i was testing this on Nova and found something peculiar. If I did m m h s add whiff m, the initial missile wouldnt hit. But if I left out the last whiff m, for some reason it works. On ryu both ways worked, didnt test it out for too many other characters. Just something that I noticed.

Does anybody have notations for some of the flashy Dr. Doom solo flight combos? I know they’re not practical at all, but they sure look nice. Syle over damage, you know. I mean the combos in a video like this:

Not necessarily only those combos, but any cool ones you may know as well.