Doctor Doom bnb combo guide
I made a video and wrote a little guide thing about Doctor Doom bnb combos since I have been hearing a number of people asking about it lately both online and in person. I am no expert player, but these are the kinds of combos that I rely on and hopefully this post will at least give new players a solid foundation to build on and maybe give some other players an idea or two. The goal of this post is to provide reliable intermediate level combos that aren’t too heavy on execution, so things like flight mode j.M loops and wall to wall carry combos will not be covered. I will also not go into great detail about DHCs and exchange combos because they are team-specific and you need to experiment and find them for yourself.
Most of Doctor Doom’s bnbs consist of variations/combinations of a few main combos. In this post I will primarily be covering two combo paths which I will refer as the Midscreen Loop and the Corner Loop. All the combos listed here are in one video, arranged and labeled by section with links to each section placed throughout this post.
Being the lazy person that I am, I will just be posting notations for the basic combo paths and assuming that people can use their knowledge and common sense to figure out the rest by sight. If someone would like a particular combo notation or if I made something confusing let me know and I will try to clarify.
The Midscreen Loop:
The basic Midscreen combo. This is what you will need to use if you cannot push your opponent into the corner. If the Midscreen Loop carries the opponent into the corner, it can easily transition into a couple reps of the Corner Loop for more damage, which I will cover later. If you aren’t 100% sure where the corner is relative to your starting position, performing the Midscreen Loop and waiting to see if you hit the corner is a valid strategy and won’t completely butcher your combo damage. The Midscreen loop also works in the corner so learning it first will give you a reliable starter combo for all situations until you have mastered the corner-specific combos.
www.youtube.com/EWjOawa8MjE
Notation:
:d::l: :d:
:d::h: :s: j.
j.:f::h: airdash:df: j.
land
:d:
:d::h: :s: j.
j.:f::h: airdash:df: j.
land
:d:
:d::h: :s: j.
j.
airdash:f: j.
j.:s:
Potential enders:
Full combo into air super
Shortened combo into sphere flame
Shortened combo into level 3 at midscreen
Exchange combo into whatever
There are a number of ways to make the Midscreen Loop easier by substituting some different normals in the final relaunch. I have recorded some of them and will hopefully get a video link to them soon.
The Corner Loop:
This an extremely damaging and easy combo that only works in the corner. Hitstun scaling will require you to use an assist for a sphere flame ender, but you can cut the combo short by one repetition if you have no available assist. Ending in a level 3 super does not require an assist, but using one can add extra damage to the combo and allow you to add an extra attack like heavy plasma beam for even more damage. Experiment with your assists to see what works best.
www.youtube.com/EWjOawa8MjE#t=1m57s
Notation:
:d::l: :d:
:d::h: :s: j.
j.:f::h: j.:s: airdash:d:
OTG :h: :s: j.
j.:f::h: j.:s: airdash:d:
OTG :h: :s: j.
j.:f::h: j.:s: airdash:d:
OTG :h: :s: j.
j.:f::h: j.:s: airdash:d:
OTG :h:
Potential Enders:
st.H into sphere flame with various assists
Shortened combo into sphere flame without assists
Full combo into level three with or without assists
The Midscreen Loop into the Corner Loop:
If you aren’t right in the corner from the very beginning of your combo you can still reap the benefits of the corner loop by adjusting mid-combo from one to the other. Starting from the Midscreen Loop there are two ways to do this: after the first repetition of the midscreen loop, or after the second. If you hit the corner before the final repetition of the midscreen loop you can still do the longer version if you wish, it just does a bit less damage.
www.youtube.com/EWjOawa8MjE#t=3m57s
Examples show transitioning from Midscreen to Corner loop from the first or second relaunch of the Midscreen Loop. I have left in the pre-combo resets and dummy pushing to show approximate distances for when this combo is possible
Potential enders for these combos are the same as the regular corner loop
Throw Combos:
Comboing after a throw generally means going into a Midscreen or Corner Loop. The throws scale the damage pretty hard and have harsher initial hitstun scaling, so you generally have to cut your combo down by at least one repetition. It is still possible to get some solid damage off of throws with Doom, especially in the corner or with xfactor/DHCs.
Throw combos can be ended in mostly the same ways as the basic combo paths they lead into, I am including some basic enders to make the combos less boring to watch but you can do whatever works best for the situation.
www.youtube.com/EWjOawa8MjE#t=4m41s
Back throw midscreen
Back throw into corner
Front throw into corner
Back airthrow midscreen
Front airthrow into corner
There are a lot of slight variations to combo off of a front airthrow in the corner, much like the different ways to do the second relaunch in the midscreen loop. The main goal is to catch them in the air with a falling j.
and then land and juggle them with whatever attack you choose, then combo into a launcher and go straight into a shortened Corner Loop. In my video example I used a very easy variation as timing can be a little tricky with the hitstun scaling from the throw.
Xfactor Combos:
With Doom, a great place to use xfactor is between one of his ground normals and st.:S:. You can do this for the first launcher of a combo, or wait until a bit later for a later hitconfirm (and a slightly less damaging combo).
All examples are shown using level one xfactor
www.youtube.com/EWjOawa8MjE#t=6m16s
Early hitconfirm xfactor combo
Late hitconfirm xfactor combo
Back throw xfactor combo with amazingly difficult execution
I will be editing and cleaning up this post but the bulk of the information should be here already