Dr. Doom Combo Thread

There’s always advanced combos, or a video made with a capture device that isn’t complete shit

@effenhoog if you leave out the crouching M in your buktooth combo’s you will actually get more damage. So instead of ADD low m, cr.m, cr.h, you should just do the cr.h It does not add any complexity either, its actually easier to time.

Leaving out cr.M doesn’t actually get you more damage, but it does make the loops much much easier if you’re trying to carry to the corner.

I was screwing around in training mode today and noticed that you can special/hyper cancel standing S. With Doom, this allows you to combo Flame Sphere from a standing S by quickly doing a tiger knee shoryuken following the S. Not sure how well known the property is on these forums, but basically you are jumping canceling the S while doing a standing special/hyper during the jump start up (so you never leave the ground). Didn’t seem terribly useful for my team, but I could see that potentially making Flame Sphere easier to combo to in extended combos?

I don’t play Doom, so I’m not sure how useful this is… I’m not trying to sound like I discovered anything since this property exists in other fighters.

We are aware, but thank you for sharing anyway. It’s the thought that counts.

Yeah, don’t let that discourage you from contributing. The Doom forum is pretty friendly so you won’t get your head bitten off for providing redundant info :razz:.

Sup guys. I don’t play Doom much but I came up with this TAC combo when I was messing with him. About 300k, and just under 2 meters.

[media=youtube]6n1ZUGTAOQM[/media]

Does the doom portion work off of any characters up exchange? could u maybe give us a notation? i cant’ tell when u are using fly/unfly.

It looks like :m::m::f:+:h: Air dash forward? :m::m::qcf:+:l::m: :qcb:+:s: [:m::m: Airdash forward]x4 :h::m: TAC

confirm?

Looks about right, and good shit. That TAC will fit very nicely.

edit: is ness going to update the combos? or should we have a new thread with the full list of added stuff instead of scrolling through pages?

That’s correct. The trick with the Plasma Beam juggle is to hit them in the way where they, well, juggle on top of the beam. I got the timing better if you delay the third j.:m: after the forward airdash as late as possible. It’s tricky, and can be omitted for consistency’s sake, but it looks so cool.

I was playing with Dr.Doom last night and I found this little pseudo combo which I call the “Wanna be Magneto.”, Btw it’s a fly loop which is quite easy to do, but I’m still practicing it as well…

xx=Cancel

:d::m:,:d::h:,:s:,Hold :f: while in air until you get close to the opponent :m: xx, :m:, Dash :f:, :m: xx, Levitate (:qcb::s:), |:m:, Dash :f: [x6]| xx :qcb::atk::atk:

(Maybe) Possible Finishing Alternative:
Instead of Special,
:f::h:, Dash Down Forward, :m:, land, :d::m:, :d::h: xx Sphere Flame

The last part with the | is where it gets tricky I haven’t really counted how many times I hit before levitate goes off but I’m guessing 6.

Magneto Fly Loop Damage
Fly Loop - Midscreen - No Assist Required - 445,000 Damage~

Dr.Doom Fly Loop Damage
Fly Loop - Midscreen - No Assist Required - 494,700 Damage~ (With 1 Bar) (Creates 75% of a Bar) (11 Hits)

However the Magneto Loop is somewhat “better” as it does not use a bar, but I am guessing it is possible to pick them up again after the loop with Dr.Doom for even more damage.

Ya we’ve known about the fly loop for some time now. Tho I usually do it after an aerial exchange to gain absurd meter and instead of…
:m:, Dash(repeat) I’ll do :m: :m:, Dash (repeat x4) or just refer to the combo above.

It’s referred to as the “M&M’s” combo

Do you guys have any tips for landing:

c.l, c.m, c.h, launch, j.mp, f.h, airdash, j.m, c.m, c.h, launch, j.mp, f.h, airdash, j.m, c.m, c.h xx Sphere Flame

the last c.m, c.h whiffs alot, is there a certain timing/should I use j.m faster or slower etc.

Thanks!

the buktooth loop usually requires you to hit the opponent with the j.M as soon as possible after the launcher. going down, try to hit the opponent with the j.M as close to the ground as possible after airdashing. if the second c.M keeps whiffing, don’t sacrifice consistency for the extra damage imo. just go straight to c.H which has a bigger hitbox I think. it’s all in the timing. you’ll get it soon.

Thanks man!

Havent been keeping up with Dooms combos, but can you get any better combos than the buktooth loop midscreen? I’ve got the loop mastered aswell as my 900k+ assistless corner combo and these are pretty much all I need.Unless theres better stuff?

I’ve found it’s actually MUCH easier to drop the c.m in the first loop. This keeps them lower to the ground and causes less hitstun deterioration, making the 2nd loop’s relaunch easier.

Thanks man!

Dunno if your corner combo is with a level 3, but he can break 1 million fairly easily for 1 bar in the corner.

Is this off a foot dive? I can only get 950k off my 1 meter corner combos, but I usually exclude foot dive openers from my calculations since it’s not good for mix-ups. If this isn’t off a foot dive opener, can you post the inputs for the combo?