Dr. Doom Combo Thread

So I was a pad player and am making the transition to stick. Learning the buktooth loop on pad took me about 2-3 days of time in the lab and I started getting it pretty consistently. I’ve had my stick for over a week and have been going in the lab and have spent much more time trying to get this combo back down and I’m still having trouble. Getting my trish back up to par didn’t take quite as long, it was about as long as I took to get her where she was on pad in the first place. I’m starting to get very frustrated because I keep feeling like I have the combo down and start dropping it for stupid reasons again.

Has anyone made the switch from pad to stick and have specific advice for Doom? or in general, is there something I’m missing in this combo? I know to do the first medium as soon as you get up, and do everything else as soon as you can but delay the last air medium before you land to keep them near the ground.

Some doom stuff i made yesterday.

I like the reset/mixup in that fourth video, might have to steal that one from you. Can you do that into the buktooth loop or the other typical loop combos?

I know I haven’t contributed any videos until now, so here are a few basic corner combos.

[media=youtube]Fa0VcCS5X4Y[/media]

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[media=youtube]NL2dVg0Zcxo[/media]

I’ll eventually get around around to posting more elaborate stuff and tutorials. These can all be started with more practical starters like j.M or cr.L.

Here’s a damage comparison between using the cr.M and leaving it out with the Buktooth loop. As you can see, unless you’re 100% confident in your ability, or really need the meter, you’re better off just going straight into cr.H.

[media=youtube]Vj88L7-W0iY[/media]

[media=youtube]Rm2numr2cnI[/media]

quick doom team combo
[media=youtube]IB0jdCOszYM[/media]

I think if you substitute a f.H for a S as your last relaunch in a typical doom corner loop that you can get a little more damage.

Hello ;

I find a nice combo ( in my opinion : p) check this :

Team : DrDoom/Spencer/Wolverine

In the corner : (édit : little improvement)

j.:f::h:, j.:s:, ad:df:, c.:m:, c.:h:, :s:
j.:f::h:, j.:s:, ad:d:, j.:h:, :h: (2 hits), :s:
j.:m: (2 hits), j.:f::h:, j.:s:, ad:d:, j.:h:, :h: (2 hits), :s:
j.:m: (2 hits), j.:m: (2 hits), j.:f::h:, j.:s:, ad:d:, j.:h:, :h: (2 hits), :s:
j.:m: (2 hits), j.:m: (2 hits), j.:f::h:, j.:s:, ad:d:, j.:h: (thx to Liquid for this part)
j.:qcf::h: (air Plasma Beam)

Air Photon Array Dhc Bionic Maneuvers Dhc glitch Berserker Charge

:l:, :m:, :l: ,:h: , :qcb::l:, :h: ,:s: , j.:m:, j.:m:, j.:h:, j.:f::l:+:s:, j.:d::h:
:h:, :s:, j.:m:, j.:m:, j.:h:, j.:u::s: (Team aérial)

j.:m: (2 hits), j.:m: (2 hits), ad:f:, j.:m: (1 hit), j.:m:(1 hit), :qcb:+:s: (Fly)
j.:m: (2 hits), j.:m: (2 hits), ad:f:, j.:m: (1 hit), j.:m:(1 hit), ad:f:, j.:m: (1 hit), j.:m: (1 hit), ad:f:,
j.:m: (2 hits), j.:m: (2 hits), j.:h:, j.:s: , :qcb::m:+:h: ( Air Photon Array) Dhc Berserker Barrage X
Dhc to Bionic Maneuvers.

Need : 6 meter , X-factor : no
Damage : 2,162,500.

I found a new combo I’m going to start using as my Doom’s bnb.

Lots of match time recently forced me to recognize I need more time to hit confirm with Doom and my other bnb did not allow those hits without weakening damage severely.

You can start this with j.M, land c.l c.H S and still end up with 801k damage from anywhere to kill Zero/Dog.
It starts with one loop of Buktooth so you have time to gauge your distance to the corner and alter the combo to a corner damage combo.
You ground them at least once so you can decide to snapout.
You have two places to be lazy and OTG Lvl3 or sphere flame for decent damage ~700k + and without needed molec or an assist.
It works on every character I’ve tried ( Hulk,Sent, Dante,Dog, Zero are pretty representative).
It ends in the corner and uses 1 assist to break 800k , so damage will vary if the assist is weak or strong, or dead.
Should build 2 meters.

Combo description:
start with one loop of the buktooth but exclude c.m, c.h . Go straight from j.m to S(launch). Time the launch so the target is close to the ground. They only need to be so low so don’t get nuts.You have some time to wait for the right height because it is early they won’t bounce out.
Instead of another bukloop the next part is a single Sfootdive to ground them.
The next relaunch is tricky. Chase them and launch with s.M f.H, then chase them with j.m as early as possible. pause, throw another j.m. You should be above them. Do a double footdive just like with a corner loop.
Now they’re in the corner. Chase and relaunch with s.M f.H , one j.m, double footdive, then follow with a corner ender into sphere flame.

That last part you can actually fit two j.m’s if doom landed on top of his victim. This is most common since the above description assumes corner to corner. I’ll respond to this post with a crap quality video later tonight. I’ll try to include all the variations that are relevant.

The coolest part of the above is you don’t burn OTG’s early on like my earlier wall carry’s. This gives time to decide on a traditional corner combo when mid-screen to up the damage.

Very nice, I’ll have to try this out.

nice wall carry combo! first thing I’m gonna be practicing with doom when my new fightstick arrives.

This is the part I’m having the most trouble with. I can chase them just fine if they’re near the corner, but if I start this combo with Dr. Doom’s back on the wall, the foot dive sends them flying too far for me to chase and connect s.M-f.H in time. I tried canceling foot dive into an air dash downward, then tri-jump my way in, but the opponent recovers in time. I had a similar problem with your previous wall carry combo. Any tips?

You need to dash down-forward, not just downward. then cancel the dash with H. Doom zooms then. Tri jump once and you will be in range. If you still can’t connect, practice that until you are fast. Doom can reach them before the yellow electricity effects are gone.

You can also do two loops of that weird bukloop for more damage. The range is slightly less than full stage , and I find that one more difficult to perform. It can do ~870k though to OHKO Mags from almost corner to corner and have hit confirms at the start, so worth learning eventually.

I promised a video but can’t record one prior to guard crush. Maybe if I get streamed again and don’t choke my combos they will record them for me :slight_smile:

What’s the notation for this “weird bukloop” you’re referring to? I’ve been following this thread since early March and I’m not sure what you’re referring to here.

As far as Lord Zaldivar’s problem. I agree with sjohnst2 - you need to airdash downforward and preferably do the :h: cancel. Even when I don’t bother with the :h: cancel and I still have time to land, ground dash, then :m:.

In my head there are several bukloops
Original = j.m, c.m, c.h, S
Enhanced = j.m, c.h, S
Weird = j.m, land, S

Weird has noticeably less hit stun. I think it is due to c.h being a soft knockdown and having much more stun than say c.m.
The ~870k is j.m, land c.l. c.h S Weird buk, enhanced buk, launch j.m, j.m, f.H, S , chase s.m f.H, corner loop, OTG foot Assist Sphere flame.

Holy shit, I havent been in this thread in months, some of those combos above are extremely impressive, got dayum. Evil Toaster, that didn’t even look possible with hitstun decay LOL Though I was surprised no XFC to another Sphere Flame at the very end hehe

so the combo notation is (for everyone else):

j.:m:, c.:l:, c.:h:, :s:, j.:m:, j.:f:+:h:, addf, j.:m:, pause, :s:, j.:s:, addf, j.:h: (whiff), trijump, s.:m:, s.:f:+:h:, j.:m:, pause, j.:m:, j.:f:+:h:, j.:s:, addf, j.:h: (whiff), trijump, s.:m:, s.:f:+:h:, j.:m:, j.:f:+:h:, j.:s:, add, j.:h: (whiff), s.:h: + assist, :qcf:+:h: xx :dp:+:atk::atk:

that’s a lot of buttons lol.

edit: now I’m having trouble with the last part (the last s.:m: into hard kick). it seems that after the third launch combo, the opponent is too far away for the hard kick to connect. I can trijump into s.:m: just fine, it’s just that the hard kick whiffs. standing :s: is too slow on startup. I just go straight into the OTG s.:h: + assist part for now. any tips?

Hey dude, I’m making a combo video that includes Doom, would you mind if I put this in there? I’d give you full credit of course.

Ah, the whiff air H did the trick for me. Thanks sjohnst2 and Liquid! And thanks for the notation, maziodyne.

By the way, sjohnst2, there might be an example of a variant combo on the Guard Crush archive. Old-school legend Eddie Lee was doing some mid-screen wall carry loop. You can find it here (Part 2; @40:40).

That is fine. I would love to see Doom in a video.

Whiffing the last Hard Kick happens to me too sometimes on Zero. It seems to be a function of your height during the footdives and how you time your dash canceling. Too early, and you don’t get as much distance. Its sort of a dash-small delay-press H.

I don’t vary my how I do it from the way I just do launch, S chase. So if you make that routine able to hit the opponent while electricity is still fluttering that should be how you do the last dash cancel.

Another thing to try is to remove all the c.H moves from the combos. It makes all the combos more consistent but you lose some damage. Try subbing in other things if you want the damage cause almost everything has less hitstun.

I was there. I god bodied by his Dormammu in the tournament. My team has been Doom/X/Haggar. I am now learning Dorm :slight_smile:
I did pull him aside to show him the midscreen double footdive loops. Maybe we’ll see that from him in the future. He pointed out though that he likes to keep things simple so combos don’t drop during a tournament. I’m been trying to work the combos above with this in mind. I already said you can remove the c.H’s and get less hit stun so less droppage.

I will have to post a video of my own with my results. I still haven’t found the final forms where I can say “This won’t drop and will always kill the dog/Mags”.

I noticed when Clockwork does the stomp loop in the corner, that he gets Doom to drop really fast and to my knowledge you cant air dash after hitting S, so how does he get him down so fast?