Dr. Doom Combo Thread

whiffing a J.H. The gun lets you fall faster.

Yes, you can airdash after j.:s: either if it’s the first air move you do, or if you chain it after :f:+:h:. Whiffing a normal during the air dash makes you drop significantly faster. The best one is pretty much sj.:h: because you don’t risk hitting your opponent and popping them out of the combo.

That’s how you get his longer corner loops to work.

This has been known since like week 3 or earlier, kinda irritating that people are just now marveling at it now that Clockwork is finally using at the end of June.

I dont get what the need to whiff normals to drop faster is? I can get the corner loops working fine just doing j.s Air dash down into OTG H.I dunno why you need to whiff jumping gun.

To be able to be do a 4th corner loop.

Dr. Doom corner combo:

c.L c.L s.S, j.M j.F+H j.S, ADD, s.H s.S, j.M j.F+H j.S, ADD, s.H s.S, j.M j.F+H j.S, ADD, s.H s.F+H, j.M j.F+H j.S, ADD, (Assist when you land, I use Haggar here which is the only character I know of that allows this to work) s.H s.F+H{xxPlasma Beam HxxSphere Flame}

The s.H s.F+H at the end combos naturally, which allows the Haggar assist to hit and cause the hard knockdown state, allowing for the special followup

Does just over 850k, builds over 2 meters, and for just 2 meters more, opt the end for {Dash-forward, s.HxxLVL3 super} for over 1.15m. Ending the original combo with an XFC at any level directly after the Sphere Flame comes out should kill any character. For the original chain, if you don’t like using shortshort to start a combo, if you do c.L c.H, it does just over 900k damage at the expense of being a little less safe.

Odd thing about this combo is that it doesn’t work after a DHC glitch, at least with Magneto starting it. If it did, without using any meter it would not only leave you at a slight meter deficit from when you began the combo, but it would kill any character. Most character would die without the Sphere Flame on the end. This is, of course, theory, since I haven’t been able to get it to work.

It’s also incredibly easy to do.

I like the idea of using a knockdown assist to get one more hit in. You can sub the last f.H for S, and use TK plasma beam to squeeze 2k more damage out.
The one more hit also works with Dormamu Dark Hole and Akuma Tatsu.
You must use the f.H version to connect it with Zero’s Shippuga.

Not bad, adds a free 18k to every corner combo if your assist allows.

The reason you can’t do a whole corner combo is because the first OTG kick in the DHC glitch eats up a bunch of your hitstun. I never tried to find the max damage combo, a simple three corner loop does enough damage. If you find a max damage Post-DHCG combo and it is different from the one Alioune uses post it.

The reason you can’t do the whole corner combo is because hitstun deterioration is based on a timer, which starts again after you DHC. By the time you OTG, you’ve already lost a chunk of time for your combo.

Actually, with a knockdown assist you could probably get 2 OTG plasma beams into air Photon Array, which is better for DHC’ing anyway.

Too bad none of my assists fit the bill :(.

That’s also the most damage I’ve been able to do after the DHC. I can do 4 loops by shortening the reps, but you just end up with less damage and it’s a lot harder.

Dr. Grammar is right. The reason you can’t get as much isn’t because of the st.H; it’s because the combo timer resets the moment they go into that untechable hit reel and not when you actually hit them with the otg.

Also, I can’t help but notice that Doom’s combos, although extremely damaging, are kinda boring at the end of the day. I’m making a combo video with my team of Spencer/Taskmaster/Doom right now and I came up with tons of new stuff for the 2 first characters, but with Doom, nothing really seems to jump out at me. Whenever I try starting a combo with molecular shield, for example, all I can think of is “that’s crap, why would I ever start a combo with something so sub optimal, it’s not even cool looking.” Maybe you guys have other ideas, by I find I’ve run the well dry in terms of creativity. What I’m mostly doing is incorporating different approaches involving dash canceling etc. to spice things up, but the combos are basically the same.

Funny story (albeit very offtopic): I actually came up with this idea playing Dante and trying to make a good damaging combo with my Haggar team. After a Killer Bee, I did s.H+Haggar s.S, sj into instant air dash j.S. It always ended them in the corner, too. Even better with an Akuma assist. Around 750k damage I believe.

Easier than Hammer loops, I swear!

To get back on topic…

Does anyone have a midscreen Doom combo that is easy to do, that outdamages 638k? Mine is only 2 reps of the [j.M j.F+H addf j.M] combo, which I’m comfortable with.

from midscreen to corner, you can do 2 buktooth reps (j.:m: j.:f:+:h: addf j.:m:), then 2 footdive loop reps with the j.:h: whiff, st.:h: + assist, :h: plasma beam xx Sphere Flame.

Doom has a side change combo that looks cool. If you time it right you can switch sides twice, and while juggling from crouch every hit he faces a different direction ( on spiderman at least).
launch, at the tip of the superjump f.H dive, addf , j.M Really early, land, normal jump up-forward j.M (side switch), f.H dive addf land, (side switch), c.M, c.H. S, continue into two midscreen double foot dive loops ( or anything really).

A Doom/Spencer combo that kills Wesker at the start of the round : Do a Doom midscreen combo, end with j.Plasma x Photon, X Spencer Grapple, TK OTG grapple, land, immediate Armor pierce X Bionic Arm, land, call doom Plasma assist, TK OTG Grapple, dead :slight_smile:

Yeah I know all that stuff (well, not the switching sides with Spiderman), I just think there’s little room for creativity with him.

And you really should be using missiles with Spencer, they allow him to get 800k meterless.

Yeah Doom’s normals and specials dont really support Mag/Dante STYLE ON YOU combos. What I find most fun about Doom is his movement despite being a more power/zone based character. He has really tricky movement and his ability to dash in on advance guards is fun really fun stuff. I really should start using his SJ cancelled flight for instant high low shenanigans.

On the note of combos what’s the most damage you guys can do in a combo without utilizing the corner and without an assist?

Yeah, that’s basically what I’m showcasing in my video. I hope people don’t say that the combos are too same-y though.

Crossing up with assists after killing someone, dash canceling a few times get around pushblocking and landing a throw, normal jump airdashing then calling an assist and doing flying plink-dashes into unfly high/low/throw/crossup stuff, hitting Wolverine drill claw with the gun into full combo after killing someone, etc. Mostly stuff like that

Some of it I can’t really do practically in a match :D, but that’s about as flashy as it will get I think.

No corner No Assist
j.f.H, c.m, c.h, S, [j.m f.H aadf j.m c.H, S]x2 , j.m, delay, j.m, f.H, S, chase, s.H sphere flame
784k

A more legitimate starter j.m, c.l,c.h nets you 715k. Level 3 ender gets 970k.
Builds 1 3/4 meters.

Switching sides combo works on most everyone. Just easier on small height. The note I made was regarding the bouncing ground combo switching sides. I was using spidey as a dummy and didn’t check for other chars doing it.

Molecular shield starting combos may not be completely impractical. Molec blows up certain Wolvie berserk slashes and random teleports.

If it prorates the combo less than an air throw it could be the best option.

732, 800 but it depends on the size of the character. 964,800 if you end with a level 3.

ad :m:, j.:f:+:h:, j.:s:(whiff), land, cr.:l:, cr.:h:, :s:, sj.:m:,sj.:f:+:h:xx:df:+:atk::atk:, sj.:m:, land cr.:h:,:s:, sj.:m:, sj.:f:+:h:xx:df:+:atk::atk:, sj.:m:, land, j.:m:, j.:m:, j.:f:+:h:, j.:s:, st.:h:(can use level 3 here), :s:, sj.:m:, sj.:m:, sj.:f:+:h:, :f:+:atk::atk:, sj.:m:(1 hit)xx:qcb::atk::atk:

I really should be using something more reliable though. This is almost a corner to corner, but it’s a little picky

Dude, I’ve been using this combo ever since you posted about the j.M>delay> j.M> f.H>S trick. Does good damage, good meter, and is really consistent. Good stuff. Makes it really worth putting Doom into second place, because with an assist and a bit of meter, you can land the first hit more easily then go into a solo death combo.

I stumbled upon this accidentally in one of my matches this past weekend, although I didn’t bother to figure out a finisher for it like you have. good stuff here!

I see clockwerk been putting in the research too because he uses it in this match against richard

He has interesting variations to it as well incorporating amaterasu cold star to set up his finisher OR going for a reset (unless that was a mistake lol).

I find this useful especially when i mistime the bucktooth loop. you can visually confirm whether or not you are gonna fail in the loops so i change to this combo sometimes. (other times i just go into air photon array ender).

EDIT: in combos, how do you do the air plasma beam into APA? can that be done after a j :s:or do you have to land and rejump?