Dr. Doom Combo Thread

how do you get the hidden missiles to hit like that in the corner? i see kuronn the japanese hulk/doom/spencer player do that a lot, never figured out how it worked.

liked the two TOD combos in the corner with Doom on Thor at the end. awesome. i can’t believe he didnt’ flip out due to hit stun.

I figured it out while watching your video, but I’ve actually been doing the same thing with Molecular Shield for a while now. I was always wondering how I would start a long Hulk combo with a stray Molecular Shield and then still be able to call Doom in to extend the combo later.

You know, this seems glitchy in nature and seems like very few characters would be able to utilize this (maybe Captain America’s Shield Slash under specific conditions). Maybe this is what Seth Killian was talking about. I could definitely see this as being a glitch that they are removing from the next game. Thoughts anyone?

Hey guys, how do you start a combo in the air? I’ve been having trouble starting combos while hitting air born opponents. I’ve seen Dios X do it in matches, and was looking for ideas on how to start combos mid air.

I usually use j.:m:, j.:f::h:, ADDF, s.:l:, :s:. Sometimes I throw in an extra j.:m: before the Footdive and if I’m in the corner, I do ADD instead of ADDF.

I find the most reliable is j.:m:, j.:m:, j.:f:+:h:xx:f:+:atk::atk:, j.:m:, land, :d:+:l:, :d:+:m:, :d:+:h:, :s: etc. There are many other variations that work though.

From super jump height you should probably try the Buktooth loop.

I don’t like c.:l: against juggled opponents, but I will try this at home tonight and see how I like it. I agree on the super jump height. The ridiculous hitstun on j.:m: and j.:f::h: should allow you to bring opponents all the way to the ground so that you can keep the combo up.

This is my “ToD combo” It does 1,071,000 damage and works from the start of the match. It uses 3 bars. it builds 2.1. quite easy to pull of, so it’s practical.
j.:m: j:f::h: Air dash Forward j. :m: (land) cr. :m: cr. :h: :s: j.:m: j :f::h: ADDF j.:m: (land) cr.:m: cr.:h: :s: j.:m: j.:m: j :f::h: ADDF (or ADF depending on where you are ) j.:m: j.:s: (land) s.:h: :f::h: j.:m: j.:m: j :f::h: j.:s: (Air dash+j.h on the way down) Assist (Most assists would do it) s.:h: (assist hits) :dp::h: :qcf::atk::atk:

You can edit it to do less damage but only use one bar
j.:m: j:f::h: Air dash Forward j. :m: (land) cr. :m: cr. :h: :s: j.:m: j :f::h: ADDF j.:m: (land) cr.:m: cr.:h: :s: j.:m: j.:m: j :f::h: ADDF (or ADF depending on where you are ) j.:m: j.:s: (land) s.:h: :f::h: j.:m: j.:m: j :f::h: j.:s: (Airdash down) Air :qcf::h: Air Photon array.
You catch people with the Air Plasma Beam as an OTG and they get “Sucked” towards you, making it perfect to use a Air Photon array. It also lets you DHC easily

Finally, you can end it in a sphere flame for ~800,000 damage
j.:m: j:f::h: Air dash Forward j. :m: (land) cr. :m: cr. :h: :s: j.:m: j :f::h: ADDF j.:m: (land) cr.:m: cr.:h: :s: j.:m: j.:m: j :f::h: ADDF (or ADF depending on where you are ) j.:m: j.:s: (land) s.:h: :f::h: j.:m: j.:m: j :f::h: j.:s: (Air dash+j.h on the way down) Spencer’s Beta Assist (Most assists would do it) s.:h: (assist hits) Sphere Flame

All of these are easy to do, practical and can start at around about the middle of the stage… I’m trying to improve it, but tell me what you guys think or should I forget it completly?

These all look fairly similar to the bnb’s posted here. I know some people like to omit cr :m: from the combos because its easier to connect and because it does less scaling on the damge.

However, if you can get 800,000+ outside of a corner for 1 bar, I’d say stick with it no matter what it is. That’s pretty decent damage. Also, in the corner, I dont think there are better options than the “Duckstrong” loop. Its just so efficient.

So, file this under the “not worth the hassle but would look so boss if I pulled it off to win a match” category, but I stumbled upon a really cool hyper link when I was playing single player.

Anyways, I was messing around with Wesker/Doom and what had happened was I did basic air series with Wesker but cancelled jump :h: into Maximum Wesker while basically having the opponent pressed up to the corner. Shoved in as many hits with Maximum Wesker I could, and at some point before the hyper ended, I accidentally DHC’d to Photon Array. Only one of the “rows” in the Photon Array hyper tagged the opponent, and as soon as Photon Array ended I mashed out Sphere Flame for chip but actually had the thing combo off of the Photon Array hit stun.

Wish I could’ve captured that moment since I haven’t been able to get it going since.

I made this as a proof of concept for my friend. Links finger laser hyper into lvl 3 with spencer assist. I know you can get more damage from the combo.
You can probably kill Thor with it, but i’m lazy. I hadn’t seen this so, thought i’d add it.

I’m new to Dr. Doom and I’m loving his combos so far. My team was always a “in your face” type of team, but now I feel more well-rounded with his beam assist. Thanks everyone for all this great input! :tup:

Just to get back to this, I’ve been doing j.:m:, j.:m:, j.:f:+:h:, j.:m:, st.:l:, st.:f:+:h: lately and it’s been much more consistent for me.

I’m sure its been answered several times already but sorry I’m not digging…

So what kind of sick shit does doom have from TACs?

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a few pages back there is a guy who does some rpetty wild combo off of two TACs, however teh most commonly used one i would assume is just the simple fly loop (M n Ms ) as it’s commonly referred to. i’m sure u can find it a few pages back

I found it. Thanks. It’s exactly what I was looking for.

Some of my local player friends do this combo where you launch then jump S, land OTG relaunch etc. They do this from midscreen, anyone know how to do this? It seems really beast.

Care to elaborate a bit? What you’re describing sounds really basic.

I think he’s talking about mid screen foot loops which is: whatever into launch, air S foot dive (hard knockdown), dash straight down, use air H or air M to fall down faster, dash towards when you land, OTG H into another launch (and then repeat.) You can do this about 2 times without assists and another with certain assists and if you get them to the corner you can continue with corner loops. It does a lot of damage and takes opponents closer to the corner than buktooth loops.

I use it when I’m in the range where two buktooth loops won’t take them close enough to the corner to start corner loops and where foot loops can.

Hes probably talking about that wall to wall combo where you launch them and only do j.s then air dash down, tri jump over to them before they get up and OTG them with st.M into hard kick.The one that guy posted a video of a month or two ago.

Yeah, I know all those combos you guys are talking about, just wanna help the guy so I was asking exactly what he was alluding to. Doom has like 3 billion different variations on that stuff.