It’s not really worth attempting. It does about the same damage as the same old mid screen loop everyone does and it’s much harder (IMO). At least you will look cool doing something different. I can upload a video if anyone wants it.
The setup of j.M ->Hdive->j.M land jump j.M is worth learning. Just tonight I used that when I landed a really awkward air to air j.M. Converted what would have been just a random hit into full combo,end in level 3 =Dead character.
I believe I did j.M Hdive adf j.M j.M land jump j.m Hdive adf j.M j.M land S Midscreen Footdive loop(j.m j.m hdive sdive), corner loop, level 3 ender.
Sorry if the above doesn’t work but I was freestyling it and may not have the inputs right.
Dunno if this has ever been mentioned, but I noticed the other day that if you do a team counter into Doom while using missile assist, he will actually do a backthrow on the opponent if they’re close enough to him instead of going into hidden missiles. I guess the game is actually inputting b+H rather than just firing off missiles. My roommate tried this with MODOK barrier assist, but unfortunately it doesn’t work :(.
The easiest way to test this is against slide moves like She-Hulk’s, Magneto’s and Deadpool’s or Tron’s drill. Basically anything that pushes into the opponent is susceptible.
The applications are quite plain, especially if you’re in the corner. Just the threat of this could make an opponent think twice about attacking you in the corner. Imagine countering Wolverine divekick pressure like this!!! The fact that Doom builds 2 1/2 meters in his combos makes the meter use a non-issue.
Just make sure not to be too far because hidden missiles is a terribad move to come in with on its own, lol. If you whiff, you can always cancel it into Photon array since it’s completely safe on block (the counter version behaves as a special move I guess). As a plus, you can time the missiles and Photon array such that you can followup with a full launch combo afterwards.
This has been mentioned a couple of times, but there wasn’t really a dedicated video to document its uses and situations. I like doing it off of a blocked divekick. Whenever I do it, I am still mashing back+H, is that even necessary?? I wonder if it will hold in Ultimate. Looking forward to some examples!
yeah its been mentioned a few times but i thought u had to mash b+H to get the throw to come out. If this works regardless as long as your opponent is deep, this is a much greater threat. Personally i dont like hidden missiles. how on earth are you guys keeping that assist call safe? i mean it can be punished on a visual reaction by any long range hyper… having bar to counter hyper doesn’t seem like a great strat to me.
anyway, might mess around with missile assist more just because of the added utility. and it really builds longevity to my spencer vertical hook combo thingy.
It helps to call him while your opponent is knocked down and you have something that gives you mobility to keep doom off screen like a teleport or something. I usually call him, dash then super jump before he starts saying stuff so people are less likely to realize he’s there… but that’s my best bet i think cuz i have tron and haggar -_-
Always go for back throw (unless you can throw into the corner). Once the opponent hits the ground do s.H, S and then do 1 or 2 reps of his midscreen loop (j.M, foot dive xx ADdf, j.M, c.H, S) ending in Sphere Flame. If you throw into the corner (towards throw or back throw) you can just do his corner loop.
They’re a little tough, but definitely worth adding to your repertoire. You’ll be able to get over 700k off a throw from midscreen. If they give you trouble (or if you’re too far from the corner) you can skip the last launch and just end in st.H xx Sphere Flame.
If you’re already in the corner, one of the simplest (and almost highest damage) options to do off a forward throw is:
st.:l:, cr., cr.:h:, ( :s:, sj., sj., sj.:f:+:h:, sj.:s:, :d::atk::atk:, whiff :h:, land, st.:h: ) x 3, call assist before the last st.:h:, :qcf::h:xxSphere Flame
Would the combos in the video work without assists? And are they optimized/practical, or are some just for flash? I’m assuming the ones to kill thor were just flash, and the MnM’s ones are just flash too.
I’m trying to learn doom more, and I’m going to use him last. All I know is the buktooth loops, and corner loops, and I’m looking to figure out how to best use him solo.
I don’t think this is exactly new tech or anything, but I just noticed it so I figured I’d point it out: recently I added Sentinel to my Doom team and while playing around in training mode I noticed that even a basic version of Doom’s corner loop into Sentinel’s air exchange combo does crazy amounts of meter/damage.
Does ~810k with no supers at all, or ~1.1M if I finish with Plasma Storm > Sphere flame. Builds 4 meters off an up exchange or a full 5 (!) from a down exchange. Can add an extra Hard Drive before the Plasma Storm to kill higher health characters, and still end up with 2 meters (and back to Doom on point).
Not sure how useful it’ll actually be in practice since I tend to play Sent 2nd/Doom 3rd, but it’s something to keep in mind.
you are probably doing the sj and footdive after the launcher too slow. You have to do the first part of the magic string as soon as u jump.(well as early as possible). then after the addf from footdive, pause briefly and press the sj
I usually just start up a brand new buktooth combo at this point after the laser because it’s basically a free 400+ damage.
When you enter the final j( :h:) enter it slowly and you will fall right beneath and behind most characters. I haven’t tried it on all characters but I know it doesn’t work on Tron.
hmm, haven’t seen this yet, but just saw Clockw0rk use it on WNF
on a jumping opponent you do:
j :l: , j , j , j :f: :h: , AD :f: , j , cr :l: , cr , cr :h: …
(the first 2 j 's gotta be done as fast as possible, and all of the j. hits ,after the airdash, need to be hit. also, you can omit the j :l: and the j :h: if you want… less damage of course.)
from here you can end on just a special…
Photon Array- 406k midscreen, 411k corner (opponent needs to be higher for PA to hit)
Sphere Flame- 498k midscreen, 501k corner
Doom’s TIme- 695k both
or do the first part of a buktooth loop to special (opponent flips out during the 2nd rep):
Photon Array- 484k midscreen, 504k corner (opponent needs to be higher PA to hit)
Sphere Flame- 579k both
Doom’s Time- 817k both
in the corner, you can get 3 reps of the footdive loop followed up with the
j. plasma beam for- 686k
or just special after doing to reps:
Photon Array- opponent kept popping out.
Sphere Flame- 639k
Doom’s Time- 2 reps- 888k, or 3 reps 964k
clockw0rk has a couple other looking variants of this… couldn’t quite figure those out. lol
6:52, 7:03 for some examples
[media=youtube]MRu7Db20ogE[/media]
I’ve been playing around with that loop and you can add another “c.c.:h::s: (super jump) j. (1 hit) :f::h:xx AD:df: j. (1 hit) (land) (jump) j. (1 hit) j.:f::h:xx AD:df: (land)”, but the combo has to end with c.:f::h: into either :dp::atk:[SIZE=15px]:atk: or if close to corner, duckstrong loop x1.[/SIZE]
It does very slightly more damage and slightly more meter than standard Buktooth (though the super has to be done quickly after :f::h: to get more hits).Though honestly I’m still in the process of pulling it off consistently. I’m at the point where my footdives keep getting flubbed up and i get lazer…
edit: tested on ammy and sentinel, works on both. But timing is different for both between the second :f::h: AD:df:, j. (for smaller chars, you have to delay it ever so slightly, for sentinel and i assume bigger chars, you can do it sooner). Basically you want to keep em low, but not too low so you can recover from the AD:df: and do c.
M&M’s. I’ve had more trouble landing this combo than any other Doom combo I’ve learned. Could someone give me some help with it? What are the visual queues? When do you activate flight? When it’s set up how fast or slow are you supposed to do the clap, clap, dash part? I wanna learn this so bad.