Dr. Doom Combo Thread

It’s only worth it off a TAC. Don’t bother otherwise, pretty much anything else does way more damage. Really don’t see why people are going crazy over it, it’s a pretty awful combo to use.

If you must though, it’s easiest to land after sj.:m:,sj.:m:, sj.:f:+:h: xx :qcb:+:s:. It’s possible after a sj.:m:, but it’s unreliable later in a combo since :f:+:h: has so much more hitstun. Off a TAC it works easily off either, just makes sure you’re not above your opponent.

Haha yooooooooooo, those “ROM” combos looked nice. I’m gonna get on that for style points.

Check This Out This Is My Most Damaging Combo…

Using only 1 super bar and assists no xfactor gets…

905.000!!!

[media=youtube]49BkOL8fU8g[/media]

Dooms optimal corner combo ending in st.h + assist xx plasma beam xx sphere flame normally does around 950k.

Seriously with Doom, you really only need to know 2 combos with him, even in high level play.

It’s possible to get 1,100,000 damage with 2 assists and 1 bar.

wow i gotta give that a shot… thanks

and what would that be?

You sound incredulous, lol. It’s impractical as all heck but I can make a video.

Edit:

[media=youtube]nGBz5gJM0y4[/media]

DAMN… lol I need work…

Just found a really cool technique on getting someone in the corner if your against the wall… will post video soon!

Here’s a fun one I’m working on for styling. It’s still pretty deadly, but I do it for the style points.

In the corner:

j.:m:, c.:m:, s.:h:. Up-forward dash cancel the second hit, j.:f::h:, ADF, j:m:. c.:l:, c.:m:, s.:h:, :s:, j.:h:, j. :f::h:, ADDF, j.:m:, :s:, j.:m:, j.:f::h:, j.:s:, ADD, s.:h:, :s:, j.:m:, j.:f::h:, j.:s:. ADD, s.:h: + Assist, H Plasma Beam xx Sphere Flame or Doom’s Time.

Sphere Flame = 830,000.
Doom’s Time = 1,020,000.

The damage is a rough estimate, but it’s pretty accurate. It varies a bit depending on how many hits of the jump gun you get in. It works on most characters, but a few of them only get hit once by the gun, causing them to fall out.

I realize the end of it is just the corner Foot Dive Loop; the beginning of it is not only cool looking, but fun to do.

Here it is guys as promised…
[media=youtube]uGyuDnAeNU4[/media]
Just a basic combo to get your opponent into the corner.
Hope it helps with some damage profiles :stuck_out_tongue_winking_eye:

nice, but we already had someone post a video about that :confused: http://www.youtube.com/watch?v=f9b6yHzsJBA

oh my bad lol i looked through the entire combo thread and couldnt find one… but cool now i know :slight_smile:

I believe I may have found a Dr. Doom TAC glitch/wiff. This wiff resets the TAC count and I haven’t had a lot of time but I know that it works if Dr Doom is in the second position on your team lineup. Basically with my team (Wolverine/Dr. Doom/Haggar), I TAC down with Wolverine after the first launch then on hit I TAC down again with Dr Doom, but Doom does not exchange. Instead, he does a dive kick to the ground and you can follow up with a standing H, launch and continue to do two more TACs. Let me know if this has been found or not.

found that Dr. Doom has a staircase combo of sorts today. it involves a box dash loop of 3 reps with a LOT of j.M’s. slightly less damage than the footdive loop, way more style. (around ~891k damage with EM Disruptor, Sphere Flame ender) here’s the notation:

cr.:l:, cr.:h:, :s:, j.:m:, H footdive, adf, j.:m: (1 hit), j.:m: (1 hit), normal jump, j.:m:, j.:m:, H footdive, adf, j.:m: (1 hit), j.:m: (1 hit, land as you fall), normal jump, j.:m:, j.:m:, H footdive, adf (slight pause), j.:m: (1 hit), j.:m: (2 hits), :s:, [footdive loop]x2, s.H+assist xx Plasma Beam H xx Sphere Flame.

the trick is to get the exact number of hits per j.:m:, especially the last 2-hit j.:m: which will allow Doom to fall to the ground during the recovery frames and instant S (or Hard Kick, if you want a guaranteed 1 rep of footdive loop-- haven’t tested the combo with this one yet if you can get a second rep).

works midscreen AND corner.
edit: don’t think anyone else on here has posted this loop/combo, so I’m just gonna call it the maziodyne loop. lol
edit 2: use Hard Kick for the launcher into footdive loop guys, it’s more reliable than S because it comes out faster for slightly less damage (~2k).

combo video

Spoiler

[media=youtube]2-JABajIfk0[/media]

well this combo is corner only, and builds exactly 2 meter j.m, cr.l cr.l cr.m cr.h, s, sj.m, sj.foward+h, addf. j.m, cr.m, cr.h, s, sj.m, sj.m, foward+h, addf, sj.m, sj.s, st.h, s, sj.m, sj.foward+h, sj., st.h, if u dash cancel the final st. h up forward u can catch front tech with an airthrow and if u delay it a bit u can catch back techs too.

Doom loves M&Ms…

SWAAGGGG

Spoiler

[media=youtube]oCo2VLSSQTc[/media]

Just FYI, that setup is unnecessary. If you ground throw someone out of the corner, you have enough time to tridash over them and combo into the corner as normal.

The combo is still good to know in case you just happen to :d::l: out of the corner though ;). There are much higher damage versions also.

Here’s what I use:

:d::l: :d::m: :d::h: :s: (pursuit) j.:m: (2 hits) (air dash down forward) j.:m: (1 hit) (land) (jump up forward) j.:m: (2 hits) j.:f::h: (air dash down forward) (land) :d::m: :d::h: :s: ~~ 3 reps of corner loop as usual into finisher