Dr. Doom Combo Thread

Thanks but I play doom as anchor and have no otg assist.

as duck strong suggested, go straight from H otg, into level 3, or just jump up plasma beam into photon array, which is a nice hyper as it DHC’s into many things easily. I also hear that in ultimate it does more damage but my testing hasn’t shown that yet.

One thing about the new doom that I need to get used to is using more S divekick. I usually only use the f+h footdive but damn, its almost too tempting to spam the jump S when guys are near me as that shit is too good.

When exactly I do jump up plasma into super or level3 is it after the last S in the notation? Also why do you suggest I use photon array instead of sphere flame?

Sorry I’m just kind of confused now on what to do after the 3rd S.

Photon array is super easy to connect in ultimate, compared to sphere flame which is difficult. Also, many assists that will let you connect sphere flame will let you connect jump plasma beam h into photon array instead. Plasma beam into mashed photon array does more damage than the sphere flame in ultimate. And it is easier to DHC after. Photon array is the new ender in ultimate.

Example. Strider Vajra assist lets you do after the last knockdown S : call strider, j.pbeam H, strider hits, j.pbeam H xx photon array, mash for damage.

Sphere flame won’t connect that late into a combo without an assist. When Doom is alone, instead of doing the last OTG st.:h: after the sj.:s:xx airdash down, jump and to photon beam canceled into photon array, it only does slightly less damage and is easier to DHC from like Kensanity was saying.

And I guess this actually is the more damaging option in Ultimate anyway.

@ Sjohnst2: Do most of Doom’s longer combos still work in Ultimate?

I haven’t found one that doesn’t work :slight_smile:

Only assist enders have changed since most lost soft knockdown.

So that whole thing about hitstun decay being more pronounced all around is probably just a symptom of other characters getting the base hitstun on their moves reduced a little?

I’m really interested in this, I’ll be testing it thoroughly tomorrow.

Thanks for the info, it’s always nice when you peek onto the forums to offer us a few pearls of wisdom :).

Its nice to be appreciated. Truthfully I lurk all the time but only post when someone hasn’t already jumped on a topic.

Doom wasn’t hit too hard with the hit stun changes. Maybe because they sped him up it minimized the effect.

Also it looks like capcom buffed Doom based on Maximillian’s combos/outlook, and those combos waste hit stun for little damage :slight_smile: .

Hitstun does feel different in the game though. But i think it has something to do with assists. For instance you know how you can do random dante combos that use volcano with assist and bold cancel into jump S? you can probably only use 1 assist as opposed to using 2.

I haven’t seen any real impact on Doom’s combos as I hardly use an assist unless its to connect a sphere flame ender, and well, it seems as if APA is better in this version.

I do know that the scaling deteriorates faster. for instance the combo here at 0:45 no longer works, after the relaunch the opponent flips out early in the air.

Hitstun does feel different in the game though. But i think it has something to do with assists. For instance you know how you can do random dante combos that use volcano with assist and bold cancel into jump S? you can probably only use 1 assist as opposed to using 2.

I haven’t seen any real impact on Doom’s combos as I hardly use an assist unless its to connect a sphere flame ender, and well, it seems as if APA is better in this version.

I do know that the scaling deteriorates faster. for instance the combo here at 0:45 no longer works, after the relaunch the opponent flips out early in the air.

I’m trying to learn the combo in 2 parts the first 2 reps are the same and I can kinda do those but the last 2 reps which are the same as each other doesn’t work for me after the first org s doesn’t combo.

Is that because I need to do the first to reps to get the otg in the 3rd to combo?

Edit: Just tested in against other characters seems it this part of the combo doesn’t work on dorm unless I do an extra addf. It’s really annoying practicing this combo and not getting it.

I need to know how you do a whiffed Air Dash Down M or H after the S footdive in the corner? I’m referring to his knock down/ otg combo. I know it whiffs but it helps link the combo faster. I can do with magneto easily but I can’t get it out with doom. I remember doing it when I played him earlier but don’t know the timing now. I’m guessing he will be really good in Umvc3.

Just got the game and all my tight Doom and Spencer combos still work. I dunno what to tell you about Cap, but I’m pretty sure they didn’t do anything to the hitstun decay system per se. I really think they tweaked individual moves. Why they would remove hitstun on Cap’s normals is beyond me though. Maybe they didn’t want him to be able to launch and spike like 6 times in a row with the new OTG shield slash?

I just mash H on the way down. It’ll come out, then he’ll do the OTG H when he lands. There’s probably a better way to do it, but I’m kind of lazy.

Nah, they definitely changed the hitstun all around. Maybe it’s just me, but Doom’s corner combos seem to be slightly tighter timing than before and/or less forgiving on extra hits midway through the combo.

I used to have a Sentinel > Doom corner exchange combo that was tweaked to get as many hits with Sent as possible while still ending in 3 reps of the corner loop, and it definitely changed. Now I pretty much always have to stick to 2 reps no matter what I do before the exchange.

I just got a question about doom’s corner loop being done mid screen. it seems to be easier to do on some characters and misses on some. I’m just thinking that I gotta time the two M’s differently so when I do the foot dives the S foot dive wont whiff. can someone confirm if this works on all characters, or do I just have to modify my timing when doing this?

The notation for my combo is this. :d::l:, :d::h:, :s:(super jump forward), :m:, :m:, :f::h:(foot dive), :s:, (ADDF, whiff :m:), tridash, :h:, :s: (repeat loop)

As far as I can tell, hitstun scaling is completely identical. Pretty much all of Doom’s combos still work (and the ones that don’t are because j.:s: is faster now), which they shouldn’t if hitstun had been changed. Assists are affected now though, maybe that’s why they feel different to you.

Same deal with Spencer and Taskmaster. If it really was different, some stuff should not be working anymore, but it all does.

Is there an easier midscreen combo than the buktooth loop? Ive seen people doing different stuff midscreen now anyone got the notations?

I’m not sure if this worked before, but it def works now. It carries to the corner from full screen and probably does more damage than buktooth. It’s just launcher then immediately j. medium and let it hit fully and do another full jumping medium until u are above them. Then do 6h footdive into jump s footdive and air dash down forward while whiffing attacks just like with the corner loop and otg with standing h. You can do this twice which will leave them on the other side of the screen where you can go into the corner loop. There’s a lot of footage of clock doing this in umvc3 I’m sure you can find if you are curious what it looks like.

This I need to try right now. Also, I love your avatar, Rokmode. Lil pet Shuma. XD