It’s because Marvel has an enormous input window that also applies to TAC’s so you have to work around it. It’s really annoying for fly/unfly combos as well because if you’re “too” precise (can’t believe it’s actually come to this) you will trigger a TAC for inputting a direction too quickly after pressing :s:. So yeah, just makes sure you worsen your execution a litte and wait a little longer before holding a direction after pressing air :s:.
Yeah, if you’re going to end with Lv1, do air plasma > air photon array.
Also, on the ground (mostly for Lv3) don’t super until the OTG st.H hits twice, or they’ll always tech out when the combo has a lot of hitstun on it (i.e. after 3 or 4 reps)
One thing, i want to understand is,… with the hitstun deterioration… can you mix up the loops for example,… could you do 2or corner loops and then do one buktooth loop at the end? Also, was i doing the proper way to tri dash like for a instant overhead
In my experience (and I’m absolutely not saying it’s correct) it’s better to do the buk loops early, because of how long you have to wait to hit the sj.M after the ad/df. It’s just too easy for them to pop out if you do the buk loops later on in the combo.
Tri dashing for movement and tri dashing for an overhead is different. The one your doing is for overhead. For movement, you don’t need to super jump.
Also for your corner loops, after your launch, hit m as soon as possible after your launch; it should help tighten up your loops so you can fit 4 reps. Most of the time when your ready to do your last rep, you should do j.m (2hits) j.m(2hits) f+h, s and end however you like. Hope it helps.
Also not sure if anyone mentioned this before, but doom can combo off his front throws anywhere now if you dash correctly.
You can almost always fit 4 reps. It’s really not that hard with a little practice and very much worth going for.
That’s not counting online though, for some reason, when your opponent gets electrocuted, the game slows down to a crawl and really messes up the timing.
no matter how hard ppl say he’s easy now because he has a legit dive kick which leads to “easy combos”…prefroming those combos to their fullest is still difficult to pulll of…once you drop a combo u have no backup plan but hope assist helps you out. i can’t count how many time i played online and i mess up my air dash down on the footdive loop can lag delys my inputs…
I’ve been finding the Clockw0rk loop much easier than the Bucktooth, is there a damage difference there? I can only get 2 reps of Bucktooth and at least at that point, Clockw0rk’s loops seems to do more.
Will practice the 4th loop in the corner, I’m probably not pressing j.M early enough after the launcher as was mentioned earlier.
Despite people saying online is now better, I find that inputs get dropped a lot more than in Vanilla (not that it wasn’t also horrible then either). The game doesn’t seem to stutter as much, but I’m not 100% sure it’s actually better.
Regardless of how good they might be offline, my Spencer/Iron Man/Doom team doesn’t really work well once you introduce lag .
Pretty sure clocks loop does less damage but that really depends on how you end your combos. That and the fact that people drop out randomly if you don’t start the combo in a traditional ground series.
Been experimenting with Doom as my 3rd character for my “serious play” team (Nemesis as point and Wesker as anchor/carry).
I’ve read the combos listed so far…and I have to be honest, I am quite intimidated by their execution
In any event, I can pull off a basic corner combo that consists of ground to launcher to sj.m (x2), H footdive, Sfootdive, s.m, s.s, sj.m (x2), H footdive, Photon super.
Assuming I’m doing a combo from the mid air, does Doom have “simple” BnB’s that don’t require an assist? In the combo I lised above, is the timing tight to do an airdash or another sj.m after the H footdive?
Can someone who is experienced with doom please tell me the most damaging BNB(with a link to a video or notation if possible)? their are so many different combos that claim to be the best BNB but i want the one with the most damage. Execution difficulty is not a problem.
I believe this and variations is the most damaging out of the corner combo
[media=youtube]xiU2EcNKPtE[/media]
That video is from vanilla so the ender should change.
ShadyK performs a combo that does 90% of the damage of the above, but seems much easier. Use the plasma beam xx air photon array ender for pretty much all combos. Jump to 3:15
[media=youtube]Z3VgCH-oPbc[/media]
When I attempt to do the clock/shady k loops in the video above, I always end up far away from the opponent after the S in (m,m,right h, s). What am I missing that I’m not making it in time for the otg(standing H)? I’m always either too far away from the opponent or I don’t land fast enough to land standing H.
How many dashes/air dashes are there in between the Air S and Standing S(to otg)?
Please help.