J.H is much better because there’s no risk of connecting it if you’re too fast. Basically, all the cool kids use the butter gun, j.M is for scrubs.
You land so much early with j.M it doesn’t really matter if another normal is better
j.M seems like it falls slightly faster but I have yet to run into a situation where j.H didn’t do the job, especially with the general speed increase Doom got in ultimate. I use j.H because it flows better with my L+M airdashes
In general it seems like you don’t have to worry as much about falling as fast as possible or doing 1-hit j.Ms in ultimate to ensure that your combos work, I assume its probably because you airdash faster in general so they don’t sit on the ground and deteriorate hitstun as long before you land and OTG them
I really don’t know what you guys are talking about. If anything j:m: seems slower. I tried it and I couldn’t get any more reps than when I use j.:h:. I did however hit the opponent on the way down a bunch of times and it messed up my combo.
I think I’ll be sticking with j.:h:. It’s way more consistent and functional. Why introduce a way to mess up your combos?
Hitting people with j.M hasn’t been one of the problems I’ve been having. I do it kind of stupidly though, after the footdive connects I hold down forward and mash LM until I actually see Doom use the j.M haha. That part I don’t find difficult at all, it’s the spacing of the f.H footdive and the tridash that I sometimes drop at.
I’d like to know exactly how many reps max are people getting off the Clockw0rk loop. With the bucktooth I get 2 then 2 corner loops easily, provided I started off mid screen. With the clock loop I’m only getting 3 reps max. Am I just bad?
Like others have said it doesn’t matter which normal you like to use to make you fall faster, you’ll still have a good amount of time to dash over and H OTG. I like using j.H gun cause I use LM to do dashes, so it just makes it easier for my muscle memory.
Adding to that: hit the first j.M as early as possible after the launcher. Makes the rest of the loop easier.
Nope, the loop that clock does only allows for 3 reps maximum. Less damage for better positioning.
And its 3 reps maximum if you started the combo in the traditional way. Any extra hits you tag him with to get him started, e.g. tagging him with a few air hits first or whatever, makes the opponent pop out during the 3rd loop.
Each loop grounds the opponent distance away from you, and OTGs add to alot of hitstun decay. Also the time you need to ad d/f and then tridash over to otg requires time that would have otherwise been hits.
I prefer buktooth loop into finisher because it does more damage if you reach the corner for an extra loop. If not, either way, I’m pretty sure buktooth lets you do more solo damage with the correct ender.
Half the time you’ll be facing teleporters, so it wont be easy to trap them in the corner for long. When you finally catch them, I prefer going for damage to kill or put him in chip range.
Honestly, that loop is old tech, and the reason it didn’t get much attention is that its suboptimal in most teams. It’s inconsistent when you tag them from a non traditional way, because honestly, how often do you opponents fall for a solo j.m or cr. l from doom when they are grounded?
For Clock’s team that loop is good because of strider assist lets him net more damage off that loop, coupled with good positioning and lockdown with ammy.
What’s the most consistent, basic combo to get the loop going from mid screen with Doom? I have no problems in the corner, but from mid screen I have a really difficult time consistently landing the S dive after f.H, and when I do, I have an even harder time getting to the opponent fast enough to relaunch them.
delay the j.s
new doom user here. i was wondering if anyone can just give me 2 consistent doom bnb’s. 1 for midscreen, and apparently a new doom loop he has acquired in the corner? difficulty is not an issue. i just want to know the bnb’s since the thread in general seems pretty outdated ( concerning op at least ) and i don’t feel like searching through mountains of pages just to find out what work’s/doesn’t.
thnx in advance.
buktooth loop for damage, the new combo is just used for positioning. as for a new corner loop… i have no idea what that may be.
midscreen to corner: buktooth to footdive loop (2 reps each)
corner: footdive loop (4 reps into OTG st.H + assist > Sphere Flame or assistless OTG Plasma Beam H xx APA)
you can keep your opponent in the corner off a back throw as well. iirc it’s just a modified rep of buktooth loop where the j.M crosses the opponent up. idk about that new loop, maybe it’s the butter gun (1 hit) > j.S I mentioned earlier.
Off a back throw grounded you can always tridash over your opponent. Off an air backthrow, just press S on the way down and you’ll be on the other side of the opponent. No need to learn these weird cross up j.m combos.
Is there a notation for this, or at least a video?
Try looking on this page…
I’ve found that I’m far too inconsistent in my execution when trying to do Buktooth/Clockw0rk loops so I came up with my own variation that is much easier for me land. Honestly this may be something the community has been aware of, but I haven’t seen it so I thought I’d share for those maybe looking for a scrub friendly BnB. Let me know what you guys think.
[media=youtube]8XnEnpIKaUc[/media]
Notation:
c.M-H-S, sj.M-f.H, addf, sj.M, land, f.H, sj.M-f.H, addf, sj.M, land, f.H, sj.M-M-f.H-s, addf, land, H-S, sj.M-f.H-S, add, qcf.H, qcb Hyper
I like this
interesting version. actually pretty cool
This is the combo I use also. But sub out Hard Kick for the launcher (S). More damage. No downside.
when doing your loops, does anyone intentionally go for 1-Hit of the down-forward dash M or the M before the footdive over the 2-Hits? Was thinking it might help with scaling or something…just wondering incase anyone knew offhand.