Dr. Doom Combo Thread

?.. the combo is not inconsistent if you practice it…
why does it seem like people are treating the buktooth loop as if it’s the damn cyke inf from mvc2?

practice is banned just like oni

+1 on this

It’s not that hard people. 1 hour or less in practice mode and you should have it down

It’s kind of obvious how to tell the seasoned doom players from the new ones, and by that I mean the good dooms from the bad ones.

That advice is good for people just picking up doom and don’t really know how to use him.
But if that’s your honest opinion about which is better than I think the above posts are enough of a response and that discussion had been beatin into the ground already.

Doom used to require more skill to open people up, but now you can just mash S. The only “hard” part left is combos and people trying to skimp out on that too.
If people insist on doing clock’s bnb, then so be it, but in matches, you’ll find it’s more inconsistent to finish and does less damage.

How in blue blazes (/Nova voice) do you find the clockwork loop easier? You have to add in a tri-jump on the ground to keep the thing going. Buktooth requires zero additional movement beyond ADDF. There are absolutely no problems with the buktooth loop. It works on every character, and is super lenient in timing on the first relaunch. The only potential problems you may be having with the buktooth is trying to shove in cr. M on the very first ground chain (cr. LMHS). Something easily remedied by omitting the cr. M completely (Sentinel comes to mind as to who this situation pops up on).

“Buktooth” loop–ground chain, S, j.M-.f+H ad/df, j.M, land … after this the loop is harder or easy depending on the ground string. You must also take into account the weight of the character(how fast they fall) and their hitbox. Doing the first part of the loop is mad easy, doing a relaunch into another loop can be quite difficult depending on how you started it and what not.

“Clockw0rk” loop–ground chain, S, j.M, j.M-f+H-S ad/df, whiff air normal, land, triangle dash, H(otg), repeat … As long as you time your j.M’s right, you can land this every time. Even small hitbox characters like RR and Zero, you can do this loop with pretty much the same timing. Then on the relaunch it’ll be the same as well. So you have to worry less about the character hitbox and weight. But this loop is harder since you have to land right away and triangle dash quickly to get the relaunch.

For the Clockw0rk loop, after you whiff the air normal to drop faster, if you hold uf, you’ll jump immediately when you land. This makes it easier to time the triangle dash.

So stick to whatever you like, better to not drop combos at all and forget the numbers(damage, meter gain, blah blah blah).

Take solace in the fact that you can’t get a full combo off of random j.S. If Doom players want dat damage or dat wall carray they gonna have to use real hit confirms.

My complaint lately is why is everyone calling that the clockwork loop? ShadyK posted the video that made it popular and even he didn’t find that loop. I wish we could just call it the double footdive or something not person specific. How about just The BNB?

Why call strider/sent/doom, team Clockw0rk, when someone else came up with the team? They just see Clockw0rk play doom the most and mostly use that loop, thus Clockw0rk loop, its whateve.

Here’s my take on it. Why play Doom at all if you’re not going to take full advantage of his ability to TOD? It makes no sense to go for 750k combos when he can crack 900k almost every time and build 2 bars in the process for minimal effort.

That’s why the Buktooth loop is almost always better. Even from further out, there are better options than the Clockwork loop.

In the end it’s your prerogative, but if you really want to play Doom right, you’re off to a bad start.

I made a quick and shitty video that is fairly relevant to the recent discussion. As always ignore my retarded music selection

[media=youtube]WY0LCJx1G1I[/media]

The first combo is the basic midscreen combo. If you execute it this way I find it very easy and lenient on the timing

The second is a slightly more advanced midscreen combo, although with the changes in ultimate it’s not really much harder anymore. The only slightly tricky part is making sure you are high enough when you hit the j.m j.m 6H j.S, if you are too low on their body the j.S will go under them and miss. One major advantage of this combo over the basic midscreen combo is that it gives you one more hard knockdown near the end of the combo so you can easily tack on a level 3 without leaving out a big chunk of the combo or worrying about them being too high

The third combo is I guess what people are calling the clockwork combo or whatever. Its basically a guaranteed wall to wall carry combo, but you can get more damage off other variations. It is, however, very stable and works on everyone if you learn the timing on the j.Ms (just delay the second one a tiny little bit) and will always push them into the corner no matter what and leave you in a good position to follow up easily.

The last combo is what I have been working on as my new bnb. Its basically just the second combo with one rep of the third combo tagged on the end. As you can see it also carries corner to corner but starting with your back in the corner it doesn’t leave Doom at a great position to easily follow up unless you plan to use level 3. It does however build 1.6-1.7 meters and does 640k meterless. The best way I can explain to be sure that you will carry into the corner with easy followup positioning is to put your back in the corner and do a ground dash with Doom. Anything from this spot and beyond is perfect, any closer to the corner and you might be better served with the other wall carry combo instead just to be safe. If you end with level 3 you can get about 1.1 million with this from anywhere on screen, give or take 50k depending on how you started the combo. For your usual one meter followups you can easily get 800-900k.

Anyway this is just what I’ve been working on and is basically the progression I went through in terms of midscreen bnb combos. My execution is less than great and I can do them all pretty consistently so I think anyone who seriously wants to learn doom should at least try to reach this level.

I understand the reason. But there’s been like three Clockwork combos now. M+M, that weird vanilla one and now this. It doesn’t make sense to just name them all the same. Like in the Zero forums we have the jump loop, shippuga loop, corner loop. I find it strange to read here that everything but bukloop is called the Clockwork.

I still intend to call the loop midscreen double dive, and the 3 loop version the shadyk for short. This is my apology if people get confused by it.

I would be highly amused if you all started referring to a random Doom combo as “The Captain Planet” loop /notbiasedatall

From now on if I catch someone in a weird hit and confirm into a full combo I will exclaim, '“Yeah that’s the Captain Planet combo”.

Effen what did you use to edit the video?

Windows movie maker

most of the shittiness comes from my capture device which is like 9 years old and was a cheap piece of shit even when it was new

Good Stuff

Hi guys. I am new to Doom, and have been practicing the BnBs listed in this thread for the past week. I think I have them down in practice mode, and just need to build experience using them in real matches. Anyway, I remember seeing in an older stream this combo involving repeated sj M. It looked like a flight combo to me, but I’m not sure. Maybe corner only? Do you guys know what that combo is?

youre probably referring to the M&M’s combo. It’s only real use is as a TAC combo.
TAC to doom> j.M > F+H> ADF> j.M > FLIGHT> [j.M > j.M> ADF] x4 > j.S

Dr.Doom combo. 1 meter and a reset. It does 1,018,900 before the reset. Check it out.
[media=youtube]roQJms9HdIk[/media]

I can’t reliably transition to the flight M&Ms. Not sure if I’m doing this right. How many times am I supposed to let the first two j.Ms hit?