Guys… Yo boi doesnt know the clockwork loop. Can someone put it up for me?
I can’t say since I never bothered to really learn that combo but in my opinion it is definitely the hardest and least useful of the commonly seen Doom combos
LMHS j.M j.M j.6H j.S addf whiff j.H land triangle dash 5H S repeat. After the 3rd repetition they will be in the corner and you can end it in any of the usual ways
We really need a new thread or something where the first post can actually be updated properly
Yeah that last one is the one ive been using as my BnB ending in a rocks into sphere flame, does good damage and puts you in great position for an air throw after if you’d like. i was wondering what you guys were comboing off of with back throws now? I do one rep of the buk loop then the j.m j.m j.6h j.s into sphere flame this is the most i get but to be honest since ultimate i haven’t really practiced doom as much since ive been learning strange and hawkeye. Thank god most of his vanilla combos are intact, am i right? lol doom doesn’t know what hitstun decay is.
back throw st.H S j.M j.6H addf j.M land j.M j.M j6H j.S addf land triangle dash st.H S j.M j.M [x] j.6H j.S addf whiff j.H land triangle dash st.H
The [x] is where I would cut it off and end with photon array if I didn’t want to use level 3 or if I didn’t push them into the corner as it can be hard to call an assist properly to get sphere flame off the last OTG st.H or even get an OTG plasma beam into photon array
you can also do 2 repetitions of the j.MM6HS/clockwork loop after a back throw, that probably carries them farther but does less damage
Basically whatever combos you normally use can still work after a back throw, you just have to cut out one repetition or whatever. This rule actually holds for most situations where the combo starter causes significant hitstun decay like an assist, a throw, a raw j.S knockdown picked up with an st.M or st.H otg, etc. One exception to this however would be front throw in the corner. You can otg st.H and still do 4 full reps of the corner loop
In my case I generally use the fourth combo from this video as my BnB in most situations. [media=youtube]WY0LCJx1G1I[/media]
As such, I simply cut out the first part as shown in the combo above
I wish srk would stop auto-embedding my videos, its really not necessary
is the clockwork combo (j.m j.m footdive footdive) character dependent? If not, what are some tricks of getting it to land consistently? Far too many times the S foot dive whiffs on certain characters…
like is it the timing of j.M j.M? if so what is the correct timing you should be going for?
Wait longer, let all of the M hits hit. You should be above them before doing the first dive.
I’ve found delaying the input on the 2nd M helps the most. You don’t even need to get all the M hits to connect to get the full combo, but there’s no reason not to.
so when ur going up after the first launch is the first M slow or is it immediate like buktooth loop??"
Ahhh alright thanks a lot man. and I agree with you
How do you dash cancel the S to whiff the normal on the Clockwork BnB? I cant seem to get a DF dash to come out after the S like when you are Dash Canceling F+H with the bucktooth BnB.
It’s the same for both combo’s. After the j.S and j.F+C, hold down forwards + two attack buttons.
If you’ve ever played a divekick character from SF, then you should be able to do it without a problem. As it’s identical, except that you’re pressing two buttons now instead of one.
Hey so wat combos r u guys doing off a midscreen s footdive
1st one immediate, delay the 2nd. You could probably just do both of them slower, but thats the way that works for me.
I wait for the first j.M to hit, then press the M button again. The brief moment it takes for my brain to recognize that both hits have landed and to move my finger to press the button serves as just enough delay to make it work.
It should also be noted that while the first j.M j.M j.6H j.S usually connects with no problems on every character even if you don’t delay it, you might still want to get used to doing the delayed j.M on every repetition. The reason for this being that if you land a fairly distant cr.L cr.H S or something like that you will be pushed far enough away that the j.S will still whiff.
Normally the first rep hits easily because of the height at which you launch them (at ground level, or just barely raised from cr.H). On successive repetitions the 5H OTG will pop them up high enough that when the S hits them they are launched higher than usual, and in these combos you need Doom to be above the opponent enough for the sharply angled j.S to clip their shins/feet. Thus we delay the second j.M because it lifts Doom up just enough to make this possible.
Probably useless information to most people, but it took me hours to figure this out exactly so who knows.
Depends on what I’m going for, and if I can reach the corner or not. The combo I use for damage, knowing I can’t feasibly reach corner, I do:
:h:, :s:, j , j F+:h:, ad d/f, j
, land, j
, j
, j F+:h:, j :s:, ad d/f, :h:, :s:, j
, j
, j F+:h:, ad f, j
xx APA
Most damaging and DHC friendly.
Also depends on if I can air dash after the j :s: or not. The above combo is if I can’t.
I recently started using triangle dash st.M to pick up random foot dives that dont leave me close enough to just st.H for the OTG. I found that triangle dash st.H was too slow in many cases, so when in doubt I just use M.
I know this may be a noob question but tri dash basically mean super jump cancel df right so for clockwork loop it means jumping regularly and dashing down foward wont work?
after trying to do this combo for a few days, I have figured it out. The combo can be done on all characters but is a little different due to their heights. For example, it is a lot easier to get on top of Storms head and connect the foot dives than it is to get above Novas head, however with a character like storm if you delay the 2nd M too long you could actually go over them and miss it. but other characters like Sentinel are easier to do the foot foot dive on due to there hitbox being larger
the key IMO is 1st get the timing of the foot foot dive down. to do this practice on characters that are easy to go over, ie smaller characters
next you need to practice how to do the ADDF whiff M, how I do this is dash using L+M, I press L+M one more time and the M comes out instead of the L due to it having priority, sometimes I just mash L+M a few times until I see the M, this is fine IMO.
the final steps is practicing your Tri dash and the H, I think lengthy characters like Sentinel it is easiest to get this one down on
just takes a bit of practice, it really isn’t too difficult
you don’t need to super jump cancel, you can just jump and than dash DF
Came in here expecting to make a 'huh? doom only has one combo" trollpost, but it seems like there’s some interesting stuff in here.