Dr. Doom Combo Thread

Yeah, it’s just a muscle memory thing. I guess a little trick is to remember that the hitbox on j.f+H can hit way above where you would think, so you can do the j.f+H much sooner than common sense would dictate and it will still connect. My problem is that I sometimes forget to go back to neutral when I press S and get an aerial exchange instead (am I the only one who thinks the game would be better without this mechanic?).

Just as a bonus, you can activate X-factor (any level), when you get to the first OTG (you have all day to do this and hit confirm), and the combo will kill anyone in the game for not meter.

The applications for this should be obvious; basically 1 divekick with Doom in the corner=death for anyone if you’re so inclined.

This also works with Magneto’s EM Disruptor assist if you hit A1 as soon as you can then hit s.:h: a little delayed, and Sentinel’s Rocket Punch assist if you just do A1 (wait a split second) DP super. Also I can see this working with pretty much any relatively fast hitting assist.

yeah it works with both of my teams assists, unibeam and gustaff fire. This also makes a throw by doom scary in the corner. Especially when you factor in the ability to combo his lvl 3 off of it.

On a side note, does anyone else have issues with dooms c. M’s range? Sometimes it just completely misses my opponent (whether its in a blockstring or a combo) and leaves me wide open for all kinds of punishment. I’ve started trying to go from c. L to c. H, but if you put any delay in there at all, the c. H won’t connect. I’m considering using standing M instead.

When doing the Loop. I can’t seem to ever connect anything after the 4th j.M. I’ve tried doing it late, but the dummy would just tech low from the ground. I’ve tried doing it earlier, but that also leads to a tech.

This is an edit of what I posted in the General Thread on Doom.

My reset combo : launch [ S -> addf xx M land, dash, s.H ] X n otg + spencer xx fly Hdive xx air dash
Some explanation: During the rep air dash you must attack to cancel the dash and land faster. I usually double tap L+M to get a quick dash and cancel. This gives enough time to land and ground dash in to land the otg. I’ve tested on a large variety of the cast and I am convinced it works on everyone. Some characters make it hard to land 3 reps. It is safe to get 2 reps on everyone. Zero is weird as usual for the otg combos: he needs two hits of the s.H before launch. Everyone else I’ve tried lets you get away with 1 hit for better scaling on damage. Sent/Tron you can do 2 reps and then the last M, Hdive, S dive due to the large bodies.

Note you cannot stuff j.M into prior the Sdive for the third rep. You cannot addf afterward for some reason.

If you have a hard time connecting the otg you can use s.M instead for worse damage. But it starts faster for more leeway.

If you opt to finish the combo (3 reps + a fourth M, Hdive, Sdive,addf otg+ assist mol shield sphere flame) you can get damage a little better than the enhanced buktooth combos I’ve been seeing (710k ).

Important : 3 reps will put the opponent in the corner even started from the other corner! 2 reps will corner from nearly anywhere. This is why you can finish the reps with some of the corner combo enders.

A 2 reps reset combo + the Duck corner combo should KO Sentinal.

This brings them to the corner very quickly where you can transition to the more damaging corner combo. It does make a reset very easy to perform.

im gunna have to practice this combo today when i get home from work. try to work in magneto in there. Also i really hate the exchange mechanic. i think its unnecessary

Also, if you don’t have any assists left, you can just use :m: Mol. Shield, and it works without an assist. The damage difference is pretty minimal.

More generally, do people have a good midscreen combo that doesn’t rely on hitting a :m: on the way up as soon as possible? If you’re launching off of an assist which pops your opponent up a bit, or you hit a launcher as an anti-air, I can’t attack low enough to the group to do the buktooth loop, or even to just ground them so I can do a better super than air to air Photon Array, so it doesn’t feel like I have any serious options.

Ok, I just noticed that you can substitute the H molecular shield in the combo I mentioned for an H Plasma beam and it nets you and extra 17K damage. It also makes it easier to combo into a level 3 because it gives you an untechable knockdown.

So close to 1 million for 1 bar, lol 985,900 damage.

You just got me mad hype Duck. Good shit on the combo. Now to learn it(although the Exchange coming out might get my sodium levels pretty high).

Yeah s.M is what you’re supposed to use when you know you’re outside of range of c.M. I think s.M might add a bit more to the hit stun decay but its still worth it if it lets you combo any way.

BTW Strong I think that’s a really good combo. Even the regular air M repeat combo with a DHC at the end does a boat load of damage, but this is really good because it bypasses the hit stun the decay and saves you having to use more than 1 meter to get 900+. Which basically means if you’re building about 2 plus meters doing the combo you’ll probably net gain in meter doing the combo any way. I’m using Chun/Wesker/Doom so I’m sure it should work fine with either Chun’s lightning legs or Wesker’s OTG shot assist which is the fastest OTG assist in the game any way.

This is definitely all starting to play into how Doom is supposed to be really played. Right now Chun Li on my team kinda serves this purpose of pushing people to the corner and building a bunch of meter at the start of the team but she kinda still has to spend 2 plus meters to kill anybody after or just settle for mix up. Dr.Doom has a lot of tools to push people in the corner and once that happens they’re basically dead.

I tried out the combo for a bit and i had a little bit of trouble on the fourth launch landing 2 air M’s so i just substituted with one air M and the damage is about the same. Chun Li’s legs assist is easy mode set up for it also.

BTW…I think Duck Strong’s combo literally put Dr.Doom up the tier list. Well it makes him a lot better. With that combo you can mid screen buktooth loop a character standing at start position into the corner then S launch when they’re in the corner to j.M, j.f+H, j.S, air dash straight down, s.H, S, j.M, j.f+H, j.S, air dash straight down, mash chun assist (any assist that pops up after OTG), mash s.H, special cancel to H plasma beam to sphere flame super. Pretty much turns him into a Tekken character being able to carry people from mid screen to corner to 100 anyone that has 800k health and leave anyone with 850k health with like hero pixel. That’s with one super meter also. If you need to kill someone with a bit higher health just DHC into someone else and if its sentinel you can either DHC if u dont have 3 meters to almost kill him, level 3 to pretty much kill him or XFC at level 2 or 3 xfactor to sphere flame to kill him. The combo builds 2 and a HALF full meters by the time you’re done with it so you have level 3 super ready from round 1 fight. So you’re at level 3 and a half after this one combo. RIDONKULOUS. Even if u dont add the air M’s in during the corner part its still nearly same damage.

Dr. Doom is officially good. Thx strong. That’s probably why they made this character so weird to use. If he touches you and you’re not facing against the full other end of the screen…goodbye if you’re a character with 850k or less health if he spends one meter on you. If you have 900k or so he just DHC’s into someone else and you’re gone. Anyone else he can level 3 and then you’re gone or you’re basically at hero pixel. He can get that level 3 from the start of the round just because of how much damn meter this combo builds.

No joke. Even with my lousy execution skills, I can pull a start-of-the-round character kill from Doom with a combination of that and the Buktooth loop.

j.f :h:, DF AD, cr.:m:, cr.:h:, :s:, j.:m:, j.f :h:, DF AD, j.:m:, cr.:h:, :s:, j.:m:, j.f :h:, DF AD, j.:m:, cr.:m:, cr.:h:, :s:, j.:m:, j.:m:, j.f :h:, j.:s:, Down AD, Iron Man Assist, st.:h:, :dp: :h:, :qcf: :atk::atk: juggles them to the corner from anywhere near starting positions, and generates two bars just in time for the Doom Time, so along with the one you start with, it can be done right off the round start for 1.1 mil that’s so easy even someone with my god-awful execution can do it.

Good shit je110, your post gave me an idea.

So I figured, you can do what je110 is talking about from a bit further than half the arena and you’ll still carry them all the way to the corner.

Here’s my version:

j.f :h:, DF AD, cr.:m:, cr.:h:, :s:, j.:m:, j.f :h:, DF AD, j.:m:, cr.:h:, :s:, j.:m:, j.f+:h:, DF AD, j.:m:, cr.:h:, :s:, j.:m:, j.:m:, j.f +:h:, j.:s:, Down AD, OTG st.:h:,:s:, j.:m:, j.:m:, j.f+:h:, j.:s:, Down AD, Iron Man Assist, OTG st.:h:, :qcf: :h:, :dp: :atk::atk:

for 978,300 damage (over 1.2 mill with level 3, which the combo will build no problem)

Yes, for some retarded reason he can get all 4 reps from past midscreen with this setup :looney:. The key really is omitting those cr.:m:'s during the Buktooth loop part.

Thanks again je110

That combo is really fucked up. Omitting the c.M sounds smart. c.H starts up about 5 frames slower than c.M which starts up in 10 frames but the hit stun from the ADDF M should be enough either way.

Yeah, leaving out the cr.m is wise, and eventually probably the ideal method for me as well, but right now my execution in this type of game doesn’t allow me to do that consistently. I’m very, very new to marvel.

Trying some Doom backthrow combos.

What I was experimenting with: Using either M or H. H is better, but I wanted to check damage anyway.

The combo:

Throw --> (st. :m: or st. :h:) :s: HJC j.:m: :f:+:h: D-Toward AD xx j.:m: land cr. :h: :s: HJC j.:m: j.:m: :f:+:h: towards AD j.:m: (j.:s: or :qcb::atk::atk:)

M damage:
Meter build: 1.2 meter

j.:s: finisher: 325,400
Meter finisher: 430,700
In the corner with Doom Time ending with st. :m: : 773,400

H damage:
Meter build: 1.2 meter

j. :s: finisher: 339,700
Meter finisher: 460,000
In the corner with Doom Time ending with st. :m: : 787,000

I just did this in training mode and didn’t know it actually comboed. If you’re about5 or so character spaces away from the opponent, you can do the HCB Photon hyper(DHC option Is the best case)> XFC> jump> ADF> j.m> whatever. If this was already known, just let me know.

@ Duck Strong.

What Iron Man Assist are you using? Also is it necessary or will that combo play out the same without it?

Can Doom combo 2 hypers together without XFC in any way? Like maybe low-air PhA into SpF or something?

Edit for side question: I’ve been working on getting down a mid-screen and a corner loop before I take Doom online, and it’s coming along. However, I’m curious how reliable you guys find his standard loops for online play, given the time-sensitive nature of them.

anyone see the recent doom loop? it’s almost like Mag’s heavy loop but uses medium attacks, saw it on a stream recently, never saw it done before. checked all over the tube but don’t think anyone has posted it yet, gonna keep tryin to figure it out in training

Is that the one Clockwork used at WNF last week?