Doom Tod.
[media=youtube]3eEFdQj4B5I[/media]
Now do it with no assists.
I’ve been doing this combo in my vanilla days and some of then still work, but idk if someone already did this. There really long so here it is.
To pull off the lvl 3 in the combos you need 2 bars or just a little less to get it.
Mid-Screen: 1,069,000 ~ 1,090,000 mash damage 1.6 meter gain w/o lvl 3
c.:l: c. c.:h: :s: [ jump] j.
2hits j.:f::h: xx AD :f: j.
2hits j.
1hit [ land] [:uf:jump] j.
2hits j.
2hits j.:f::h: xx AD :f: j.
1hit j.
1hit [ land] [:uf:jump] j.
2hits j.
2hits j.:f::h: j.:s: xx AD :d: [ land] st.:h:2hits :s: [ jump] j.
2hits j.
2hits j.:f::h: j.:s: xx AD :d: [ land] st.:h:2hits xx lvl 3
Wall combo: 1,102,000 ~ 1,129,000 mash damage 1.7 meter gain w/o lvl 3
c.:l: c. c.:h: :s: [ jump] j.
2hits j.:f::h: xx AD :f: j.
2hits j.
1hit [ land] [:uf:jump] j.
2hits j.
2hits j.:f::h: j.:s: xx AD :d: [ land] st.:h:2hits :s: [ jump] j.
2hits j.
2hits j.:f::h: j.:s: xx AD :d: [ land] st.:h:2hits :s: [ jump] j.
2hits j.
2hits j.:f::h: j.:s: xx AD :d: [ land] st.:h:2hits lvl 3
On the way down from the AD :d: near the end. You can shoot an air Plasma beam on the way down and then Photon array. Or land then jump air Plasma beam into Photon array. Works both ways if you don’t have 3 bars to spend.
Sorry if it’s hard to read or understand, but i’ll try and get a video out as soon as i can so i can make it easy for everyone.
Ok! I just had a revelation. Now keep in mind that I’ve only been playing Marvel for the past week, so most of you will most likely already know about this. But I just found out that you can delay the first relaunch part of the Buktooth combo so that your opponent can drop lower to the floor. I’ll try to be more specific by showing you the inputs: cr.M, cr.H, S, j.M, j.6+H, ADDF, j.M (land and wait for opponent to drop just above the floor), cr.M, cr.H, S etc. This means that your timing for the j.M doesn’t have to be spot on to be able to connect the second relaunch.
This is so awesome, because now it’s near impossible to drop the combo! Hit your j.M a bit too early? No biggie, just wait a little bit before hitting cr.M. Keep in mind that you CANNOT delay the cr.M during the second relaunch. You have to hit cr.M as soon as you hit the floor the second time, otherwise the opponent will recover in the air.
hmm I will check this out, my biggest problem with the buktooth loop is the opponent popping out right before I land the 2nd cr.m or right after I land the 2nd cr.m. I only play online so I’ve been only doing one rep finished with j.m j.m xx photon array, only does around 570k damage. I’m just scared to attempt the 2nd loop and miss easy damage.
if you skip cr.M in the first relaunch and just do cr.H S, its significantly easier to get the rest of the combo. For easy execution online you can also just do S by itself for both relaunches
I just do my normal offline combos online because I don’t give a shit about how well I do online and I’m not going to let it give me bad habits just because I’m afraid of dropping combos due to lag or whatever
I will try your suggestions out… ty
i only read the last few pages but would somone be so kind as to link me the page or video where they teach the M&M combo after air exchange? Ultamate prefered of course, unless its been unchanged since vanilia. thanks
I just got umvc3 and the 1st thing i did was this
[media=youtube]8UX8U-Zm-dU[/media]
c:l:,c:m:,c:h:,:s:,j:m:,j:f::h:xxAD:df:,j:m:,c:h:,:s:,j:m:,j:f::h:xxAD:df:,j:m:,c:m:,c:h:,:s:,j:m:,j:m:,j:f::h:,j:s:,s:h:,:d::df::f::atk::atk:
I guess I’ll be using this as a bnb for a while
You’re actually missing one more corner loop repetition, if I’m not mistaken. You can also air dash after the j. S in the corner to give more time for OTG.
I tried another loop but it didn’t work. Thanks for the info about the AD after jS, it makes me whiff less
i can do most of the doom combos that starts from the ground but i am confused on the air stuff.
what are the best air to air hit confirms to convert into a combo? thanks
On air hits I try to go into something like (j.L) j.M j.M j.6H addf land st.L S etc
so ive been using a corner sideswitch combo pretty recently similar to the one from vanilla that i havent seen posted that allows you to get 3 loops of the corner loop if you’re close enough to the corner. its LMHS, j.M ( 2 hits ), ADDF, delayed j.M ( 1 hit ), jump up back, j.M ( 2 hits ), fd. H, ADDF, LMHS, corner loop x3 into ending of your choice. I’m sure theres a more optimal version but this one is completely practical and basically maxes out on hitstun duration and does over 800k assistless which is much better than the 750ish from the corner to corner carry. The key is not to add extra M hits during the corner loops to to allow you to get the 3rd loop in
Made this super silly combo for my latest combo video.The one in the video uses Iron Man and Dormammu, but can easily be optimized for any team and any position on the screen. Only works on large characters midscreen (only Nemesis and Sentinel as far as my testing shows) and everyone in the corner. The solo Doom version that works anywhere is what I’m going to notate here:
Doro’s Combo: 602,500 damage w/o lvl 3 1.5 meter gain — 1,078,500 damage w/ lvl 3
cr.,cr.:h:, :s:, j.
, air dash down(add), j.
, land, j.
, j.:h:, land, cr.
, cr.:h:, :s:, j.
, j.
, j.:f::h:, :s:, add, j.
/:h:(whiff), land, :h:, :s:, j.
, j.
, j.:f::h:, :s:, add, j.
/:h:(whiff), land, :h:, Doom Time
[media=youtube]jgMAr7OeEMw[/media]
First combo of the video to show respect to Victor Von Doom
How many times can you do corner loop 3 or 4? Corner loop what is the inputs for it. Also, Doom new combo that everyone is doing with FootDrive, and after that you dash over to do it again how do you do that? I wish I can show you guys.
Last few days I’ve been practicing a variation on the Doom bukloop combo. I’ve seen the starter before in this thread but the followup combo wasn’t really optimized. Anyway what I’m doing now feels easier than what I’ve been doing before and does just slightly more damage if you opt to use the strict timing version ( 810k for 1 meter, 612 without Pbeam, 660k with pbeam). Drop the c.H to make the combo much easier.
S j.L Hdive addf land s.L S bukloop(optional c.H), doublediveloop, doublediveloop, corner ender.
Funny enough the damage is the same when started with j.M hdive s(whiff) S
Edit: Damage is not the same. Does 675k if started with the jumpin.
This wall carry’s corner to corner.
I’m somewhat confused by your notations. So you start the combo with a raw standing :s: ? I don’t see how that can happen in a practical setting. How tight is this combo if say you start with cr.:l: x3, or cr. :l: x2, cr. :h:?
The combo is pretty tight as written.
The raw S is not for practicality. I’m listing the damage I get with that variation.
This combo pretty much stretches the limits of hit stun decay as written. When you add different starters you have to sub out different hits of the bukloop portion. The easiest is a bukloop without any c.M,c.H just (j.m Hdive addf j.M land S). That loses 30k damage. Depending on your starter you exceed that loss or not.
c.L x 3 is fairly difficult and you should drop some bukhits, while c.Lx2 c.H is actually fairly manageable, though you might consider dropping c.H in the bukloop for consistency sake. You’ll have to experiment to see what works for you. A different pace may cause it to drop if you push hit stun too far.
c.Lx2 c.H starter and using buk j.M, land c.H S is getting 666k damage with pbeam at end no super. Pretty acceptable.
It is technically possible to hit 900k without assists, but I wasn’t talking about that.