Cornered opponent, standing: j.HDive addf c.M,c.H,S sj.Hdive,sj.Sdive, chase, s.H S , sj.M Hdive Sdive, chase, s.H S , sj.M Hdive Sdive, chase, s.H S sj.M sj.M Hdive Sdive, chase, Pbeam H xx Photon Array, mash like you mean it.
If you start the combo I posted with Hdive c.M, cH S you get 881k for 1 meter. Good luck fishing for that.
Edit Notation: j.HDive addf c.M,c.H,S sj.L sj.Hdive addf land s.L S, sj.M sj.Hdive addf sj.M, land, c.M,c.H, S sj.M pause, sj.M Hdive Sdive, chase, s.H S , sj.M pause, sj.M Hdive Sdive, chase, j.Pbeam H xx Photon Array, mash like you mean it
Nini Heart posted an interesting video. It makes the Doom/Sent extend look real easy. Iāve always thought you needed a one hit plasma beam to make that link Photon Array. Definately something to practice.
Never thought to try Sent into Plasma beam into dive without a super between. Very cool. Happy I use the robot.
Iām really hoping Niniās way is as easy as the combo video makes it look.
Sent Drones should be great at the end of combos since theyāre one of the few assists still not affected by hitstun decay, much like hidden missiles.
Yeah, I didnāt bother making a video about it, but Doom can use the hard knockdown on his footdive to extend combos a little further.
For example, you can do ācall appropriate assist,ā otg :h: dash cancel, āassist hits,ā jump :s:.
This makes it a little easier and less meter reliant than OTGāing with Photon array and then having drones hitā¦
Its extremely easy, I have god awful execution ( lets just say that I need to hit the lab with Wesker ), and it only took me a few minutes to tack on those 2 assist extenders with fairly high consistency
The sentinel drones part is pretty easy to get. Iām using dormammu dark hole assist in place of the jam session in niniās vid and its impossible to link standing plasma beam at the end. Just getting the st.H otg to combo into the dark hole is a very tight link and the dark hole only hits them twice because of assist hitstun deterioration.
Probably wont go for that dark hole + sphere flame ender. Just doing another air plasma beam xx photon array after the jump S from the last hit of the drones ends up doing just under 1mil which is crazy.
Doom/sentinel with basically your other favourite character thrown into the middle is such a good team construct. I love how the team is so flexible.
Sent extender seems neat but a little underwhelming. I get just under a million damage with double Doom supers, but I also get 1 million by DHC (Sentinel). If you want to burn 3 meters you get more damage from Doom Time than going for the double super into DHC.
If your DHC character can followup their super like Spencer or Vergil the result is different and you can probably TOD Thor.
The most useful followup is the meterless plasma beam , sent hits, divefoot into whatever. Free 81k damage and you can followup with any other assist/corner ender you have (like Strider). Puts Doomās 1 meter wall carry combos back into the TOD Magneto range. This does seem to be character dependent though. Nini showed it working on Wesker. I canāt make it hit Wolverine but I expect Magneto to get hit. Probably the characters you need it to work on will work. You get about 870k-900k damage from one meter that way.
Another option is you can still followup the Super, sent hits, divefoot extender with another meterless assist ender. Nini showed Dante but others work probably. The catch here is you need your assist to be high damage and/or combo into Plasma beam to be worth the effort. s.H + multi-hit assist probably adds about 50-60k damage. The plasma beam ender is sort of discounted since you would have stuck one onto the super if you hadnāt used drones. Strider is again a perfect example since you get whatever strider hits for, plus an extra plasma beam, plus the unextended comboās plasma beam. Strider probably adds 50-60k free damage. Also any assist that lets you finish in plasma beam is an option to burn meter if they live.
The option where you burn meter early really only gives you 33k damage from drones+dive. What you buy is the option to burn a second meter if your other assist extender doesnāt finish the opponent off. Or if you somehow have another assist that does more damage than OTG plasma beam but doesnāt combo into pbeam the drones extender bought you that without sacrificing a chance to super (Hulk anti-air?). Worst case otg with pbeam and call assist for a bit of free damage.
Basicly if 33k damage added onto whatever you were gonna do anyway looks appealing (dealing 850k instead of 820) you can add that with Sentinel, and have the option to burn a second meter if you need it to finish someone off. Kinda neat but usually comparable to a DHC option but maybe sometimes you will save one meter if the DHC only needed to finish off magic pixel. If you DHC option is flaky or low damage (Strider?) then Doom doing two supers looks appealing also.
Then there is always the option to burn 4 meters with Doom.
Musta made more sense in your head because I only got the point of the last part.
In other news, Iāve been experimenting with the combo you posted earlier. Good stuff.
^Those combos do about 800k after super which is pretty good.
I dont like them purely for the fact that they dont wall carry. My doom wall to wall combo does 760k ending otg air plasma beam xx photon array.
Like the guy said though theyāre his own personal bnbs. If he likes doing em and theyre stylish with good damage then im not gonna knock it. I know my execution is pretty shoddy so I just use boring consistent combos.
Has anyone posted marlinpies doom āromā combo yet?
Actually, I think one dude posted very similar combos way back when in the last few months of vanilla. Iāll see if I can rummage it out of this thread.
Edit:
[media=youtube]zEFDlYzLnlM[/media]
If Iām not mistaken, this is similar to what I remember marlinpie doing except with more reps.
Itās funny because I already figured most of these combos out like back in Nov and were gonna show them off in a combo video
Good job though man. Just hope you donāt think Iām stealing your ideas when I release a video haha.
I can never land the s.H otg before they recover, even at my fastest, so please someone throw some advice my way if itās an execution thing, or if my input is wrong please let me know, iām hoping thatās the issue. Iām looking for something that i can use as a second loop after a throw > otg > buktooth since theyās pop out of a second buktooth attempt there.
you have to whiff j.H or j.M after the j.S addf so you land faster.
Also any combo you do after a throw will have to be cut shorter because throws cause increased hitstun scaling right from the start.
My throw combo is OTG st.M/H S j.M j.6H addf j.M land j.M j.M j.6H j.S addf land triangle jump otg st.H S j.M j.M j.6H j.S add whiff j.H land otg st.H or whatever
basically the last combo in this video minus the first rep, so the throw combo portion starts at about 1:01 or so
[media=youtube]WY0LCJx1G1I[/media]