Dr. Doom Combo Thread

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. :slight_smile:

If you start the combo I posted with Hdive c.M, cH S you get 881k for 1 meter. Good luck fishing for that. :slight_smile:

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

I get 925,200 damage. You can add an extra j.:m: near the end :sweat: .

Reps should go

no :m:
1 :m:
2 :m:'s
2 :m:'s

You can even add one more hit of an :m: (just one hit, not 2) but it’s super duper tight and totally not worth it for just 9k more damage.

Nini Heart posted an interesting video. It makes the Doom/Sent extend look real easy. I’ve 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.

I’m really hoping Nini’s way is as easy as the combo video makes it look.

Sent Drones should be great at the end of combos since they’re one of the few assists still not affected by hitstun decay, much like hidden missiles.

Yeah, I didn’t 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 ā€œcall appropriate assist,ā€ otg :h: dash cancel, ā€œassist hits,ā€ jump :s:.

This makes it a little easier and less meter reliant than OTG’ing with Photon array and then having drones hit…

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. I’m using dormammu dark hole assist in place of the jam session in nini’s 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 Doom’s 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 can’t 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 hadn’t used drones. Strider is again a perfect example since you get whatever strider hits for, plus an extra plasma beam, plus the unextended combo’s 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 doesn’t finish the opponent off. Or if you somehow have another assist that does more damage than OTG plasma beam but doesn’t 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, I’ve been experimenting with the combo you posted earlier. Good stuff.

Sorry. Was really tired when I wrote that. I’ll read it and see if I can’t make sense of it and explain myself better.

Less meter usage = better

[media=youtube]1b3mOp6Pv2k[/media]

some random stuff. surprisingly consistent

i’ve been inspired by kuuron’s hitconfirms for a long while, ive implemented his flavor into my bnbs

Stylish. Damage seems low on the first and last combos. Can you fit more loops cornner loops?

^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 they’re 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 ā€˜rom’ combo yet?

Actually, I think one dude posted very similar combos way back when in the last few months of vanilla. I’ll see if I can rummage it out of this thread.

Edit:
[media=youtube]zEFDlYzLnlM[/media]

If I’m not mistaken, this is similar to what I remember marlinpie doing except with more reps.

It’s funny because I already figured most of these combos out like back in Nov and were gonna show them off in a combo video :stuck_out_tongue:
Good job though man. Just hope you don’t think I’m stealing your ideas when I release a video haha.

oh idc lol

combos are combos

tech is tech

i was raised in the arcades where people weren’t selfish about either of em

Haha, yea you aren’t alone. I was just joking though.

Can someone please help me out here with the loop with the j.m, j.m, f.h, j.s, triangle dash, s.h (think it’s the clockwork loop)?

Is this the correct input?

s.S > j.M (2hits) > j.M (2hits) > f.H > j.S > airdash df > triangle jump > s.H > s.S…continue combo etc.

I can never land the s.H otg before they recover, even at my fastest, so please someone throw some advice my way if it’s an execution thing, or if my input is wrong please let me know, i’m hoping that’s the issue. I’m looking for something that i can use as a second loop after a throw > otg > buktooth since they’s 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]

ok thanks, didn’t know u had to do the whiff and a dash.