Dr. Doom Combo Thread

I like that she hulk combo in the beginning. Cool combo ideas and utilization of different tools, not sure what kind of feedback you are looking for but almost all those combos can be optimized by a fair amount.

Thanks, I wasnt really looking for feedback as oppose to just tryna gather a lil attention for when I release my combo vid…That was literally an equipment test lol. but I appreciate the compliment on shulk since shes one of my mains…as is doom.

So while I was messing around with that TAC marlinpie has been doing I found out you could also end it with a lvl 3. it does ridiculous damage but of course uses 3 meters. I guess it would be good if you wanted to absolutely kill someone with style.
[media=youtube]zvn9EsZpC9Q[/media]

So I’m trying to level up my Doom game

What are the best TACs to do, not the most stylish but most damaging
-does it matter which direction the TAC is?
-corner only?

I apologize if this has been asked before, but I would really appreciate it if someone can link a video or notations

wmd221 posted some great info on all the TAC stuff a page back in this post:

Newtypeseed posted this video the post before wmd made his great post:


[media=youtube]GKJnQBe2Q78[/media]

Hope this helps!
P.S. Thanks for the all the help in the zero thread. :slight_smile: My team is Zero/Doom/Wesker

I’m having trouble getting Doom’s loop to work midscreen … I know my timing is off somewhere but I don’t know any Doom players that can tell me what’s up ><

It seems that in order for both footdives to hit midscreen you have to do 2 sj M’s and pause a bit to let Doom get above the opponent. Well when I do this and dash cancel the S Footdive I don’t seem to land fast enough to connect with the empty tri jump into s H … and this is the first loop!

PS - I’m new to Doom … is there a better combo for midscreen?

i have a problem doing the combo above too but my problem is when i get to the 2nd otg and i try to lunch them they flip out sometimes, any1 know why this is happening?

That is the key, you need to get Doom above the opponent. Instead of delaying after the two :m:'s you can delay doing the first one a little bit longer and delay slightly before you do the second one. You should be getting both hits of both sj.:m: and the :f::h: should hit when Doom is right above in order to allow sj.:s: to connect properly.
After this you need to airdash down and forward ( :df::l:+:m:) and
whiff an air normal ( :m: is classically used but you can whiff :h: as well). Whiffing a normal allows you to land slightly sooner than normal from the airdash.
When you land and tridash, if you are still having problems you can always use :m: to OTG. :m: is faster than :h: so it may help with the timing.
I know it took me a little while to get my tridashes as fast and they needed to be to make Doom scarier, you may consider just practicing that for a while in both directions. Doom’s minimum height for airdashing is surprisingly low (as low as Dante’s actually).

Hope this helps!

P.S. According to the guide he can airdash:
after frame 6 from leaving the ground with a normal jump and
after frame 3 from a super jump.
Jump start up is 3 frames and 4th frame you are airborne, so that means frame 10 (normal jump) or frame 7 (super jump) is when you can airdash!

P.P.S. Thanks to Correa for teaching me. Now I can help others!

Shout outs to Maziodyne for the inspiration to utilize the doom rom mid-screen, breaks 900k, no assists needed.

video below.
[media=youtube]40y91Q_uhTU[/media]

one more vid, breaks 900k, builds 2 bars, easy to DHC into for a kill, and it works full-screen
[media=youtube]FTsD8atMHLg[/media]

Notations = foot dive, ch.M, ch.H, S, j.L(instant), footdive, addf, land, ch.M, ch.H, S, j.L(instant), footdive, addf, land, ch.M, ch.H, S, j.M(2hits), foot dive, addf, j.M, land, j.M, j.M, footdive, j.S, addf, s.H(2hits), S, j.M, j.M, foot dive, j.S, land/float down into air heavy plasma beam into air photon array.

its also possible to hit somewhere close to 950k, but you gotta do 2 things, let more hits of the plasma beam hit, and mash like crazy, lol.

EDIT: please note that doing this from corner to corner will require extremely strict timing, because after the second loop, HSD is getting super high and its difficult to connect j.M after the ADDF, it is possible, i just dont think its worth it.

Also,if im doing this corner to corner, i prefer to simply do ch.M,S and skip the ch.H on the two loops. the damage is comparable, 915k, and much easier to do.

is it possible to do a buktooth rep after the sj.L foot dive ADDF cr.M? then maybe 2 reps of corner loop? maybe if u use only 1 j.M for the corner?

Hey Shiro, its probably possible what you propose, but im not sure how it would scale, I figure since the bulk of the damage is done within the first 10 or so hits of the combo, I was trying to get the beefy ch.M/ch.H/S as much as i could before going to any form of j.M’s. give it a try and let us know your results.

On another note, sometimes i feel like for an advanced combo to work, there has to be hits done from the ground and hits done in the air. Seems like doing too many air hits will cause hit stun decay to rise and doing too many ground hits will do the same, and it also seems time plays a factor as well… like if one waits too long to tri-jump in for a s.H to pick someone up once HSD is high, any follow-up will whiff. If anyone can explain how dooms HSD works id appreciate it and have a clear cut idea of how to optimize combos…

I’m trying to do the marlinpie tac down unnecessary combo consistently but when I’m doing the air dash forward I tend to get the gun. Is there a reason why dashing with HM gets the H out more than doing ML? Like I know I’m plinking the dashes unintentionally but you could do it with ML and air dash still comes out but. Is there a reason it does so? I’m just used to alternating dash buttons. For some reason I can’t press the two buttons at the same time. particularly HM.

Well…an H will come out of an M+H more often than an L+M since only one of those button presses actually contains an H, ha ha. If laser gun is coming out, the only reason is that you simply aren’t pressing the 2 buttons simultaneously (or close to it). I do my TAC air dashes with L+H and I very, very rarely pull out laser gun by accident.

According to the guide, a dash when performed with two attack buttons may only be separated by at most 1 frame******.
When performed with a direction it may be separated by at most 9 frames.

For me personally, I noticed that I have problems with plinking somethings due to this. I can piano one direction easily ( :h: -> :m: -> :l: ); but, I have problems going the reverse direction ( :l: -> :m: -> :h: ). For some reason my ring finger will press the :h: button when my middle finger hits the :m: button (resulting in :l: , :m: + :h: ) . But I can separate the presses when I go ring to middle no problem. I imagine you are having a related problem to what I was.
One way to fix this, other than to just practice it, was to use a different button layout (thanks RogueYoshi) so you use different fingers. He told me that he used the MvC2 style layout, so when he was dashing he would use his thumb and another finger to do it.

If you are playing on a pad, you may consider doing a button config similar to what Fanatiq does (as described here: www.youtube.com/watch?v=g1wYEtr0a0w). He uses L1 and L2 as Assist 1 and 2 and uses R1 and R2 as :l: + :m: and :m: + :h:. He says this really helps him to make his dashing very consistent and still allows him to do tridash :l: or :h: (no idea what he does for tridash :m:; but it is probably not plinked in that case).
Hope this helps.

“R1 and R2 as :l: + :m:

no idea what he does for tridash :m:; but it is probably not plinked in that case).

he can just hit R1 or R2 twice and M will come out, it selects the strongest input when a dash has already been performed

alright I have optimized doing the combos ive posted earlier from full-screen, this variation will make them much easier to hit with consistency. instead of using j.M, go with the double j.L into footdive on the third launcher(S).
builds 2 bars, so with pretty much any teammates doom has you are able to kill the entire cast from one touch.

video below
[media=youtube]XjA61ejLrPw[/media]

furthermore, when doing this use only ch.M,S on the second loop if you want to connect the j.M,footdive / j.L,j.L,footdive after REALLY easily. the damage will still be 915-930 with some mash. without it hits 905k i believe…

Notations = foot dive, ch.M, ch.H, S, j.L(instant), footdive, addf, land, ch.M, S, j.L(instant), footdive, addf, land, ch.M, S, j.L, j.L, foot dive, addf, j.M, land, j.M, j.M, footdive, j.S, addf, s.H(2hits), S, j.M, j.M, foot dive, j.S, land/float down into air heavy plasma beam into air photon array.

now then… how to break a mil with no assists, xfactor or extra meter ;-O

thats awesome! i hadnt been doing too much doom cuz i just added task to my team and realy wanted to ghet him down cuz its much easier execution. the inputs are fast on these. itl take me awile to real b able to do them rite. hell, im stil havin abit of trouble on the tac. bt il experiment on it and tel u wat i come up wit.

I think I’m getting the hang of the marlinpie tac combo. I’m getting my dashes down even with HM. Problem I have with this combo is connecting M after the gun shot and getting to the ground to do the doom rocks. When are you supposed to delay your button presses? I’m guessing it starts during the adf l, l, M.

yeah, u delay all the hits in L, L, M, M, H, u start to fall and M, M, beam and just staircase down

good shit dude. sucks that I haven’t been able to spend as much time in lab with Doom due to IRL stuff and me going back and forth between choosing the anchor for my Strange team. it’s a tossup between Doom or Akuma but I’m leaning towards keeping Doom for Missiles. watching this reminded me to get my ass back in the lab where I belong and start thinking of more Doom stuff lol. gotta get to work on that Low Bukloop!