Dr. Doom Combo Thread

yeah, that’s the one. I’ve actually figured out some new combos while tryin to figure that one out but havn’t got the clockwork combo figured out yet

What match did he do it in? Who was his opponent?

even an instant air photon array will take too long to recover to use another super right after, I haven’t seen doom combo 2 supers yet without an XFC.

The loop is reliable as long as the lag isn’t bad.

Is this the one where he did jM jM airdash jM jM airdash x N?

Ok, I’ve been workin my ass off at this combo, but every single time they pop out before the final :s: launcher into the last air MMHS air combo. I think I’m doing things as tight as they can be done. Am I missing something?

yes, it requires flight mode to constantly keep on jM jM airdashing but everytime I enter the flight mode I get a fucking air tag, I hate that shit, don’ tknow why they added it to the game.

makes no sense though cuz I can do mag’s flight combos fine but as soon as I try with doom i get the tags

I can hit launcher into sj.M xx fly, and then get about 3 or 4 reps of [MMxxdash], but I don’t see much use in it. Doesn’t do but about 350k damage.

j.MM Flight Mode loop would be good for setting up DHCs. Ending is Sphere Flame pretty much ends the combo unless you have a certain backup ready like Zero’s Rekkoha or Maximum Wesker or Okami Shuffle. If you end in Air Photon Array, you open up your DHC options a little more for things like Berserker Barrage X or Bionic Lancer or any Beam Super given they don’t hit the ground before you DHC.

But since you can do normal Doom Loops that would just end in j.MM>f.H>AD F>j.MM>Photon Array I don’t see the point in it aside from an easy mode version of the combo.

Exactly. You can even do the standard loop and end in s.:h: (2 hits) into standing Photon Array if you need the position for something (and it usually does more damage than the air version, strangely). Would definitely be cool if someone could figure out something useful for flight mode besides running away, but I can’t see it based solely on Doom’s options in the air. I was kind of wondering if he could loop mediums with his j.:h: gun, but no luck so far.

The only practical application of it so far I’ve found is just a variant of his normal Loop which is a lot harder then the damn loop!

c.:l: c.:m: c.:h: :s: j.:m: f.:h: AD DF j.:m: Land c.:m: c.:h: :s: j.:m: Flight j.:l: j.:m::m: AD F j.:m::m: AD F j.:m::m: f.:h: j.:s: AD DF Land:h: :dp::l: :dp::atk::atk:

Did about 766000 Damage which isn’t too far off of what he usually gets for ending in Sphere Flame so technically, a viable combo, just really fucking annoying. The only upside I’ve seen to it is that you get a little bit more meter but you still won’t break gaining 2 Meter without an assist. Forgot to check but it should be about 1.8 compared to my usual 1.7 so its still iffy as to what this could be useful for…

I use Iron Man beam assist, but lots of assists will work with this combo. Experiment a little bit, I bet the whole cast has an assist that should fit.

You can get 4 reps into level 3 if you combo directly off the last OTG H, otherwise you need to finish at the third rep and go into molecular shieldxx flame sphere, which reduces the damage a fair bit.

Try to press S the moment you get the second hit of the OTG H. They’re pretty close to the hitstun limit at that point so there’s not much leeway.

The combo does work as most people here have been able to get it. It’s not super hard; just know that the following air part is a bit character specific so the f+H has to hit immediately after the j.M otherwise the character will popout. I’m pretty sure it works on everyone in the game, but the timing might be different on the smaller character like Wolverine.

I would like to see it. Do you know who he was fighting against? Or is there a link?

That clockwork combo looks fun to do if anything LOL.

[media=youtube]v8pZE2I-k4c&feature=player_detailpage#t=2537s[/media]

Heres the match he did it in.

i’m having trouble landing the last j.:m: -> sphere flame in the buktooth loop ([media=youtube]12kCkw854cw[/media]). i either get 2 hits and whiff the super or just whiff the j.:m:. any tips?

It looks like a very strict ender to the combo. If I had to guess exactly how to do it off the top of my head since I’m not home, you need to delay the last S>j.M just a bit to get them a bit higher off the ground, go straight into the j.f+H>AD DF and then delay the J.M as late as possible so only one hit even has a chance to come out. But honestly, for the damage you get weighed against the difficulty of it, might be better off ending in Air Photon Array. 2 Loops and end in j.MM>j.f+H>AD F>j.MM>Photon Array would do just lose a bit of damage in trade for much easier execution. But only do that midscreen, he has much better corner combos that are retardedly easy to do.

So does that combo do more than the buktooth loop without the hyper?

thanks, i’ll try that out instead. what kind of ender should i do in the corner? so far i’ve been doing 2 reps of the buktooth loop into s.:h: OTG > j.:m: > j.:m: > f.:h: > :s: > AD down > s.:h: OTG > lvl 3. is there something better?

i think the buktooth loop is a much more damaging combo than that. that doesn’t look like very much damage at all.

good lord jesus i am having soooo much trouble with this buktooth loop lol, i either air dash down instead of d.f, or I for some reason do f.H instead of crouching, no idea why my fingers suck. whatever im making progress.

On the second cycle of the loop, do you have hit the j.m insanely fast to keep them from falling out?

do you mean the j.:m: after you air dash down? you actually have a ton of time to hit it, even on the second rep. when i had trouble doing it initially, i kept rushing that j.:m: thinking it would be a tight link, but the f.:h: gives you suprisingly long hitstun, even on the second rep.