Dr. Doom Combo Thread

Yeah man, i’d say doom over Akuma for a few reasons. He can extend combos with otg missiles, he can also create nasty teleport mixup with missiles or even beam. missiles do not add HSD to your combos, he has good health, so he wont die like akuma would to that combo i posted. However, Akuma is a great choice too, its really up to what you want to do with your team.

Thanks for the compliment, and thanks for coming up with the idea for it. What I wanna do is figure out a way to break 1mil, i’ve gotten to 960~ max, were you ever able to loop into just j.L,footdive,S x3 from mid-screen? this seems difficult to do but a possible way that might just leave enough HSD for s.H into sphere flame otg to hit 1 mil. Guess i should try it in the corner to see what i can crank out before going mid-screen.

And again, mad props for your contributions.

Hi SehMehNov, amazing work on those combos! Have you tested if they work from where? It seems a lot easier to get pretty damaging combos with the instant j.L to f+H.

Hey MREX, yes ive tested it and this combo works anywhere on screen, you can even start it with LMHS or LHS, its a bit tricky at first, but muscle memory all the way. this is 100 times easier than doing magnetos rom from mvc3 in comparison though, so if you can do that, this will be no problem.

Furthermore, if you start the combo with j.S (air footdive into hard knockdown) you can get about 880K if you do a variant of the combo i posted, ill post a video when i figure out a way to get the most damage out of it, because j.S into stuff adds a ton of HSD.

yeah, it’s possible but the timing is so strict that it’s pretty much impractical unless you can land the j.L as low as possible 3 times in a row. Insaynne posted a video of the loop midscreen but yours I think is a lot more consistent. you can probably break 1mil solo with certain assists-- depends on your team configuration, though. I was able to extend my combos ending in the corner with both Strider and Strange assists, for example. Doom’s a flexible character when it comes to extending his combos with assists, so just experiment.

Yeah I know hes very flexible and its possible to get 1 mil easy with an assist, but i play him on anchor and try to keep him in the back as a last resort so ill keep trying to think of something that can crank out some more damage.

Also, yeah doing j.L into S is way too impractical, i can do it but no way im pulling it off in a game unless its in the corner ;[

Very nice

Not sure if this has been looked into yet. . . So, I was practicing the j.l footdive addf loop midscreen, and something rather strange happened. Being human, I made an executional error by accidentally inputting a tac down instead of footdive addf but instead of going into the tac, it simply caused a ground bounce and no tag out occured similar to the vanilla she hulk/ammy tac glitches. I haven’t been able to recreate this but just some food for thought.

there seems to be alot of ways to get that tac groundbounce with doom

I know everyone is on the THC hype train right now with Doom, but I figured out a variant of the Buktooth loop using a delayed j. m: (2hits) x :l: Plasma Beam, ADDF x :m:, land, relaunch. It does roughly the same damage as the Buktooth loop, but I’ve been using this more lately, simply because there’s no real chance of screwing up the :h: Foot Dive and getting a Butter Gun instead. Plus, it’s a lot more stylish.

[media=youtube]CsTsvet7Jyk[/media]

To do it reliably I just flight cancel the addf a.M and then down exchange. It’s cool for swag, but it doesn’t give you meter and it can be countered.

nvm

I hate to ask a question that I’m sure has been asked before, but

What’s Doom’s best combo off a landed J.S Footdive? Midscreen and Corner. any new combos?

Who cares. Any character that doesn’t suck is gone after a DHC any way. You pretty much did enough work here I would say without assists. Anybody I can’t stand is gone after a DHC and if they took some plasma beams or photon shots before this…they’re for sure dead before they DHC.

I’d like to see you come up with more but with the way HSD works in the game I don’t really see the point.

best ive gotten was about 850k solo anywhere on screen, if you want i can post it later, its a variation of what i already posted, just less hits because HSD becomes really high when starting a combo from j.S footdive

j.S if not used after a launcher is groundbounce + hard knockdown apparently. I can’t do my followup with Dante’s Beehive after Sphere Flame. sucks because it would’ve made my team’s damage even more ridiculous, but oh well. :\ just gotta settle for a reset.

What I go for midscreen is
OTG :m: (2 hits), :s:, j :l:, j:f::h:,:df: AD, cr :m:, :s:, j:m:, j:f::h:, j:m:, land, j:m:, j:m:, j:f::h:, j:s:, :df:AD, :h:, :s:, j:m:, j:m:, j:f::h:, j:s: and then your ground ender.

The other version I go for if I want to land an APA special for DHCing is to omit the first loop and start with the buktooth and end with j:m:, j:m:, j:f::h:, :f:AD,j:m: xx APA

First combo gives you a lot more damage but harder to end if you don’t reach the corner, unless you have lvl 3 or the right assist.
I usually use second combo because more consistent and I prefer the APA DHC for my Frank.

For corner, you can do the MazioLoop -1rep:
OTG :h:,:s:, j :l:, j:f::h:,:d: AD, :s:, j :l:, j:f::h:,:d: AD, :s:, j :l:, j:f::h:,:d: AD, :s:, j:m:, j:m:, j :f::h:, j:s:, :d: AD, :h:, :s:, j:m:, j:m:, j:f::h:, j:s:, :d: AD into ender.

After a footdive real close you can use the ground bounce to get good damage. I recorded this before the SehMehNov and Maziodyne combo revolution so I’m sure we can make it better.

[media=youtube]LfAx77djY5A[/media]

Now there is a possibility, ill lab it up sometime this week or next to see if i can crank out 900k off of a j.S footdive , land ch.M, ch.H, S, and it might also be somewhat safe pressure if blocked too. Great find sjohnst2.

[media=youtube]pE0MmC6XnW0[/media]

um…