Doctor Doom Combo Thread V2
couple vids from SehMehNov
while doing the buktooth loop i can’t do the second rep they get to high… do i have to do it faster? also for M&Ms whats the best way to go into that? is it better doing it from a tac or launcher
The earlier you hit the jM, the easier it is to continue the second rep. If you are too slow at it, just do the clock loop on your 2nd rep. You could do M&M’s from launcher but it’s not optimal because you could be doing better combos, so it’s better from TAC. I go M, M, H footdive, addf M, fly, M, M etc…The best way is the way you don’t drop it, so experiment and see what your most consistent with. I think you can also simply do M, M, adf, M fly.
On the Clockw0rk loop how do i get to do the tri jumps I always land too far… for M&Ms which would be better M, M, adf, M fly or M, M Fly M M adf?
Sounds like you’re not canceling the air S (Foot Dive) into an airdash downforward! Airdashing afterwards should afford you enough distance to triangle into st M or H.
As for M&Ms, there are heaps of ways to start it, so whatever you can do consistently 100% of the time is what you should use. Usually TAC into M M xx fly, M M is pretty easy though.
Clock
What is Dooms most damaging assist/combo extender, and what exactly do you do? I assume it something that allows you to do Sphere Flame, the most damaging I could think of is st.h+Jam Session>Plasma Beam>Sphere Flame, is there anything more damaging than that to end combos with?
Afaik, the most damaging (depending on the character) would be, call assist, st.:h:, assist hits, dash cancel (so you’re right next to them), jump cancel :h: plasma beam xx Ground Photon Array (such that they get hit by the front and back lazers).
It’s totally circumstantial, super tight and not worth it, but go nuts.
Some assists allow you to jump cancel st.H into j.S or something like that, usually one that involves a wallbounce or groundbounce. I was able to do it with Strange’s Eye of Agamotto assist, so just experiment. Basically if you can DHC after Sphere Flame, you’re doing it right.
Oh neat, I figured it’d be something like that but I was thinking more along the lines of practicality.
Also is there anything you can do with the groundbounce you get from whiffed down TACs? Like I dunno, after a long extended combo, you dash cancel and Sphere Flame off it?
Am I correct that, post TAC, MM xx fly, MM involves a link? Of the 4 hits in the initial jMM, after which do you find it easiest to cancel fly and MM again? Damned if I don’t drop that part more often than I don’t. I’m usually good at these sorts of sequences, and the rest of M+Ms is pie-flavored cake, but I wonder if I’m not doing something wrong on that first part. Do you start the Ms as soon as the TAC auto-hit hits? Or delay it? I dunno, just curious if there’s a method to boost consistency on getting to that 2nd pair of M’z. Thanks!!
the new combos are harder then i originally thot. to get it down consistently i have to add in a move midscreen and corner. midscreen i d:
c.L c.H [S instant j.L j.6H ADDF c.L c.M] x2 S j.M j.M j.6H j.S ADDF j.M/H tridash s.M/H then if im not in the corner i just do sphere flameor in corner 1 more rep with 1 j.M
in the corner i do
c.L c.H S [j.L j.6H ADD c.M S] x3 j.M j.M j.6H j.S ADD s.M/H S j.M j.6H j.S
idk if anyone else does things like that but it adds a hell of alot more consistency. i dont remember the damage difference at the moment but i dont think it was all too much. nothing a few finger lazers wont fix.
and to thisgilekillya: i like to delay the first 2. gets em around ur height or higher then u. for up and down tac atleast.
You can do this for more damage/same consistency ( I assume, haven’t tried your version )
c.L c.H S [j.L j.6H ADD c.M c.H S] x2 j.L j.6H ADD 6H j.M j.M j.6H j.S ADD s.M/H S j.M j.6H j.S
Does roughly 660-680k meterless.
hmm…im not sure, ill try it out today. ill be sure to tell you how it works out mine is roughly the same if i could remember. sad that iv got so much class i dont play much outside of wekends :’( but ill be sure to test a bunch of variants to see which has sme good consistency without sacrificing too much damage tho i do just wanna use the original at some point
haven’t been here in a long time
my doom has become a assist character??? I CAN’T LET THAT HAPPEN!!!
^Its inevitable if you run him 3rd to support two characters in front. Doom needs Drones, Cold Star/Ammy THC and/or Vajra to become a legit character.
so ive got an interesting find. in the corner variation i use you can end the combo in s.H xx L molecular shield xx sphere flame. my version does about the same damage as yours before super but that i can end in spheree flame instead of beam lazers is a big difference. i get 850-890k depending on the beginning. land a corner foot dive and youve got more consistency and slightly less damage. and being doom there has to be some chip in there for the 10-50k you need to kill 900k caracters. on the 3rd rep instead of just doing c.M you can add in a c.H. in matches when i do the corner combo i do 1 j.M in either of the reps at the end so the sphere flame is guaranteed to land. if you use all the hits on everything you need to do the combo as fast as possible for the molecular shield to connect. also because the molecular shield connects i can let every hit go thru and do the ground photon array which is the most damaging ender. with that itll reach 900k iirc. so right now im thinking this is his most optimized corner combo. being able to connect molecular shield at the end of your combo is amazing and came as such a surprise so happy! ^^
I couldn’t find any documentation on “mazi’s loop”. Where is that, or is “mazi” short for something that i might find more info under? Marlinpie does it in one of the Break #160 videos, but that dude just seems to invent stuff on the fly when he plays…
Its probably in the v2 combo thread, Mazi is short for Maziodyne, one of the first/the first to document and publicize the loop.
Its just S, j.L, j.f+h, ADD x4
thanks dude!
so i get a consistent 871k in corner off of:
c.L c.H [S (instant) j.L j.6H ADD j.H (whiff) c.M] x3 c.H [S j.M (2 hits j.6H j.S ADD j.M/H (whiff) s.H] x2 xx molecular shield L xx sphere flame
if you wait for molecular shield to finish hitting and do the ground photon array with all my mashing i got to 897k once but i might hav started that one with c.M c.H S not sure off of a j.6H foot dive ADDF c.M etc etc etc im sure itll get to 900k
midscreen my fingers go retarded and dont do anything right so i just do one of the old doomface combos or buktooth or any of the other lazy doom stuff.
people should use this ;D