fun combo and actually not even remotely as difficult as i thought it would be originally. maybe its just because ive been doing these tac’s for such a long time but this only took me like 3-5 minutes to get down pretty smoothly
oh also it helps if you delay the medium after flight for as long as possible. if you do it too early on a lot of characters the medium will whiff during the ADDF.
So I was messing around in the lab this morning and came up with a midscreen down exchange combo that does about the same damage as the side/up tac combos that marlinpie has been doing lately.
I’m sure there are a lot of ways to optimize the combo but one of the things I like about it is you whiff the S and land right under ( most ) characters, which lets you end with molecular shield -> sphere flame if you dont want to use 3 meters.
So I’m planning on picking up Doom and was wondering what would consider his “essential” combos (no swag combos or any crap like that), and other must know things in regards to the good doctor. Thanks guys.
AD = Air Dash, Tridash = Triangle Dash
these are commonly used terms for movement you would do well to remember them sir, also OTG enders for doom vary, there’s
TK(tiger knee) :qcf:+:h: xx :qcb: +:atk::atk: or s.:h:(needs two hits)/ xx :qcb:+:atk::atk: or :qcf:+:atk::atk:
Almost all the OTG enders can be seen by watching ANYONE play doom you should watch some matches and it’ll make more sense.
I’m guessing there are more efficient side tac combos from midscreen, but I want to be able to do this for funzies.
[media=youtube]6ZjB2gWZHLo[/media]
I’m fine up to footdive addf m, flight n, addf m, but that’s where I keep goofing. I always end up too low to the ground at that point to air dash forward then back. If someone is willing to help solve my predicament, that’d be awesome.
Can someone link me a basic doom tac combo? Just looking for like the basic corner ones as I’m new to doom. All I can find on youtube is the swag ones.
Buktooth loop is still good. The loop that you are calling marlinpie loop is not his, but I’ll help you with it anyway. After launch, you want to let both m’s hit, so that you are above your opponent. Then after foot footdive, you just addf and whiff a normal while falling. Then once you land, you simply jump tri jump to the hard knockdowned opponent and otg. You could also try launch into air light, heavy footdive, addf, c lmh x2. That combo does quite a bit of damage. It should corner carry unless I’m mistaken which leads to corner loops.