Did this combo get patched? I can’t seem to connect hyper after rocks.
you have to do it pretty much exactly as shown. specifically, ONLY press S for the first relaunch and after the part at about 10 seconds into the video you have to ADDF, which seems obvious but some people would just hit the j.S foot dive, land and then trijump into position for the st.H otg (I used to do this, it works fine if you always use an assist to combo into super), but just doing the ADDF instead makes you land much faster
the whole combo is living right on the edge of hitstun scaling, if you press any extra buttons before the first relaunch or start the combo with too many cr.Ls or try it off an assist/throw or basically ANYTHING that negatively affects hitstun scaling then you risk them teching out of the rocks before the super hits

does anyone have notation for the Marlinpie up exchange?
this one: http://www.youtube.com/watch?feature=player_detailpage&v=cihXC_FykRc#t=710s
The combo itself is not tight at all, but you won’t know if you were too slow until the very end.
The is also very character-specific, not all characters will get hit by both sides of the Photon Array, at which point the regular ender does more damage.
With the same starter and doing 2 reps of the Bukltooth loop then 2 full reps of the corner combo, you still get over 880k and it’s far more reliable/not quite as tight.
For all you men out there that play doom/sentinel shells, heres a high damaging finisher.
After last rep of whatever it is you are doing.
Land, :a2:(drones), :qcb:+:s:, :qcf:+:h:, :qcf:+:l:, J. S, flight ends, land, J. :qcf::h: xx photon array
My fun team clockwork doom corner bnb that builds 1.5 bars post super no DHCS and does about 1,050,000
J. ADF, J. , C. :l:
:h::s:, (SJ:l::f::h: ADD Land :s:)x3, J:l::f::h: ADD Land :f::h:, (SJ
J :f::h: J:s: ADD (whiff normal) S :h::s: )x2
Land, :a2:(drones), :qcb:+:s:, :qcf:+:h:, :qcf:+:l:, J. S, flight ends, land, Call :a1: (vajira) J :qcf::h:x2 xx photon array
In the corner and midscreen off a down exchange Ive landed a few times:
TAC down, M(2)M(2) fwd+H xx adf M (tried 1 and 2 hits) xx fly, MM adf MM adf MM adf MM fwd+H S, land, sM xx lvl 3.
though after I cancel to fly, for whatever reason it’s like Doom gets stuck or something, and when I hit M nothing happens; as if the fly animation still hasnt finished. But of course if I wait a sec before hitting M, they just flip out. Any idea why this is going on and/or have any tips on getting into the Ms consistently after fly canceling? The rest of it is cake, I just can’t seem to figure out how it’s supposed to work right before and right after the xx fly.
As you can probably tell from the above combo, Im just trying to find a kind of ‘training wheels’ TAC combo that still involves flies and loops but doesn’t involve twelve different air dashes or utilize Doom’s entire move list. lol I think if I can figure out where my timing’s been going wrong on the fly cancel portion, I’ll be able to get to work on the more swaggressive sequences.
Thanks!
It’s a link. It’s also pretty lenient. If it’s that much of a hassle do fly xx light since it’s faster.
Also, neat trick I found. Not sure if anyone else has played with this. It’s mostly useless, but I found it for the sake of dhcing into shuma. This technique lets the dhc do a lot more damage due to how hyper mystic smash work. It’s good for any super that functions like shockwave where facing away from the corner/having more screen to cover causes the super to do more damage. After you land from the end of your combo, jump then air dash forward and immediately h footdive, this will put you on the other side, and if you do it fast enough, you still have enough time to do plasma beam xx photon array then dhc into a shockwave like super. As soon as you footdive, the window to plasma beam is very short, and if you don’t do it fast enough, footdive will cause you to enter the low elevation state where it won’t let you cancel into anything. Pretty useless outside from dhcing into shuma/magneto/hsienko/Morrigan/ thor/whoever else has a super that works like this.
Made a vid with easy setups for Doom’s infinite TACs, hope you like it.
[media=youtube]tdqPKfOxakE[/media]
When i do the foot clockw0rk midscreen loop the s.H to otg whiffs … what am i doing wrong
hmm.
lol there is a slightly improved version of that. if you can do the down tac canceled, there is an exaggerated ground bounce leading to a hard knockdown. i’m way too lazy to see how many whiff footdives into lv 3 i can do there.
I know no one does M&Ms (non-TAC) anymore but does it still gain the most meter vs his other midscreen stuff?
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not even close
No point to do a flight combo on point, ever.
new doctor doom combo video