Dr. Doom Combo Thread

The corner combo I use is

c.:l: c.:m: c.:h: :s: j.:m: f+:h: AD DF j.:m: Land c.:m: c.:h: :s: j.:m: j.:m: f+:h: :s: AD DF Land OTG:h: :s: j.:m: j.:m: f+:h: j.:s: AD DF Land OTG :h: [:dp::l::dp::atk::atk:] or Lvl 3

It has a tricky feel to it since it has an Air Dash Cancel every loop and for the j.S AD DF, I use j.H to cancel out of the recovery of the Air Dash but it whiffs on the way down so you land faster. Full combo into Sphere Flame does about 800,000 I think and into Lvl3 was about 1.1 Million I think. Once you have it down, its really easy as the 2nd and 3rd loops are way easier than the Buktooth loop.

i’m actually having problems with the loops in the second part lol. there’s so many hits and it seems the character just pops out of the combo due to hitstun deterioration. i can’t connect the air hits after the first :h: OTG. does anyone have a video of this combo?

When you do the OTG H>S and the air combo after, just do the j.MM instantly after the launcher and it will hit. Its a counter intuitive version of Doom’s normal loops where you have to hit, wait, hit again, relaunch etc. With this, its hithithit Land relaunch hithithit.

And I haven’t seen it in any videos but if worst comes to worst, I suppose I could my shitty webcam to record it ghetto style

If you find that combo too counter-intuitive you could try j. :m: xx :f: :h: xx :df: dash xx j. :m: xx j. :s: on the first relaunch. The rhythm on this is very similar to the normal loop, which makes it much easier on muscle memory. It also removes the need to dash cancel the j. :s:, as you land with more than enough time to OTG with :h:.

Hey guys,
I’m having problems doing this buktooth loop
c.:l: c.:m: c.:h: :s: j.:m: j. :f::h: xx AD :df: j. :m: (land) c.:h: :s: j.:m: j. :f::h: xx AD :df: j. :m: (land) c.:m: c.:h: :s: j.:m: j. :f::h: xx AD :df: j. :m: (land) :f::d::df::p::p:
After practicing, I can do 2 loops with about 60% consistency.
Now, my problem is at the third loop, doing the last j.:m: on the way down, into :f::d::df::2p:. I never managed to connect this, so I don’t know the timing of this.
How do you do this? the dummy always recovers when I land, before I can even do the super.

Also, is there an alternative ender which is easier? I will only be playing online, so I need a more reliable ender which I can pull off.

The timing on that last j.m is tricky, but it winds up being a rare case that the loop didnt take them to the corner for me, so i rarely use it. You might try the air photon array at the end instead. I can’t do buktooth loops online at all, but I’m in the middle of the pacific, so my connection is always bad.

I like to relauch into air photon because you can at least DHC to another character more easily. The combo itself should still get you over 600k before the DHC.

Several days ago a Doom combo video was put up on the front page and I wrote up the notations for a few
check em out

  1. j.:m: cr.:l: cr.:m: cr.:h: :s: sj.:m: j.:f::h: addf j.:m: cr.:m: cr.:h: :dp: :atk::atk: (560k dmg)
  2. cr.:l: cr.:m: cr.:h: :s: sj.:m: j.:m: j.:f::h: ad:f: j.:m: Plasma Beam xx :qcb: :atk::atk: (507k dmg)
  3. cr.:l: cr.:m: cr.:h: :s: sj.:m: j.:f::h: addf j.:m: (land) j.:m: j.:m: j.:f::h: ad:f: j.:m: :qcb: :atk::atk: (542k dmg)
  4. j.:f::h: ad:f: j.:m: cr.:l: cr.:m: cr.:h: :s: sj.:m: j.:f::h: addf j.:m: cr.:l: cr.:m: cr.:h: :s: sj.:m: j.:m: j.:f::h: ad:f: j.:m: :qcb: :atk::atk: (605k dmg)
  5. j.:f::h: ad:f: j.:m: cr.:l: cr.:m: cr.:h: :s: j.:m: j.:f::h: addf j.:m: cr.:m: cr.:h: :s: j.:m: j.:f::h: addf j.:m: Hard Kick xx :dp: :atk::atk: (604k - 622k in corner)
  6. (Flight Loop) j.:m: s.:l: s.:m: s.:h: :s: j.:m: Flight j.:m: j.:m: ad:f: j.:m: j.:m: ad:f: j.:m: j.:m: ad:f: j.:m: j.:m: j.:s:

-continued-
(on my PS3 and I hit the character limit)

  1. (corner) j.:f::h: addf cr.:l: cr.:m: cr.:h: :s: j.:m: Flight j.:m: j.:m: ad:f: j.:m: j.:m: ad:f: j.:m: j.:m: ad:f: j.:m: j.:m: j.:f::h: j.:s: (Land) s.:h: :s: j.:m: j.:m: j.:f::h: ad:f: j.:m: j.:s: (Land) s.:h: xx LVL3 :qcf: :atk::atk: (1 mil+)
  2. (corner) j.:f::h: ad:f: j.:m: s.:l: s.:m: s.:h: :s: j.:m: j.:f::h: j.:s: ad:d: s.:h: :s: j.:m: j.:f::h: j.:s: ad:d: s.:h: :s: j.:m: j.:m: j.:f::h: ad:f: j.:m: j.:s: ad:d: s.:h: xx LVL3 :qcf: :atk::atk: (1 mil+)

all combos were performed against Captain America
I first saw that flight loop performed by clockw0rk but I never had a reference until now to see how he pulled it of
its kind of unnecessary but its stylish as fuck
combo #7 is my BnB now for the corner and combo #4 is great damage output for 1 meter (plus its really east to pull off)

So I was in practice mode brushing up on combos and it occured to me that sometimes, certain combos inexplicably don’t work, even though they obviously contain less hits than other fully functional ones.

I did a bit of testing by trying my usual combos and waiting significantly longer to do the OTG parts because you have so much leeway at those junctures. As it turns out, if you wait a long while before each OTG, the opponent will always flip out before the end of the combo. Just to be clear, I’m doing the rest of the combo as quickly and tightly as I normally would; I’m just waiting extra long to do the OTG st. :h: parts. So, call me crazy, but I think there is a certain timer involved when the game calculates hitstun deterioration.

That is, even if the opponent can’t flip out (i.e. he’s grounded), you should always hit them as quickly as possible to continue the rest of the combo. I guess this explains why I can get 4 reps in my loop because I’m incorporating the ad down to get back to the ground as quickly as possible. I’m beginning to think that the number of hits has little to do with hitstun degradation and all the matters is the cumulative time between each hit from the start of the combo or perhaps simply the length (of time) of the entire combo, period. If I’m right, this could have some pretty far reaching implications as to how an optimal combo should be formulated.

Thoughts?

p.s. I can now break 1 million for 1 bar ;).

Yeah that was something I figured out early on. I tried to ask my brother about it but I dont think he understood exactly what I was talking about (but it seems you do).

I dont really have any thoughts on it other than just do your combos as fast as you can.

Also I REALLY REALLY think we need to put together a list of combos that push people towards the corner the best. Like combos where you can be near the corner and the combo will still push them to the corner. This is imperative for Dr.Doom because his combos become much stronger when this happens and he pretty much has death touch combos on anybody if he hits them or forward throws them when they are near the corner. Mix up game is also much more profound in the corner.

[media=youtube]NldQqkoulww&feature=BF&list=FLLy0Hc9AunyQ&index=3#t=2m56s[/media]

This combo will push people clear into the corner even if you were completely on the opposite corner. This is going to be big for Doom because unless the opponent is in the corner you’re going to have to burn level 3 or turn on xfactor to even get close to the damage he’s capable of when he has people in the corner (which is they pretty much die instantly). His mix up game is much strengthened when they are in the corner as well so there’s pretty much no excuse to pretty much stop using any mid screen combos that dont push people all the way in the corner. You’re just limiting Doom’s potential way too much by not heaving them into the corner everytime you touch them.

I’ve been trying to get that combo to work consistently but I can’t land the foot dives as cleanly as he does and I’m kinda forced to like wave dash after the foot dives with strict timing to get close enough to OTG H launch again. I have a variation that will at least definitely push them in the corner but I can’t get the extra foot dive loop to add the big damage needed afterwards. If anyone else could practice that combo or find out how you’re supposed to land the dives so you can just regular dash up and continue the OTG that would be cool.

Okay, so it’s not just me. I thought for sure that time had to be some factor in hitstun deterioration, but figured it must just be silly since everyone else was building combos around the assumption that it was only the hits themselves that caused it, and just about everyone playing this has more Marvel experience than I do.

sometimes i have trouble OTGing enemies with dr. doom with s.C (sometimes it whiffs completely and the enemy recovers), especially later in a long combo.

it seems that this is less likely to happen when you air combo the enemy closer to the ground. iono, any input?

You talking about like corner combos? Just remember to air dash down after you press air S.

I’m not sure that combo would carry from one end of the screen to the other. Like I was saying, if you delay even the slightest bit, you can’t get 4 reps and there’s a pretty significant gap between the knockdown and the OTG. I’d like to see a video of a Doom corner to corner, but I honestly don’t think he has one. The best he can do is bring them to the corner from a little past half the arena.

yeah deviljin i’m talking about corner combos, sorry for being nonspecific.

i know u guys have been talking about air dashing down after the air S, but it’s so weird. do you guys see air jets on his back or something if u are doing it right? he always just falls straight down for me and i don’t see any animation for an air dash.

i tried testing whether he could air dash after air S by repeatedly dashing in another direction (down back) to see if he could dash after the air S but i couldn’t get him to do it. maybe it’s because i am doing the air S a bit lower due to my timing for the buktooth loop combo (maybe you can dash if you do the S really high in the air)

I had noticed something in training mode while trying a corner reset with doom. I had done it on Trish and then went to Dormammu, but he would always flip out at the last OTG when Trish wouldn’t. Do different characters have different hit limits? this was my combo:
cr:l:,cr:m:, cr:h:, :s:, j :m:, :f: :h:, addf, j :m:,cr :m:, cr :h:, :s:, j :m:, :f: :h:, j :m:, :s: OTG :h:, :s:, j:m:, j:m: adf forward airgrab PA hyper.

Also can someone else confirm that dormammu rolls out if you attempt to do : cr:m:, cr:h:, :s:, j :m:, :f: :h:, addf, j :m:, cr :h:. the cr :h: always whiffs for me.

just messing around with doom in training mode

cr.:l::l: st.:h: -> jump cancel -> air :f::h: -> ari dash -> :m: -> cr.:l::m::h::s: -> :m: -> fly -> :m::m: -> air dash -> :m::m: -> air dash -> :m::m::s: -> land -> OTG :h::s: -> :m::f::h::s:-> OTG :h: -> Light Molecular Shield -> Electric Cage

1,007,600 damage

How far does that combo push the person across the screen? I’ve seen some of the fly combos before but haven’t tried any to see how far they push.

**Put a video together of my wall to wall carry combo with Doom. **

Doesn’t work on everybody and will eventually do a test to see all that it works on but for those that it works on its good to guarantee a wall push. I was just showing the wall to wall aspect of it to show how much space the combo uses up. If you land the combo from like from another character length or 2 from where Magneto is standing im sure you could get a corner S OTG.

[media=youtube]-h_Cbp03P7A[/media]

i did it in the corner, not too confidence enough in my hands yet to combo into the :m::m: loop that well. I would assume if you start half screen, you’d end up in the corner by the end of the :m::m: loop

I was only able to get it to 1 mill like twice. At first I just did to :m::m: reps and worked my ass off to try and get a 3rd one in there to break a million

with 2 :m::m: loops (which works more consistent) you get around 982k damage,