Dr. Doom Combo Thread

oh man, i found out that with doom, it’s pretty easy to do his air flying j.M j.M combo off of an aerial exchange. u do ur combo with your point character, aerial exchange into doom, and then do two j.M j.M instead of just one (it’ll hit them high into the air), then do fly, and then continue the combo. it’s way easier to do than to do the full buktooth combo (they’ll often pop out of it during the combo), and you can do the full air flying combo on the enemy quite easily. give it a try.

just fyi to focus on my point, if you are doing aerial exchange with doom, it seems to me that the best combo he can do after he is exchanged in is his aerial j.m j.m flying loop. start by attacking with j.m j.m then go into fly. this is as oppsed to if you just do a launcher with doom, where the easiest way to do his j.m j.m flying loop is to delay the super jump, do one j.M, and then cancel into fly.

Yeah, aerial exchange completely resets the hitstun degradation until you hit the ground so you can basically do whatever you want with flying characters. Doom can do any combo at that point, it’s just the perfect time to do the flying loop to carry them to the edge and combo into either flame sphere or his level 3 (assuming that the other character has the proper assist to extend the combo into sphere).

I don’t like relying on exchanges because they can technically be countered, but the option is there (that, and I think they’re the scrubbiest thing in this game).

So is it possible to transition from the fly combo into the buktooth loop after an aerial exchange? If height is an issue would it be possible to slowly bring towards the ground with addf j.M or f+H? The amount of meter you could gain from that would be insane.

Duck Strong I asked trag about the hitstun degradation issue with your combo last weekend and he found that your combos work if you go for only go for one hit of each air M or st. H

it’s true they are pretty scrubby but sometimes you can gamble an win big if you don’t do it often. then again you can lose big. lol but i gues that’s why you seldomly use it, right?

@DevilJin
You can definately land 3 reps on magneto doing 2 hits before hand during a wall carry. c.M S into single hit S dive loop 3 times will carry to the corner and you can finish with a corner combo and definately kill magneto. I’ve never landed 3 hits prior to the carry. You don’t need Hdives to get the damage up.
I’ve tried tons of variations including mixing sent drones and biocom assists but the simple 3 reps to corner , on those it works, is the most damage I’ve squeezed out of that kinda combo.

In your video of the wall carry you seem to air dash down and then crazy dash in. You can addf and whiff a normal to speed up you landing. Then one normal dash will put you in OTG range. That’s how I do my 3 loops on mags anyway.

Wesker and Zero seem impossible to get 3 loops. Because you need 2 hits on the OTG to relaunch.
Wolverine is trivial easy to land.
Storm is easier than mags but not trivial.

Duck Strong posted about getting very quick execution to reduce hit stun and I now notice the same. When I think I have the combo down and relax a bit I can never get 3 reps on Mags. You must be fast!

Maximizimg Doom damage seems all about knowing where you are on the stage. At midscreen you can stick to Duck’s double buk into corner combo. The corner carry is a good option at the 2 rep range. I like the carry on those it works easy on as his BnB.

I’ll contribute this combo: You can switch sides with the opponent by launch, M at about even height with the opponent, addf M(1 hit, aim for max height on opp) , jump up/forward M, (side switch) H Footdive addf into buklanding into whatever fits. Hitstun is pretty bad afterwards but you can definately fit 808k damage on zero if you were in the corner before. I confirmed it on zero and mags.
An alternative is launch, m addf m, jump back toward opp. and S dive. Done right you will hit them in a strange way and they drop in front of you for an easy OTG. The above damage is with a straight launch to start it.

Last combo is a variation of the corner combo I haven’t seen. Again, I found this after Duck’s comment about speed and hitstun decay. I get 950k with Spencer grapple assist, Iron man or other assist will probably be a mil damage. The trick is to rearrange the combo so that the first air combo is the Hdive Sdive relaunch. Then one loop of buk, then a Mdivedive relaunch into MMdivedive, OTG Assist, Plasma into sphere. You can do a full opener (Air HDive ground chain) and then the other stuff to get max damage.
It’s essentially the Duck combo but rearranged in a way I found to be easier to execute. Its the most damaging combo I’ve been able to personally perform with Doom.

to answer my question from earlier about diving after the air S, i couldnt do it earlier because i was doing j.M, j.M, f+H footside-> CANCEL into air dash forward, j.M, j.S. everyone else knows this but just for those wondering about how to air dash after air S, if you use up the air dash forward after the footside to do another j.M like i did, you cannot cancel the j.S into another airdash. also you have to cancel into air dash from the j.S.

honestly, i thought after the j.S, you could just air dash after the j.S w/o directly canceling out of the j.S. that was my biggest problem.

buktooth loop

I’m convinced that this loop doesn’t work at all. I can pull off most of the combos for characters, but this one for the life of me I can’t do. The character recovers too quickly after the 5th M in the air. Please, any suggestions?

@neotoky
Look in the video thread. There are many videos of people performing the buk loop. Use that as a guide for timing.

The timing for Doom’s loop is tricky. It seems to be harder when using a d-pad over a arcade stick. If your using d-pad or the 360 controller then don’t press the the triggers on either. It as soon as you j.->H go ahead and cancel in to the airdash. It will take a while and tons of trial and error but once you do it then it will stick.

I am using an xbox controller. I’ve been meaning to get an fighting stick soon. I don’t use the triggers to air dash. I use L+M to air dash. Thanks for the suggestions.

Yes and no; the reason it would work is that he’s technically shortening how long it takes to complete just enough so that it’s still within the window for 4 reps. If you wait as long as possible for each OTG, it doesn’t matter how you try to truncate the combo; you won’t be able to get the 4 reps.

I’m really starting to think hitstun deteriotration has nothing to do with # of hits and everything to do with how long the combo has already gone on. Of course, more hits=longer time to complete the combo so that might be wherepeople getconfused. The thing to remember is that if you do fewer (strategically) staggered hits, it won’t help you get more reps.

Consider that starting a combo with a multi-hitting assist like unibeam doesn’t necessarily keep you from doing the longer combos, it just scales the damage severely.

Has anyone else found out that j.H combos and is actually REALLY good combo filler?? Works corner AND midscreen but is a bit character specific. Doesn’t hit the smaller characters of the cast but everyone else it works just fine. If you hit a mixup, throwing this in there adds an extra 40,000 Damage in the end which is great to get up into that next barrier of characters that you can 1 shot. Also it adds a bit extra meter to your combos which makes Doom’s meter gain even more retarded. Now the way it works is you go into Launcher, you start the j.H just as you leave the ground and it’ll start hitting them at the top of the jump, after that, you can then link into his j.f+H and then AD DF and go into j.M>Land>Etc. Its just a different way of comboing into his j.f+H and I’ve found it quite a bit easier once I’ve gotten used to it and more rewarding. I’ll put my Buktooth loop variant and my j.H variant. Both are my optimal corner combos cause 1) I setup for corner mixups and they go into this and 2) I fucking hate Doom’s optimal combos midscreen so I do a ghetto version for just 600,000.

Corner Buktooth Variant:(With Zero Install Hadangeki Assist to keep them blocking)

IAD j.:m: Land c.:m: c.:h: :s: j.:m: j.:f::h: AD:df: j.:m: Land c.:m: c.:h: :s: j.:m: j.:m: j.:f::h: j.:s: AD:df: Land OTG:h:(2 Hits) :s: j.:m: j.:f::h: j.:s: AD:df: :a2:(Spencer’s Armor Piercer) OTG:h:(2 Hits) :qcf::h: :qcf::atk::atk:

Damage: 1,062,900 Meter Gained: 2.1

Corner Gun(j.H) Variant:(Same Assists and situation)

IAD j.:m: Land c.:m: c.:h: :s: j.:h: j.:f::h: AD:df: j.:m: Land c.:m: c.:h: :s: j.:m: j.:m: j.:f::h: j.:s: AD:df: Land OTG:h:(2 Hits) :s: j.:m: j.:f::h: j.:s: AD:df: :a2:(Spencer’s Armor Piercer) OTG:h:(2 Hits) :qcf::h: :qcf::atk::atk:

Damage: 1,102,400 Meter Gained: 2.2

So its not a significant improvement but it breaks the 1.1 Million barrier which adds 3 more characters we can 100% which is a big deal. Doom can 100% all but 5 of cast with that combo which makes him fucking SCARY. Just contributing my findings.

I use a pad too and after some practice I’m getting the buk loop down pretty good now. Pad or Stick is really just personal preference with MvC3.

This may seem like an odd solution to some peoples’ issues with Doom’s air :f::h:, but swapping your stick’s square gate with an octagonal gate makes achieving this WAY easier. I put one in last night and any problems I had inputting :f: instead of :df: instantly went away.

I tried the Footdive wall carry loop using the triangle dash on the ground and I need to point out I was wrong about not using that in the loop. It makes it MUCH easier to get 3 loops, especially making it effective on Magneto. By addf and then triangle dashing you can keep Mags covered in yellow electricity the whole time. 3 loops with a good beam/multi hit assist for the corner finisher is easily 850k damage to kill Mags/Storm in one touch. Nice.

Do you guys have the notation for the corner loop for Doom?

When I do the bucktooth loop I end it with: J.:m:(2 hits) J.:s: land otg:h:

This only works going to the corner, you can cancel into a dash or do a level one for 740k or a level three for 998k.

Holy crap SRK notation is strange to me.

Buktooth Loop is actually rather weak for a corner combo. After 2 whole days I cropped and pieced together a much better corner loop that is also much easier oddly enough. I’ll just put the easier combo I use for the corner:

c.:l: c.:m: c.:h: :s: j.:m: j.:f::h: AD :df: j.:m: Land c.:m: c.:h: :s: j.:m: j.:m: j.:f::h: j.:s: AD:df: Land :h:OTG(2 Hits) :s: j.:m: j.:f::h: j.:s: AD:df: Land :a2:(Spencer’s Armor Piercer) :h:OTG(2 Hits) :qcf::h: :qcf::atk::atk:

Final Damage is around 1.05 Million with Level 3 and about 900k with Sphere Flame. Uses one rep of the Buktooth loop but then you start doing dives cause they actually work in the corner. Air Dash cancel the j.:s: and if you use j.:h: as you’re falling, you’ll hit the ground before it comes out eliminating the air dash recovery which gives you forever to hit the OTG. Once you have it down, it becomes a very easy rhythm. Builds just under 2 meter without the Spencer assist ender I use.

The actual combo I use actually uses Doom’s j.:h: which is godlike but character specific so this is a universal version.

If you do the Duckstrong variant of the buktooth loop you’ll maximize your damage output but it requires at least one assist and you’ll have to experiment with your team to figure out which assist and timing to get the combo to work. I have to make one modification in the combo but I got it to work with either members of my team for maybe 40k less damage.

Also, anyone want to help test some combo theories. I can’t tell whether these combos don’t work because of hit stun decay or because my execution is bad.

  1. I want to see how Doom could maximize damage from an aerial exchange like Magneto the theory is similar to how Mags does his combo:

On point character: BnB, S, aerial combo, aerial exchange in the corner using Up+S.
Doom tags in: j.M, Fly, j.M, air dash down forward, j.M, air dash down forward, j.M, air dash down forward, j.M, f+H, some variation of the Buktooth loop.

You might have to insert an extra j.M in there some where but at best I’ve gotten 2 air dash down forward j.M’s to work but I think a 3rd is necessary before they are close enough to the ground to get the buktooth loop going but after you get the loop going the question becomes how to end the combo because as soon as they hit the ground all the hitstun decay kicks in so not sure if OTG assist combos will be practical or if you have to end it early in the air.

  1. I want to see if we can maximize damage off of DevilJin’s wall-to-wall carry combo. I can’t get the wall-to-wall combo to work normally let alone experiment with what I want to do. Anyways, my theoretical combo is this.

c.M, c.H, S, j.M, f+H, air dash down forward, c.H, S, j.M, f+H, air dash down forward, j.M, c.H, S, [f+H, S, immediately air dash straight down, dash, jump cancel, tri-jump, OTG s.H, S]x2…

We can work on the ending later but do this on Magneto because I know the DevilJin wall-to-wall combo works on him and do the combo from full screen away and see how far you can get. For reference on how the wall-to-wall combo works:
[media=youtube]-h_Cbp03P7A[/media]
I can’t imagine this not working because of how Duckstrong’s variation of the buktooth loop works.

For the wall to wall combo in the video, couldn’t you do a 3rd rep but instead of j.:f::h: j.:s: you do j.:m: j.:s:?