Dr. Doom Combo Thread

Hey guys,

What combo for Doom should I use If, I want to gain lots of meter?

Midsrceen combos would be the most helpful thanks.

For 2) you can get above 850k with the right starter or an assist like Iron Man by doing
c.:m: :s:(launch) [air :s: :df::atk::atk: xx :atk::atk: land :uf::df::atk::atk: s.:h:(1 hit)OTG :s:(launch)]x3 air :m::m: f.:h: :s: :d::atk::atk: s.:h:+:a1:, :qcf::h: xx :dp::atk::atk: .
You can even do a Footdive to start it but every hit before the loop makes it more difficult. To get the most loops you must make the whole thing fast. If Mags loses the electricity effect you are being slow!
To see it work just do launch. Then as you learn it try adding hits before the first launch.

Take note that the addf has a cancel to a normal attack but that is a whiff. It speeds your descent. Then the tridash is just up forward addf. You can start the s.H as soon as you land and you will slide into range to OTG. You want speed in this because every moment they are grounded adds tremendous hit stun decay.

If you keep OTG H to 1 hit and only do Sdive in the air you can squeeze 3 loops that carry from one corner to the other and end in a nice corner finish.

Here’s damage from various starters if your assist is spencer Beta grapple ( one hit low damage)
c.M S : 830k
c.M c.H S : 841k
Hdive addf c.M S : 856k

Using iron man assist (beam) bumps up all the above by 50k to kill Mags/Storm/Dog off one touch.
Doesn’t work on Zero/Wesker/Deadpool (2 loops only).

One more suggestion for practice use Wolvie or Dog. They are trivial easy compared to Mags. Storm can be used to practice right before Mags. If you can get Mags everyone is a target.

Thanks for the info. This is really helpful.

It never occured to me to whiff normals to land quicker during the combo even though I use that when tri-jumping with other characters.

The whiff is amazing. I’ve been doing it during addf for the loop for a while now but only today I used it when air dash down and doom lands almost the same time as the opponent in the corner.

I feel like a combo ender with j. Plasma Beam could work with an assist in the corner, but I’m not too good with experimentation so I’ll just stick with my combo on the first page with some added damage through assists.

Why would you want to end in j.Plasma Beam?

Well, it looks cool :P. The best I got was Phoenix assist, j. Plasma Beam, land, 6H, j. M
After that foot dive doesn’t connect because of scaling I’m guessing since the combo takes too long? Anyways, yeah it is useless.

I generally use a slightly modified loop to make it easier on myself. The hardest part is usually getting the second relaunch with crM crH S, so I just use standing M S for slightly lower damage but infinitely easier execution. example: [media=youtube]R7UTZDFMxb8[/media]
I used to just land and relaunch with hard kick but it does a bit less damage, though it is probably the easiest variant.

Also in case someone didn’t already know, you can combo into level 3 even at midscreen for a decent amount of damage, especially if the character has somewhat low HP. example: [media=youtube]R7UTZDFMxb8#t=0m33s[/media]

don’t watch the rest of my video though, it’s awful unless you are a shitty player like myself and just want some basic reliable combos with fairly low execution requirements.

So… Hi guys. I’ve been lurking in this thread LEVELING UP MY DOOM lol. Before I say anything i just want to say thanks to all the combo’s, videos, and brainstorming. Really helped me develop my doom into much more than just a great assist…

Anyway, I was working on block strings with Doom. It took me awhile to figure out that you could hold :uf: during s.:h: and push :atk::atk: to jump cancel it, then (of course) do :t::h:, ADF, j.:m:.

I was actually having a hard time doing actual combos with it after even just the first Bukloop because there is SO MUCH HS Deterioration. Has anyone been using jump cancel sucessfully in combos? Not sure what kind of damage this could bring, but i was just brainstorming since i’m at work and can’t play :P.

As far as the block sting goes, with no advance guard, its pretty much:

c.:l:, c.:m:, s.:h:, Jump cancel, t.:h:, ADF, j.:m: j.:m: (to cancel the second hit), (land), c.:l:… and so on and so fourth.

The key is the 2 j:m:'s, because they offer a very quick 50/50, where if they hit down and you don’t hit (or mistime) the second j:m:, it hits twice, and they eat the second hit. If they stay standing, and you sucessfully hit the 2 j.:m:'s, the second hit cancels, and c.:l: hits low, so you can go into a normal combo.

Just having problems finding situations where I can use stuff like this. I’ll keep researching, but i got tired of j.photon shot weeks ago, and need to try to level up my game… This stuff may seem trivial to some, but I think its stuff like this that can seperate the good from the great dooms out there…

Any advice?

you can also go air dash DF after the footdive to go straight into a low.

You could even go one step further and air dash straight to make it look like you’re going for the j.:m: but do j.:h: instead and it’ll whiff and you’ll land and go for a low.

Or do a throw. :]

Doom throws should not be underestimated, especially in the corner. He’s one of the few characters that can break a million by himself that way.

Heh, I’m doing another variant, yet the end damage is exactly the same as what you’re getting and I honestly think mine’s even easier, although it may be building slightly less meter (I’ll have to check again later). I have issues letting the first j.M hit twice, because if I do, I can only get one relaunch instead of two. The character simply ALWAYS recovers too fast, no matter what speed I’m doing the foot dive into dash.

-edit: Nevermind, it also builds exactly the same meter.

Whole-heartedly agree.

trouble finishing the loop. ive got launch j:m: j.6:h: dash j.:m: 2.:h: :s: j.:m: j.6:h: dash j.:m: 2.:h: :s: j.:m: j.:m: 6:h: but i cant for the life of me get the :s: to connect, i may have gotten it once but idk what i did to do it

Does anyone else mess around with the loop ender with j:m: j :m: :f: :h: :s: xx Photon array DHC? It sets up a nice ground bounce state thats really easy to combo from. It’s nothing every doom should know, I just never noticed it before.
[media=youtube]n4Zc030gaXw[/media]

You can actually let the Super hit and still make the DHCs work. Photon Array keeps them in the air long enough for most DHCs to work. It was long enough hitstun and knockdown to let Photon Array>DHC>Task Vertical Arrow Super to hit so you actually have many more options for DHC off of it as opposed to Sphere Flame. So its a “Take your pick” situation on what to use assuming you have the options available.

I didn’t know this wat combos should I be doing for that much damage?

Let it hit, meaning in the air, or let it OTG? I’ve had mixed things come out of OTG supers so I wouldn’t want to mess with em in tournament.
I like it for a safetag situation, and its a really easy way into taskmasters XF 100% for 2 meters if the character really needs to die.