Task vertical Aim Master works off flamesphere as well. He’s one of the few characters who can DHC off it. Also, if you do it midscreen, they land back on the ground for another OTG Aim Master.
Well, technically he needs an assist to break a million off the throw, but he can do 936,500 by himself.
:f:+:h:(throw), :d:+:m:, :d:+:h:, [:s:, sj., sj., sj.:f:+:h:, sj.:s:, :d:+:atk::atk:, whiff sj.:h: to fall faster, OTG :h:]x2, :s:, sj., sj., sj.:f:+:h:, sj.:s:, :d:+:atk::atk:, whiff sj.:h: to fall faster, call assist, OTG :h: (assist connects) :qcf::h:xx:qcf::atk::atk:.
This does 1,015,000 with Ironman beam assist. If Doom is by himself, remove 1 sj. (doesn’t matter which) and on the last rep, do OTG :h:xx:dp::l:xx:qcf::atk::atk:.
I let it OTG and tried it out with a lot of supers and it worked well. Wesker’s lvl3 hit, Bionic Arm, Zero’s Rekkoha, its surprisingly versatile if you time it right so in same cases, it might actually something worth using depending on your team.
Can anyone give me some advice on how to execute the Modified Buktooth Loop?
So far I’m getting the entire loop down EXCEPT the final Sphere Flame. At best, I can barely nick 'em with the last jMP after a d/f air dash, and it never feels like I have enough time to Sphere Flame after cuz they flip out of the combo right away, it seems.
Is there a special timing to the final jM? Like, do I have to hit them late but not AS late as the first diagonal airdash into jM?
Any advice on any part of the combo would be much appreciated.
I think if we were to remake this thread we should also agree on what format we would want for it. Like would we want the combos to be separated by “on the ground” and “in the air”? Should there be a section for bnbs? Corner combos? That sort of thing. We should come up with the best format that’s easily accessible.
I would also appreciate help concerning the last rep.
Dr. Doom TOD (1.1 million) BnB corner combo, pretty sure this has been discovered but what the hell
c.L c.M c.H :s: (sj. sj.:f::h: sj.:s: land :h: :s:) x 4 end with :h: to level 3
Pretty sure thats the buktooth loop but wth, may as well be posted
Yep, the timing on the 4th loop to level 3 is pretty tight, but… yeah its possible.
God, I need to get better with doom in most of the other ways though… must learn to move better with him
I’m going to assume he already realizes this, and just say that I myself still have major mobility problems with him. You see people saying that the answer to pushblocking is “lol dash or jump cancel”. Well duh, but you can’t do that on reaction to a pushblock that’s hitting your very first attack, you have to anticipate that and start pushblocking randomly to counter this. That also screws up your timing for combos if you’re actually dashing instead of continuing combos that actually landed that first hit.
Following photon shots from a super jump or doing foot dives also only work for so long, and the biggest issue with him is that none of his mobility matters if you’re playing against people who are constantly tossing out random pokes. This will cause you to run into them more often than not compared to if you were playing a more advanced player (that’s one thing I can’t stand about fighting games…you often get punished for trying to play mind games against weaker opponents).
Height on the last jump is very strict. Also you need to speed through the whole thing.
I posted a video. Hope it helps to learn the timing.
[media=youtube]SjFvC3ai9Ng[/media]
Oops, I realized it’s not a variation of the Duck Strong Loop.
I do agree that fighting weaker opponents requires you to mostly just beat them down without thinking. Though doesn’t immediate dash-cancel -> immediate jump -> foot dive have some decent priority?
Yeah I’m using foot dive A LOT now. Not just the the random high in the air shit (sometimes that works too) but like in block strings it’s so good. The hit box is pretty much like nearly untouchable by most things in the game. His normals are pretty lackluster in priority and speed minus c.L (c.M is a decent anti air) but foot dive is that shit you need when you wanna beat shit. Particularly doing it off a dash cancel so you can do it high enough to air dash forward or down after and create high low mix up. If they try to poke you while you’re doing the foot dive its a free combo because at least from what I’ve tested pretty much nothing beats it. The air dash afterwards (especially air dash down forward) is pretty impervious to advance guard.
Lately I’ve been playing Dr.Doom in the back since I feel he’s a great anchor and it makes him a bit less reliant on chasing people to get damage but even without XF Doom there’s still ways to apply pressure. Once you get in I wouldn’t really worry too much about people pushblocking you on the first c.L you do. If you know they are the type to pushblock as soon as they feel a c.L or anything after that just dash cancel whether you hit it or it gets blocked. Sure if you hit with c.L and then dash forward you lose a combo opportunity but you get in Doom’s prime range for mix up any ways where it will be easy enough to open them up again for a combo. If they c.L gets blocked and they mash on push block you will get through the dash and then get within back throw range after a jump cancel to ADDF. You definitely wanna make your throw game scary with Doom because he can land big damage anytime he lands a back throw and it will blow up people sitting on block and pushblock too long. Throws are one frame start up so once you get in you shouldn’t have much trouble doing basic back throw to sphere flame combo for like 400K+ damage.
Once you get them afraid of push blocking and get them afraid of back throws you can start mixing your other stuff. Like dash, neutral jump cancel, air dash forward M to hit overhead or do the same thing but hit H instead to fake the overhead and hit low with c.L when you fall. ** Another good mix up with Doom is to use near instant overhead super jump ADDF M. ** Basically what you do is you super jump forward or super jump neutral just a bit of a distance from the opponent and get to about the top of a standing character’s head in height then hold the down forward direction on the stick + quickly press and tap 2 attack buttons together to ADDF and press M. This will create an ambiguous air M that crashes down super fast to the ground. If you do it high enough in the air it will land as overhead and allow you to hit confirm combo. You can also fake it and do it a bit lower to the ground so it ambiguously whiffs then do c.L into combo when you trick them into blocking high.
I do that, as well as super jumping straight up, and forward dashing at the earliest possible point when within sweeping distance. The dash travels far enough that you can hit them in the front, or the back for a crossup.
This gets you 1,152,200. If you start with j.:f:+:h: and omit the first cr.:l:, you get 1,189,200. If you start with j. (probably the most likely scenario apart from landing the :d:+:l:), you end up with slightly less damage.
Tacking on an assist (Ironman beam in this case) and :h: plasma beam before the lvl 3, gets 1,269,200 and 1,232,200 respectively with and without the j:f:+:h: variation.
While we’re on the topic, you can actually get 5 reps in the corner doing nothing but :s:, sj.:s:xx aid dash down, whiff sj.:h:, otg :h: (1 hit), :s: etc etc, but you end up with slightly less damage. It’s a fun combo if you want to show off though.
The faster airdash trick makes all his corner combos much much easier and allows you to extend them a bit more. I think it’s really important to try and incorporate them into your game since Doom can’t really afford to squander the few chances he gets to TOD a character.
Lastly, has anyone noticed that the game lags alot more since the patch? I find this to be especially noticeable for Doom since his opponents are covered in electricity during the combos and tend to cause dropped frames. Maybe I’m just becoming a bit more sensitive to it, but I even get this in the danger room.
Arg, I shouldn’t be so petty over this, but both the “Duck Strong” combo as well as the quick dropping air dashes were already mentioned by me over six weeks ago, and I wasn’t even the first person to bring up the air dash whiffs, InBondWeTrust was.
I respect that you mentioned the air dash cancel. Although dash canceling goes back at least to XvsSf (magneto ground infinites require whiffed air l.k). You did mention it for Doom combos weeks back. It isn’t yet common practice from Doom’s so I imagine many people will be repeating the advice.
I wasn’t claiming that I was announcing some new tech, only that this was not something that had not already been mentioned. Doesn’t really help that there wasn’t really a proper combo thread at the time either.
Understood. I don’t intend to claim dash canceling on Doom.
My contribution is really the wall carry combo. The current form I’ve pieced together with my own ideas but mixed in ideas from this thread (especially Duck Strong and DevilJin posts) but I am happy to be the first to contribute a finished combo in a good form.