Dr. Doom Combo Thread

Has it occured to you that I might have figured out the combo independently? Besides, mine is longer and does more damage(sounds silly when people try to appropriate something intangible doesn’t it?). The whole point of the forums is to share information. It shouldn’t really matter where it’s coming from. I certainly didn’t claim ownership over any of the ideas I mentioned.

And fyi, you are being petty.

I never said you were trying to take credit for anything, I’m also not going to continue this conversation any longer since the point is completely lost.

So now, Doom can pretty much kill everyone besides Tron/Haggar/Hulk/Thor in the corner without X-Factor & assists. Amazing.

Definitely adding that combo to my Doom “corner death” scheme. Though I did try whiffing H while dashing down and it didn’t work so well. I’ll try again and see the results.

Regarding the lag, I have the same problem. It does lag when the opponent is covered in electricity sometimes and you can’t combo into his moves. I have foot-dived and then tried to combo into cr. L. Sometimes, it comboes, sometimes it doesn’t.

Thanks, that definitely helps. One thing though, it looks like if you want to get 3 loops, you need to do 1 hit stand C> S for the OTG portion.

However, whenever I do 1 hit stand C> S against other characters (not Mags) the launcher will miss. Does that mean you’re doing 2 hit stand C> S against other characters, or is there a specific timing for 1 hit stand C> S to work against other characters?

sentinel only deep in corner, so not very practical… but it looks (and sounds) cool
uses 3 bars, builds a bar and a half, 1,122,500~ dmg

:s: > j. :f:+:h: > (Airdash :d:) > :s: > j. :f:+:h: > (Airdash :d:) > :s: > j. :f:+:h: > (Airdash :d:) :s: > j. :f:+:h: > (Airdash :df:) j.:s: > :h: > :s: > j.:m::m::f:+:h: > (Airdash :f:) j.:m::s: > :h: > :qcf:+:h:

works on some bigs with fewer reps at the start

(thinkin you may be able to add a rep or two of that j.S > wiff j.Hfootdive combo mentioned earlier)

Against the majority of the cast s.H 1 hit seems to be the best way. Notable exceptions are zero and wesker. I did just find that you can get them to the corner if you swap C>S with s.M(1 hit) f.H(hard kick). It starts up faster than S and still launches them.

Damage on that alternate is much poorer. About 778 where the other does 830. But a good assist like iron man beam should put the damage above 800 which is enough to kill Zero.

So try the alternate where it looks needed.

hey all. just spent ages in the lab working on my own Doom combo. dunno if anyone’s already beat me to the punch with this particular combo, kudos if you have, but I think this one is pretty cool. uses variation of everybody’s favorite loop:

j.:f:+:h: > :atk::atk: (air dash cancel) > j.:m: > c.:l: > c.:h: > :s: > j.:m: > j.:f:+:h: > :atk::atk:+:df: (air dash cancel down forward) > j.:m: > c.:m: > c.:h: > :s: > j.:m: > j.:f:+:h: > :atk::atk:+:df: (air dash cancel down forward) > j.:m: (land) > j.:m: > j.:m: > j.:f:+:h: > :atk::atk: (air dash cancel) > j.:m: > j.:s: > :h: > :f:+:h: > j.:m: > j.:m: (1hit) > j.:f:+:h: > j.:qcb:+:atk::atk:

variation on the last bit with the wesker OTG assist (assumes, by this point, you’ve already foot dived your opponent all the way into the corner):

j.:m: > j.:f:+:h: > j.:s: > :atk::atk:+:d: (air dash cancel down) > Wesker OTG assist > :dp:+:atk::atk:

I’m not exactly sure on the numbers since my head is practically throbbing from processing too many foot dives (lol), but I think without the wesker assist, this combo does 760k, and with it, does 830-ish.

I’ll edit this post later on with the actual numbers if anyone’s interested. this combo works midscreen and in the corner. tested on sentinel, thor, iron man, viewtiful joe, and arthur (the assist-less one I’ll be using more since I intend to use doom as my anchor)

edit: the combo ender that utilizes the wesker assist does 842k.

Well done dude, always nice to see new combos. That said, I’m a little confused.

What’s going on in this part?:

… j.:m: (land) > j.:m: > j.:m: > j.:f:+:h: > :atk::atk: (air dash cancel) > j.:m: > j.:s: > :h: > :f:+:h: > j.:m: > j.:m: (1hit) > j.:f:+:h: > j.:qcb:+:atk::atk:

I’m assuming that after the first j.:f:+:h: you’re air dashing forward then doing j.:m: etc, but how do you land an OTG :h: after the j.:s: if you’re doing it from a normal jump? Doesn’t it need to be from a launcher to get the knockdown effect?

If the :h: isn’t OTG, are you just landing the j.:s: as low to the ground as possible to recover immediately and land (like his divekick x n ground infinite in MvC2)?

DevilJin, we seriously need you to do a extensive Doom 101 thread like Karsticles has done with Dormammu. :stuck_out_tongue:

Thanks again. I think Dante is another character that you need to do the alternate on =\

the normal jump j.:s: causes a knockdown so long as you catch your opponent in the air with the normal jump j.:m:. that’s why it’s so important to land as you input the falling j.:m: so you have enough time to jump up right away.

if done correctly, Doom should knockdown using the j.:s: really close to the ground, giving you ample time to OTG. apparently the game still considers the j.:s: in question as part of the launcher combo. hope this helps!

Yeah it does help alot, thanks. So I guess, as long as you used a launcher to get your opponent in the air in the first place, any j.:s: will spike them regardless of how many times you land on the ground in between.

Combo vid

new combo video
[media=youtube]wDOx4druFsk[/media]

Very excellent compilation and tutorials.

Very nice, I like the editing.

[media=youtube]_dFrqO_RjpM[/media]

Amazing Doom video!

HOLY FREAKING MOTHER OF SHIT ON A BBQ SANDWITCH!!! #@!$)($&($&#@&(%^@*#(!! Buktooth loops are f**KING HARD!!!..

ok, just needed to loose some of the frustration of my last hour and a half on practice mode, with ppl that actually understand wtf i’m bitching about…

he gets it:

http://www.randyorton4u.com/wp-content/uploads/2010/12/Randy-Orton-Impressive-Drop-Kick.jpg

he gets it:

http://www.danielsebastian.net/Dropkick%20on%20Emil.jpg

even she gets it:

why cant i get it? T___T

It can take a lot of time. The Buktooth loops took me a few weeks, while the corner loops took me a few days.

You will get it soon.

I don’t think I’m a great player, but I managed to get those loops. It’s all about the timing.

I’ve been practicing the buktooth loop for a good while now. I can get 2 loops about 75% of the time in practice.

My tips are:

  1. You have to do j. Medium immediately after the launcher + superjump. This is common knowledge.

  2. After forward + Hard followed by ADDF (air dash down forward), pretty much when Doom finishes saying “FOOT DIVE”, it’s time to hit medium while still in the air… then continue the loop or finish it off.

Now I can’t do the magneto loop for shit though. :frowning: