Yeah the corner combos I mentioned a couple of pages ago were also 4 reps.
Using the faster landing trick sjohnst2 mentioned, I’ve been able to do eek out slightly more damage since then (starting with the same cr.:l:):
:d:+:l:,:d:+:m:, :d:+:h:, :s:, sj.:f:+:h:, sj.:s:xx:d:+:atk::atk:, whiff sj.:h: (to land faster), land, otg :h:, :s:, sj.
,sj.:f:+:h:, sj.:s:xx:d:+:atk::atk:, whiff sj.:h:, land, otg :h:, :s:, sj.
, sj.
, sj.:f:+:h:, sj.:s:xx:d:+:atk::atk:, whiff sj.:h:, land, otg :h:, :s:, sj.
, sj.
, sj.:f:+:h:, sj.:s:xx:d:+:atk::atk:, whiff sj.:h:, land, otg :h:xx:qcf::atk::atk:
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 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.