I warn everyone reading this guide right now…before I start getting any complaints…IT IS LONG…simple as that…so unless you’re too lazy to read what I have offered here, enjoy divulging yourselves in this mountain ov Doom info.
This guide is here to attempt to clarify as much about Dr. Doom as a fighter as possible…looking at everything from all possible angles including moves, strats, matchups, and team dynamics. I may not be the Doom master here but I know a crapload ov stuff that will become ov use to any aspiring Doom players out there…but I warn those who read this…it’s LONG AS FUCK and full ov useful info. So let us begin…
…TO READ TILL THINE EYES BLEED WITH THE KNOWLEDGE OV DOOM!!!
------TABLE OV CONTENTS------
- Information Sources/Thanx
- Overview
- Normal Moves
- Special Moves
- Hyper Combos/Supers
- Assist Types
- Doom Setups and Combos
- Dr. Doom Strats/Mindsets
- VS. Character Specific Strats (for now I’m doing top tiers)
- Team-Specific Dynamics and Strats with Doom (coming soon in a future installment)
1.------INFORMATION SOURCES/THANX------
-John ‘dragonkhan’ Le (Dr. Doom guide on gamefaqs.com, though short, has it’s fair share ov information)
-The following user on GameFAQs:
*Dr. Who (it was long time ago but he was one ov the few on that board that knew exactly what the hell to do with Doom)…unfortunately the site deletes it’s threads on a constant basis and I couldn’t recover any ov his knowledge…
-The following users on SRK, past and present (for the gathered information and quotes):
*ECZangief
*beatsofdevil
*daddyneptune
*Dasrik
*BshidoHEAT
*wassup
*coos coos
*blackheartking
*Flying Guy
*fobi0
*Higher Doom
*Clockw0rk
*VolTRON
*DevilX
*Augmint
*TS
-The following vids and their producers:
*Tricks ov the Trade Vol 4: Dr. Doom by Dj-B13
http://youtube.com/watch?v=nRXAICDOdss
*Team Z: Dr. Doom by Mike Z
http://youtube.com/watch?v=LGrvOCMU6ys
*Random Doom clips from various Vidness Vids by Vidness
*A few ov Doom+assist stuff by TS
Doom/Cable AAA
Doom/Iron Man AAA
-These feature the j.RK Dive Kick recoil cancel-
TS Doom Combos
[media=youtube]BRCSUGwAFGo[/media]
-Nice Doom assist kill on Psy by KillaKelly…despite the loss…kudos to Augmint for finding this:
[media=youtube]7nY_eHzf8P8[/media]
[/quote]
-Doom’s second infinite (only possible via 100% technique using prog. pad) by Magnetro (Variable Atmosphere):
[media=youtube]O5jpll4vV1w[/media]
You can also go to Preppy’s site and find the vids there under the Combos section:
http://zachd.com/mvc2
…seriously…if you don’t know about that site you deserve to die in a fire…xD
2.------OVERVIEW------
Doom’s place is rightfully at the top tier spot alongside the likes ov Blackheart, Iron Man, and Spiral for good reason. I think we can all remember how dominant Doom was back in the days before Magnus and Storm dethroned him. Though to a lesser extent Doom posesses Magnus rushdown, Storm runaway, and Cable keepaway…Doom has found himself in key teams to this day (Ladies and gentlemen…Team Clockw0rk). His weaknesses are plainly obvious as he is VERY rushdown-prone even if he has an AAA to work with (point to Mag/Storm) and, if trapped in the corner, is pretty much PRINGLES to the likes ov Sentinel (which, btw, is his WORSE match-up…NOT MAGNUS!!).
Doom is all about a balanced game…you CANNOT go in with either a rushdown or keepaway strat alone and hope to survive…
…And who wouldn’t ever want to pick up on such a bad ass villian such as Victor Von Doom???
Strenghts
Doom’s keepaway game IMO is up there along with Cable, Blackheart, and Sentinel (YES…Sentinel plays keepaway at times ppl…just look at Santhrax). He has a projectile for just about any occasion: Air Photons for keepaway, chip and space control; Ground Photons for space control; the Plasma Beam (aptly named the yellow beam) for ground control as well as another air keepaway tool; and the j.FP (the ‘butter beam gun’) which snuffs out possible dash-ins as well as controls the ground when used in conjunction with an assist to cover Doom (Sent drones and BH Inferno/CapCom Corridor come to mind here). Doom covers more area than Cable/Sent and can potentially maul these 2 with the proper assist and strat in mind.
For a player with a trap game in mind, Doom is among the best when it comes to this. The Molecular Shield assist ALONE has enough potential to piss anybody off that’s caught in blockstun by this often. Trap Doom is often teamed up with either Strider/Sent (again, Clockw0rk) or Sent/Blackheart. Also on the list ov trap-inducing moves include the Photons and the butter gun.
Speaking ov the Molecular Shield assist…it’s too good!! And by too good I mean that it has a use for ANY character in the game as well as any strat: Dash-in attempts get snuffed out by the rocks. It also stops jump-in attempts to a degree (so don’t rely on it too much as an anti-air assist…despite what the assist type says!). If an opponent gets hit by this thing they get mini-launched upwards…perfect for those Magneto’s/Storm’s to utterly rape the airborne opponent. Last, but certainly not least, this assist deals SHITLOADS ov chip damage!! The rocks spins around Doom first, keeping the opponent in blockstun, then are released towards the opponent in a slight spread (NOTE that this has a random seed built into it, the rocks never travel the same way twice). The kick in the ass is that if they even attempt to pushblock the assist while the rocks are spinning around Doom only he will be pushed back…the rocks will REMAIN in the same spot they were spinning and will still be thrown forth!!
Doom’s damage output is pretty high up there (not Storm/Sent 100% damage…but pretty damn close). One connected APA combo will most likely inflict around 50% damage to the opponent…now add in some sort ov DHC and you have something to work with here! Doom’s defense is slightly better than Magnus so he can afford to take a few hits here and there…but the fact that Doom is also attepting to keep away from the opponent this so-called defense is raised up a notch…
Oh, and did I forget the chip damage capabilities ov the Photons…especially the Photon Array (both versions)…USE AND ABUSETHE PINK SHIT!!!
Weaknesses
As powerful as Doom is…well…he’s slow…and I don’t mean dashing speed (that’s what we have wavedashing here for folks) but I mean attack speed and recovery. The majority ov Doom’s attacks and specials have some sort ov entry or exit lag in them (now imagine if he never had lag in his moves…xD). As said before, Doom gets pwned by rushdown…especially if the user becomes mindfucked (Rule ov thumb when using Doom…DO NOT GET MINDFUCKED!!!). Doom doesn’t get much horizontal distance when super jumping and is, therefore, prone to wavedash crossups from below.
Doom’s flight, while it can be applied for some cool combos and tactics (explained later) is slow as hell and can get Doom shot! Plus the fact that Doom is a big target (not as big as Juggs…but big enough) combos are hella easy to perform on him. His falling speed is also perfect for continuing said combos…so DO NOT GET HIT!!
Looking at his strenghts…DO NOT FALL INTO A TRANCE!! Keepaway Doom players very often suffer from what I’d like to call the Blackheart Syndrome…meaning that repeated super jump Photons will NOT win you the match (maybe against some scrubs who don’t know what the hell to do…lol scrubby fabs!) and is the best way for you to be handed your ass on a platter! The same goes for repeated normal jumped butter beams…you’re risking being shot or mauled by ROM if you get careless…and, for the most part…your assists won’t save you here.
One more thing with Doom…AVOID THE CORNER LIKE THE PLAGUE!!! Once Doom’s back is in the corner there is almost nothing he can do to escape…
In Closing ov All That
-QUOTE: BshidoHEAT:
“PLEASE TAKE NOTE: Nothing is easy with Doom… nothing is free with Doom… Doom is versatile… but no Storm… he can rushdown but he’s no Magneto…you can’t pick him up… play with him for a week and expect to know all about him… he takes more time than that. But with all this said, I believe he’s still a character worth learning.”