Dr. Doom Faq/guide...the Absolute Source Ov Doom!

That’s why you only risk the blocked Photon Array chips when you have meter for DHC (with secondary character). As far as molecular shield there IS a certain timing to it where if they pushblock with Cable and they attempt to AHVB Doom is able to recover just in time to block it (figuring out that timing is not an easy feat tho). Of course if your assist is out there they will suffer dearly…

Rocks are also pretty random…there are very small chances where, if Cable does AHVB a bit too high and Doom already released the rocks, a random rock may knock him out of the super. Obviously this is NOT something to rely on in match for it is THAT random.

Yeah, I know. I was just trying to give a more varied Doom, instead of the ol’ chipawa Doom we all know. These are not highly suggestive tactics, its more of a experimental suggestion. In the sense that if you feel confident or you have your opponent on the ropes, try these chip tactics to convince them to switch out.

I have no problem with using Doom’s molecular shield. Just make sure you know how cancel it into his supers to be on the safe side. If not, you’ll find your doom dying fast against the better players

It’s strange but I have a decent doom… can even do his semi-crap inf… but I never do m.shield as point… Never… its all float… keep away… or if on the ground… launch to yada… shame cuz I bet there are some mean corner combos to use with it…

As a corner chip/assist inf with IM/doom… I sometimes doo dash cr.lk, cr.mk pause, cr.lk, pause, repeat… while calling doom rocks… can inf juggle an assist while keeping the point in semi lockdown… a well timed push block will get them out… but a poorly timed one will just get them rocks in the face/IM inf incoming…

question for deth and all you other doom players to spark discussion:

given that doom is played at max potential and not just as an assist ( which it seems he’s on his way to doing), what is the most competitive tourney worthy team for the Doctor?

From my exp doom/sent/cyclops is too much. Doom with Cyke AA can take on Sentinel ( Sent Cap is a bit rough but still doable) and help him get rushdown off him. And of course he has the dhc to Sent off of any Cyke hit as well as drones, his favorite assist. Doom can really wreck shop as he has assists that control both axes and deadly DHCS

Sent with Doom and Cyke assists is great and you can mix up the assist calling to great effect. If Doom goes, Sent/Cyke is still beastly but I can see Sent/ Doom having some problems in certain matchups

lastly, Also Cyke/Doom chipping is too much.

Deth, what is your Doom team you’re running nowadays?

BHK, i’m sure you have some Doom/Bh shit up your sleeve…

It’s just basic zoning and cross-ups using the BH assist. I’ll post up some stuff later as I’m in a rush now.

Question 1:
Tournament worthy Doom teams I would have to say either Doom/Storm/Sent or Doom/Storm/Cyke (esp if starting Doom, though at times I’d rather start Storm when playing Storm/Sent/Doom). Other oddball teams of note include Doom/Sent/Cap(Cyke) and Blackheart/Cable/Doom (the latter team, played properly, kills off most MSPs imho). Doom/Sent/Cap obviously focuses on raw power (once again, Doom/Cap combos HURT!)

Sent/Doom does have problems during certain match-ups seeing that his so-called AAA doesn’t cover as much as, say, Cyke or Cap. Although, if a player is smart enough to see around these downfalls and come up with ghetto strats to get around them then this isn’t too much of an issue…overall gotta play patient and smart with that duo (esp against duos like Sent/Cap).

To be honest I play whatever comes to mind…recently at NEC-X though I found myself playing the following:

-Storm/Sent/Doom (again, most tourney viable Doom team imo)
-Blackheart/Sent/Doom (my patented trapper team, so to speak)
-Blackheart/Cable/Doom (old school)
-Doom/Sent/Cap (it’s an odd team, but I seem to enjoy the damage output here)

Keep in mind tho, after NEC-X was done and over with I haven’t touched my DC since. All my DC pads imploded and I have no working ones left…lool

As far as Doom/Blackheart, as BHK stated, basics would include cross-ups and zones. Flight shenanigans are also possible due to the second hit of the inferno popping them up higher than usual, making flight based resets (as slow as they are) possible. Air RK throw randomness is also possible here. Only combos I would recommend with that assist are any that revolve around it otg’ing the opponent and such (tho it doesn’t hurt as much as the CapCom otg combo).

To be honest I’d MUCH rather play those two with Blackheart first w/ Doom on assist…much much better options…and my Blackheart rushdown manner is VERY unorthodox…

the standard Doom/BH trap is nj.b+ FP+BH-b, nj.b+FP, sj photon array X2, land and repeat.

A cross up a like is… c.lk, c.lk, c.FP+BH-b, sj.lk (interrupts inferno), ad.uf, (delayed hit from inferno connect), Photon array super. I might have the timing wrong since I haven’t done it in a while, being retired and all =P, but there’s the general idea.

Tourney worthy Doom teams…

Well… I used to play Doom/Storm/Sent-A because I was crazy. And yea I’d always start Doom. Hence I was crazy lol

Doom actually has a few weird low ground resets with the RP assist and they tend to take huge chunks of life. Only thing is once ppl see it a few times it becomes almost useless to try it…

Yea, a few decent resets but drones for all-purposes is much much better.