Have we figured out Doom?

True. i guess the only reason ive taken an interest is b/c ive spent plenty of time getting the execution down (Doom went from being an assist character to my best character, according to what other people have told me) and doing all the dash-canceling of his normals and getting around advancing guard (ever since you made that post towards me a day or 2 after FR its pretty much all ive worked on is getting better with Doom overall)…so to hear that there’s something “important” missing gives me something new to try and discover if i get bored…and if i never discover it, then hopefully clockwork can show us come Evo.

Im really glad someone else noticed this…i only saw it once and thought i just missed the part where the launch came out but i was almost positive he did what you said and got a St.C otg afterwards…it seems like an unnecessary buff really

wow this is HUGE.

41 sec vs wesker

^So jumping S causes a hard knockdown outside of combos now? Wow,thats huge.Almost puts him at wolverine level of divekick derp, especially now seeing as it falls faster.

Aiight let’s not talk too much about it, don’t want Capcom nerfin Doom before release… >:3

also i can’t recall 100% but i think buttergun is crazy buffed in terms of startup and hitstun making it a crazy long-range hit confirm of sorts… which should really help with giving doom options to get in. he’s getting to be a more and more formidable point character from what i’ve seen. i might be wrong tho! in any case the gun is much better.

All these buffs, as small as they might sound, are actualy quite big and game changing.

yeah i saw butter gun go full screen in no time at all. it seems really really good now, like in 8 frames half the screen is covered good

i think all of us need to agree to not talk about doom buffs, so they are not nerfed

Most of these buffs Doom should have had from the start but it’s still a long way before people really get his pressure down as it’s definitely more advanced and thought required than a lot of the other cast. Heavy gun should have never been that slow to begin with so he can actually have a threatning air to air normal/throw game. Air Photon Shot doesn’t even do any damage so it’s nice to hear that’s its sped up so you can actually crash down on top of someone with it after calling an assist and get pressure going.

Nice that we’re getting shit we should have had since Feb but I’d like to see a new special move with some strong utility since it seems just about everyone in the game is getting one new special.

EDIT: From Neo Gaf

Dr. Doom

  • Dooms j.H laser is faster

  • Faster cr.L

  • Launcher appears to be safer on block

  • Overall, Doom’s projectiles appear to be faster now.

  • Doom’s forward throw causes a hard knockdown now.

  • Air S moves faster vertically

  • Air S causes groundbounce on juggle

Faster c.L would be nice considering he can’t cancel dashes into normals. He needs to be able to win poking wars and frame trap well when he can only attack in spurts without an assist. Launcher is only negative 2 on block any ways so that doesn’t really make a difference. No launcher is less than neg 1 on block so unless it’s like at 0 there’s nothing to talk about there. Air S buffs sound nice.

While I see the point of this, I’m not sure if I agree or not. I don’t want him to be undeniably good because I don’t want to see him played all the time. Part of why I like being a Doom player is because people regularly see him as an assist character. Then they’re surprised when I make a reverse OCV comeback with him. If Doom gets a bunch of unecessary buffs and people notice that he is crazy good on his own, then it will be a lot less satisfying to play him.

to add on to this:

With all the stuff they are giving him, he sounds like he’s gonna be oversimplified a bit too much (the gun buff alones simplifies things as is in terms of offense and zoning as well as acting as a pretty good anti assist button…but i would say that he needed that or an alternative Air to Air attack)…i can understand folks wanting other people to be quiet so that Doom can get the Fei Long treatment…but outside of a buff to his slow J.C (which they gave him) Doom didnt really need anything else. Other characters could use some toning down so that certain matchups dont feel 1 sided w/o the proper assist but that was it…and with the gun buff, i wouldnt even argue that really…if anything, he shouldve gotten the Viper treatment instead.

The problem was never Doom to begin with, its folks not reaching his full potential…maybe not even half of it…and wanting a bunch of buffs on an already good character for some reason…i never really understood this kind of logic.

This. I don’t want Doom to get so good that everyone switches to him, nor do I want to feel dirty playing an overpowered character that they tweaked too much. The faster j.:h: speed is incredible, and I honestly would be happy just taking that and leaving everything else as is.

My team is shaping up to be pretty awesome after UMvC3 though. Dante doesn’t seem to have any crazy nerfs yet, Hulk’s s.:h: seems to become armored much faster and supposedly has 3 hits of armor (I don’t believe the multi-hit armor), and Doom is looking scary. All three of them seem to have anti-assist moves (Dante and Hulk just have ridiculous reach on their normals and then Doom has the j.:h:). As long as they don’t drastically change the properties of my assists, my team is going to be nuts.

he really was

has anyone tried to jump cancel a ground combo into a normal air combo? i wonder if this is something that we aren’t looking at… like cr H, cancelled into air dash M or something. my execution sucks so i can’t be bothered to test something like that or even if that avenue has been looked at, but i’m wondering if seth was referring to this direction?

I’m almost certain it’s impossible to extend your combo after cr. H with anything but a launcher or super (and barring assists) since they’re just too low in the air. You may be able to do it at the end of a buktooth loop if you hit the cr. H while they’re still high, though I don’t particularly think adding that bit of extra execution is worth it. The only application that jump cancelling after cr. H I can think of, is a reset. For example:

buktooth loop (x2), ending in cr. MH, dash cancel, jump cancel, Wesker Low shot assist, air dash forward, jump M.

That is assuming your opponent tech rolls backward on the cr. H knockdown. Other than that, it seems the only thing you can really do off jump cancel (in terms of combos) is cancelling into foot dive to extend the ground combo.

excuse me sir, that is illegal

I wasn’t able to catch evo this past weekend did Seth ever show that hidden tech that he claimed doom had?

No, we still have no idea what it is. My best guess so far is the glitch where Doom can do a TAC ground bounce without tagging, but I’m doubting it because it’s so difficult to reproduce.

^ He already can TAC glitch. That is a good guess as Seth said whatever it is is patched out of UMVC so it would be useless in that regard, but thinking about it now, Doom doesn’t really need a TAC glitch… he has plenty of ways to relaunch, either with Buktooth loop or s.H in the corner.

Cheech Wizard said he asked Clockw0rk if he figured it out, and Clock replied he had no idea what Seth was talking about.

Damn anyone else think Seth was just saying that then?