Latveria shall ever be Latveria- Dr Doom thread 2.0

I tried messin around with it and I think there are some possibilities and maybe unblockable setups.

you havea lot of time after throws to charge up your “HIDDEN MISS-AISLES!” (love the VA from the old FF show!)

so I tried stuff like throw, HMISS (not all hits), call low assist (wesker!) and then crossup but it’s tough. I think there might be some crazy stuff possible with it, it definitely looks cool but Doom is just locked into the finger flick animation throughout all of it.

wasnt there a loop with “FOOT DIVE!” from a prior build? Guess it’s out now?

Hey, since we’re all playing the game shouldn’t we make a combo thread???

That seems like the most important for Doom so far now.

Here’s my contribution:

“Butter gone Green: Victor’s Combo Emporium”

So is it confirmed that Hidden Missiles are now his best assist?(since rocks have been nerfed)

Rocks surprisingly aren’t that bad despite nerfs. It really depends on your team.

All of his assist are really good just comes down to your team on which assist to utilize.

ummm I retract a lot of what I said about hidden miss-aisles.

Theyre vertical doom rocks basically, BUT they don’t hit overhead, so don’t expect to be able to do anything crazy with them other than control space. That’s just my day 1 thoughts, but that’s just because I just realized they don’t hit overhead. Ugh.

dr dooms air B hits behind the opponent, ive been sj adf B almost behind them and its connecting

I’ve been trying to do the Buktooth loop but for the life of me I can’t seem to get the combo outside of the corner. I’m canceling the j.B to j. foward + c, but my dash cancel leaves me to far away to continue with another j.B.

Anyone who’s able to do the combo able to offer any advice?

I think rocks are really good, I’m using them on my current Shehulk-torpedo/Doom-rocks/Biocom-grapple team. For characters like Shehulk and Biocom who need to approach the opponent and want cover on their way in, rocks beat projectiles and force the opponent to block or stop throwing projectiles etc immediately, allowing me to move in behind them. They’re also awesome because I can call rocks just before going for command grabs so that if I grab they either help start the combo or whiff during the grab animation, but if I miss the grab the opponent has to deal with rocks in their face so they can’t punish me at all or as well. And if I call rocks when I’m already up close, I get free mixups while the opponent is blocking with things like Shehulk’s cr L or instant overhead jump M and then again after the rocks end with Shehulk antiair grab special/super if I expect a jump or ground grab special/super if I don’t.

Missiles are really nice too, just on a different kind of team. For example, my friend likes pairing Arthur with missiles because he can call missiles whenever the opponent gets within threatening range, and then if they do get in they have to stop hitting Arthur before the missiles hit them or else they’ll get hit and Arthur gets a free combo that pushes the opponent back out. That’s really smart imo.

I like that. Having watched NerdJosh’s Arthur (/Storm/Sentinel) team on Sp00ky’s stream the past couple days I’ve been thinking about the liabilities that team appears to have and how to shore those up a bit better. Using Doom missiles to cover Arthur when the rushdown is closing in fast is something that could help out a lot. Arthur/Sentinel (drones)/Doom (missiles). Hmmm… will have to give that a try.

Why is the “I ______, hereby wish that Dr.Dooms Pink Shit be pink and not yellow” thread locked? This is bullshit. :mad:

I dont know, I think doom is pretty good. He’s a good balance between rushdown and keep away.
His crouch A is fast and reaches far. My basic bnb is cr.A(x2) st.B st.C E j.B j.C Super or Beam. The damage is decent enough.
As far as keep away, his qcfC (Beam) is great. Start up is a bit slow but it does alot of chip and pushes them to the other side of the screen.

I fucks with doom

I’ll see if I can record some vids but you can do some silly things with Dooms jump cancel. I have two combos that are about 700K damage. There are more optimal combos but in doing this if the opponent blocks you can mix them up after the jump cancel. So it’s actually a pretty good combo and a decent string. You can’t do any more than two reps of 5C, dash cancel up loop because the hitstun just goes to nothing.

So you can do something like…
2B, 5C, dash cancel up, j6C, dash cancel, jB, land, 2A, 2B, 5C+Assist, dash cancel, 5S, jB, 6C, dash cancel down forward, jB, 2B, 5S, jB, jB, 6C, jS, land 5C, Uppercut Super.

I tried silly things on Sentinel but maaaaaaaaaaaaaaaaaan did they fuck up with that character. Not only does he take a lot of damage and give a lot of damage and have a full screen low and launcher and auto guard and a gay ass assist… for what ever reason you cant do ground to air to ground combos because you get pushed back more. I mean, I don’t care THAT much since I don’t do tournaments anymore but man that is retarded. Did they think at all or did they want to make a dumb character god tier?
Sentinels are supposed to get rapped by Wolverine :frowning:

j.6C, airdash cancel j.B combos will whiff on crouching captain america, so right now i’m using j.6C 3-dash, /, 2B.

strange, midscreen it was crossing up and corner it was working. 3-dash, 2B does seem more combo friendly as far as working on everyone though so thats probably a better idea

This is the exact team i’ve been using. Missiles are great at covering arthur. Even if doom gets hit during the assist, as long as its not right as he comes out, usually at least 1 missile will come out which will force your opponent to block. This allows arthur to spam daggers and lances. Only problem is characters with beam projectiles beat out arthurs spam.

Thanks david you just put the confidence that i had lost in doom.

Not gonna lie, I’m only using Doom for 2 things, his assists, and his theme. Seriously though, when in play, what do you guys think he excels in, in particular or should I say, where do his strengths lie?

This is important because more often than not my last character will be Doom and I don’t wanna just be airdashing around not knowing what the heck I’m doing. Thanks in advance

Hmmmmm
I think the reason I feel I have so much trouble is that when I’m online I drop the good combos 100% of the time. Where offline I finish them 80 to 90% of the time. But so far I only practiced against the computer offline. Kinda hard to tell.
There is a lag spike every time I press S and when I try to dash cancel in the air… pretty important times NOT to lag I guess :confused:

Still feels a bit clunky though

I’m running doom on my srs bzns Team DVD. Dante/Vipper/Doom. According to the turtorial u can jump cancel is dash so i imagine making use of doom’s airborne game off of that will be key to moving properly with him. I assume he’s the kind of character that has like ok damage combos mid screen and just focuses on zoning until u can push them in the corner and get the big time damage?