Latveria shall ever be Latveria- Dr Doom thread 2.0

just found out you can’t airdash cancel jump S very low to the ground. sad since you can just mash S very low to the ground and it will hit.

oh im sorry i was referring to his ground dash cancels from his normals. seems like there could be possibilities with those if applied right maybe throw resets mid combo

my apolog…in advance im sure this has been answer b4…on the doom combo is there a specific time delay after u hit in after air mp to special atck… i loose my opp rightr that being the 7 hit.its that one bucktooth combo im havng trlble

This is my first MVC. I need to know if I’m doing it to fast or slow.I’ll break it down. S(launch), Sj. b (2 hits), fwd c (dive kick) xx air dash DF, Sj.B(2hits)… Cr.B, Cr.C, S(launch), Sj.B(2hits), Fwd C(dive kick)xx air dash DF, Sj.B(2hits) and cpu techs, for a total of 17hits. Some times I get 16. When I go for the second S. They launch so far up in the air, and i think thats what’s throwing me off right now. I try doing Sj.B early at times, but still. Any suggestions will help, thanks.

Well I love Doom Rocks with Viper, fullscreen they provide her cover to get in, when she’s close the rocks force the opponent to block long enough to get a fully charged Focus Attack into combo

Feeling pretty scrubby for asking this, but anyone else having a hard time with Doom’s Mission 9? Every time it just seems like the second c.H pushes him too far back for H.Rocks to connect… If I try to cancel it any early it kara’s c.H and then she recovers and it seems like if I throw the c.H any sooner it whiffs.

I can loop just fine, and I have all his other missions done… This just isn’t clicking for some reason. :frowning:

I don’t know if this was mentioned or if it’s viable - but with any doom air combo in the corner that has :m:(2 hits) :m: (2 hits) can be canceled into flight for an Air Throw reset.

It may be too slow to work, but its an interesting gimmick.

I’m having exactly that problem as well, lolz.

I’ve been trying to get this to be my combo ender for the loop, but I cant for the life of me get in range for the OTG C. Am I supposed to do something special at the end of the combo to get into range?

I’ve been told that only doing one b in the air will make it hella easy to land the otg.

Not sure if anyone mentioned this but air S is flight (air dash) cancelable.

if done near/above normal jump height you can air s (air dash) M (2hits) than any ground combo after words.

if you do air S (air dash) air S in the corner, then the second footdive will crossup.

edit.

should have posted this when i actually figured it out. first video in the video thread has a combo utilizing this lol

ok back to the ground dash cancels off his normals. much like haggar (as it was shown in the replay vids) using an assist that stays behind doom long enough doom can trap people off of rolls. for example, lets say you are using sent’s assist, you can do a normal ground chain into sweep plus assist. the best part about it though is the sweep, and all other normals, are cancelable anywhere during their activation so long as they touch the opponent hit or block. it makes for some interesting pressure tactics. back to the example. the window is large enough to see how your opponent will roll so you can follow accordingly. now to add a little more spice since doom can jump cancel his dash you could trip dash jump air dash and either hit high with b or whiff and immediately attack low. im still looking for other uses but if i can find some cheap direct feed equipment i will try to make a video.

edit: you can command cancel them also instead of just using the joystick to dash.

second edit: though you can dash cancel with the two attacks i found it easier to dash with the joystick to shortcut the jump. accidentally found this out but seems like doom may be able to get s.l s.m s.h (one hit) dash jump air dash forward M. my execution is horrible so if someone could please test this out as well while i keep trying. right now im practicing on magneto.

A quick thanks to everyone that was answering questions about the buktooth combo – a couple of the replies really helped me, after beating my head against the wall for a couple days and I’m finally getting closer to doing the full combo (they’re still too high up for the last c.M, c.H but that’s alot closer than I was yesterday, lol)

Kind of related: If you do either of the footdives, the animation gets cancelled when he hits the edge of the screen – meaning you don’t have to wait for the footdive to actually connect to go into an air dash.
In the corner, an H footdive will fly over the opponent and land on the opposite side. If you hit the corner wall, you can then airdash backwards with a j.M for a cross up. It’s kind of ugly and slow, but might be useful here and there.

So I’ve been messing around with Doom’s ability to Air Dash Cancel out of his moves, it he has some pretty sick low/high crossup mixups. Not sure if it’s been discussed before, but to be honest I didn’t want to sift through 15 pages to check and see.

Anyways, so if you’re doing a block string (assuming you’re on P1 side), let’s take cr. :l:, cr. :m:, cr. :h:, you can cancel the :h: into a instant normal jump by pressing :uf: + :atk::atk:. Afterwards, you have a few options -

1.) You can Air Dash forward and hit them with a j. :m:. Crossing them up depends on how early or late you perform the attack after the dash. From there you can land and combo for big damage.

2.) You can Air Dash down-forward (Triangle Jump) and hit them with a low, leading into a nice combo from there as well.

3.) You can hit them with :s: or :f: + :h: (which are not overheads), and then Air Dash a couple of ways -

a.) Forward into a j. :m:, which can crossup, depending on your timing and the opponents hitbox. You can also set up unblockables if you call an assist that hits low (such as Wesker) before you dash forward.

b.) Down-Forward into a low attack. At certain angles after the :s:, you’ll end up on the other side of the opponent. In this case, you should use cr. :l:, cr. :h:, :s: -> etc etc, since cr. :m: will whiff in this situation.

I dunno, I think it’s pretty good shit. Executed correctly I think it’d be a bitch to figure out which angle Doom is coming from.

If you land a standard st.b st.c, you can do that dash cancel/jump into the Foot Dive and you can air dash cancel that into a j.b, and from there, I’m still experimenting, but as soon as I hit the ground the prorate kicks in at 7 and the opponent pops out of the combo.

You can do st.b st.c foot dive iad j.b st.a into Dr Light Capsule… really flashy, but inferior.

There’s not gonna be much point to this since Doom can’t get in, though. :frowning:

EDIT: I suppose there’s no reason to use the instant Foot Dive… unless you want to look flashy.

Do not delay the air M after the super-jump at all or they will end up too high either after the first cr M (not counting the initial launch sequence) -> cr H -> relaunch or be too high up after the second (final) relaunch.

That was my problem and now I get to the final launch 99% of the time without lag. My problem now is hitting them with the air M after the second launch consistently. I’m at like 40% on that part.

You will never hit anyone with B as an opener. Ever. And Doom CAN GET IN! You just gotta believe:

Dooms can get in with low assists to abuse a super fast unblockable. Call in that assist, super jump, immediate air dash forward (not DF, triangle jumping is ass in this game) and air B/M. It’s really easy to cross them up with an assist if you do uf superjump -> forward dash cancel with sent drones hitting them.
Have an assist cover (or not), sj, towards C/H and dfd cancel on their block. grab them and start combo and carry them into a corner.
Or zone them the fuck out and have them come to you.

Doom’s zoning has to be the worst in the game… he’s so slow and doesn’t have a cheesy fullscreen beam.

EDIT: Super beam.

Ummm, Plasma Beam would like to say hello…