if you cancel the first hit of j.M into another M the startup is too slow for the second M to hit so you just land and can go right into cr.L. So it becomes a mixup between blocking high 2 hits and then low, or blocking high 1 hit and then low.
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You gotta learn to use what tools are available to you guys.
I have seen the power of doom’s -> H in the air (command stomp) to get in if you dfd cancel. even if they pushblock you are golden. You are in the perfect position to jump -> airdash M and do what Fulaani was saying- choose whether or not to cancel the first hit and go from there. If you grab you get a full combo and make your opponent paranoid. Morrigan y/gamma is a pretty godlike assist and I think she’s only gonna get bigger once people find out team air combos to build massive meter fail against competent opponents.
Hello,
I got inerested in Dr. Doom and did a few of missions. Everything went well until N#9.
I have no clue when to call the assist. Is the A2 in the list meaning i should call then or the assist should hit then?
I thought something like pressing A2+M or A2+L during the combos but my timing is so off.
Would someone be so kind to enlighting a Doom rooki?
Thnx in advance,
Alien.
(Btw I searched the thread and the only discussusion about N#9 was with the c.H not the assist timing. If this has already been answered forgive me plz ;))
So I love doom alot myself. He is generally my third charcter and I’m bouncing back and forth on rest of team. I love the doom rocks/missle assists with melee characters etc. I can also execute his air dash cancel combo’s witch is nice cause i can’t seem to do magneto’s and such.
My question for you guys, what do I do when I am left with only doom. Think even 1v1 possible x factor vs xfactor. For example it seems i constantly end up in doom vs sentinal 1v1 at the end. The problem is that if I am behind in life, they just super jump and run away and I can’t catch them. I’ve practiced his triangle/overhead mix ups and can do them on instinct. The problem I have is everyone runs from my doom when on point, and since all his projectiles hit below him, I can’t stop the jump run away if i’m behind.
A lot of charcters can easily play this keep away with air projectile making it even worse, akuma/trish/wesker etc. Dive kicks seem good way to try and get in but are pointless from midscreen it seems. Also what do you do against jump E spam sentinal I can’t seem to punish and I approach we exchange and I die, can I only approach him with dive kicks?
The one option I’ve considered is hidden missle but everytime I try i usually eat a full screen super punish, (akuma ryu etc). What can i do against this jump run away if I don’t have an assist, or even if i only have a melee assist. Btw xfactor cancel hitstun into lvl 3 is awesome, just thought i’d throw that out there.
If you are having problems getting in the jump cancel your ground dash and then airdash. Its super fast with lvl 3 x-factor and you have the mixup between airdash j.mp or airdash df into c.l
I’m also enjoying Doom. My Team is Doom (Plasma Beam), Dormammu (Purification), and Hulk (Gamma Wave)
I would use the molecular shield assist, but as of now, the fast beam assists just catch a lot of noobs (who I happen to be part of as well by now : D)
Doom’s zoning is great but you can also get the pressure started with dive kicks cancelled into j.mp --> damaging combo
Hulks Gamma Wave can be used to support his range game and Dormammu often Burns the meter with his combos into chaotic flame from pretty much anywhere on the screen out of any special. Team synergy seems to be alright but could be better. However, if I do a ground combo into photon array, i can easily chain 3 hypers together.
I do use the jump cancel dashing trick, the problem is they just stay high and away, photon array usually isn’t even close to enough chip to do anything even for 18 seconds in lvl 3 xfactor and that seems to be only move that even comes close to touching the super jump run away even with dash cancelling. Do i really need to burn a random dp super to try and bye me lock down time? I figured bruning the meter and possible time off xfactor would not make it worthwhile.
Actually I meant shot not array actually. And dp super is prob not so great of an idea the more i think about it unless they are whiffing stuff
How about sj. h (the laser gun) and photon shots? Remember doom has flight too so you can stay at the top of the screen as well. I can see Storm runaway being a problem but you can stay above sent and most other characters without a lot of air mobility.
Doom has a lot of tricky rushdown stuff but remember you can play him as one of the lamest characters in the game too. If you have xbox I can show you what I mean
For people having trouble with mission #9, if I remember right just hit the assist button at the same time as the cr.M (I think), so basically hit your ground chain normally but be sure to hit the assist button at the same time as the second button in the chain. This works for most missions actually, if you see a button listed above the assist you usually are pressing that button + the assist button at the same time in order for it to combo correctly. Be sure to hit the following button/move at the usual speed.
Enjoying dr. doom so far, have learned a few of his bnb’s, find his assist(molec. shield) really useful for my team, am getting used to his dash xx jump xx airdash for gaining ground and such, but a big problem I’m finding with him is what I can do when a rushdown character is right in my business. It seems doom doesn’t really have many options to ward off rushers once they’ve gotten in. Is my best hope in this case to just pushblock, or is there something else possible for me to do?
I assume everyone knows that Doom can dash cancel out of all of his grounded normals by doing a normal and then either At+At or toward-toward or back-back. But did you know that he can jump cancel all of them as well? Press a normal and then At+At+any upward direction and you’ll do it, you can’t just hold up like you can with the S button. This gives you a regular jump, not a super jump. So like, you can do stand H jump cancel toward air M toward+H dash cancel down-toward cr L cr M… etc.
I was super pumped when I realized the good Doctor had that exploit. Jump cancel all my normals? Don’t mind if I do.
This essentially makes theory Doom un-pushblock-able, of course there’s room for human error and your opponent changing up their pushblock timing (early v. late). Still very useful imo.