Latveria shall ever be Latveria- Dr Doom thread 2.0

I have the loop down pretty damn well, so I guess I’ll share how I perform it.

There are a few things I’m always looking to do when I start the loop, and these are probably the most important parts in order to perform it consistently in my opinion.

First, make sure that the sj. :m: after the :s: is performed as early as possible. By doing so you allow yourself to begin the aerial portion of the combo in the same way each time, making it easier to commit the subsequent actions to muscle memory.

Second, the sj. :m: after the Down-Forward Air Dash should be done so that when it hits your opponent, they’re very close to the ground. The closer they are to the ground when you hit them with it, the better. When I do it, my opponents feet are barely off the ground.

If you think they’re a bit too high for your liking, when you land and hit them with cr. :m: -> cr. :h: -> :s:, add a bit of a gap between those hits so that they can fall a bit between the attacks. During the first loop the hitstun decay will not be as great, which allows you to do this. However, during the second loop, you won’t be able to do so since they’ll simply recover and you’ll drop the combo. This is why it’s so important for you to perform the first part of the loop successfully.

So here’s a ghetto diagram to help you envision how the loop is performed:

1.) cr. :l: -> cr. :m: -> cr. :h: -> :s:
2.) sj. :m: - Performed as early as possible!
3.) :f: + :h: -> :df: + :atk::atk:
4.) sj. :m: - Opponent should be very close to the ground when this connects.
5.) cr. :m: -> cr. :h: -> :s: - If the opponent if too high, add small gaps between to compensate.
6.) Repeat steps 2 - 5.
7.) End it how you like.

My personal favorite ender is (in the corner): sj. :m: x2 -> :f: + :h: -> :s: -> :d: + :atk::atk: -> Plasma Beam H -> Air Photon Array -> DHC if desired.

Another fave of mine is (in the corner): sj. :m: x2 -> :f: + :h: -> :s: -> :d: + :atk::atk: -> :h: OTG -> Sphere Flame -> XFC -> Sphere Flame. You can also jump up and air grab them when they recover, and start the loop again for lulz if they’re not dead already.

My advice is to take a couple steps and perform them with the same timing each time, and then slowly add steps as you become more comfortable. It takes a bit of practice but once you get the timing down you should be nailing it 100%. Hope this helped.

if after this step you think they’re still a bit too high you can actually let them drop a bit before doing step 5 to ensure the rest of the combo goes better.

sets up unblockables pretty nicely as well.

So if I’m reading this correctly the inputs to jump cancel a ground normal would be…

:h:, :d:, :uf:+:l:+:m:, j.:m:?

pretty close.

I do it like this: ABC (your non S attack), Dash~UP, air followup

where ~ = a ‘plink’ or kara style piano input. I.E. not at the same time, but as close to the same time as two presses can be.

ok sweet so you can do the doom loop twice. I easily could do one loop but iI didnt think I could pull anouther. Thanx fo the tips Exceed

Regarding doom’s loop when you land and do c.m c.h S… Because sometimes the timing might be off and I whiff the c.h, I’ve been doing c.m s.h instead. I don’t know if it messes with the timing of the next air combo as I’m still trying to land the 2nd loop, but it’s a lot easier imo.

I just land and go straight into hard kick for the last relaunch. It is much easier than trying to get another 2B 2C S and the damage difference is pretty minimal since it’s so late into the combo

Doom’s loop is actually kind of easy once you get the hang of it. One question I want to know is. How you guys get in on your opponent without assists. I have a couple of ways but I wanted to hear you guys input.

To me this is really hard and the reason why i prefer sentinel as one of my assists.

But I guess a couple of ghetto ways to get in would be this
2 parts: (Cover/mixup)

COVER

  • sj air photon spark thingy
    -doom rocks
    -doom missles

MIXUP

  • air 6+C dash cancel into j B or cr A (dash forward, dash df respectively)
    -forward dash, sj cancel into above italicized
  • dash forward cr A
  • jump forward, tri jump cr or box jump j B

Someone else mentioned in this thread u can change how often the j B hits in the air to confuse your opponents blocking. Really is no safe way to get in without an assist imo. Even if u get missiles off, there is a chance that they may hit after your launcher, effectively stopping your combo.

This combo from the video thread pretty much makes the bucktooth loop obsolete imo. [media=youtube]M0CjTtE13A8[/media]

I’m not gonna lie, Doom feels kinda ass on point so far if you’re trying to open someone up. His movement is too slow to fool anyone and his jumping B has no range. In the corner it’s a different story, jumping B is awesome since it can crossup and keep doom on the same side. Paired with a low hitting assist and your opponent is pretty screwed.

With this combo you can pretty much guarantee an unblockable corner setup and perform his MUCH easier corner combos for much more damage than the regular loop.

This combo is also incredibly easy if you cancel your ADDF with a button and cause doom to fall faster.

I’d really like to hear some general feedback about Doom on point. So word is he sucks? Aside from the post above me, I haven’t heard much about him on point at all, which is usually a bad sign. Can anyone give me some general feedback on the matter before I go to the trouble to learn his combos?

I’m using Doom missiles right now as his assist, I really like them but I find that they keep interrupting my combos instead of extending and expanding them. Anything more interesting I can do with them then just put on pressure. My other characters are Mags and Storm, but I’m considering leaving the latter. I really like the missiles, but I just feel like a novice the way I’m using them.

Do you guys have any strats to dealing with spam? I know Doom owns Arthur, I’m thinking along the lines of Mags Disruptor backed up by Sent Force Charge. Disruptor is soooo damn fast, I was hoping Doom on point backup up by Iron Man’s Repulsor assist would allow me to get the upper hand, but it doesn’t. Is there any way to deal with this shit on the ground or do I have to take to the air with Photon shot?

I’ve taken to zoning with Doom on point until my opp does something punishable, at which point Doom’s loops can push them into a corner, and then Doom gets to have fun :smiley:

It’s easy to troll people into getting aggravated with Doom, and playing aggravated causes more mistakes, mistakes=easier punishes=painful ass combos

It comes down to timing your molecular shield to absorb the disruptor and then shoot the rocks, or timing the plasma beam to eat most of it up. I say super jump -> light photon -> air dash down forward -> B is the best way to go. (combos if the light photon hits. Other versions besides light wont work)

If you abuse it to the point to where they get used to it just press B a 2nd time to cancel the 2nd hit and grab or A to poke into the the magic chain.

The easiest way to make sure you hit sj. B as fast as possible is to hold up forward during the string. That way Doom super jumps right after S. and all you have to do is hit B. It hits really low, and makes the rest of the combo a breeze once you get the other timings.

Funny story with that loop…

It’s in the strategy guide, and I was just looking at his various combos and decided to try that one out. Problem is, I was looking at an out of the corner combo, but had previously been looking at the “corner only” combo. So for some reason I confused the two combos and kept trying to do the loop in the corner and it was driving me crazy, thanks to the :df: dash being much harder to consistently land. After about an hour of a bunch of “almosts” and a few successeful attempts, I looked at the book again thinking something was seriously off. Yeah, it was, and I was trying something that wasn’t even meant for the corner. The time spent wasn’t wasted though, because it became supremely easy for me to do outside of the corner…where it’s supposed to be.

Also, use what works best for you of course, but I disagree with trying to land :m: as soon as you launch, and in fact found it much better for me to wait until Doom is parallel, or even just a bit higher than the opponent. This is because my air dashes would always make me zoom past them too quickly if I would try hitting the :m: early. You can fix this if you simply put a slight delay after your foot dive, right before it shoves you too far out of range, but my dashes are always pretty much instantly after them.

Interesting. I’ll have to mess around with that and see how it feels. There was a corner only combo in the strat guide that I got sick of, so I decided to see if I could get similar results doing something else, and I could and it was much easier to get consistently. Not really feeling the starting position though, unless you’re just testing the waters and some random and slow ass standing :h: just happens to hit. Buktooth’s has a “more likely to land” startup. Might be a way to combine the two. The good thing about the way this combo starts though is that it’s very easy to confirm a missed opportunity into a dash cancel.

I’ve been messing around with this combo more, and it seems to be really finicky depending on the character and what normals you started with. I’ve kinda narrowed it down to 3 variables that seem to determine the success of the combo. 1, how far away the opponent is from you the moment you do the first launch, 2, the nature of the bottom of their air hit box, and 3, the height at which you land the air forward C. All of these points affect one another.

You want the opponent to be as close to you as possible, I’ve found with most characters, cr. A, st. B, st. C, S works just fine. That’s just as well anyway because imo Doom’s low B is horrible and st. B and st. C have frame advantage on block. Also, Doom has one of the best S launchers in the game with an 11 frame startup and -2 on block.

The good news is if you’re anywhere near mid screen you only have to do this combo one time. On the second launch you can push them into the corner with j.B, j.B, j forward C, j.S, air dash down and continue the combo from there. If your back is to the corner, then you’ll probably want to go with the bucktooth combo since it seems more consistent if you’ve practiced it.

I’m gonna try to make a list of the characters that are fairly easy to do the loop on even with your back to the corner. Zero is definitely one of them.

Edited from previous version with new info:

I’ve only just started messing around with Doom, so forgive me if this info has been discovered or is useless or whatever. I was disappointed with how crappy and inconsistent the damage is on Photon Array, so I was looking for a reliable BnB for Sphere Flame, and the following turned out to be pretty easy and consistent:

[jump in/ground series/otg/or whatever you like] -> s.S, j.M (2hits), j.M (2hits), f+H, ADDF, j.M (2hits), land xx Sphere Flame. The part after the brackets does right around 490K damage and is super easy to get down to unconscious muscle memory. Not sure if it helps or is useless, but enjoy.

While experimenting with the above, I also found a pretty good offensive mixup game for Doom:

If you attack from a normal jump (any directional input) with his dive kicks (either j.f+H or j.S, depending on the angle you want), then immediately on impact (block or hit) cancel into his neutral (forward) air dash, you can combo in a j.M (2hits), which then links to s.M (2hits), s.H (2hits), s.S -> air combo (or whatever you want).

What’s even better, you can totally screw with the timing and angles of this any way you want. For instance, you can do the H divekick from a different angle than the S divekick, but their startup looks the same to your opponent. And further, if you delay the air-dash-canceled j.M for a fraction of a second (though it won’t actually combo) it will hit behind even though you’re in front, or if you delay it a fraction longer, it will hit but you WILL wind up on the other side of your opponent. Combined with the right assists, this can make for serious cross-up shenanigans, not to mention all the other things you can do after a blocked or hit dive kick, and since almost every attack is multiple hits, it’s super-easy to hit-confirm. You can even toss in his L3 in a couple of places.

In all, my new BnB for Doom is notated as follows (and I’m really liking him since I figured out this cross-up game):

j.f+H xx neutral air dash xx j.M (2hits), land, s.M (2hits), s.H (2hits), s.S, sj.M (2 hits), sj.M (2hits), sj.f+H xx ADDF xx j.M (2hits), land xx Sphere Flame

Total damage: 520,900
Total hits: 60

Double edit (got one more for you guys, and this is a cool one!) I’ll break it down into three parts:

  1. This is the opener I use above. It can be substituted for whatever you want, or even just gone into off of a simple launcher:

j.f+H xx neutral air dash xx j.M (2hits), land, s.M (2hits), s.H (2hits), s.S…

  1. This part is the same air combo as above, but the timing is different, and I’ve notated it. Basically, it’s got to be done slowly in certain spots for both characters to be close enough at the end of the aerial part to land and finish it on the ground:

(slight pause after launch) sj.M (2 hits), (another slight pause) sj.M (2hits), (another slight pause) sj.f+H xx ADDF (another slight pause)…

  1. This last bit is where it gets tricky. You have to pause enough during the air dash down-forward above that this last j.M connects right as you land, but with your opponent slightly above you in the air as it makes contact. From there, you land and cancel into the Molecular Shield, which holds them in place for your Lvl3!

j.M, land, Molecular Shield xx Lvl3

Total damage: 808,400
Total hits: 32

Part 1 is an easy hit-confirm to getting the combo started, and from there you can take it at a kind of slow, deliberate pace and work your way through the combo without mashing, just using each double hit as a hit-confirm to the next.