Latveria shall ever be Latveria- Dr Doom thread 2.0

what is ADDF? And is f. H hitbox like really good? It’s hitbox seems pretty beast, it seems to win air to air. I need to test it.

I was playing a doom player casuals last night, and now I want to play doom.

ADDF = Air Dash Down Forward

I noticed Doom can’t dash after S if he does jMS or jMMS.

My Throw Mixup After Loop

A little throw set up I’ve been working on today.

[media=youtube]g1CLoObvkRI[/media]

HOw are you doing that? you are air throwing a grounded opponent? does that only work on sentinel?

no it doesn’t only work on sentinel, its just an air grab; the opponent is falling to the ground after resetting in the air. just make sure to wait until they’ve reset completely before going for the throw. you can also continue the loop down to the ground but instead of trying to relaunch, go for the foreward grab and start a new combo. A lot of times i will also just use an aerial cross over attack after the -->H

Until seeing the “BnB” variant, I didn’t realize you could air dash after :s:. This leads to some EXTREMELY easy corner combos, that were not too terribly difficult before, yet getting Doom to always land within range of a grounded opponent to continue the loop with a standing :h: seemed really random to me. Maybe this was old news (InBondWeTust mentions the dash cancelling portion), but whenever you do anything in the corner that ends with air :s:, you can literally make Doom drop instantly so that he lands at the exact same time your opponent does, and directly on top of them.

For something ultra basic, try doing: whatever into :s:, sj.:m:, :f:+:h:, :s:, ADD, [s.:h:, :s:, sj.:m:, :m:, :f: +:h:, :s:, ADD]x2, s.:h: into either Sphere Flame or lvl 3.

I’m not sure yet on the exact timing of the button press, but when you do the dash you have to have pressed another button either right after the :s: or right after the dash to get the quick drop. Otherwise the dash is normal speed and you end up hovering above them.

Dr. Doom’s Corner Loop

Corner Only:

Damage
996,100

Hits
79

j.B(2hits), s.B (2hits), s.C (2hits), E, sj. B (2hits), j.B (2hits), fj.C, j.E, land, C (2hits), E, sj. B (2hits), j.B (2hits), fj.C, j.E, C (2hits), E, sj. B (2hits), j.B (2hits), fj.C, j.E, C (2hits), qcf.AA (level 3 hypercombo)

Corner & Standing Sentinel Only:

Damage
1,032,400

Hits
79

j.B (2hits going upwards), j. B (2hits going downwards), jf.C, ad.d, s.B (2hits), s.C (2hits), E, sj. B (2hits), j.B (2hits), fj.C, j.E, land, C (2hits), E, sj. B (2hits), j.B (2hits), fj.C, j.E, C (2hits), E, sj. B (2hits), j.B (2hits), fj.C, j.E, C (2hits), qcf.2A (level 3 hypercombo)

Not trying to sound like a jerk or anything, but isn’t that essentially what I just said?:confused:

Yes it is.

Does canceling sH xx Rocks xx Hyper add more damage than just sH xx Super at the end of those?

I couldn’t get that to reliably work due to the hit stun decay after around the third rep. I’ll have to see if I can get better at it.

I’m having a really hard time cancelling Dooms j.C divekick with an ADDF. Is there a trick to the timing on this?

Ah I forgot about the decay. I’m guessing the added damage would be negligible and not worth the difficulty in that case.

Sorry if a better one has been posted, but here is my corner loop with Doom. It’s just fun to do.

cr.L, cr.M, st.S, j.M (2Hit), j.6H, j.S, 22, (st.H [1Hit], st.S, j.M (2Hit), j.6H, j.S, 22)x3, st.H, Molecular Shield L, lvl 3

Does 1,052,500 on VJ, though on Hulk I reached up to 1,072,500. Nearly builds up 2 bars on it’s own.

Just a nitpick, but why do people (I’ve seen it quite a bit) insist on using positions when using :s:? It doesn’t matter if you’re standing or crouching.

Also, the above combo is probably better simply because by not adding in a second :m: to the jumps, it cuts back both the damage scaling and decay enough to let you land the Molecular shield. I was also trying to land the :h: version the few times I bothered trying it out, and then I just didn’t give it much more thought because it was late.

it seems out of place when you omit them.

My bad I never saw this post. haha. but yeah ggs on finding out before me. hope you found that one sentinel combo useful tho.

All I really did was take some random combo from the strategy guide and made it even easier with the new air dash knowledge. Not sure if you were using the dashing or not since you don’t list it, but it definitely makes it infinitely easier. MetalSonic’s is probably the one you really want to learn, but either of the others are a good starting point for someone learning Doom. They are so easy that it’s almost impossible to screw up.

pretty good stuff you found out!

but I dont get one basic thing to work
mission 8

how do i connect the st.H after j.S ???
it seems to wiff or hit randomly!
so whats the trick? do i hit H too late? or do you have a certain timing on j.M -> j.M -> j.S
or do i have too j.cancel (22) after j.S

Couple of questions cause I could not find the answers in the thread so far (they might be here but I couldn’t find them):

  1. What is doom’s staple combo?

  2. I’m trying the relaunch combo from the guide and having a really hard time with it. I do launch, medium x2, forward+hard, down+forward airdash cancel and I get stuck trying to tack on the mediumx2 into relaunch. Is this something I’m supposed to have downpat as a staple?

Need some help doom experts:(

I don’t know if this has been posted already but I haven’t seen anything quite the same yet. Works anywhere on screen on all characters.

:d::l:, :d::m:, :d::h:, :s:, jump, j.:m:, j.:f::h: xx :df:Air-dash, j.:m:, land, :d::m:, :d::h:, :s:, jump, j.:m:, j.:f::h: xx :df:Air-dash, j.:m:, land, :dp::atk::atk:

600k-650k, costs one meter. I have a video of it that I’ll be posting soon today. It can be done from a back-throw as well.