Latveria shall ever be Latveria- Dr Doom thread 2.0

I’m learning how to triangle jump at the moment and I’m using Doctor Doom as my partner. Can someone tell me if this is correct?

I’m jumping up and dashing down-forward in the enemy’s face while throwing out a light attack. That’s a triangle jump, correct? I sometimes have trouble connecting the L before I land. Also, I hear Doctor Doom’s air M is a great attack but I can’t seem to get that out before he lands either. Is that even possible? Any help would be appreciated.

Also, what exactly is a square dash/jump? I know it’s jumping up and dashing forward, but that’s about all I know.

Once more, if anyone can tell me - are triangle jumps relevant to anyone who has an 8-way air dash? I like to play Doom, Dormammu, Trish and especially Thor. Would all of these characters benefit from triangle jumping? What about square dash/jumping?

Doom’s square jump is really good for closing distance between you and your opponent. From a half screen away, you can dash xx jump into forward air dash immediately off the ground and use something like j.medium to attack as you’re landing which can lead to combos. I believe that is essentially what a square jump is, but I am relatively new to this, myself. You would want to either call an assist when you do this so that you’re not vulnerable to getting hit, or cover yourself from distance with molecular shield/ photon array. Doom’s 8-way air dash is a godsend for him, because it both gains ground and can lead to extended combos like buktooth loop and variants. Off a j. fw+heavy footdive, forward air dash into j.medium or diagonal down-forward air dash put doom right in the opponent’s face, and if the dive kick connected, it’s a ton of free damage for you even if you have no meter.

Teez got square jump covered pretty well. As for Doom’s tri-jump into an overhead you have to hit the peak of your jump, then air-dash diagonally down-forward and immediately do a light attack. If you jump too low, do the light attack too late, or do an attack other than light, it will not come out in time to hit. The other option for tri-jump is to do an empty tri-jump (height doesn’t matter obviously) to bait a high-block and then land and either do a crouching light or throw.

Thanks guys.

Should I jump straight up for the tri-jump or on an angle?

Also, how is air fwd H differ from just air S?

Again, do characters like Thor and Dormammu, who have slow 8WADs, benefit from the use of tri or square jumps?

One more thing, how can I practice triangle-jumping? What settings should I utilize on the dummy in training mode? Right now I have Spencer (random team = Radd/Spidey/Zero) crouching and blocking. I know that overheads are used to hit opponents who are crouching and blocking. Is this the right way to practice? Should I switch out my dummy to a taller character or ditch the crouching/all block all together?

j.:f::h: can be canceled into an air dash, j.:s: cannot. j.:f::h: also doesn’t spike the opponent to the ground as fast as j.:s: so you can do some advanced combos from it.

I’ll let someone with more experience elaborate further on tri-jumping though because I’m not entirely sure myself.

In the combo I posted earlier, you can do the second hit of the st.H every single time, but the L Molecular Shield won’t work on smaller characters. So it should look something like this.

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

If you land all the hits of Molecular Shield, it should do 1,103,300. It won’t work if you start off with anything else added before the combo like a j.B.

The combo with the extra hits on st.H will give you a little over two bars of meter, so it actually costs at least 1 bar to do the combo.

That’s not true, you can air-dash after a j.:s:

How else would Doom be able to c.:l:>c.:m:>c.:h:>[:s:>j.:m:>j.:f::h:>j.:s:>:d::d:>s.:h:]xn?

  1. There’s not a huge difference besides the fact that jumping :uf: moves you closer to the opponent, so use both I suppose (depending on your spacing)

  2. I can’t speak for Dormammu, but while not benefiting from a tri-dash the way someone like C. Viper or Magneto does, a grappler like Thor can always appreciate another way to get into grabbing range, if you’re playing a grappler though, don’t spam anything, the more you repeat a throw setup the more likely your opponent is to see it coming…

  3. You don’t really need to set up anything to practice tri-jumping, you either tri-jump and throw out a j.:l: or you do nothing, land and go for a c.:l:, it’s your opponent who needs to pay attention, in fact, you can really mess with an opponent’s head through tri-jump shenanigans :smiley:

Anyone find any decent AA’s? Or is it best to fight it in the air when you see them airborn?

Here’s a variant of my previous combo that uses XFC and kills Sent mid-screen.

:d::l:, :d::m:, :h: XFC, :m:, :h:, :s:, jump, j.:m:, j.:f::h: xx :df:air-dash, j.:m:, land, :d::h:, :s:, jump, j.:m:, j.:f::h: xx :df:air-dash, j.:m:, land, :dp::atk::atk: (Sphere Flame)

100% on Sentinel for 1 meter and level 1 X-factor (builds more than 1 full meter so you can start from 0 meter).
1,319,400 damage.

I’ll put a video up tomorrow. Worth noting: I tried changing moves like replacing :m: with :d::m: etc. or adding :d::m: before :d::h: in the loop and probably tried a dozen similar variants of this combo but this was the only one that would actually kill Sent - all the others fell just a few hundred damage short.

I am having trouble with the loop BnB trag13 posted here.
[media=youtube]oN0Wg2xbfSM[/media].
After the j.s > dash I have to delay the j.m quite a bit in order to get them close enough to the ground for the c.m to connect. During the second loop (after hit 15) the same timing is not possible as the additional hit decay allows them to tech out of the the gap. Any ideas as to what I could be doing wrong?

For me, it was really just something I had to commit to muscle memory. One thing I found had to be done was, after launching them, do the first j.m immediately after the super jump for both launches (well, as soon as you can anyway). This puts them close enough to the ground that when you go into the second launch, they shouldn’t be able to tech out if you wait the same amount of time between the j.s xx dash j.m and the cr. m (like you said, you have to slightly delay the second j.m so that they’re close enough to the ground). I had to practice for a couple hours before I was getting it with any consistency, so just something you have to use your own reflexive memory to determine whether or not you’ll hit it mid-loop. If you notice the opponent is really high when you’re going to relaunch them, just finish the combo one rep early to avoid them teching out.

So I made a quick vid to clear up the strange properties of Dooms air. S, dash

[media=youtube]wXpgv6ETrU4[/media]

Just realized I didn’t post the numbers. The combo I listed is actually really close to Sonic’s damage wise and slightly easier. Mine turned out to be 1,028,300 with the lvl 3 and 773, 800 with Sphere Flame. In mine you just keep repeating double :m: in each jump, but by the time you land the last s.:h:, stun decay is so high that I can’t get the molecular shield (that and I don’t bother when 50% of the time the goddamn beam comes out anyway). If you go down to a single :m: in just one of the jumps it would probably be enough to land that shield.

And I am still not sure when you’re supposed to hit buttons after the dash, except that it’s definitely after the dash. You also have to continue to hold :d: until you drop, and simply hitting an attack at a precise point after the dash doesn’t seem to always work, so I just mash the buttons after a dash and it always works. It seems like a bug actually.

It’s :f::h: isn’t it?

if you cancel the dash with an attack it will cause doom do drop straight to the ground instead of hover, its not a bug. after you dash downwards just press light attack or something to cause a faster fall.

I was messing around with doom and saw that he has an instant overhead with his jumping S which you can dash cancel down to combo, but I can’t get the dash after the j.S to come out consistantly. Anybody been able to?

You won’t be able to dash cancel the j.S if you do it as an instant overhead. It has a higher height requirement to dash cancel than j.f+h, so while it is still dash-cancelable, you have to be a fair distance off the ground before it will actually work.

Good deal, thank you. Guess that means I’ll just use it as an instant overhead into super and DHC from there or to set up unblockables.

the best use of loop i have found personally is 2 reps into sphere flame, or if i really hate them, level 3. The level 3 is tricky since they have to be low enough after the cr. H for it to connect, but its still worth it. BTW:

S, sj. m > fwd H > addf > sj. m > cr. m > cr. h > S > sj. m > fwd H > addf > sj. m > cr. m > cr. h > sphere flame > xfc > sphere flame

Im sure many of you have figured this out, but this is the most efficient 100% kill combo i have found. 2 meters and x factor, sure, but you build a lot of meter in this combo, and its worth it to get rid of sentinel, which it will even if he is at 100%.

Its also advantageous in that its only two reps of the loop, and you don’t have to relaunch off the 2nd rep.

im usually doing a combination of bucktooth’ loop and the other corner loop. it builds more meter and can be done if you got only 1 and doesnt use x-factor.

starting from whatever>c.M>c.H>S>sj.M>j.f.H>addf>j.M>c.M>c.H>3x[>S>sj.M.j.f.H>j.S>add>s.H]>lvl3

you can only use spear flame if you ditch one rep of the corner loop. does roughly about 1.000.000 usually a bit more, but tepending on the starter. i like diving kick>addf>c.L>etc.

It doesn’t work exactly like that, because you have to keep holding :d: until he touches the ground. Simply doing ADD and then :atk: doesn’t work. As I already posted, hitting :atk: right after the dash is not consistent either. I wouldn’t have posted that it wasn’t if it was, and that’s why it seems like a bug.

That’s actually horribly inefficient. You can kill just about anyone with one meter and X-Factor, and if you’re fast enough, probably X-Factor alone. Doom has higher damaging non hyper using combos than Dante does, and Dante can hit 990,000 easily before a hyper.