Latveria shall ever be Latveria- Dr Doom thread 2.0

Did you decide to just completely ignore my post on the previous page when you posted this?

Less meter, kills Sentinel. You don’t need anything else.

j.s is not an overhead.

Its not? Will test as soon as I get home. I can understand with Wolverine’s dive kick, but man that’s just random.

I’m new to this game and I have interest in Doom. Can someone list for me the absolute easiest bnb Doom has? I’d like to start by memorizing that and then going from there.

No need to test.That information is in the SRK hyper guide,in the doom basics video.

Right.

c.m c.h s.s j.m jf.h addf j.m c.m c.h sphere flame
Then once you’ve gotten the hang of that you can start adding additional loops instead of the hyper.

[media=youtube]12kCkw854cw[/media]

Here’s an improved version of the previous BnB I posted. Not much is new, but it does a little more damage than trag’s version of the combo.

buktooth loop isn’t very difficult, it just requires a little bit of practice. It’s the quintessential root of many doom bnb’s.

1.) I’m having issues airdashing df during combos. Any tips on that?

2.) What is the input for Buktooth’s loop or where can I find it?

Thanks for all help :slight_smile:

airdashing after a fw+h foot dive isn’t bad, I just use visual confirmation to see when to do it. after fw+h, immediately shift your stick/pad into df position, and as soon as you see the divekick connect, do the airdash.

I’m really assy at writing inputs, so maybe someone else could write it, but I’m sure I’ve seen it written in variations several times throughout these threads. To avoid them bouncing out due to hit decay, you have to do the hits in the loop at fairly specific times, something you have to develop a personal feel for.

c.:l:>c.:m:>c.:h:>:s:>[j.:m:>:f::h:>:df::df:>j.:m:>c.:m:>c.:h:>:s:] repeat

end by going c.:m:>c.:h: into :dp::m:>Sphere Flame, or just Sphere Flame depending on how many loops you’ve done

Here’s the 100% combo on Sentinel I mentioned yesterday. I’ve actually improved it to generate more meter since though - it builds more than 2 full meters now.

[media=youtube]z263Qna0C_4[/media]

I did ignore that post, and you are right. That combo is more efficient. The one use of my combo is if you already started the loop like you would a bnb, and didn’t x factor early. Kind of like how players turn dropped execution into resets. Its worth spending that extra meter for the kill. But, I admit, far more situational than yours.

I just made up a combo and it’s actually the highest damage combo I’ve gotten off of 1 meter for doom lol. It starts with a launcher, I’m unsure if you can start it with anything else and succeed I haven’t tried well here it is hopefully it’s new.

Corner only: S xx sjc, M(1 hit), 6H, S, land, otg 5H(1hit), S xx sjc, M(1hit), 6H, S, Land, otg 5H(1hit), S xx sjc, M(1hit), 6H, S, Land, otg 5H(1hit), 623 + 2 attacks.

722,000 damage

I’m sure, and are aware that, similar combo’s have been found but tell me if this is something new :slight_smile:

Edit: I tried starting it with cr. H, and the opponent flips out as you cast your last super :frowning: Looks like just about the most situational combo EVER! aka corner only AND you start with launcher lol.

Edit2: If you let the last otg 5H hit twice you get 728,800! Also I think hitting the second hit makes the super hit more reliably.

Yup the second hit does make it easier. I’ve been using that combo a lot. DHC into Zero’s skittles rainbow super usually kills / comes extremely close to killing them after that.

how do yall get by with doom’s retardedly slow footspeed and no wavedash? i cant play a character without a wavedash i just feel so slow and helpless

Use empty tri-jumps to move around. I use Doom as my anchor anyway and with level 3 X-Factor he’s plenty fast enough.

Is doom’s Molecular Shield assist anywhere near as useful as it was in mvc2? I am thinking of using it as a keep away/gtfo and lock down tactic. Is the startup and priority good enough to deter rush downs?

i wouldnt generally advise it, but FOOT DIVE! cancelled by addf on hit or block is oretty consistent. you can immediately do a c.L and combo ih f.H hits or go into mixup or throw on block…you can just fly away, too. just dont be to obvious about it(it works on most people online though, especially the long range guys…and gals maybe)

airdash forward into j.M is also okay. its a bit situational though. you shouldnt do it if youre right in front of your opponent, they might block it.

also trijumps of course

huh…so with x-factor level 1, comboing cr. l, cr. m, cr. h xx h molecular shield xx sphere flame deals a million damage and some change. That’s pretty insane for such an easy combo.