^I think doom deserves that kind of damage.He doesnt have anything from long range that can really damage you.Plasma beam is easy to counter and you cant do jump back laser gun or photon array all day. Mastering dooms tricky movement should be rewarded by huge damaging combos/loops.
Quick question: Is it at all possible outside of the corner to end an air combo with Doom in such a way that the opponent lands close enough to be OTG’d without an assist? I can’t seem to pull it off.
Question: Can Doom do the air exchange glitch like she-hulk? just did something in training mode that looked very similar, although I can’t really replicate it again :x
Doom is a great battery. I’m rocking Doom / Tron / looking for a good point. Dooms 500k no meter BnB is nuts, and not that hard to do.
Doom/Tron/Wesker with Wesker on point is not half bad with doom using beam assist. Tron is great with flame assist obviously for combo extenders and mixup with wesker gives him easy and effective mixups and doom allows him to approach as well as combo with the right timing even after OTG gunshot
any plans for a combo thread? the wiki only has one combo and it’s corner only and looks fairly difficult. and this discussion mostly looks like people inventing their own combos and loops and so on. i’m new to vs games and can’t seem to find a good resource for practical bnbs besides the missions. and i know that most of the mission stuff gets modified by players before becoming legit bnbs. should i just give it more time?
thanks.
Try c.:l:>[c.>c.:h:>:s:>j.
>j.:f::h:>:df::df:>j.
]xn it doesn’t take too much work to get down, and enough reps will more than likely push them close to the corner, where Doom can go ape-shit
Very easy combo, and in the corner Doom is nuts. It’s funny so many stream monsters said Doom was trash apart from his assist.
Yeah man, for whatever reason I can’t seem to get my head around Wesker. I was looking at Trish, She - Hulk, Magneto, Wesker, and Zero for point characters. At the moment I’m using She - Hulk. Seems to be working well. However, I might move to Wesker in the future.
I’m actually having a bit of trouble with this loop. I know it’s not super difficult, and I can usually get it once and then half of a second time, but I always seem to drop it somewhere in the descending part of the sequence (coming back down to the ground). They always seem to leap out of the combo either after the dive kick to air dash cancel, or the final j.M transition to the cr.M on the ground. Can anyone offer tips? I feel like there’s a certain timing to the first few hits in the air that makes the rest go smoothly, but I don’t seem to be able to find it.
when i practiced this my problem was getting the airdash out fast enough to connect j.M properly. try doing it with :df: + R2(on ps3 pad, or the xbox equivlent) and press it exactly when the foot dive hits, so that it looks like its one motion of diving. this makes the timing much easier and youll be able to pull of 2 reps with just a little practice. maybe u wanna look on YT for “bucktooth loop” so you can see what i mean:)
Need to revise this damage, its 800,000 with a level one and a mil with level two. Training mode saving stuff messed me up.
When you :s:>j. in the loop make sure the
comes out as quickly as possible, same for the dash after the j.:f::h:. But delay the j.
after the dash for a good while, the closer they are to the ground when you j.
after the dash the more tight the loop will be
can someone give me a quick run down on how Doom usually is supposed to zone, and how he should space them out depending on whether the opponent super jumps, etc. Also, what is the basis for his close range game, his best tool up close/ his close range mixups? I kinda just picked him up monday haha. thx.
right now Im running Sentinel Doom Pheonix, and looking for a substitute to phoenix when needed. any suggestions? i thought about haggar and maybe tron for thier assists…
edit: just read seyu’s comment. its pretty close to the answer i was lookng for.
yay:D glad i could help.
also for anti-air im also having trouble, but i have some ideas.
so first photon shock qcb+atk is okay for anti air and especially for teleports(mainly dante who just goes directly behind you)
f.H(HARD KICK!) seems to have a good hitbox against air, but i have to test that a bit more.
from a distance j.H has its uses, too.
and lastly of course your assists. i use super skrull with his anti-air
I just use sphere flame as an anti air. Been having success using that. I’m in the air alot so I can’t really say what other options he has for a anti air(as well with having no meter on the ground).
One way to get in is use photon shot in the air followed by a dash or divekick. Feels like a good tactic especially the divekicks. If you think someone will attack you on your way down from a divekick, you can cancel to photon array. If the divekick hits, dash cancel to start up a loop combo. I’m still working on my ground movement with his dash cancels to combat pushblocks. Also once you start using his back throw. He gets deadly since its a free OTG combo or super.
Doom is easily my second best character. I remember playing my friends and Doom was just a punching bag. Now my Doom can sometimes OCV. I never would have thought Wesker would be my weskest character on my team. Can’t wait to practice some stuff tomorrow.
Hey guys, I found some potentially sick stuff with Doom today. I was messing around with his air exchange glitch, trying to find a useful application for it. From what I find, it’s best used for resets. During his BnB loop, after his addf > j.B, you can use air exchange to cancel the recovery and immediately ground doom. from there, you jump up and do foot dive while at the same time calling sentinal assist (could work with many other assists, but have not really tested other assists) Doom will get knocked out of foot dive by the edge of the screen, ending up behind your opponent, while sent drones hit from the other side. this reset works especially well in the corner but also works mid screen, the only way to escape is if you do it midscreen and they roll backwards, but even then doom will hit them with footdive the moment they finish rolling, so they are forced to block and still eat the drones plus whatever combo or mixup you wish. they might be able to call an assist that has invincible start up to hit doom out of footdive, but still drones will be right on top of them and most likely hit the assist as well. if you do this in the corner, Zero and Akuma work really well, but not so much midscreen because if they roll backwards they will completely escape the situation. This all requires further testing but when it works it creates a VERY difficult to block situation for you opponent. Any questions?
EDIT: also, i’ve been trying to find a way to consistently cause my opponent to air tech after this little air glitch to land a back air throw, but haven’t found a real consistent way to do it. Maybe with tron assist…?
EDIT 2: My fault, actually Zero and Akuma don’t really work in the corner unless they roll backwards or don’t roll at all. if they roll forward they can escape.
EDIT 3: Forgot to mention, I also found…a glitch within a glitch…? I found that when I do the air exchange glitch, sometimes (randomly? timing specific? some input you must do? not sure) it will cause a very high ground bounce, but Doom will stay out instead of the next character tagging in, i’ve been able to land a full combo off of this seemingly random occurrence. One thing I can note is that it does not reset the damage scailing. Not sure if it resets the hitstun degration though. This also works on every character I believe although i’ve never tried it one smaller ones. Again, this needs much more testing, but this could be a way to greatly extend Dooms comboablity .
I jump cancel dashes into triangle jump. Done correctly this is the equivalent of a wavedash. I use Doom as an anchor. However, even without X-Factor Doom is far more mobile than most would think.
welp i couldnt resist the good doctor and am back to maining doom im definitely gonna practice that jump canceling into airdash thanks and for some reason i can only get one rep of his non corner loop before they tech out i wonder if its my timing?
Doom/Magneto/Taskmaster lets go
For the Buktooth loop, do the first j. after each launcher as soon as possible after leaving the ground, and do the last j.
before landing as late/as close to the ground as possible