I run Tron/Viper/Doom myself and I love using Molecular Shield with Tron, not only is it cover for her to get in, it helps her sneak in Beacon Bombs, you can use it to make a blocked Drill safe, and lastly (and most awesomely) it lets Tron OTG with c.:h: into f.:h:>Doom Rocks>:qcf::h:>j.:h:>j.:s:>:qcf::atk::atk: (granted you can do this with several assists, but Doom Rocks does it well on top of all the other shit it does)
Anyone playing around with Doom’s flight mode at all? I actually forgot he had it until I accidentally triggered it by messing up a Photon Array in Training earlier today…
First post of a new Latverian citizen!
I’m really new to fighting games in general, but this forum is a lot of help and Doom’s become one of my favorite characters to play with. I didn’t even realize that standing heavy worked OTG until I came here, so that’s definitely one thing that helped!
Also, in relation to the above comment, is it possible to air combo into flight mode? I keep flubbing it out of air medium, but I think it might be my execution.
Yeah I do almost the same thing. My team right now is: Tron on point (gustaff), X-23 (ankle slicer), Doom (molecular shield). For the combo you mentioned, you can also follow up the j.S with DP + 2ATK (servebot surprise?) linked into st. h xx lunchtime (just incase you didn’t know. Heh you probably did :P).
I find hidden missiles, while a great assist, doesn’t suit rushdown as well as molecular shield, which is relatively slow-moving and multi-hitting, allowing for your character to easily approach from the ground (especially good for x23, who can cover full screen in 2 dashes and like, 1 second)
You can also do a quick :qcf::l: after the j.:s: before going into either Lunch Rush or King Kobun, the timing on landing the :qcf::l: seems kinda tight though, because its at the end of the combo… And I try to stay away from using any substantial amount of meter when Tron is on point, she’s a battery, and Viper REALLY needs that meter to be as big a threat as she can.
Hidden Missles seems to be more of a lockdown assist to me, whereas Molecular Shield benefits rushdown, and Plasma Beam helps zoning (albeit they can all do a bit of all of it, but that seems to me their optimal uses). Doom just has really good assists, so it’s hard to stick with one. I myself am acclimated to Doom Rocks coming from MvC2 (also the reason I feel comfortable with Doom/Tron lol) so it was easy to use compared to Hidden Missles which I struggled to learn to implement correctly.
lol’ed
Like I said, I forgot it even existed, I was just wondering if anyone had found a use for it yet. I certainly can’t think of anything good enough to warrant its use, but that’s just me…
I use both plasma beam and molecular shield for assists. Can’t really decide which ones are better for Trish and C.Viper. Both of them are good. However, I’m working on deciding which one I should use more often.
I’m used to using Doom now. Got his movement and play style kind of down now. Feels great to frustrate someone with his zoning and combos.
Honestly I though Doom was very easy to learn, and I run Molecular Shield with my Viper, it’s a bit slower than Plasma Beam, but it has more utility imo (plus I’ve said it before I’ll say it again, blocked Doom Rocks into Focus Attack is delicious).
Running away from X-Factor characters. Particularly Sent.
hmm, this is a particularly good point. Perhaps I’ve just been spoiled by Morrigan’s flight mode… Doom’s just seems so lackluster (but then again, I guess not everything he has can be awesome, lol)
I run that same team But sometimes i switch out Sent for Akuma, it’s a VERY good team. Gold hsien-ko assist is amazing for doom rushdown
Call me crazy, but I find flight cancel’ing dooms normals to continue pressure during lockdown assists for some scary high/low mix-ups with footdive/j.m/empty addf low short to be rather effective, especially since footdive somewhat negates push block, you can get some really consistent pressure especially when using two lockdown assists i.e Doom/(gold)Hsien-ko/Akuma
Doom/Sent/Hsien-ko
Doom/Sent/Akuma
ect. ect.
I’ve been rocking hulk/wolverine/doom with missles assist. I got the timing if the missles down mid screen and the missles give hulk a nife org in the corner which gives him a 800k 1 meter bnb . Also sphere flame is a great dhc for both characters
He also helps out wolverine alot with pressure. Anyways I need help learning him are there any good mvc3 doom tutorials like how do you keep away with him effectively or add pressure. Also what is the notation for his bnb or loop? Tips on execution. Thanks for any help
I’ve been contemplating this exact strategy, though I was thinking Doom Dante Sent with the idea being Dante Weasel assist(the gun) could set up jumping fwd+H into dash cancel mixups. Though the Dante slot is the one I’ve been in the air about most. Never considered hsein. DEFINITELY considered Akuma, I love his tatsu assist. but for some reason feel like it may not be optimal here. But then again it might be.
I’ve gotten a chance to read the guide finally and it really brings up some important stuff like how dash cancelling after normals at the same time your opponent pushes back the normal will negate the push back/advancing guard and still allow u to move in. That’s going to be key to making Doom’s offense strong. Doom is one of the more solid characters in the game from a range but his range game isn’t really ridiculous unless backed up by another beam assist. He also does a ton of fucking damage when u get in with like no meter at all and builds meter about as well as Chun Li or other big long combo battery characters. Which means at higher level play you will have to learn the normal dash cancel and jump cancel techniques to make your Doom scary and able to win matches like the Magnetos and Storms and not just plasma beam L or H spamming.
I guess that’s what makes him weird to play though. He’s pretty effective from a range and as long as you’re fighting a character that has trouble contesting that range (like Sentinel or Felicia) its not a bad idea to just stay on the defense for a bit and chip them out with beams and shots. In the end though people will eventually learn to stay patient to eventually get around that and that’s when you’ll need the offense to be a force at close range and win matches like the other big tri jump/air dash characters. It’s just people haven’t really been implementing it a lot yet because it requires extra execution that’s not typical of air dash types. Especially on streams and video the more Doom evolves the more you’ll see him be an offensive threat and the less you’ll see of him relying on his zone game outside of buying him space and time to move in. Doom’s defensive options once people close the gap on him are weak outside of spending meter on supers that either dont do much damage or are easily baited. The only other thing he really has is S which can push back far on block or launch on hit and lead to combos but if the opponent baits it and makes it whiff the recovery is terrible (something rush down/air dash types can easily do). He generally has too much damage and meter build potential through his offense to not force his offense on people.
The damage he can do once he pushes people into the corner is absurd and not very execution heavy compared to his mid screen stuff which makes it even more imperative to eventually learn to push his offense and not so much his defense.
Good stuff deviljin. I feel like playing defense/keepaway always gets worse as the game progresses and people learn how to deal with it. I’m of the opinion that doom should use those defensive tools just enough to throw the opponent off. Learning to incorporate dash cancelled normals into gameplay is definitely something I am trying to work on, but it hasn’t been easy so far.
I ran into another Doom who decided to spam Plasma Beam H from all the way across the screen. I couldn’t get up, I couldn’t do anything. If I blocked, it’d take a ton of chip. What can I do in a situation like this?
Block and jump over it?
Full screen super beam?
Gold Hsien Ko imo is the best option for rushdown Doom. Akuma is amazing as well BUT i feel like he’s a liabilty when he Doom gets snapped out. The only other problem is it’s a bit difficult to combo after Akuma assist unless you’re in the corner but it just takes timing and skill to dash jump cancel tri dash until you’re right below them as they’re falling from akuma assist.