Sorry if this has been asked already, but is there any use on Doom’s forward+H over the regular launcher?
Surprisingly effective anti air.
Can you land the same loops mid screen off hard kick like his S launcher? The f+H hard kick seems good for anti airing people trying to super jump on top of u with shit like Haggar pipe and all of that but it doesn’t really leave you at good position to do anything but cancel into sphere flame. Which isn’t bad cuz that still does 400k for like one meter but i dunno.
BTW anyone who doubted Dr.Doom or was thinking about not using him anymore…you’re gonna be really sorry soon. When it comes to combos any way Duck Strong + Buktooth has him cracked out. Now all he needs is someone who can apply his dash cancel techniques and he’s IMO pretty much top tier. His main issue will still be a strong but risky zone game where if u make the wrong read during zone you can get hit but if he hits u and he’s not near the corner…oh boy. That’s why its imperative to learn how to push people towards the corner with Doom. If you have them at round 1 fight position or closer to the corner they are gone if they have 850k or less health and you spend 1 meter and if they have around 1.2kish health you’ll have level 3 and a half after the loop which means they’re gone too if u just run level 3. You could also just save the meter and stick to level 1 so u still have 2 and a half meters then put him in one more loop to kill him then you’ll still have about 3 meters for the next person coming in.
What grounded anti-air options does the good doctor have? Do any of them work against Haggar’s pipe (whether it’s early/late, close/far, please specify)?
yes you can, and in X-Factor, u actually have to use f+:h: over :s: because :s: will whiff if you do the timing normally on some characters.
What i will say though is that unless I typically delay the super jump follow up or am already holding up by the time the kick lands, doom wont superjump properly and instead do a normal jump, causing you to drop the combo.
wow Doom’s block strings are godlike
I put Magneto as a dummy with all guard and advance guard on and I could do this
cr H, dash cancel, normal square jump M (dont superjump), H Foot dive + Pindown Asssistm (I use Akuma’s tatsu or Dantes Jamm session), cancel the foot dive into Low photon to land, by this moment you are in cr C’s range again and your opoonent its still in blockstun.
You can go for another square jump etc etc
Yes this was respone to your question.
IM trying to get better with doom and having a Bit of trouble with the loop. I can manage the fwd.H ADDF cancle but after words I dont get to the ground before them. Im am going to look at the video again, but Ill take any tips or suggestions. Also what back throw combo do you guys use? I have been using back throw,St.HeavyxxMp.MShieldand Dormammu’s Black Hole 210k damage and 1/3 of a hyper bar
If he super jumps directly on top of you hard kick (f+H) to sphere flame works. If you’re afraid of messing up the timing for hard kick just do sphere flame (f,d,df+2 attacks). If he’s doing a normal jump forward just sphere flame or pre emptive L,M,H beam him away. Otherwise just push block it out and try to find an opening to dash in towards him. If you can get under him pretty much any crouching normal will anti air him into S launch into juggle. He has a big vulnerable hit box under him.
Can anyone tell me what Doom assist works best with Arthur?
I dont really play much Arthur but i would imagine anything would work really. Molecular shield could work but its better IMO for more offensive characters especially grapple types to force people to stay on the ground while they’re trying to grab.
Hidden Missiles is an obvious choice because they home up until just before they land on the opponent and they pretty much start as openers to combos if they hit the person and also serve as combo breakers if the person gets hit by them trying to land a combo on you. They’ll have to stop their combo mid combo once the missiles are out in most cases or get hit then u can combo them. The only issue you’ll have to worry about is that like sentinel force…hidden missles leave Doom open FOREVER so if u dont protect doom missiles well the opponent will get in and hit both you and the assist probably until the missiles come down and then block. This may not hurt you a ton but it’ll rip most of the life away from Doom after getting in on you. The extra missles will buy you some time to get away but if they get in again while you call assist Doom will pretty much die and if he isn’t dead they may even try to snap in Doom so that he loses a bunch of his health and then easily die subsequently.
Doom beam is probably the safest since it has solid recovery, goes full screen, is a beam and has one of the highest durabilities of any beam assist. It uses his M version of his plasma beam which has 8 frames of low durabiilty which is enough to beat out most stuff while you’re piercing down other beams with your lances and chucking all the other randomness that Arthur throws.
My fun alt team that i goof around with is Arthur, Dorm, Doom…and with that team, i personally use Plasma Beam assist since it comes out fast, does good chip and you can cover the screen with stuff faster (on top of the fact that dorm loves his beam assists)… but…if you can utilize Doom rocks as a ghetto AA/gtfo me assist, then that’d be the better choice if pressure gives you problems as Arthur or you just simply want to cover all your bases but I agree with DevilJin that it (rocks) is more for offensive characters.
Yeah, I had Shuma-Gorath replace Doom earlier in my Team Megalomaniacs (Wesker/Doom/Dormammu) because Mystic Ray assist & Chaos Dimension looked awesome to me. But now, I decided to stick with Doom again. The corner loop ending into Level 3 is INSANE damage. Plus, I’m fond of Doom’s quotes. “Earth’s Mightiest Heroes, BAH!” and “I’ll make you wish you were facing Magneto!” = great lines.
I’m watching Clockwork’s Doom and I think he’ll unleash the full potential of the dash-cancels soon. I also put Doom third now in my order since I’m much better with Dorm & Wesker. Plasma Beam assist does wonders for both.
how are you guys getting in with doom? i manage to learn his basic bnb but its hard for me to play offensively with doom…
The most epic random shit happened yesterday. I was playing with my friend (he doesn’t own the game so he’s not particularly good) so he did a raw grounded Photon Array with Doom, and I used Maximum Voltage with Trish on reaction to it and the two Hypers collided midscreen and canceled each other out…
Nothing noteworthy, it just looked really awesome, lol.
Thats Jin and Lei. I was wondering if I could use Molecular Shield as a GTFO move for Arthur but, maybe I should have mentioned this earlier, I also have Haggar on my team and I think he could benefit from either Plasma or Molecular, but which?
Personally, I think Plasma Beam beats Molecular Shield in every aspect except maybe as a combo extender. It also spawns behind your point, while Molecular spawns in front. However, I think Hidden Missiles is the best of them, shit is too good. It also OTGs, so with Haggar you can easily time it do hit the guy after an air series (it is a delayed OTG though, so you have to use it before launching). Also, if your team is Haggar/Arthur/Doom, beam will help Arthur a lot and there’s no better GTFO assist than lariat.
One question: do you guys mash dash do cancel pressure strings (say a footdive into df airdash) or is anyone able to do it smoothly? I can’t for the life of me cancel the moves reliably without mashing.
I have no trouble doing these cancels whatsoever. Spend some time in Training Mode to get the timing down, it’s quite easy. Just input the Dash cancels on the moment of impact. Also, when on the ground, be sure to get the stick in neutral when going into a jump cancel from ground normals.
The only issue I’ve had so far (well considering i only get to play people like once a week) is doing the foot dive too early during my jump up when trying to do a low to the ground one. If you cancel your jump too early into foot dive it will be affected by air dash height restriction and u wont be able to cancel into ADDF on hit or block no matter how much you mash. You have to let him get up to a certain height first before its cancellable. Which is why its preferable to do the foot dive from about sweep distance. You can also do ground block string and let someone pushblock you a bit then dash forward through the pushblock until you’re about sweep distance away and jump cancel into foot dive so you’ll land low to the ground while still being able to ADDF.
Ohhh this makes sense…probably why I was having problems.
Agree with that. And it’s exclusive to Doom. Pretty sure you can sub Plasma beam assist with Iron Man and others but not many assists(if any) can replace Hidden Missile.