Alright I was in the danger room again theorizing some shit with Doom and I found out some new stuff.
OS dash/throw and OS air dash/air throw
There was a video released a while back where Alioune was showing off that you could option select dash/throw or air dash/throw with Doom. I wasn’t really sure exactly how to do it till one of my friends brought it up. Basically all you have to do is press f+H~H or b+H~M. That basically means you plink or tap really fast H then M right after. Luckily the window to option select is large so if u dont have fast hands u dont even have to do it fast. You can just press forward plus H then tap M at a decent pace though not necessarily SFIV plink fast. This will cause the game to stop the animation of your H attack and cancel it into a ground dash or air dash. Which then the game option selects this into a throw if you are close enough to throw or lets you continue to air dash and press a normal.
Like if you’re on the ground you can do this option select when you’re within throw range by pressing f or b+H then M. Fast but with just enough delay so the game knows you’re trying to switch options. This works where if you’re near somebody and they try to jump or backdash away and you do the forward dash/throw OS you’ll stay moving in near them instead of whiffing a f+H hard kick. Which then of course since your dashing you can cancel into jump then press M+H when you’re at correct air dash height (not very high but not too low) to cancel the dash into a square jump then immediately press M so you do a square jump M and bring yourself back to the ground.
This option select becomes powerful in the corner if they’re stand or crouch blocking as long as they dont tech the throw. Basically what happens is if they just sit there and block they get forward thrown to free corner juggle. If they try to jump away you can still cancel the dash to a jump then then press M+H then M to air dash/square dash forward with M to bring yourself back to the ground and set up a possible air throw situation or anti air them with air M again or hard kick to set up launcher.
Unfortunately this option select doesn’t work with back throw because b+H is Doom’s hidden missles and hidden missiles are a strange command normal that aren’t cancellable on hit, block or whiff. Therefore no option select can be created of back throw. You’re going to get missles with or without OS so might as well just back throw as normal.
***The air dash/throw or back air dash/throw OS is a bit different to use but similar. ***
Generally for a forward throw what you do mid screen is just jump forward then immediately press f+H then quickly hit M but make sure there’s enough delay so the game knows you’re trying to option select and wont throw out a hard attack. If you get this to work correctly Doom will basically just air dash forward like normal but if you’re near the opponent and you expect them to jump away this will forward throw them towards the corner if they jump and air dash forward towards them if they backdash or stay on the ground. If you try to air throw them and they’re already too high up in the air you’ll still be able to air dash forward then immediately press M to bring yourself back to the ground.
A solid way to test your ideal range for this is go up right next to the opponent then c.M them on hit. You’ll notice on hit they will move back a bit but not too far. This range is just a tap forward or 2 too far away for the OS to work. Just walk one or 2 pixels more forward. This is your ideal range to set this OS up. If the person tries to jump and you do the OS they will get forward air grabbed. If they stay on the ground you can immediately press M during the square jump/air dash and you’re in perfect range for ambiguous cross up/non cross up overhead square jump/air dash M against a lot of characters. Just remember to pretty much press on M the instant u start air dashing.
You can also press uf+H~M to do air dash upward throw OS. This works well if someone is coming down from a forward or neutral jump close to you. You’ll get a slight bit of extra height before air throwing them and this is powerful in the corner. Once you get people in the corner you can mix up between jump forward H~M OS and uf+H~M OS. If you think they will probably stay blocking (usually they’ll be crouch blocking) do jump forward+H~M OS. If they did jump you’ll OS forward throw them to set up free corner juggle and if they stay on the ground you get free square dash M. You can also whiff the square dash M by pressing H instead incase they try to advance guard your M. There’s also techniques to use if they do advance guard your M to stay in that some people brought up earlier and I’ll go into further another time when I’ve experimented more.
If you already see them jump up or back away from you and catch it early enough you can OS uf+H~M to catch up with them quickly and OS air dash up forward throw. If they do anything but immediately press an attack you’ll get them up and otherwise you’ll air dash forward up towards them and can press M to try to counter hit them out of something on the way up. If you miss them you can just wait to come back down when they come down depending on if they jumped or super jumped and try again.
You can even do a back throw OS which is a bit less useful but works if it lands. Basically do a similar technique trying to catch them jumping and press b+H~M after jumping backwards. If they are close enough for air throw you’ll back air throw for free OTG combo anywhere. If they are too far away to air throw instead of getting lame ass heavy gun coming out you’ll air dash backward.
The only issue with these OS tactics especially the air dash backward one is that you can’t block when you’re air dashing. Which means if the OS doesn’t grant u a throw try to press M so you can get back to the ground as quickly as possible. If you just let the back or forward air dash ride you can be in big trouble if they have a quick air super or special.
Naked L plasma beam hit confirm to supers
The strategy guide tells you its best to use H beam for its strong durability and active frames making it so the person can’t jump towards you and hit you unless they clear a certain distance first before jumping. L beam is still good though because even the L beam will beat out other beams in priority like Magneto’s disruptahs and is still faster than any of Iron Man’s unibeams i believe. Once you get within about sweep range or slightly outside and have 3 meters L plasma beam becomes powerful. I looked at the combo that duck strong did where you can combo H plasma beam into level 3. I tried doing this with L plasma beam and found interesting results. Basically as long as u hit the person with L plasma beam and they are going to fall within the max range of the super u can just hit confirm into level 3 super and this will combo for basically 500,000 damage.
Which means when you get within closer ranges you can employ a strategy of anti advance guard rushdown to force people toward the corner or employ a strategy of catching them trying to move away or counter attack with L plasma beam. If it hits anywhere a bit outside of sweep range the 5 hits from the beam are basically a hit comfirm to land on the electric spark that travels across the ground when u activate level 3. If you land L plasma beam then XFC into level 3 with level 3 XF that’s basically a 900,000 damage L plasma beam. :looney:
You can also use this in anti air situations because of the solid hit box. If someone is trying to jump in at you and its not directly on top of your head you can just launch L plasma beam. If it anti airs them make activate level 3 at a time so they will land on the spark and boom 500k+ damage anti air. This works from a pretty solid range. If they are pretty close to you but you still see an opportunity to anti air with L plasma beam you can go into sphere flame afterwards to save meter and do still solid damage. The sphere flame setup also works with H molecular shield.
I found it really strange that something as simple and good as L plasma beam to level 3 wasn’t listed in the strategy guide but i guess they wanted us to figure out that the electric spark was a sneak juggle setup for it.