Latveria shall ever be Latveria- Dr Doom thread 2.0

I’m not like a master of Doom’s combos or anything but generally with what you have so far you’re doing what most people are doing in tourneys. The only other things people really seem to be doing are the fly cancel infinite air dash M combos which you can see in the combo thread or watching that video that just came out by KS Shogun.

[media=youtube]NldQqkoulww&feature=BF&list=FLLy0Hc9AunyQ&index=3[/media]

A variation of the infinite air dash M combo Clockwork seems to be doing. Basically what i mean by that is you can do can air dash as many times as you want while you’re flying and this can allow for you to hit a lot of air M’s, then air dash then hit some more etc until your flight mode ends.

I saw clock do that combo at WNF, and I was wondering what the purpose of it is. It seems to do less damage than the loop and build less meter, even if you don’t end the loop with a super.

does it wall carry particularly well or something?

Beats me too. I was wondering if it pushes people to the corner any faster than his other combos cuz Doom pretty much has touch of death combos when they are close enough to the corner. I’ll have to put that in the danger room and see.

I doubt that he’s really thinking at that high of a level with his Doom where it would really even matter. If anything he’s probably just using that combo cuz the air M’s are just a quick meter build for his Phoenix. IMO any way he doesn’t really need to play Doom at a super high, all technologies utilized level because when you play Phoenix your team is 2 characters slaving meter for her. As long as he has his reactions at a high level and does any combo that builds meter mid screen that’s all he’s going to really need. Really trying to destroy people with Doom is never going to be a priority with him unless he chooses for it to be.

Hey Guys Hidden Missiles Or Molecular Shield alongside arthur and shuma?

i would figure hidden missiles but just wanted to check in case you guys thought differently(like use plasma beam or something)

If you’re going to be using Arthur on point I like hidden missles because Arthur’s projectile game is among the most durable in the game and should do a good job protecting Doom’s missles. Make sure Doom is always behind you when throwing them to protect him from the brunt of any possible damage. If you’re playing Arthur in general your team is going to be more defensive unless you plan on putting Doom on point first and the other 2 later which might not be bad either but it depends on how good Arthur’s assist are. I already know Shuma’s Mystic Ray is a nice screen control assist that the opponent is forced to block or get hit by unless they have like a teleport.

As long as you make sure you protect the hidden missles they’ll take you pretty far in a strong zoning team like that. They’ll pretty much act as a combo breaker for your Arthur incase they get in on him while they’re out. It’s just the couple times you dont protect him well enough they’re going to pick apart health from him by rushing in during his lengthy recovery or possibly even beam super him and rape his red health.

**Another important thing I found out about Doom’s offensive game.
**

***Close range H foot dive from a grounded position (like dashing or just standing next to them in their throw range)***.

I’ve been trying to figure out strategies to force counter hits out of people and I think this is going to help do the trick. I was playing around with some block strings in training mode and basically if you do something like say c.L, c.M then dash forward during block stun, jump cancel dash, ADDF (assuming they dont advance guard the block string). If the opponent is mashing on c.L pretty much you only have enough time to land and block. If you try to press a c.L u wont have enough advantage to do so and they’ll counter hit you. You dont even have enough time to throw them.

This is where being able to do H foot dive close to the ground at close range comes in. H foot dive makes you airborne, pretty much can’t be outprioritized by any normal attack or even a lot of special moves from what I’ve seen and if they try to advance guard it you can just ADDF back down and stay in their face. The fact that this makes you airborne means if the opponent tries to stand or crouch normal you or throw you during this they’re going to eat foot dive and as long as you pressed up just long enough before doing the foot dive you’ll have time to immediately ADDF in on a hit and do c.L to combo. This is going to be a big part to setting up throw games with Doom also because once you get them afraid of the high priority and throw beating properties of close ranged H foot dive you can force them to keep blocking and set up forward throw to push them to the corner or back throw to set up combo into sphere flame DHC or level 3 to finish them off (or if you wanna XFC into broke damage sphere flame combos you can).

If say the opponent blocks the H foot dive to ADDF you instantly get in their face and can set up another counter hit game of are you going to H foot dive again, throw them or counter hit them with a c.L into combo. H foot dive or c.L should be able to beat them pressing normal buttons barring some more testing that I’ll do in training later tonight. Which when they’re afraid of that then you can set up a throw game or do another c.L block string and mix up with another mix up like square jump M, square jump H to whiff and come down with c.L, super jump forward to about a bit before half way in the air and come down with air M (which can hit or whiff into something else and get cross behind at closer ranges), or super jump forward air dash down H (which whiffs obviously) then come in with cross up c.L etc.

Lot more stuff I’ll have to play with but close ranged H foot dive is definitely going to be the key to starting offense. It helps to learn the timing to press f+H during the jump where you will dive pretty much right next to the ground while still being just high enough in the air to ADDF after. It’ll basically look like you slightly jump but then then H foot dive is like sticking out right in their face almost on the ground.

i always use arthur on point
it’s crazy not to start him on point

his keep away game is awesome

Yeah, I have been working on that in the lab. Block string -> instant dash -> jump -> immediate close-range foot dive is really insane. I’ve done it where Doom’s feet hit the opponent’s legs, thought you can’t ADDF after that. Have you tried canceling the string to a straight up or up-forward dash (combo of dash-cancel & jump-cancel) and then foot dive?

I am having trouble with H OTG after an aerial knockdown. Can you dash cancel air S to give you more time on a knockdown?

You mean like after hard knocking down someone with air S mid screen on in the corner? The only time I really use air S in combos is in the corner and I usually just press and hold d+M+H to air dash down faster and that usually gives me enough time to land s.H OTG after.

Yet…from looking at the KS Shogun videos there seems to be a mid screen air S combo that might be good for pushing people to the corner. I’ll have to look at that and see.

Doom is really the best team mate in the game I reckon… started messing with him properly a week ago and this guy brings so much shit to the party

-Need help with zoning or getting in? Plasma Beam.
-Need help putting pressure on or creating an obstacle course? Molecular Shield.
-Need to make your opponents scared to push buttons or set up entry hazards? Hidden Missiles.

Problem I have atm is mid-screen damage… we all know his corner damage is ridiculous, but mid-screen I can’t get much going. I try to play a mostly zoning game till I get them in the corner then try to open them up. Much easier said than done if he’s the last on your team.

After watching the KS Shogun video I found a way to pretty much push the opponent in the corner (even if you’re at the complete other end of the screen). The way he does it he can do it by simply dashing forward after launch, H foot dive, S foot dive, ADD. I tried doing that but I’m not able to land the foot dives the way he can so a simple forward dash gets him in range. Until then I found a variation that I practice on Captain America since he has a pretty normal hit box that with an assist like Chun Li’s can pretty much push them full into the corner.

The reason in general you have problems doing damage mid screen is because Dr.Doom’s game is about pushing people into the corner. When Dr.Doom has the opponent in the corner as long as you have at least half a meter (not even 1 whole meter) u shouldn’t let them live. He’s designed to basically have death combos with 1, 2 or 3 meters once u put them in the corner. He can build 2 whole meters when you push them to the corner and 2 and a half meters if you use an assist. That’s enough to basically kill everybody unless Haggar or Tron was like at full health when you comboed into level 3.

When you put the opponent in the corner your mix up game is augmented a lot with the ability to do all of your normal high low mix ups without them being able to just backdash or super jump backwards away. When you mix this in with his OS game and ability to get behind people in the corner by whiffing H foot dive over their head you get a lot of mix up potential and if anything hits they’re basically dead.

It will of course take a while to put all of this together because Doom has a weird dash game that’s designed to beat advance guard completely but it takes some good execution and knowledge of frame traps and pressure to really get it going and push people in the corner. Most people play Doom for the typical “hurrr hurr he got good assists like Mahvel 2” reasons but on point they’re either sub par with him, terrible or worse. His on point game has so much potential that people aren’t putting together but when someone finally does he’ll be a real threat on point that people wont expect.

With the combo that I figured out from the video hopefully that’ll give us another avenue along with the other options to push people in the corner. The combo is basically “land a c.L anywhere and they’re in the corner” status so that’ll be big for Doom. I should probably work on set ups of the air M also. If you know the opponent will land in the corner for you to go into a couple footdive loops and end them after the buktooth loop, then I would stick with that when u know it will put them in the corner. On the other hand if you hit them and u know you’re too far away for the buktooth loop to put them in the corner I think people should pretty much go for this combo. If you have meter it gives you access to level 3 for about 900 to a million k damage while putting them in the corner. If you dont have level 3 the hit stun deterioration will keep u from continuing into foot dive loop but you can basically call like Chun Li assist and combo into L plasma beam and that will push them directly in the corner for mix up and death touch combo if you hit them again.

I’ll make a video of the combo and post it up in the video thread.

That corner carry thing was posted a while ago, seems you missed it so I’ll repost it.

[media=youtube]M0CjTtE13A8[/media]

http://shoryuken.com/f362/latveria-shall-ever-latveria-dr-doom-thread-2-0-a-256514/index17.html#post10315769

Is this character specific or just really hard on small characters?

Ok yeah. That combo is a pretty similar combo but I think I see why people haven’t really been using it yet. The version that KS Shogun has in his video allows u to do it off c.L bnb but like the way you have to land the foot dives to continue the combo I’ve found is very cumbersome. Like if you’re off on the foot dive at all you’re going to drop the combo period. The variation I use basically takes advantage of his dash jump cancel game to get over to the opponent fast enough as long as you get both dives to hit. My version of the combo works on Captain America so I’ll assume it works on most. I’ll try it on some big and small characters and see.

The version shown in the video shows it being done off of like s.H which has slow start up and IMO isn’t terribly good outside of block strings. If someone can do the exact same loop off a c.L or air M then I will think that’s pretty viable.

Honestly whoever figures out a consistent way to do that off c.L…that combo officially makes Doom good mid screen. Doom should deserve nothing less than putting the opponent in the corner ANYTIME he lands a hit. Anything else is not worth the effort you put in mid screen to land a hit and he can pretty much win the game once he has people in the corner. Once this is figured out anytime you dont have the person close to the corner the mid screen foot dive is all you should ever do, all the time. If your combo can’t put the opponent into the corner, it’s trash IMO and I wouldn’t use it in a tournament situation. Which is pretty much the fault of most people you see playing Doom in tourneys. Landing combos that don’t push people in the corner. It’s no wonder people have thought Doom is shit all this time. He can’t win without corners.

He can stop other characters from winning for some period of time with his ability to control screen space, but when have you ever seen a Doom win a match early on by just shooting shit on the screen? Only when he’s on hidden missles assist covering for someone else.

I’m trying out Doom right now. The problem is I don’t know what assists I should use. My team is…

Tron(Gustaff Fire)/Ammy(Cold Star)/Doomsy(undecided) (Main Team)

Ammy(Cold Star) or Spider-man(Web Swing)/Wesker(Samurai Edge)/Doomsy(undecided)

Any team with Ammy use Hidden Missles. Her cold star is good protection for the missles and the missles will work well with Tron to help her get in since her air H beats out projectiles also. If you have Wesker on your team (even if Ammy is there also) make sure you have beam assist. Wesker gets really buff with a good beam assist along with his teleports. Ammy’s cold star assist is good enough for screen filling purposes.

anyone have an idea what ideal combos are off of back throw and air backthrow?

I’ve just been doing otg with H, launch, one rep of loop, then on the relaunch doing M, M xx photons.

Hitstun decay pretty much messes everything else up unless I back throw them into the corner or I just go for something small into level 3

it’s too bad molecular shield isn’t as good as it was in MVC2
but hey who needs molecular shield when you have hidden missiles?
that thing is a keep away team’s dream

Thanks for the assist DevilJin. I totally agree with Doom’s dash game being a bit unorthodox. Dash without thinking and you get blown up horribly. I stick mostly to box jumps and tri-jumps when in melee range.

I’ve been playing Doom on point to get a good grasp on how to better effectively play him so he’s not just making up the numbers, and one character that riles me up is Zero. FFS how the fuck do y’all deal with his BS? I have sessions with a really good Zero player from time to time and while I can cope with my default team setup (Wesker/Dante/Task), I really have problems getting anything going with Doom.

Is the Doom corner carry the “foot dive loop”?

I think Clockwork told some people that he was going to give up on Phoenix at some point. He doesn’t want to constantly rely on a OP character to win.