Latveria shall ever be Latveria- Dr Doom thread 2.0

i was told i should probably change my assists since mystic ray and hidden missiles do the same thing
i should change doom’s assist to molecular shield or drop him for hulk/haggar(one or the other)

what do you guys think?

I’ve been running Morrigan/Doom/Akuma…

Basically…Morrigan and Doom are strong when on point for building meter, then Akuma comes in to punish assists once I have bar. What I’m wondering is if there’s a more practical use for Morrigan’s Shadow Blade assist that would benefit Doom or if I should just have her there to build meter for Akuma.

i don’t get why people(especially justin wong)thought doom wasn’t that good

Yeah, he said Adon wasn’t very good either so thats not very surprising.

Everyone has their perspectives. I can see why people would say that though about Doom since he can’t even wavedash like the rest of the cast and can’t spam j.H and photon shots to win.

I spoke to Marn after Marvel Madness and he said Doom is a really good character. One of his strategies was to wait for block level 3 xfactor guard cancel into level 3 super for guaranteed dead character but he says on point he’s not too bad. I’m attempting to learn Doom and so far my test team is Viper (BK Assist)/Doom (Molecular Shield)/Wesker(Samurai Edge). I find molecular shield to better suited for this team for rush down then hidden missiles and it helps extends combos for both Viper and Wesker.

Anyways, I wanted to swing an idea I just had after watching MarlinPie’s team of Viper/Mags/Ammy, that Doom combo vid, and some new info I’ve read. What I saw MarlinPie do is do a combo with Viper, aerial exchange to Magneto and if what I read is right aerial exchanges reset hitstun decay so long as they don’t hit the floor. This allows Mags to do fly combos into the corner into fierce loop into hyper grave loop into dhc glitch for a guaranteed dead character. So what I’m suggesting is to have the on point character aerial exchange to Doom and have Doom do his fly combo of j.M, j.M air dash, j.M, etc… and see if he can transition it into the buktooth loop into a level 3. From what I’ve seen the fly j.M combos builds a lot of meter and if my theory fighter is correct this seems doable but I don’t have the execution to pull this off right away.

Yeah they’re already discussing that aerial rave hit stun degradation stuff in the combo thread. Sounds pretty good cuz it can get Dr.Doom in the corner afterwards where he basically becomes a death trap.

On a misc. note I find that you and I always seem to pick similar characters. First Viper then Ibuki and now Doom. lol

LOOL yeah. We just like those technical flashy characters I guess. I always wanted to play Doom but like not for like this technical rushdown shit. I just assumed he would be a good beam type guy to zone people out for my other characters but when I saw how he was supposed to be played I was like “oh this is totally my kinda shit”.

I’m sure other people know this since I dont get to play against Sentinels much but apparently (from what I heard) Doom’s regular c.L to S bnb will whiff on Sentinel. You have to use hard kick (f+H) at the end to juggle him.

Another thing that I found out about hard kick is that it actually has a ton of invincibility. Like you can pretty much use it as a reversal to kick shit away and start combos. It’s basically like his S but a bigger hit box and more invincible frames.

Bad Doom players underestimate the importance of the Foot Dive and the Hard Kick.

Figured out an interesting reset with Doom. In all of his BnB’s that end up in the corner at some point we’ll use s.H to OTG and after you OTG and you do nothing the opponent will air tech low to the ground. You can dash cancel the s.H OTG and then either do an IAD j.M or jump cancel into a trijump c.L for hi/low mix ups or foot dive for cross ups. Throw in certain assists and you can get some “unblockables” or hard-to-block mix-ups.

If you do your dashes by p-linking H~M you can get an option select a throw in the reset as well so if they air tech too high or air tech forward you’ll either throw them or tech their throw attempt if they are mashing. If they get hit by the reset you get a full BnB into huge damage guaranteed to kill any character in the cast, atm. If you can kill the opponent with the combo then just go for it there’s no reason to risk the reset backfiring if you can just finish the character at that point. I would only consider using the reset if I knew the combo wasn’t going to kill the character.

I find this incredibly irritating in-game lol.The robot has a gigantic hitbox, and gets hit by all kinds of BS, but a simple magic series into launcher whiffs.

I also noticed that c.M will whiff on a crouching Zero if you bnb off a c.L from too far away. Which I’ve changed my bnb to c.Lx2, s.M against him.

Wherever c.L will hit, c.H will always hit. So for not pointblank situations, I just do c.L-c.L-c.H-S. Point-blank basic chain.

Cr.mp actually whiffs on a lot of characters in a variety of positions.I just do cr.l, cr.h into s like people have suggested.I highly recommend this.

Hmmm… that works then. I guess c.M will just be better off for anti air situations then.

I am trying to pick up doom but I don’t know where to start. I want to be playing him with dorm , and storm. Also a variation team dorm, sent so with this in mind you guys can suggest orders and assists. between the beam and the hidden missiles. He looks like he may be pretty difficult but I want to give him a shot.

-Thanks,

Updated the Basic Strategy portion for the Dr. Doom Shoryuken Wiki. Take a look:

Marvel vs Capcom 3/Dr. Doom - Shoryuken Wiki, Marvel vs. Capcom 3 Strategy and More!

Thoughts?

Feel free to give me advice to put down.

If you’re using Sent and Dorm, then the order should be Sentinel/Dormammu/Doom. Doom with Hidden Missiles and Sent sending out drones = good keepaway. Plasma Beam is also good too.

For the other team, you suggested. Storm is good on point. So, it can be Storm/Dorm/Doom. Hidden Missiles is great for the team.

okay problem… Trying to do that Enhanced Buktooth loop. This is what happends… okay blah blah launcher. sj.m, sj.f+h he hits them in the head and the combo is over? I don’t know how people are hitting f+h semi diagonally and then addf to continue on the combo…

edit: okay I got new question after some time trying to play him. so launch , sj.m, (2hits) sj.f+h, addf, sj.M When I do this I land way before them but looks like when people do the loop they are low on the ground with the opponents as well.

I could be mistaken, but I don’t think you let sj.M get 2 hits. It’s basically launch, sj.M (hit ASAP) xx sj.f+h xx addf (slight pause on the way down), j.M, cr.M, cr.H, cr.S.