Latveria shall ever be Latveria- Dr Doom thread 2.0

:d::l:, :d::m:, :d::h:, :s:, jump, j.:m:, j.:f::h: xx :df:Air-dash, j.:m:, land, :d::m:, :d::h:, :s:, jump, j.:m:, j.:f::h: xx :df:Air-dash, j.:m:, land, :dp::atk::atk:

okay this combo…

:d::l:, :d::m:, :d::h:, :s:, jump, j.:m:, j.:f::h: xx :df:Air-dash, j.:m:, land, :d::m:, :d::h:, :s:, jump, j.:m:, j.:f::h: xx :df:Air-dash, j.:m:, it’s like the combo drops like I don’t get low enough. This combo takes some getting use to. I still keep pressing d+h because I feel like the dive kick should be d+h not f+h. it blowing me so hard.

haven’t really seen a team building thread so i guess i’ll just ask for some opinions here. ok so i’m trying to run a new team that consists of x-23 ( ankle slice ), dante ( jam session ), and for doom i am interested in the beam assist since it looks like it can aid x and dante in their rushdown as well as helping them get close. so i’m basically asking is this a proper set up for a doom on anchor or should i make some adjustments.

I like Doom on anchor just because he can basically rushdown and zone at the same time and anytime you land a back throw (air or ground) the game is over. Just press s.H to OTG and do sphere flame super. Will kill anyone instantly who doesn’t have more than a million health and anyone else you can just do a small air M, H foot dive, ADDF air M, c.M, c.H sphere flame and that will mostly kill anyone else.

Dante IMO is pretty self sufficient once he has a good long range assist covering him so Doom will work for that also. Jam session is a solid all around AA assist with good projectile durability which could help 23 get in or protect her but I would probably also look into using Dante’s low or OTG assist to set up unblockables with 23’s H mirage feint. That’s her only way to reliably land overheads and with Dante low assist it would allow her to set up unblockables.

I changed my team to a DHC reset glitch team of 23/Wesker/Doom. Your team can work pretty similar too where you can start off the match with 23, combo into weapon x with a combo that builds a meter then DHC into Devil Trigger which will kill the first character pretty free if they have big health. If the character has low health you can just try to save meter and land one more mix up to win. It’s pretty important to have an assist character that can turn her slow H mirage feint overhead setups into unblockables also.

is there a technique to boost consistency? I can not do it all on player 2.

What part are you dropping the most often? That would help for me to teach u what to do.

I am having some issues with the buktooth loop

[media=youtube]oN0Wg2xbfSM[/media]

After the inital loop i am having a hell of a time hitting the crM crH into the last launcher.

Any advice? Im a day one Doom so any advice would be much appreciated.

Munin, after first launcher, the Air M should be done on the way up as fast as you can get it out and not at the peak of your jump.

thank you very much devil. i think i’ll also do as suggested and look into how dantes otg assist can be worked into the team.

Someone with the ability to produce good videos should make a FAQ/How to video about performing the Buktooth loop.

I’ve sort of had a journey trying to learn it myself ever since the game came out.Execution isnt my specialty so I went through different processes trying to learn it like modifying it and stuff.Just having a video showing some examples of it being done wrong and how to solve these problems would really help.

Hey I’m havin trouble air dashing after s dive, is there a specific timing to it or something? and it seems like air dashin forward is a lot harder than dashing down.

you should be trying to cancel it during the hit frames when doom’s legs are fully extended and hitting the guy. also there’s a minimum height requirement. both foot dives have it, i believe, but it’s particularly noticeable with j.S because of the steep angle. seems like it has to hit an average-sized character’s head (or higher) before you can airdash cancel it. hope i’m not wrong about that.

on a related note, am i correct in that it’s not really how high you are when you do it, but how high you are when it hits that determines the ability to airdash cancel it? if you do f+H dive high up from far away, but hits below the opponent’s head it seems like you can’t airdash cancel it. it also seems like there’s a discrepancy in the amount of recoil before you can do a regular airdash off it. i thought that was pretty weird.

I swear it has to be the f+h. my hands get like jumbled it’s werid like okay so I do jump u/f then press m then the f+h some how gets caught in the u/f motion so it will come out u/f+H or it will come out h +f or something retarted for the airdash I treat it like a cancel like the airdash cancels the moves. It’s so weird.

Curious. What does everyone think of Doom as an anchor?

He is a good anchor. Not the absolute best in my opinion but you definently can’t go wrong with Dr. Doom chillin’ in the back. He is quite a well rounded character.

Awesome assists, can both zone and play the offensive game, and becomes an absolute beast in XFC 3; he can 1 touch kill anyone in the game, anywhere. His speed increase is pretty absurd, which means his mixups become that much deadlier. But most importantly, he seems to have favorable, or flat even, matchups across the board. I’d say he even has a decent chance at randoming Phoenix out, before she randoms you out, as well.

Beating Akuma’s Tatsu with Footdive is godlike btw.

It’s easy to see by watching any random video that the :m: is hitting twice in each loop on the way up. I have no idea how people are doing this either, because I am literally hitting the button as soon as I am off the floor and going right into the foot dive, and it never works for more than the first repetition of the combo. The hit stun decay is always too high for me after the first launch combo and they either recover or are too high off the ground to continue. I’ve spent days trying to get that to work and it simply does not work, no matter what timing I do, so I simply leave out the second hit of the :m: and have no problems with three repetitions into an aerial ender. Of course on fatties, it’s not an issue, but on average sized characters to smaller, it just never works if they aren’t closer to the corner when you initiate it.

A tip for landing the loop that people dont post that often:

The cr.m, cr.h, parts of the loop should be delayed as much as possible to let your open fall to the ground as far as they can.Normally in a magic series you press the buttons really fast, but you have to delay juggling them with cr.m as long as possible, then you have have to do the same with cr.h. Theres a sort of rythmn to it.

Try to Tap u/f and then hold fwd as you do mp that way you just have to hit heavy and the addf. Thats what i do anyway. Way lesss finger movement, s. tap u/f as you fly up move to foward and then hit mp,hxaddf…etc.

Yeah, I do think his set of skills is pretty well-rounded for an anchor. I use Wesker as rushdown, Dorm as keepaway, and Doom as both. Doom in XF Lv3 is fast. You can actually beatAkuma’s Tatsu with Foot Dive? Hilarious!

I think he’s definitely one of the best anchors in the game. His ability to play a completely well rounded game of offense and defense just becomes much stronger in XF. In this game being strong in XF i feel has a lot to do with being able to take advantage of the one frame throw system and Doom does that well with back throw or air back throw easily leading into s.H to sphere flame in XF level 3 for what is pretty much one million damage off the easiest combo you’ve ever done after a throw in your life. All of his screen filling projectiles become faster in XF level 3 and his ability to confirm L or M plasma beams in level 3 becomes even stronger when he’s in XF3. All of your dash cancel block string techniques become stronger in XF3 which means foot dives after block strings and back throws become even scarier and his high low mix up is stronger as well. Even if you dont turn on the XF yet he should have a lot of meter to play his self sufficent zone and help build space for him to move in and land a combo to turn on XF and start blowing people up.

Another new technique I found. It might be kinda weird to set up in an actual fight but if you’re ever close enough to the opponent and get them locked down with an assist it might not be bad.

Super jump cancelled flight d,db,b,ub+S (hit S right before Doom actually jumps into the air)

This is an interesting technique I just figured out where you can basically fly while being at the same height as a standing opponent. Your feet are touching the floor basically but you’re still in flight mode and can do all of the normal flight mode stuff. The only thing is you’ll need to air dash in an upwards direction before you can air dash again. This is an interesting technique because it basically sets up instant overheads for Doom. You can knock someone down in the corner, activate super jump cancelled flight and hit them with air H overhead when you are like not even in the air. Which alone is going to be super ambiguous to block because normally Doom doesn’t have any overheads let alone instant overheads. You pretty much have to do box jump, super jump high enough and come down with air M or cancel H foot dive from the correct height normally to get any overhead game going. With this technique it allows you when you’re close enough to basically start instant overheading the shit out of people with a 2 hit move that will easily blow up armor like Sent and Hulk.

Now the cool thing about this also is that it allows you to do air M’s so low to the ground while in flight mode that if you land an air M you can quickly flight cancel by doing qcb+S and then you land quickly enough to press c.L and go into combo. This can create some scary mix ups at close range because if you land an instant overhead air M they get comboed and you can easily air dash down or flight cancel and press c.L to instantly hit them low and start combo.

You know you’ve done the motion for this right when Doom’s legs are basically touching the floor even though he’s in flight mode. If you press S too late he will go up too high in the air and you wont be able to instant overhead air M, flight cancel into c.L for combo.

Have to try that out. SJ-cancel Flight…though I’m sure Magneto & Storm can do this as well.