I tried it with Magneto and he doesn’t seem to stay as low to the ground during it. It’s not super necessary with him any way because of how easy it is to just press c.L and cancel that into regular fly and then just instantly come back down on top of them with an overhead by pressing H. Storm can easily get instant overheads by pressing up twice quickly then immediately pressing H to cancel her float into H so she overheads you without leaving the ground. Dr.Doom normally doesn’t really have an instant overhead that I’ve found so this definitely helps. Once you activate it you pretty much force the opponent into a guessing game of super low air M or ADD or flight cancel to c.L. Which if the air M hits you can instantly ADD or flight cancel and continue combo.
Doctor Doom Corner Combo 901,600
This is a corner combo i come up with doing 901,600 if you start the combo with two footdives into air dash forward.
[media=youtube]RZF9HwomdIs[/media]
Any ideas on how to get more damage out of this combo?
if this was posted previously, i apologize, but i’ve found he has an instant overhead w/ u/f+m(air m), the timing is hard, i have to input both the u/f and the m at pretty much the same time, but when successful, you can airdash down for full combo before they can recover. I CANNOT do this when using X-factor as the window seems to be even smaller.
Does anybody know how to consistently land Doom’s air dash df -> air A so the A hits crouching opponents? It’s similar to how Magneto and Storm can dash down and hit a quick A to open opponents up.
I use super jump then air dash df into air medium, it can also cross up if done right
I know the game is still young, but according to “current theory,” which characters use and abuse Hidden Missiles assist best? For either rushing or zoning purposes. I love playing a Sent w/ Missiles backing me, and I remember reading people advocating Missiles in a Magneto thread. I also assume Ammy is a monster w/ Missiles too otherwise Clockwork wouldn’t place in tournaments with 'er week after week.
Those are my guesses. Anyone make a case for some others?
Anybody with the ability to spam up the screen with projectiles and control space without having to use just their body is good with hidden missles i feel. Those characters do a good job protecting hidden missles. Characters that are completely devoid of projectiles like X23 or Wolverine, or those that dont take up that much actual screen space with theirs like Chun or Wesker leave hidden missles open a lot more and are better off using beam for safe mix ups and helping them clear a spot to get in.
yeah I’ve been running Wesker/Sent/Doom and I’ve found that I want hidden missiles for Sent and beam for Wesker. Luckily i get drones for wesker, but if Sent dies I feel that I’m gimped a bit.
Missiles let you do some pretty cool stuff though, and they can actually be used to extend combos with Wesker pretty easily if you know when to call them. Still gives you that same 500kish damage area, but lets your post combo mixup come from different angles.
I noticed something that kinda made me mad. If you do a normal :s: sj F+:h: ADDF j:m: (land) j.
j.
f+:h: :s:, This creates a ground bounce look. But it does not have the same properties as one. You must wait until they are on the ground to OTG, there is no chance of comboing while they bounce off of the ground in your face. I have tried landing fast and using any of his supers, all of them whiff. DHCing into another character won’t help either. Is this a bug? Or am I just overreacting a little.
BTW if things work out I should be at a local tourney (Xanadu) on Wednesday playing my X23/Wesker/Doom team. It should come up on the upcoming streams list and I’ll post the link later any way. I have my Doom on anchor now so if you do see my Doom it’ll be more like crazy shenanigan X Factor shit but it’ll be something any way.
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you can get more damage using different assists but i dont think you can add any more normals to the combo, anyone notice a way i can improve the combo?
Can someone list doom’s pro’s and con’s can the list be non bias and legit please
Whats the best way to end the M air loop if you start midscreen?
I like to either do j. >Photon Array DHC whateveror just hit em down with :S: and go for wakeup mixup
I like coming down and doing c.M, c.H sphere flame for the damage. Since I always have Doctor in the back I can easily just XFC the sphere flame to add an extra 300k damage to it and even throw another sphere flame after to do like 1.3 million or more and make sure.
Importance of Doom’s Time level 3
The level 3 super is something that probably doesn’t get discussed enough and it’s probably one of the best assets Dr.Doom has. For those that dont know the frames on this super are 4+0. This is one of the only attack supers in the game that activates on frame 0 after freeze and the only one that does so that fast. Most other super usually has at least 1 frame start up after the flash. The only other super type moves that have 0 frame start up after the flash are the grab based ones like Tron’s and Haggar’s.
This is specifically important for Dr.Doom as it allows him to scare the shit out of people from attacking him with unsafe moves. Anything neg 4 or worse on block Dr.Doom will be able to punish easily. After the 4 frame pre freeze the super locks in your inputs Super Turbo style so say like if the opponent tried to jump away from you but forgot to block, the super will still grab them.
Probably the strongest aspect of this super is when you combine it with his XF during while blocking. As long as you sit on Doom Time while still having X Factor you have access to a super that will blow up anyone who does any type of block string or any type of move that is negative 4 or worse or block. As long as you sit on this the opponent pretty much can’t do anything but throw you without worrying about dying. You can just go around and do your shit and if they try to do anything offensive to you as long as you block it you can just guard XFC and bust out the super and do up to like 900k to the opponent. Most good characters barely even have 900k health and the rest if you hit them before at all they’ll surely be dead. If for some reason they’re still alive you can easily start another mix up afterwards while you’re beefed up in X Factor.
There is a risky counter to this if the opponent has a super that is invincible in the early frames that they can mash on to go through your super on anticipation which I’ll go into below.
This strategy is also strong to use vs. Phoenix players. Dark Phoenix players love to think they’re just going to win the fight just because they’re in XF and they’re Dark Phoenix and DP is the best and blah blah. Sitting on XF with Doom Time level 3 means if they do any type of offense to you that resembles a block string they are done. Mashing on c.L’s all day and they dont break it up with a block? Guard XFC dead Phoenix. They try to do a teleport mix up in front or behind you and you were able to block? Guard XFC dead Phoenix. Phoenix’s teleports also have recovery so if you wanna get random about things you might as well. If she does any teleport that’s not the H overhead one and you’re sitting on Doom Time, just throw the shit out. It has 20 frames of recovery so she wont be able to move for 20 frames. As soon as you see her flash in the air (the animation that starts the teleport) to port just input the motion for the super. If she goes where you think she’s going to go you kill her. If she doesn’t…you’ll probably get Photon Array as well which will save you meter and do a lot of damage to her.
You can even do stuff like wait for her to teleport after she throws some fireballs and as long as the fireball hasn’t already made contact with you you can just mash on XFC then do Doom Time to ensure you know which way she teleported then do Doom Time. If she teleported above your head use your frame advantage to your advantage and air back throw her into s.H OTG into sphere flame death combo.
Phoenix does have a counter to the XFC guard cancel but it basically involves her doing an invincible super before your super freezes the game. So say you block Phoenix’s air dash j.H and guard XFC Doom Time…she can cancel into her invincible fire super to go through the start up of your Doom Time. This is because Doom still has to wait 4 frames before he can freeze the game. Phoenix is basically taking advantage of this after seeing you flash red. She can even cancel her teleport recovery into super so that causes a problem for the normal teleport punish also.
This is why its important if you’re going to fight Dark Phoenix to kill off her team members first before you kill her. This way you can build the meter you need to get Dark Phoenix then you can have Doom with 3 meters and just go in on her. If she does anything stupid as long as she doesn’t have super guard XFC level 3 will kill her.
Yeah thats why I think Doom is a great anchor.I hate it when you XFC out of blockstun and you just a get a forward dash or sphere flame though.
sorry if this has already been asked, but how do you guys approach the opponent with doom? H footdive xx air dash cancel into j.M works, but eventually the opponent will catch on and punish accordingly. I know footdive has insane priority and it’s a good way to get in, but I don’t wanna turn my Doom gameplay into a Yun divekick spam session all day.
I already made a post on it in another loose thread a while back but there’s different ways to approach. Jump forward with heavy gun, dash jump cancel in, air back throw anything obvious from the air to start a combo etc. Make sure you cancel your foot dives if they make contact high enough in the air into air dash M or air dash H whiff to c.L or back throw.
thanks for the tips! btw, do throws affect hitstun deterioration or just damage scaling?
It affects both. Which is why I put Doom in the back so there’s reason for me to turn on XF if needed during a back throw to make sure people die. Doing something like back throw to s.H, sphere flame super, activate XF immediately after the super freeze does like 900k. If you were already in XF and do the combo it does a bit more than a million. If you need to kill a high health character you just throw one more sphere flame after the XF for like 1.4 to 1.5 million damage.