Latveria shall ever be Latveria- Dr Doom thread 2.0

prolly beam is your best choice for wolverine, since you can cover dive kicks. But missiles lock down the opponent to allow for mix ups (instant overheads etc.)

I used to play taskmaster instead of magneto and I liked taskmasters assist but its not as good as as good as a beam or magnetos quick beam.

With missiles I know I can do whatever against slower characters cause they NEED to block but like wesker, felicia, deadpool, etc can get around missiles.

trying to figure out some stuff after an aerial tag, most effective in the corner

after a DOWN aerial tag, you can continue the combo by air dashing down after the in coming hit and re-launch with f.:h: (hard kick) as they fall then jump and go into :m: f.:h::s: -> air dash down -> OTG :h: -> :m: f.:h::s: -> OTG :h: -> sphere flame/doom time

easy 800-900K damage

Hey everyone. I’m planning on running She-Hulk(Torpedo) Spencer(?) Doom(?). What would be the best assist here for Doom?

I think it’s safe to say Doom would make the best Anchor of the three.

Doom is a better two spot than Spencer is two spot and they are both good threes so its a safer bet to put Spencer at 3 IMO.

Have you met Combofiends Spencer? He comes back w him like alllll the time

Indeed. BIONIC ARRRRRRRRRRRRRRM!

Now about dat assist for the good doctor…

I think it will most likely come down to who you like better with the other assist. Doom with Spencer assist, or Spencer with Doom assist and also your DHC options.

DHC is something I’m not aware of just yet. my other team, I only really used it as a way to safely tag.

thats actually my current team

She Hulk (torp)
Doom (missiles)
Spencer (AP)

Spencer is a way better anchor

DHC options aren’t the best and sadly there are no DHC glitch opportunities.

Best DHCs
B’n’B -> OTG Torpedo -> Emerald Cannon/Impulse/Disaster -> Sphere Flame
B’n’B -> OTG Torpedo -> Emerald Cannon/Impulse/Disaster -> Photon Array -> Bionic Maneuvers or Bionic Lancer

Sup dudes, I’ve been thinking of learning Doom and put him on my team instead of Task (currently its x-23/Wesker/Task)
but all the threads are outdated, mainly the combo thread… and I basically want to know what combos/setups/XF stuff are the best atm? i dont want to waste my time learning something only to find out that there’s been something better out there ya know?

any help would be appreciated. Peace~

I always assumed the basic buktooth loop would come in handy for most situations and I would suggest learning that, but I’m still a little new to Doom.

im in the process of learning doom

in the buktooth loop im having trouble getting the second loop going. I can get the first one allll day but is there some form of delay or timing i need to be aware of?

Thanks.

  1. after standing S, hit j.M as early as possible

  2. cancel foot dive into df dash as fast as possible

  3. after df dash hit j.M as low as possible

  4. and 2) are the most important ones, you can always delay cM and cH if you mistime 3).

hope that helps

Keep in mind you don’t have to perform the second relaunch exactly the same way as the first, there are easier variations that do slightly less damage but are significantly more lenient, especially vs characters with tricky hitboxes. Knowing all your your different options can also let you alter your combo on reaction if you notice the opponent’s character isn’t positioned quite right for what you had intended to do

examples:

:d::m: :d::h: :s: (standard loop repetition)
:m: :s: (good for catching people if they are slightly higher in the air, easy timing in general)
:f::h: (probably the easiest variation but also perhaps the lowest damage, if only slightly)
:d::h: :s: (works for characters that might be too small for the :d::m: to reach them consistently)
just plain :s: by itself (pretty easy but not as easy as :f::h:)

I find it much more reliable to just use whichever one is most comfortable/consistent rather than trying to squeak out a tiny bit more damage at the risk of dropping half the combo damage

I don’t necessarily tri-jump, I just superjump and instant airdash forward j.M.

In order for the tri-jump to work you need to jump pretty high and in my opinion and gives the opponent too much time to react to it.

However if I’m point blank and do iad j.M I have a better shot at crossing up the opponent depending on the character. Also you have the option to do j.f+H footdive into whatever.

Whatever you use, always superjump. Since it lets you attack faster out of the airdash.

I did a quick search and didn’t find anything regarding this:

Is it just me or does Dormammu flip out after the first OTG :h: on Doom’s corner loop?
(:s:sj:m::m::f::h::s: DashDown :h: repeat)

I thought I was just rusty because I haven’t played this game in weeks, but I was able to land it on other characters no problem.

For low tri-jumps just super jump and air dash down forward when your just above their head and L them

I just tried it and it worked for me with no problems

edit: I do my corner loops with both hits of otg :h:, if you cancel into :s: after the first hit he will indeed fall out of the combo

Was watching some beta videos of Dr.Doom and they actually made one of his assists Photon shot at one point.I wonder how that would have turned out?

in theory, sounds like a terrible idea. who knows though. photon shot covers the entire screen. probably would be annoying to deal with when fighting against it.