Latveria shall ever be Latveria- Dr Doom thread 2.0

Damn this video and the other one with the wesker dhc glitch has got me trying stuff out.

I just tried it off of Thor’s hyper grab, and it works although timing is pretty strict.I’ll put up a video 745,000 damage for 2 bars and crap execution? i like!

Ok, so for the Magneto --> Doom DHC glitch, I can get the sphere flame to whiff every time, but then I can’t consistently hit the OTG H with Doom. I’d assume that as long as the sphere flame always whiffs, the OTG H should always hit - but this not the case.

Any tips or anything on getting the OTG to consistently hit? I’m mashing on H, which I would assume always give the fastest OTG possible, but sometimes the characters recovers before the OTG hits.

Is spacing the issue? If that is the reason, you may need to do a sj ADDF st.m to OTG

Nevermind - I got it down consistently now. I was letting Mags slide TOO far back. - and I also had to make sure that only one hit of the first otg hits after the hyper whiff, it seems like if you don’t cancel into the S right away the opponent recovers - must be due to spacing I guess? But yah, pretty badass dhc glitch - thanks Alioune!!!

I tried doing tri-jump j.L. When I try to cross up with it, the move comes up, but it doesn’t make contact with the contact when I do it after dashing down-forward…

The hitbox on it behind Doom is pretty tiny. You have to space the jump so that the j.L hits the opponent’s head. It’s really tricky and I don’t really know some good setups to get in that range and height. Personally, in my experience, I only got it a few times randomly in actual matches. But hey, unintentional mixups are the best mixups, right?

according to Seth Killian tonight on WNF, theres still more stuff with Doom that people haven’t figured out and he won’t share

we need to hit the lab

I wonder if he’s talking about the recently discovered whiffed Sphere Flame DHC trick… that’s what I was guessing, anyway.

Is anybody having problem with the Mags --> Doom DHC glitch working in the left corner? I can get it every time in the right corner just fine, like every time - but for some reason I can NOT get it to work on the other side. Is my execution THAT bad, lol???

I doubt that. It’s most likely going to be something good that like we’re not even thinking of probably. It’s pretty obvious to Capcom how DHC trick works and it’s not something they particularly want to be in the game any way. I like it but it’s obvious that Capcom’s gonna bring the hammer on it by Super MVC3. It’s probably some interesting way to apply pressure that we haven’t looked at yet or something. I hope whatever it is makes Wesker easier to fight. LOL.

I remember him saying something about how Doom in marvel 3 is a lot better than his mvc2 counterpart. So far I don’t see it at all, hopefully it’s some godlike ability we’re overlooking.

Yeah I never saw much of Doom on point in MVC2 so I dont really know what the difference was other than that his lame game was obviously better and his molecular shield assist was retardation.

I think Doom has a lot of potential with the tools he has to be very strong on offense. It’s just not as easy to put together as up down air dash to flight j.H instant overhead 2 inches off the ground shit that Mags can do.

So, coming from 3D fighters, I’m pretty lost. Mostly, I’m not understanding punishment, initiation and j.S in combos.

So, first, how does Doom punish? In my case, it’s usually Zero or Trish rushing the hell out of me. I feel like there must be SOME way to punish even rushdown characters… but as to how, I’m at a loss.

Second, how do you initiate with Doom? j.M gets stuffed by just about everything, dashing on the ground causes days of delay before an attack will execute… again, lost.

Finally, j.S in combos. How do I prevent the opponent from being slammed to the ground? I’ve seen several combo videos where multiple j.S’s are executed in air combos without the slamming effect. I am able to cancel the j.S when the opponent is on the ground, but I still can’t figure out how to do it in the air.

I’d also like to hear someones opinion on this. Im grinding in training mode but when I take it to a real fight I have no idea whats going on. The questions above cover a lot of my confusion with Doom.

I find his raygun a pretty good way to get in, but j.m is really one of the only way to get in next to j.h/j.s and I believe some people found ways to actually combo after that.
Also doesn’t dash/wavedash into c.L work as a way to get in since its range is pretty okay…but yeah other than that I’m trying to figure out some stuff.

doom can’t cancel his dash with normals but, he can cancel it with a jump

as far as the jumping S question, I think you’re referring to jumping 6+C, they look the same and I think he even says the same line after performing it.

as far as punishes, a lot of stuff seems to be really safe in this game - crouching A is your fastest move I believe, so use that :stuck_out_tongue:

edit, also jumping 6+C is air dash cancelable so you can do stuff like 6+C air-dash, B

to cover space quickly you need an assist to keep your opponent locked down. then you can do dash, jump cancel, iad j.M for an overhead attempt.

you can combo off a j.H but it’s pretty tough to time. in order to combo off j.S you have to air dash either forward, down, or down forward

Yeah that air S is actually toward C, it threw me off at first too. if you do accidentally hit S you can OTG with toward B. Someone please correct me if what I’m saying is wrong though.

I came in to ask the same question about getting in with Doom, I’m at somewhat of a loss. I’ll use Sent drones (charge not bombs) but I’m finding a lot of times those will get negated by the other guy’s assist or moves, so I’m then dashing in unprotected. How high in the jump do I need to be in order to attack after a tri dash? I’m pretty sure with Mags you have to be at the jump arc before you can dash down forward and attack, is Doom the same? My “team” is Skrull on point (tenderizer), Doom (rocks), Sent (drones) and I deal with the zoners with Skrull but if he gets taken out I don’t know how to get Doom in to do his ridiculous damage.

All Hail Doom.

doom does indeed nee the full jump to get an overhead on a tri jump, so just do an air dash forward j.m instead

Ive been messing around with the idea of using the low tridash( the one thats too low to attack from) as a wavedash to improve mobility