I think you mean toward C (hard attack). for some reason, i can not get the OTG to hit consistently even in the corner.
To me the thing with any character in the game, is that if you want to be aggressive you have to set up aggression behind and assist or as a huge punish. most people aren’t going to give you an opportunity to punish their block strings, so you should use advancing guard to make space, plasma beam to chip and then reset the situation.
Doom’s 8 way air dash is tricky and even if u do jump d/f dash into a low attack, i believe most characters that spam A will beat out your low A. that said, try using an assist that hits low (wesker) and set up a box jump (jump forward dash j. B) while u call out the low assist. That way its pretty much unblockable (they either get hit by the overhead or the low assist)
Somethign else that i find that i do a lot is, if i can’t get in with doom, i use one of my partners that i can get in with, launch my opponent into a combo and then do a aerial tag combo that gets back to doom. I have yet to find a high jump loop with doom aside from the buktooth one (which is in brady game strategy guide which i urge everyone to get because it is actually really in depth), but, if you have that low assist, u can set up some pretty crazy stuff. (i.e. Team aerial combo, doom comes in B,B,C, Special xx down dash, call wesker assist, B, launcher whatever you want after).
Don’t trijump. instant airdash forward -> B (2 hits) is much better. Do what kensanity said above and pick a char with a low assist. I personally use she-hulk.
Also, the command stomp (what I call his J. -> C) is cancelled by pressing the 3 attack button and pressing down forward in the air. His BnB right now is the buktooth loop so you pretty much have to make that movement not awkward for you.
Actually, I agree with everything kensanity has said (the brady games guide is such a great place for beginners and it has frame data!), so I’ll add a teeny bit about the buktooth loop since I just got it an hour ago 90% of the time and I feel good about myself:
(meterless variation)
standard launch combo that can be done after the low assist + air dash B unblockable -> super jump -> air B -> command stomp - [down forward dash (DFD) cancel]-> air B (2 hits) -> crouch B -> crouch C -> launcher ->
After the command stomp, your opponent is in a fall state (spin is it?) where they cant recover until they hit the ground so you can land the air B as close to the ground as possible; take your time to learn the height because doing it right away means you drop the combo and cant juggle with crouch B. You can however juggle with standing A this first time but the second time hitstun deterioration means it wont work, but really crouching B does more dmg so why use standing A? Every air B should hit 2 times, if it doesn’t, you aren’t maximizing damage output but more importantly, you aren’t building as much meter, and Doom is freaking amazing as a battery.
super jump -> air B -> command stomp -[DFD cancel]-> air B -> cr. B -> cr. C -> launch
Remember to hit the second air B close to the ground so that you can juggle with the crouching normals and get that relaunch.
super jump -> air B -> command stomp -[forward dash cancel-> air B -> air B -> regular stomp
And that should be like 500 dmg and a bar of meter.
I agree with what the guys above me said low assist is very nice with Doom.
One of my Doom teams is Hulk/Doom/X-23, when Doom is out I like to air dash cancel his jump toward C just as it hits and call X-23 just before the air dash to set up an unblockable with his j.M. Shit is sick, especially in corner.
So far I feel like Doom has a mid range bubble around him where he is effective. You can zone at long range but you can’t get in to mix up at long range. And too many characters have way better normals for you to go toe to toe.
I don’t use a low assist for Doom though. I run Dormammu/Trish/Doom and I’ve been seeing great results so far.
Here are a few set-ups I use for Doom.
Molecular Shield -> Super Jump -> Light Photon Array -> Down Forward Dash -> B -> Combo of your choice…
So far this is the best set up I’ve found. After you play alittle keep away this combo really changes the pace. The light photon gives your air dash complete cover. If it hits it combos into the air B. There are alot of mix up options attached to this that I’ll skip for now.
The ever so common -> C Foot dive -> Dash cancel forward -> B -> ETC. No explanation needed really.
Z dash ( or w/e its called… Dash -> Jump cancel -> forward air dash) -> B -> ETC. I like to use this after a little training and clogging up the screen a bit with Plasma Beam/Molecular Shield/Dormammu’s Dark Hole Assist/Hidden Missiles.
Those are my 3 main ways to bring my Bnb. Which is one rep of the Buktooth loop, to either Air photon or Special. This gets them in the corner to get the OTG Standing C -> Molecular Shield -> Sphere Flame going.
If you want to take advantage of noobies… I’ve noticed that 90% of the people I play online clam up when you catch them with the buktooh loop to air photon. If they are in the corner just drop straight down with B and go right back too it. Since there aren’t many options to do on wake up in this game besides roll, the option most people choose is to hold down back.
Also, been noticing that you can’t hit Sentinel with the full magic chain so far. I have to leave out the B cause it whiffs 90% of the time. Am I missing something?
I found this on accident but its a start to something that could be big maybe.
I have no idea if this was found or not but I got hype when I found it and had to record it lol. Hope some one can do something with my findings.
[media=youtube]3Pq1YiD6xIQ"[/media] May not be render yet.
Edit: I got follow ups nothing special [media=youtube]EcOFpKRPPzA[/media]
Might be useful but the follow ups u did were only after a few hits so the hit stun decay was not what it could be after the second part of the doom loop
Interesting. But ultimately tough to see any practical applications with the Doom loop as a vast majority of your commands could be chained into and followed up with a special or super. Have you tried something that would normally not be possible like Exchange (Whiff) Hidden Missiles + Assist, c. M, s. H xx Rocks (Missiles hit) relaunch etc. Of course this is all just theory, I don’t know if you have enough time to complete the missiles even with an assist hit. I wonder what this does to scaling or to hit stun degradation?
Hi, I know this should of been in the art section but that was filled with fan art not anyone getting any request so I was wondering if none could make artwork for me on the Mad Catz SE Fightstick template of doom in his Photon super stance and a metal background with DOOM craved into it with some of the photons be hide the DOOM name
now i know why the missiles disapear!
the moving camera cancels the doom assist!
if you hit j.S the victim flys far away on the ground and the camera has to follow it, so it cannot catch doom anymore!
if you hit j.S early doom has no time to shoot his missiles!
if you do some hits before j.S doom can fire the missiles and they hit!
you can even hear the soundeffect of the missile-shooting getting canceld!
hmm…no, that explaination doesnt seem completely right!
with wolvie i do the folling combo:
corner, assist (hidden missile)
s.H + Assist -> S -> j.MMHS -> (missiles hit OTG) combo… = 6 missiles hit
doing the combo while x-factor 1 = 1 missile hits
doing the combo while x-factor 2 = NO missile hits
doing the combo while x-factor 3 = NO missile hits
the screen only moves up and down so i see doom launching all his missiles (they dont get canceled)
it seem that they hit behind the victim, so the higher the x-factor level the further the missiles fly and wiff
This is part of why im not a big fan of missile assist. It gets random sometimes as far as the properties and he stays out forever so it becomes a liability if people aren’t afraid to rush you down or spam shit back at you from full screen. It’s really good i feel against some matchups but i like the safer recovery but still solid screen control of beam.
for some reason i keep doing this thing where i dash with doom but forget that he cant combo into it so i get beaten up,what is the best way to get doom up close? and what is the best way to start a combo?