Latveria shall ever be Latveria- Dr Doom thread 2.0

excellent i shall try this,thanks.

That’s basically what I do footdive and dash forward M or dash down/foward cL. Little hi lo mix up

Remember that Doom’s movement options with dash work in reverse compared to other characters. A lot of people dont get it because he cant cancel his dash into anything but jump but that’s what makes it good. Once he jumps he can do whatever the hell he wants basically. The reason i talked about his dash working in reverse is that every other characters that’s ever been in mahvel can cancel their dash into normals to create block strings and get in past advance guard. The issue with this though is that u must pre emptively guess when the person is going to advance guard. With Dr.Doom he is put in reverse so he can’t do that but instead can cancel his normals into dashes.

This is important because the opponent can’t advance guard until after they block something. The cool part comes in that dashes beat advance guard completely if u time it right with an advance guard. Yet…since Doom can’t dash until the frames in which they can advance guard (while no one else can do this) you never have to worry about advance guard as long as you do a grounded normal. You can dash during a period of time that no one else in the game can. Meaning you dont even have to guess when the person is going to advance dash. While they are in block stun is the time they can advance guard but you can decide to dash anytime during the time they are in block stun so you basically become a nullifier of advance guard because no matter when they decide to advance guard as long as you’re dashing you’re going to stay close to them. Normally advance guard pushes both you and the opponent away but since Doom can bypass this if the opponent advance guards all it does is push them towards the corner instead.

Pushing people to the corner is what Doom wants because once he does that he can build 2 meters with BnB’s while they’re in the corner and then combo into level 3. So basically if you push someone towards the corner and land a c.L or air M you can kill anyone in the game with as good or less health than She Hulk (1,150,000 health). That’s a good chunk of the cast that basically gets blown up dead once they get to the corner. If it’s a character with 900k health or less you can just combo into level 1 sphere flame and that will kill them while still retaining a meter. This becomes really powerful at the start of the round also where if the person is standing at start position on the screen you can wall carry them with buktooth loop all the way to the corner then finish with the last half of duck strong’s foot dive loop and you get 3 and a half meters at the start of the round. That’s enough meter and damage to kill She Hulk if u do a level 3 while still having half a meter left over. You can also just DHC into someone else to possibly kill anyone with about Ryu health and still have one and a half meter. Anyone with 900K or less you can kill them with just sphere flame and still have 2 and a half meters after killing them.

Generally the best way for you to move around is to dash by pressing M+H to dash forward or b+M+H to dash backward. Of course this isn’t awesome because you can’t do anything but jump during this so just hold up to jump once the dash starts and immediately cancel to air dash down forward if you’re trying to move forward or air dash down back if you’re trying to move back. If you do this moving forward you can get across the screen easily in 3 dash jump air dash downs. Once you get good enough with your execution you can do it just as fast and tight as some of the faster wave dash characters.

Since you have to jump cancel your dash to cancel it this is also good because it auto sets up high low games. You can just press M+H after you jump and that will instantly make you square dash forward to set up air M or press H to fake it and come back down. You can also just air dash down and try to pressure with a c.L. The main thing you wanna do is just push people to the corner so the idea is to get in with c.L, c.M and c.H mixed in with dash cancels to go through advance guard. A nice trick is to wait for a bit after they advance guard so you get pushed back a perfect distance than dash through the rest, jump up and immediately cancels into H foot dive so you do H foot dive low to the ground. This has gdlk priority and if it hits free combo and wall carry to corner if they are at starting position or closer to the corner. If this is blocked just air dash down forward which also beats advance guard then continue pushing them towards the corner. An easy way to push people towards the corner also is just to land forward throw. His forward throw from mid screen doesn’t do much but push people ridiculously far towards the corner because…that’s all Doom wants cuz he wins once that happens.

good advice deviljin 01,cheers

This is honestly the best advice anyone can get when playing doom. Well aside from use assists to help cover your dash cancels and foot dives

Yeah another guy in the regular thread mentioned about using assist during the strings to further lengthen the power of your advance guard immune strings. It’ll definitely be very interesting to utilize once its all figured out.

Great advice, DevilJin!

so once doom gets in… if doom is potentially immune to pushback via his dash cancellable normals, lets say the enemy wises up and mashes on their fastest normal while blocking.

so maybe… we should start doing frame traps after you confirm a block? seems like standing M is doom’s move with best frame advantage if guarded (+2 on block). all other doom’s normals are - frames on block.

s.B (+2 on block), then c.A (6 frame startup) = 4 frame gap frame trap if enemy blocks. doom can also use s.A (5 frame startup) which would be 3 frame gap but i think the hitbox might cause a whiff.

also, just my opinion, if purely rushing down, i think doom needs a good projectile assist to pin the enemy down with the footdive. i’ve had trouble catching the enemy w/ it without a good assist.

maybe if you don’t go straight up on the offensive, like if you play keepaway with doom for a bit, let them come to you, and then start footdiving on them. just be careful to not let them get on top of you. i always have trouble escaping pressure with doom vs unpushblockable moves

i think i got it.

doom’s st.B and st.C are a perfect combination

st.B is 2 hits, and gives you +2 on block. if the enemy does not pushblock, and you confirm a block, you can frame trap by canceling into st.C if you time it just right. this will defeat people who mash on attack.

and because st.B and st.C are both two hit attacks, it gives you more time to wait in case they pushblock and you can confirm it easier and dash as a result to cancel their pushblock.

if you start an offensive w/ doom, you should do low A, then st.B, then St.C. it allows you to frametrap and allows you to confirm vs pushbock easier (and react with dash), making it easier to stay in

If you are dash cancelling his normals that then you disregard the frame disadvantage anyways because he’s no longer in a recovery state plus you can cancel the dash into a jump at any point during the dash. So people mashing on push block or low normals you can do something like s.M, dash cancel, jump cancel the dash into isntant overhead j.M. If you are on the offensive then you can throw in a low assist for an unblockable as well.

The guide says the best normals to cancel into dashes are cr. H & Hard Kick. Has anyone tried a block string into Hard Kick and then cancel into dash?

So overall doom isn’t a bad character to have on your team and all of his assists are gawd-like. Combo’ing with the doom-ster is not much of a problem and it’s easy to his loop. The only problem I have is how to zone in to get that loop. so far all I have done was H+forward (dive kick) and yadda yadda. Are there any other methods out there get doom into your opponent’s face and give them no hope?

Super-jump forward, do air Photon Shot L, and then airdash down-forward.

You can also do a tri-jump using Doom’s dash, since it almost’s as fast as a wavedash.

Also, have you airdashed after the foot dive to stay in?

http://shoryuken.com/f362/getting-doom-into-fight-268630/

If you don’t have his BnBs down then this will be harder for you. Im confindent with the combo so I don’t usually have this problem. A way i use and still use today is assist akuma or ryu to tatsu them either into the corner or just them get away from doom them dash in with him then go to town. There are ways to get him into the fight just tricky to pull off all of the times. Get into the lab with him and try some assist to help get him into fight. Best of luck man

When I play someone online with experience and I get that connect, they usually advance guard and that push you away when adf.

You should time it that when they actually do advancing guard, you air-dash at the same time. As soon as the words show up on screen, you air-dash. Practice it on training to get a good feel for it.

Yeah what this guy said. Doom was creatively crafted to be able to pretty much negate AG. His ground dash halts AG on the ground and air dashes save your foot dives in the air.

I’m thinking about trying to run Doom on point, as he’s easily one of my best characters, and I think he’s a lot scarier with assists.

I’m thinking about running something like Doom/Task/X.

I’m not really sure what assist for use for Task. I’m thinking of just defaulting to H-Arrows, which is usually a safe bet, but if someone has a solid argument for using V-Arrows with Doom, I’d like too hear it.

I am also wondering what to put on that anchor slot. I’m leaning towards Amaterasu, as I’d like a pin-down assist for Doom. That and the fact that Ammy is a pretty mean anchor. Who else should I be considering for that third slot? Though, Tron and Haggar are out of the question. I don’t like either one of those nerds as an anchor.