Latveria shall ever be Latveria- Dr Doom thread 2.0

Anyone else trying to figure out how to use L air photon shot to help with getting in? I know doom isn’t much of a rush down character, but sometimes you gotta move in. Thought I’d actually read the BradyGames guide and it suggest using L air photon shot cause it’s slow and covers a lot of the screen to help move in.

figured something like

super jump -> light photon shot -> fly -> flight wave dash across or down forward toward the opponent

might be a little safer than tri-jumping across the stage or foot diving across the stage

[media=youtube]lHXk7b5pg8E[/media]

just did that with jills throw, sick

You can also try throwing a Air Plasma Beam too as well. Another idea is to throw out a couple of missiles and then tri-jump across.

Yeah when I wanna get in from a ditance I use f+H foot dive and then cancel that into air photon shot or air plasma beam and then ADDF M to quick overhead them and start pressure. Pretty much everyone on stream is using foot dive the wrong way. f+H foot dive is gdlk because you can cancel it into any air based special or super anytime you want. You dont have to just foot dive and pray your feet touch them. Use the foot dive to cover yourself as a hit box and fly you in towards the opponent. When you get close enough cancel it into an air projectile or flight. If you cancel the foot dive into flight then you can air dash down with a normal then cancel the flight and continue pressure.

I like the movement shown in this video. clockwork vs choi both running variations of ammy/doom. I like that clock doesnt seem content with trying to zone out with doom, rather hes using a lot of j. ADDF wave dashing toget right in his face.

Hi, I’m a beginner with Doom and MvC in general, and I’m having real trouble landing doom’s OTG attacks in combos. I’ve been working on his mission 8 which is:
c.L>c.M>c.H>hard kick, super jump>air M>air M>air S>otg s.H>H rocks>sphere flame

and I cannot land the otg s.H consistently at all. Occasionally it works, but most of the time I seem to get pushed back too far and it whiffs. My question is, is there anything I can change to make the OTG easier to connect or is my timing just not good enough? I’ve tried delaying the timing of the aerial attacks, but it doesn’t seem to make any difference. Is there anything else I can try?

You have to space out the timing in your air chain as much as possible! This will allow doom to hit the ground relatively sooner to when the opponent hits.

Also, I had trouble from doing molecular shield too soon. You have to wait for that second hit of the otg to connect or the rocks wont combo.

air dash down after the air S and whiff h to get down faster

anyone know if Alioune’s Mags + Doom guardbreak isn’t just a training mode glitch as toodles claimed it might be?

It’s obvious it is not .

Thanks. I am going to test to see if I can get the guardbreak off assists other than Doom’s beam today.

I haven’t been in the lab to confirm this, but does the “guardbreak” work with command grabs like wesker’s? or does it only work with normal throws?

The point of the glitch is to make a normal throw function like a command throw. It wouldn’t really change anything with a command throw.

oh, I see. I was just asking since my mixup game is centered mostly on my wesker, and you can’t really followup with a combo off of his normal throw. since I have doom as my anchor, I was just thinking I could do the same with his command grab.

Yeah, some characters are not going to be able to make use of it. Neither Dante nor Hulk can combo after their ground throws, so this trick does not benefit me at all. :frowning:

God forbid Dante can’t combo after a ground throw. LOL.

BTW I’m going to need to see a video of this mid screen 1.2k combo you’re doing with Doom. I tried it but I can’t figure it out.

you can do it off a regular trijump too, but the timing is tight. one use i’ve found for j.L is hitting a tall character high up with foot dive, airdashing d/f then j.L right before landing for an overhead, or forego the j.L and use the usual c.L for a 50/50. for the latter option you might have to whiff j.M or j.H to land faster though, depending on how high you foot dived (dove?).

sorry if this is already known or not useful.

Lol, yeah. It’s completely fair that Dante can’t combo after his ground throw. Oh, I can do much more than 1.2k just by doing s.:h:! :slight_smile: I’m assuming you mean the 1.2 mil combo I posted in the combo “contest” section. That is an impractical corner combo. I did record it (but didn’t edit or upload it) if you want to see it.

I won’t promise to do this tonight, but I’ll post a video of the combos I regularly use in actual play.

Scratch this. I just saw that Duck Strong posted several combo videos a couple days ago and I don’t feel like there’s any reason for me to recreate what he’s already done for me. lol I use those combos with various openers (I usually use c.:l:, c:h: instead of c.:m:, c.:h: because it’s less strict on timing) and Hulk assist instead of Spencer’s wall bounce to finish my corner loops into Sphere Flame.

DevilJin, I suspect you’ve seen the Dante Devil Trigger follow-up combos that have been posted the past few days for various characters. Duck Strong has a video in which he finishes with an aerial Plasma Beam H xx Air Photon Array. I do that same combo and then DHC into Devil Trigger to make the combo lethal to everyone.

I also worked out the timing on hitting with Hulk’s assist from s.:h:, so my corner Sphere Flame combo does 1050k now (Foot Dive opener) and my Doom Time combo is lethal vs. Thor if Foot Dive is used to open and lethal against all but Thor if I open with any other than a throw.

Lastly, if I have 3 meter when I start, my team can guarantee lethal damage vs. everyone using the DT followup and DHCs following a throw. I’ve dabbled with the DHC glitch from Air Photon Array, but it’s too inconsistent, so I usually don’t bother with it anymore.