I was wondering if any of you guys use tri-jump mix ups with Doom and from your experience how effective they are. I was thinking around the lines of tri-jump and hit air M(2 hits) into c.L, air M(1 hit) whiff second air M into c.L, or air L whiff into c.L. I just tried all 3 on zero so it should work on pretty much the whole cast, but since I just considered even doing this I haven’t put it in to practice.
Two questions from a new Doom player
- Can someone give me advice on when to dash after an air S? (when opponent is grounded) I’m having a hell of a time trying to get this consistently. It seems like i’m supposed to cancel the S with dash but it only works half the time.
EDIT: I think I may have just figured this out finally. It’s height specific isn’t it?
- What can be done off of fwd throw midscreen?
Yeah, there is a height restriction on his j.S. Moreso then his fwrd.H footdive.
And after a fwrd throw midscreen there is nothing that I know of that you can follow up with, but what you should be doing is immediatly calling your assist and pressuring them further into the corner, you have the advantage!
You can combo out of forward throw with certain assists. I think Haggar’s Double Lariat is one that works. Apart from that, just experiment with anything you can think of.
I have trouble timing a single j. hit, but yes, tri-jump mix-ups can be good to use depending on the opponent. If you do a super jump, air dash down forward, there’s actually a sweet spot where you can see the j.
start-up, but then it will entirely whiff. I usually use that instead of intentionally whiffing j.:l:. The major problem with Doom’s tri-jump mix-up is that he can be air grabbed out of j.
pretty easily due to the active hitboxes being so close to Doom’s throwable hitbox.
At UFGT, I played casuals against two players that had fast enough reactions to completely shut down my tri-jump mix-ups by barely jumping off the ground and air throwing me. It was very frustrating and if it had been in the tournaments, I would have lost. I wasn’t able to adjust until after a couple games.
So, in summary, the mix-ups are good, but if you’re opponent knows they can air-throw them, you’re going to need to cover them with assists or not do them at all if Doom is on his own.
I assume you’re calling Haggar’s Double Lariat just before initiating the throw? Yeah, I’ve tried out my assists last weekend, but they don’t work, so I usually just follow-up with a Plasma Beam H for the guaranteed chip.
Has anyone actually been utilizing Dooms’ stand jab? I find it to be an awesome move, when used correctly. it’s high hitbox makes it a pretty decent anti-air, but mostly what I love about it is the fact that it starts up faster, has more range, and gives you much less frame advantage then his cr.L. The obvious disadvantage being that you can’t really hit confirm into a combo with it like you can with cr.L, BUT if you can confirm that they are blocking, dash canceling the jab generally creates much better pressure then a dash canceling cr.L, I find.
Couple question. I saw that you can AD out of Doom’s normals. Is this on hit and block? If so, how are you supposed to do this? Say if I do a crouching l, m, h chain, could I airdash u/f into air M to get an instant overhead if they continue blocking low?
Also, why is comboing off Doom’s back throw inconsistent? Sometimes they fall right out of the combo.
I generally don’t use s.:l: except as a way to reliably link anti-air j. or Foot Dive into :s:. The hitbox on it whiffs against a lot of crouching characters, so it’s just too risky for the minimal benefits it comes with.
Dash cancelling can be done on hit or block. Basically, you just press :atk::atk: and he’ll dash. Your scenario would work, but unless you’re fighting Sentinel or Hulk, you would not be able to combo afterwards because you wouldn’t be able to link another j. so that you could land. I usually do c.:l:, c.:h: xx dash xx jump then follow it with a forward air dash j.
or a down-forward air dash into c.:l:.
Comboing after back throw is not random. I’ve noticed in the lab that my combos drop earlier depending on how quickly I OTG after the throw. This makes even more sense when you consider that the same thing happens during the non-throw corner loops (you can get only 3 in without :h: canceling your down air dashes, but you can get 4 with the whiffed :h: cancel).
really? I’ve been able to get 4 even without the :h: cancel. I was doing it even before I knew about it, lol. the timing is probably stricter without it though, so it’s probably best to incorporate it in your corner loops to make sure you get an extra rep or something.
I’ve only been doing 3 reps because i already dropped the 4th and i always use the j.h whiff… damn i need to go back into the lab before CEO
Good Doom play by Timothy here.I like his use of flight alot to create space for himself and to maneuver around the screen. Hes constantly on the lookout for air grabs and ground grabs aswell which is something more Dooms should be doing considering dooms movement options and respectable damage off of his throws.
http://www.justin.tv/neoempiremedia/b/287712967 (51:40)
http://www.justin.tv/neoempiremedia/b/287714062 (9:40)
http://www.justin.tv/neoempiremedia/b/287717490 (7:40 then again at 37:00)
Footage of my Haggar/Taskmaster/Doom team.If you have any constructive critiscism tell me.I still cant bring my Doom together in my opinion.
How does THC work exactly? Is there a trick to get Sphere Flame over Finger Lasers?
It depends on what assist you choose doesnt it?
I assume hidden missiles = Sphere flame but dont take my word for it.
It’s based on assist. I don’t remember what Hidden Missiles gives you for THC, but I use Molecular Shield and get Sphere Flame with it.
So what reason is to do M&M or the Buktooth combo ? Does one build meter more than the other? is the one better to take to the corner? Never really tried to choose one or the other… just to add variety?
M&Ms is to build meter. Best used after an aerial exchange.
Went into training mode today and tested this with Doom.
List of characters that jumping laser gun (j.H) will hit when the opponent is crouching:
Wesker
Zero
Akuma
Tron
Doom
Chris
Modok
Taskmaster
Viper
Chun
Ryu
Captain America
Thor
Iron Man
Spencer
Sentinel(you can sometimes get 2 hits of it on him)
Haggar
She Hulk
So jumping.H doesnt work on these characters when crouching:
Arthur
Dante
Trish
Spiderman
Storm
Morrigan
X-23
Viewtiful Joe
Zero
Skrull
Amaterasu
Wolverine
Deadpool
Magneto
Hsien Ko
Felicia
Phoenix
Someone should test Jill and Shuma too.I dont have them.
How good is doom as an anchor?
Doom is ok as an anchor. If you save X-Factor Level 3 for him, he becomes a hyper little bunny. Though it can be hard for him to open up on certain opponents without assists (i.e. Wesker)