Latveria shall ever be Latveria- Dr Doom thread 2.0

Btw, Molecular Shield can also be used for guard breaks. I imagine Hidden Missiles can too, but I never bothered testing it.

I wish all doom users good luck at evo, if I don’t see a doom in top 8 im gunna be a sad panda

Don’t worry as long as someone is good enough with his assist he’ll be that assist character running the top 8. LOL.

Fuck Evo for Marvel any ways. Vanilla Marvel is so damn scrubby I don’t even care what happens. Whoever hurps and durps the best with Wolverine is gonna win. Bleh.

Reason to buy UMVC3 right here

Dr. Doom

+ Dooms j.H laser is faster

+ Faster cr.L

+ Launcher appears to be safer on block

**+ Overall, Doom’s projectiles appear to be faster now. **

+ Doom’s forward throw causes a hard knockdown now.

+ Air S moves faster vertically

+ Air S causes groundbounce on juggle

While this is a good possibility, it’s not guaranteed. Wolverine is far from unbeatable. Hopefully we’ll see a Doom using Molecular Shield assist in top 8. It blows up Wolverine’s Berserker Slash mix-up and can trade with dive kick, greatly reducing Wolverine’s options as long as Doom is still alive. Not only that, but it’s actually very good for fighting Dark Phoenix for basically the same reasons.

My plan against Wolverine.Lariat> XF> kill. Whether I’m running Haggar on point or as an assist with Doom.

lol same here… the problem is when the best players in your area use lariat too, but they have wolverine and dante as p1 and p2 (richard nguyen).

as for the list of changes, is it ground forward throw or aerial forward throw that causes the hard knockdown? i feel like it’s aerial forward throw…

I think its air forward throw. Having his ground forward throw lead to a hard knockdown would make dooms mixup game insane.

Air Forward throw leading to hard knockdown is gonna make option select tri dashes (using all three attacks to tri dash) really rewarding as you wont have to look specifically for the back throw and will be able to combo off of any random/unintended air throw just like Magneto does now.

I’m excited about the hard knockdown too, but as far as comboing goes, the only time the knockdown state is going to matter is if you’re already pretty close to the corner. Doom won’t be able to close the gap after the throw unless the corner stops the opponent from being tossed to a full screen distance.

It’s a buff, but it’s not as big a deal as some might think as he still won’t be able to combo from midscreen throws and he already has the ability to combo from both air and ground throws in the corner.

For some reason, my main characters always get buffed between versions of fighting games. Will I never have an update to be salty about?

someone needs to elaborate on that throw more. I mean is it just ground or air? and does it look the same? i mean as in it throws them across the screen. like liquid said, there isn’t much of a buff there, unless we can do some quick ADDF m otg from mid screen. if not, i rather do the corner combo juggle it looks better anyway

what about this jump S causing ground bounce in air juggle? what does that mean? as in from a normal jump? I assume this doesn’t refer to sj S as thats what causes our knockdown.

Lots of buffs, which are cool of course, but, dont want him to be too strong. I like doom because of his versatility and unique playstyle. i would hate to see all these dooms now. (at least the tech will grow faster, i hope.)

Also, boo at haggar lariat no longer causing untechable knockdown.

Now i have to go with team Dr. (Doom/Strange/Phoenix Wright) lawyers count?

make doctor octopus please capcom

Oh so the concensus is that Dooms forward throw in the air is still gonna throw them to the other side of the screen like it does now?

When I heard that it caused a hard knockdown I just thought they were gonna make it the same as his air back throw where he throws you down to the ground right next to him for the easy OTG st.H.

I’d like clarification on this as well. if it just drops em right in front of doom, then its GG. can u elaborate on the option select dashing with 3 buttons? i dont know how that works, i only use L+M, but seems like i better start putting H in there…

It’s the same animation. I believe Dios X got one off on the corner on stream but missed the air combo on their way down, so instead he just OTG H to continue the corner combo after reset. It’s the same punch you with plasma beam, not a reflection of his back slam you right under me throw.

As far as j.S causing a ground bounce, I doubt that. I’m fairly certain it’s simply a hard knockdown if it connects air-to-air… ground bounce is kinda broken/unnecessary buff.

as far as option select airdash(throw), just input your airdashes as :m::h:. If you are too far from the opponent, you’ll get your airdash. If you meet your opponent before the airdash, instead of airdashing forward against their body, you’ll forward throw them instead… try it out

I think of it like the old hit confirming trick in 3rd strike.The more buttons you input, the less chance you have of something not coming out, so why not just use all three buttons to Tri-dash? I do this for DHC’s/Hyper Combos too.

I agree. The animation of the hard knockdown looks like a groundbounce, but I highly doubt there are any situations in which it actually is one from j.:s:. To be honest, I’m glad it isn’t because it is unnecessary and would be a nerf as far as my team is concerned since I can follow-up Doom combos with a Dante combo that uses ground bounce.

im going to be at evo, so hopefully ill get a chance to test out doom thoroughly, is there anything people want checked for confirmation? or any ideas with the new patches to the character?

Hmm, could you look into how scaling/degradation changes when starting combos from the hard knockdowns of j.S and aerial forward throw, if at all? Maybe if the hitstun on buttergun is hard enough to let you instant trijump to start a combo? It looked to be extremely fast and stun for a long time, though the opponent could’ve just been not blocking. Confirm that j.S in air-to-air causes a hard knockdown rather than a groundbounce?

Just some ideas… good luck at EVO, man.

can u see if j.S is cancellable into anything when blocked?

The way it is now it seems like a pretty big risk to use unless u hit confirm it from a j f+H or j m. but if u could cancel it on block into air photon shot or a dash, it could be really sick.

In vanilla mvc3, i actually never use this move outside of corner combos.

at about :40 in this vid http://www.youtube.com/watch?v=wNqeOPdZFcM&feature=related i dont believe it is a ground bounce. Ammy’s cold star doesn’t hit until the st.H otg.

I will check hitstun from j.S and the forward throw and also the hitstun and maybe some good uses for the j.H buttergun.

Oh yeah, I remember catching a glimpse of this and wondering what happened. It looks like it’s a hard knockdown, as I suspected.