This is already possible in the current MvC3…when the gun hits anyone who’s crouching, you could do an immediate ADF j.M and then continue the combo from there (i imagine with quick timing, a tri jump into a low confirm would also work…it’s just a matter of preference…and distance). On an Air-to-Air hit, there’s enough time to either go straight into a j.M, j.M, 6H, ADF, j.M (1), j.M …land and then launch or repeat the exact same sequence then launch…if height is an issue, you can start with a j.L but then you might have to change what you do at the end.
From what i noticed at SDCC, the hitstun on the gun looks to be the same (or close enough) so i imagine it’d still be possible
Yea, as suspected. I highly doubt then that it would cause a ground bounce or even a stagger if it connects on a grounded opponent like j.pipe or other divekicks
Jumping S: Hitstun deterioration is basically like a backthrow. you can get 3 launches in the corner.
Forward Throw: Hitstun deterioration doesn’t seem to be anything. I could get 4 corner launch loops no problem. Although I couldn’t dash up OTG midscreen.
Super Jump > Photon shot > J.S lets you follow up really easy since how fast it moves now.
Although strider dies REALLY fast, I think he’s a good teammate for doom. tried out doom/strider/ammy doom/strider/hawkeye doom/strider/sent doom/strider/haggar. gotta say D/S/S is fun. Teleport shenanigans with sentinel drones is really good. As far as I can remember OTG with strider’s slide with doom’s plasma beam works well for relaunch. Doom is godlike.
I spoke to Clockwork at EVO about the super secret tech and he said that even though Seth said that clock may have found it, Clock said he had no idea what he was talking about.
It was a shame to see Clock not make it into top 8 and rep Doom. He was so close, but in one his matches he kept messing up footdives in his combos and j.H laser was coming out.
Yeah I get that problem with the foot dive often enough. It’s mainly because the game won’t register df+H as a foot dive so if you’re lazy with your input and hold df instead of f you’ll get lazer instead of foot dive and look stupid as hell.
maybe he’s talking about the exchange glitch with Doom. (similiar to she hulk’s) For this to occur you have hit the opponent with an exchange very low to the ground. I figured it out before by accident but because of the difficulty of doing it consistently, I deemed it unpractical.
i think it has something to do with mixups… like something in a block string… I’ve been trying random block strings cancelled into flight for instant overheads but i dotn know how to follow these up. regardless, it doesn’t seem as effective as doom’s normal options anyway.
Seth did mention that it was something that wouldn’t be in UMvC3… could it be the hidden missle assist OTGing on the way up?
It does not groundbounce, it is a hard knockdown though. I wouldn’t use this move as just a jump S to try to counter something. But you can airdash after it after a certain height like before. I would only use it if your air to air j.m or something hit to force them to the ground to continue the combo. I couldn’t really get into a more thorough application of it, I just asked the guy if I could test out the hitstun deterioration stuff and whatever ( bm brandon i think was his name). It is a very nice addition for doom’s air to air stuff though.
It is safe. You can air dash out of j.:s: just like j.:f::h: as long as your high enough to do so. Two applications that I currently see are:
[LIST]
[] sj.:s: while the opponent is landed. If they jump and get hit, big combo. If they block, let it bounce you back a bit, then air dash towards them and do a j..
[]In corner situations, anti air j., j., j.:f::h:, j.:s: is now easier to combo from. This already works, but depending on the height of the character, you might not be able to air-dash fast enough to get a s.:l:, :s: to hit.
[/LIST]
Unless they changed the requirements for an air-dash after j.:s:, I believe there’s something that restricts the use of air-dashes after j., j.:s:, so that air chain won’t work. That’s why you can’t use it for easily execution corner carry combos by doing :s:, j., :j.:s:, ADDF, j.:h:, etc. You can air dash off a j.:s: by itself or off a j.:f:,:h:, j.:s: string, but not a j., j.:s: string, which will limit the usefulness of this attack’s new hard knockdown property. Of course, for all we know, the inability to air dash after j., j.:s: string may have been removed too.
It will also be nice to make corner combos last a little longer also. Doing something like Corner loop to st.H, strider’s wallbonce assist hits, j.S knock them back down, jump plasma beam xx air photon array - mash away. I heard his photon array now does more damage if you mash buttons, but I never tested it.
I love mashing during hypers, it’s something that I tend to do just passively now during hypers, or even in street fighter. Although I don’t think it was needed, it’s good to know it’s helping a little when you’re mashing your heart out.