Latveria shall ever be Latveria- Dr Doom thread 2.0

Doom’s buffs are ridiculous. If I don’t like any of the new Capcom characters, I am definitely using Doom again.

I agree. While I’ll try out other teams and learn more characters, I’m pretty sure I’ll be sticking to my current team even after UMvC3 comes out. I already thought my team was stupidly good and all three of my characters (Hulk, Dante, Doom) are getting more buffs than nerfs.

Do any of you choose assists based on their ability to help doom continue combos? I really don’t use my assist as “get in” or " get off me" assists, but I choose them if they make the combos go further. IE I choose X-23’s neck slice over ankle slice to maximize damage per combo. Which assist would be best? I’m toying around with different team combo’s but so far I can’t really think of anything new.

I play Doom as anchor on my main team so I don’t have as much experience with the more solid assist based point version. Doom beam assist is too damn good for my point characters to put him anywhere else.

In general though you want to build the team around Doom if you can. You need at least one assist that can lock people down like Ammy cold star or Haggar lariat so you can set your mix ups. His air dash and high low game isn’t quite as effective when the opponent is moving around and jumping away like an idiot like it is with Magneto. You need assists to lock people down first with Doom or you’re kinda just a weak Magneto with more projectiles. You can definitely do something where like you have one assist that extends his combos and another that locks people down but you can’t have Doom on the screen without a lockdown assist unless you have him in XF3 where he actually moves fast enough to scare people.

I run doom on point, and plan to also in UMVC3. I think his ability and damage is just too good to save him for last. Especially since I can kill most characters in one combo in the corner with assists.

Yeah the reason why you use him in front is exactly why I use him last. He’s like a point character and anchor all at the same time. Instead of doing a typical Dante/X23 (or other 2nd point char)/Tron or Haggar set up I can set things up so I have a character that’s actually solid on point even without assists to clean up the last character left on screen instead of swinging around pipe with Haggar. Plus since both Dante and X23 especially dont function correctly without a strong lockdown assist Doom’s beam completely provides that while not being a total dunce of a character to play on point if it has to come to that.

The idea with the team is to either run down the whole team with Dante or if Dante dies have X23 come in and become a crazy good XF2 character with a beam assist to create unseeable mix ups that can turn into TOD combos and scrape up the rest of the team. If that doesn’t work, Dr.Doom gets some nasty new advantages with XF guard cancel level 3 and a 30 percent speed boost while still being able to tri dash and a normal cancelling tool to get through advance guards. Stuff that anchors like Haggar and Tron just aren’t capable of unless they’re stacked with assists.

Not that I don’t think Doom should be in front, but this is basically the reason I play him last. All three characters on my team are ToD characters without DHC glitch, but Doom is the only one that I can deal 1.1 million damage without assists or X-factor with and is the only one that can combo after his throws without the use of an assist or X-factor.

When it comes down to it…who else in the game is a strong point character when backed with assists, a pretty good anchor and capable of being a legit cover assist with ALL 3 of their assists? Nobody else. i doubt any of the new characters in UMVC3 will even be like that.

That’s what makes Dr.Doom great. He’s like every character archetype in one and the only character in the game where you can literally have different teams for just because all 3 of his assists have strong specific uses. In a game where powerful assists are limited it’s great to have Doom where you get access to 3 of the best assists in the game within one character. Other characters you have to struggle to find one assist that’s good for combo relaunches creating a mix up. With Doom no matter which assist you use it’s probably completely better than the entire assist list of another point character or even other regularly used assists.

Agreed. Frankly, if they don’t nerf Doom’s assists, he’s probably going to have all three of the top 3 assists since the assists that are arguably better than Doom’s are all getting nerfed.

That said, I think there’s a decent chance that Plasma Beam is probably going to lose the soft knockdown property seeing as they seem to be taking away soft knockdown from the assists that currently have it.

It’s already hard enough to confirm off of beam for X23’s mirage feint and talon attack mix ups so I hope it keeps the soft knockdown. So far it seems like they’re only removing soft knockdown from assists that put you in a long juggle state first. Doom Beam barely lifts people off the ground so I doubt they would take that away. It’s an assist that you actually have to work to hit confirm off of and then the damage scales any way.

I thought I read that they took the soft knockdown off of Magneto’s Disrupter assist too. It’s even harder to combo off of. I thought part of the decision was because of how useful these moves are mid-combo since they ignore hit-stun deteroriation.

The Hulk assist I use has soft knockdown, so I hope you’re right that it’s specific to certain assists.

Well disruptor sounds like it’ll be nearly impossible to combo off of without a soft knockdown. X23 can barely combo off of that from an M feint as it is. Without a soft knockdown on doom beam I’m not sure if all of my left right mix ups with X23 will convert into combos like they do now. We’ll have to see.

Id have to agree with you there deviljin, but I really doubt they will take off the soft knockdown of the beam. If they do I may be switchin to rocks.

To clarify, I’m talking about guaranteed soft knockdown, like why Magneto and Doom beams currently have. This is not to say that these beams will not have enough hitstun to cause a soft knockdown outside of combos. I think Doom’s beam will floor people outside of combos, but I’m not convinced it will have the same ability to extend long combos.

Example: Akuma assist has soft knockdown. If used late in a combo, it works great as a combo extender because of this. Tron on the other hand has enough hit stun to cause a soft knockdown outside of combos, but does not actually have the soft knockdown characteristic meaning it is still affected by hitstun and therefore has a more limited use in long combos.

Back on the topic of vanilla mvc3. I just figured out some stuff that should work fine in the transfer with doom/sent. gonna try to put up a mini combo vid with a few things as soon as i can. I really think doom’s j.S hard knockdown will be broken as shit, mark my words.

It’s basically Wolverine dive kick right? Faster j.:h: could mean the same pressure that was in MVC2, hopefully.

To be honest I think j.s hard knockdown is gonna be taken out before the retail version of the game comes out.That shit is gonna be too godlike if it stays in.

There are still some things keeping doom as a thinking mans character now such as his dashing mechanics and the fact that he doesnt have a ridiculous jumping.H move to option select throws with or cross people up.

Now that plasma beam is faster it will be alot easier to win in firefights as it is still the most durable beam in the game.Probably wont be Magneto levels of ESTAKA derp though.Dooms zoning has alot more depth to it in general though and I think someone who played Sagat in SSFIV and understands the risks and positioning behind throwing tiger shots should gel well with Dooms zoning style. Photon shot, Plasma beam, Photon Array, Sphere Flame and Hidden missiles (occasionally some butter gun) are all very important parts of his zoning and each one has a specific use, so much so that if you dont use the right one in the right situation you could very well die.

His name lives up to his playstyle in that you have to have intelligence like a doctor to understand Doom and achieve optimum efficiency with him.

I’m mostly thinking of the times during combos where all i can do is launch and get a quarter-assed(less than half-assed) air photon array. Instead I’ll be able to J.S land jump air plasma beam XX APA MASH LIKE A MOFO.

I’m confused. j.:s: is already hard knockdown off a launcher. What you’re describing can already be done except without the mash. Any time I this, I get 25 hits off the photon array (max hits) and it does decent damage.

what I’m doing is:
(midscreen) backthrow, st.H, st.S, j.m , j.f+H ADDF j.m, call sentinel, j.m, j.m, f+H,j.m Drones hit, st.f+h j.m, j.m xx APA
OR
cr.l, cr.h, st.s, j.m , j.f+H ADDF, j.m , cr.h, st.s, j.m , j.f+H addf , j.m, call sent, j.m, j.m, j.f+H drones hit, st.f+H, j.m j.m
xx APA
I dont know if I’m doing something wrong, but that’s what I’m using if Tron isn’t available. I’m doing these sort of combos, for the DHC into tron or sent if I dont think the sphere flame isn’t enough to kill them, or i’m not close enough to the corner to do my combo then plasma OTG xx APA