Latveria shall ever be Latveria- Dr Doom thread 2.0

Dante doom haggar is my order. Idea being getting the. Teleport mixups with beam. And haggar goodness too. Then if dante dies, doom haggar. Is good stuff. If doom comes with with dante alive, jam/weasel/whichever are helpful too. But yeah, def dante. First. Abusing that beam. Is. A big part of the point of the team

yeah that was what i was saying. i know liquid uses crystal because of its otg properties but his team has hulk. in the event that dante is assisting doom or haggar, you should look into seeing how crystal might help u.

I personally think that Doom most benefits from Weasel Shot assist. I like Jam Session because I think it’s better for Doom while he zones, but Weasel Shot is probably better while rushing down. Crystal Assist is pretty terrible for Doom, I just don’t have any other options since I main Hulk. It’s still a lockdown assist, but it’s hard to use because of the start-up on it and because of how vulnerable Dante is until it becomes active.

I personally run Jam session in a Zero/Doom/Dante team. Frame data suggests Jam session locks them down longest (but more vulnerable startup). You can setup mixups midscreen with it and it has a bounce effect to push the opponent to the corner. Jam session really shines on character entry mixups. Call dante, footdive or not for a left/right, if blocked sets up a high/low/throw/pressure on land.

Although the time you have for a mixup is more deceiving than frame data suggests. You can only really do one midscreen before Dante bounces them away. Cold star I’ve seen Cl0ck attempt 3 empty jumps. For me Doom’s corner mixup is king so I still like Jam session.

Can you get a full buktooth loop off of a weasel shot?

has anyone been incorporating H cancels into their tridashes? I find it makes Doom look a hell of a lot faster. I basically just do an instant air dash (SJ addf) and hit H at nearly the same time, like you’re plinking it. something I started messing around with after playing Magneto for a while. the faster you do it, the faster Doom moves along the ground. thoughts? shame Doom’s j.L doesn’t go any lower, otherwise it would’ve been a godly overhead. that shit whiffs even on crouching Dormammu lol

Yeah, it would have been a lot better if it hit a little bit lower. I don’t usually use j.H during trijumps, but it’s a good idea because you can option select your air throws with it.

It’s funny that you mention Dormammu in this post. His crouching hitbox is actually smaller than you think. I know he looks big, but he’s one of the 18 characters that can’t be hit by Hulk’s standing M while crouching. While crouching, he’s actually considered to be smaller than characters like any of the Street Fighter characters. It’s weird.

When a character is incoming, when I jMM fwd+H xx addf like a buk loop rep, I’m not able to hit them on the way down. Should I be able to? Like, is it not possible? Or am I screwing it up? Just curious so I can stop trying if its not an option lol

if you just randomly hit people in the air with j.M you can do j.M j.M 6H addf st.L S to pick up the combo

[S]I’m too lazy to check if that works on an incoming character but it is the main way I pick up random air hits[/S]

edit: I tried it and it seems to work[S]
[/S]

Ahhh. Ok, so jM on the way down a la buk doesn’t work here, but landing with no hit, and juggling sL S does? Very nice. Also noted that this works as a regular air to air idea, thanks! I’m still new to doom as a point (used to anchor him months ago) but am learning fast and loving this masked bastard. As it stand my basic welcome setup has just been the jMM xx footdive xx addf with a haggar call if blocked, figuring when they land I can mix up box jump M with empty tri jump cL

In fact, that’s been the majority of my mixup game in general, calling haggar then mixing up box M with tri cL, usually going for the box since people like to crouch under haggar. Is this regarded as an effective in-close game plan? Or have I been using a 2nd rate mixup? Its been wrking very well, but I also play mostly online so who knows.

Oh yeah, another thing I meant to ask… say I’m facing a phoenix, and its down to phx. And I have a good chunk of my team left, they. Have 5 bars. I want to play the run out the clock game. Any good tips for a pure doom runaway? Thus far I’ve been doin a lot of sj, fly, occasional foot dive to switch sides trying to do so in a way I won’t hit, and if they have enough life that a little damage won’t go dark, ill do a photon shot here and there just to mess with their pursuit patterns and avoid being predictable. Anything I’m missing here? Or just keep doing that?

Doom can use j.L as an overhead on most of the cast but it requires execution and positioning. You can easily do it on a cornered opponent. Marv does it here at 3:49 in http://www.justin.tv/deadly_bison/b/293503444.

Midscreen overhead L : you can do it by normal jump, addf at the height of the jump, mash L. You want Doom’s body blocked by the opponent so he hovers a moment. Its awkward to say without video. Very distance dependent. But if you do that you can start experimenting on distance/height/sjumps to make it faster. Even with the slow setup this versin is nice because it sets up a high/low situation.

I reckon anyone who can duck plasma beam it doesn’t work on.

j.M is the goto overhead. Don’t neglect to use it. Probably 90% of Doom’s damage will come from an unblocked j.M/c.L mixup.

For Phoenix there is a very good post in the Doom vs Phoenix thread in these forums about fighting her straight. I do not know if it talks runaway.

Haggar is super effective for entry mixups. Everyone seems to have their own that works. Yours is similar to mine. I do j.m, call haggar. If they pushblock I dash back in while haggar keeps them in midair. If they pushblock and stay airborne you can throw or wait till they hit ground, then setup the overhead L/c.L/throw game.
Look at the video link. Marv does what I think is the best mixup possible on a No-air dash character. He could have an assist come in at the end for lockdown and keep up another mixup at least. That’s like 3-4 overhead left/right opportunities.

I’ve found today that air forward dash j.S dive is really good for left/right mixups anywhere if you have an assist that will hold them so you can land and combo. You need assist because you aren’t guaranteed to have a dash due to height on certain crouching characters. Haggar is pretty much the best at this.

A gimmick with Haggar that works on Taskmaster is to call haggar , then super jump and dash forward. Taskmaster’s turnaround animation is high enough to get hit by Haggar. It can be blocked 100% by someone looking for it by holding forward or standup block. But maybe there is a mixup in there somewhere.

I will put together a video featuring Doom hitting people with hopefully all the tricks I know. A week or two to finish but I think I will just dump clips until I edit it all together.

lol i play the runaway game with phoenix vs doom too. its so freaking scary cause doom can dash but phoenix got to many tools to get in. imo its not the best strat. only cause a good phoenix player will find a way to get in. the best strat is this snap the bitch in and do dmg.

but what i do is when its down to phx and she low on life, and its my doom vs her i dash back. to see what she’ll do. you play dante and haggar…perfect to get her the fuck off you with jam session and lariats, but the point is to NOT get dark phoenix out. RUN for dear life and for the love of god BLOCK. dash like you never dash before and try to keep the player frustrated. if you do good chances are the phoenix players will realized they can’t win and use there xfactor and meter. soo as they do that…attack and kill them. playing defense with doom is hard but the pay off is worth it.

Showing Doom can crossup midscreen with Footdive

Doom Corner Crossup/Mixups

Using j.L as an overhead Midscreen and corner

what characters does j.L work on as an overhead?

works on everyone but spidey, ammy, joe, wolvie, morrigan, x23, phoenix, and arthur. i don’t know about jill or shuma

Quick frame data question. Is Doom’s level 3 a 4-frame start up?

I was trying to counter bionic arms with it, but it didn’t seem to work. From what I remember bionic arm was 11-frame start up with 7 frames for the hyper screen freeze and 4 active frames invincibility. So I figured that if I did Doom’s level 3 right after the screen freeze, it would coincide perfectly with the end of bionic arm’s invincibility.

Doom Time is indeed a 4 frame startup with no frames after the hyper freeze. Problem with your Bionic Arm scenario is that if you perform Doom Time’s input during the freeze, Doom Time hits on the 11th frame (the last frame of invincibility on BA).

Spencer is actually invincible during the first five active frames of Bionic Arm, making it impossible to counter with Doom Time in the manner that you’re hoping for.

^this. you could of course do pretty much the same thing with XF out of blockstun into doom time, but unless you wanna save your XF for later, it’s best to just block.

Oh, really? I thought it was 1-frame after the hyper freeze rather then 0 (for some reason, something being 0-frames sounded absolutely insane/ridiculous to me). That explains things.

Yeah once you xf out of blockstun into it your opponent is fucked.Nothing they can do.

It is a physical attack though, which means Wesker/Task counter super beats it.

Doom Time being mashable in UMVC3 is stupid though.When I see that super, I just want to sit back and relax, not mash like a madman.Photon array mashable makes sense.